It has been a while! But the game was being worked on pretty heavily!
The new patch aims to improve the game's action and rpg aspects, with clear content and objectives, a new quest system, reworked classes, improved combat and enemy AI.
It also brings Roguelite elements to the game with permanent Upgrades, and a GameOver after 3 deaths.
The changes should make the game much more choice oriented and more replayable.
Those who already have a key can test the build, for the others, i'll organize a playtest soon.

You can track every active and avaliable quest in the minimap and the world map

The quest details are also displayed in the map UI.
You can now select from multiple procedurally generate rewards when you complete a quest
30 new quests have been added. Making the first Region fully playable.

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You now start with 3 lives, if you lose them, it's a GameOver and your character is reset. You can then choose a class again.
Killing strong monsters rewards you with additional lives.

- The Fire Mage now has a new autotargeted fireball skill that they can charge, consuming energy and doing more damage the more you charge it.
- The Warrior now has the Whirlwind skill, a channelled skill that consumes energy and does damage around the caster.

A new world editor was made to allow anyone to create quests/maps/skills etc... The editor gives control over the procedurally generated terrain, villages, roads, rivers and any other aspect of the game.

The new world editor also features a new dungeon editor, allowing the mechanics such as traps, triggers and dungeon rooms with spawners.
Added new monsters such as the Giant snail, the purple lighting slimes. Other bosses have been reworked and improved such as:
- Huge slime (now has a charge)
- Skeleton defender
- Huge mushroom
- Huge purple slime (has lighting orbs)
- Aimed spells are now preaimed and sometimes randomized to try and mimic a human hitting a skillshots
- Some npcs have specific behaviour patterns using a new AI pattern system.
- Your energy restores very fast when out of combat.
- In combat, you only restore energy by standing still or taking damage.
- You are now only allowed to build in specific areas, where there are no monster spawners or points of interest

- Improved Fog
- Improved villages
- Improved grass shader, should be less invasive
- Head Equipements such as hats or helmets now hide hairs properly.
Also lots of bug fixes, and UI improvements.
I'll keep working hard until I feel the game is ready for release. There will be multiple test phases before that.
Thank you for following this project!