Automating Automatons

Repel the Darkness Playtest · published

New Content

  • Added one new tile augment to Perch.

Monsters

  • Improved the monster spawn algorithm to further reduce bad RNG. Tougher monsters tend to appear in later rounds, e.g. ranged Nightpiercers no longer appears in a level's earliest rounds, where no unit could reach it. Also, in late rounds monster spawns tend more to spawn 360 degrees around the base.

Units

  • Automatons can now spawn other spawners, including another Automaton. Have fun letting an Automaton spawn an Automaton spawn an Void-Spawner spawn a Void-Minion.
  • Changed the Chaincaster's default targeting to "Biggest Burst": it picks the target whose burst would strike the most monsters.
  • Marksman and Assassin now keep their target until it is diminished or leaves their attack range, instead of re-picking after every attack.
  • Only Guard units now intercept monsters ahead of their path; other melee units pursue their target directly.

Quests

  • Improved the quest goal algorithm to further reduce bad RNG edge cases. Reduces the likelihood of matches where the player can not complete a second or third quest by round 4 and 5. Also, quest locations should now also be more meaningful in late rounds, avoiding to overshoot monster spawns.

UX & QoL

  • Renamed "Group Lead" to "Pack Leader" and monster groups to "packs". Feels more fantasy and less like work.
  • A Pack Leader now adopts its pack's movement identity properly. Tooltips now properly display this adoption.
  • Tile-augment reward cards now show a persistent tile panel (matching unit reward cards).
  • Hovering a unit standing away from its tile now marks that tile.
  • Added a bar next to augments and augmented stats on tooltips to highlight buffs made by augments.
  • Repositioning units displays their preview in formation instead of their previous local positions.

Bug Fixes

  • Fixed the Base becoming invincible once it had received healing.
  • Fixed pressing ESC resuming the match after victory or defeat had already been decided.
  • Fixed Riptide monsters walking a different path than their preview, detouring around rivers they should swim through; their speed surges are also smoothed now.
  • Fixed hovering an engaged monster showing a false path preview to the Base.
  • Fixed the monster path preview ribbon vanishing or breaking apart along tile edges.
  • Fixed a Resonating Wellspring not doubling its Springborn per-minion-spawn heal as its tooltip promised.
  • Fixed monsters attacking from just outside their displayed attack-range ring.
  • Fixed Dreadhide rendering without its material.
  • Fixed the Echoing Shrine tooltip still listing its echo minions after they despawned at round end; hovering an unoccupied Echoing Shrine now also displays its echo minions' attack range.
  • Fixed hovering an augment slot reordering the trait rows of a card that already carries that augment.
  • Fixed term tooltips collapsing when hovering a term link inside another term's definition.
  • Fixed an empty button slot in the bottom panel on the victory and defeat screens.