Metamancer Patch 1.02

Metamancer · published

Gameplay

  • The game now has methods for avoiding dead ends when entering a new map. The game will fill certain holes in the map, and will move the player to the nearest pathable location along the entry axis.
  • Fixed a bug with melee hemorrhage not applying tick damage. Bleed now deals damage each turn and uses the same DOT damage numbers as fire.
  • Chained enemies should now be pulled into the singularity center as the chain jumps. Previously the pull only ran on a secondary chain path that often never fired; it now applies during the full detonation phase.

    Inventory & UI

  • Highlighting armor or weapons in the backpack now color-codes stats vs. what’s equipped: green if better, red if worse (quality, stats, abilities, GPU proc).
  • When the player hovers over an equipment item in their backpack it will open the dropdown for what the player already has equipped so they can more easily compare stats.
  • The equipment panel now shows more item info for equipment.


    Save & Load

    • Maps are regenerated from seed on load, but blended biomes weren’t always recreated with the same parameters. We now store the full blend data when a map is first generated, so reloading (or cache eviction) should put you back in the correct biome.
    • The in-game player and the equipment panel could look different after a load. Both now rebuild from the same saved customization data on load.
    • Fixed a bug with entity positions. If the window size differed at load time, things could land slightly off-grid.
    • Saves now record tile size, and positions are re-snapped to the grid on load.
  • Metamancer Patch 1.02 · Metamancer patch notes · SteamPeaks