Major changes: Intro is now a playable event, several post-processing effects added to rendering, selling items is now possible. Expand description for full patch notes.
Dragonpath Demo 2.10.2015 patch notes (v0.23.0)
Image effects
Added several image effects to rendering:
- Bloom
- Contrast enhance
- Ambient Occlusion
Changed rendering mode changed to “Deferred” with FXAA antialiasing. This allows more lights to be used simultaneously, and fixes the problem with objects occasionally flickering.
Intro event
The game’s intro changed to a scripted event, where the player’s party meets their demise and the hero is recruited to the Dragon’s service.
Combat
- Poise can now have modifiers (called “Stability”). High stability makes it less likely to be interrupted by damage. Stability is boosted by shields (for enemies) or heavy armors (for player).
- Some enemies (tanky ones mostly) now have better poise, which makes it harder to simply get close and nuke them.
- (with bonus from shields): Bandit Shield, Machinist, Dorf Shield, Ogre Shield
- Root soldier
Enemies
Chapter 1:
- Shield Bandit:
- They now gain “guard” (low duration powerful absorb shield) when dealing damage.
- Shield bash is more powerful and the animation actually uses the shield now.
- 2h bandit
- Slightly faster movement, and they now randomly have one of 2 abilities: a medium-range cleave attack or a dashing attack
- Gun bandit
- Can now dash away if player gets too close.
- Bruiser boss:
- Now equips a bigger hammer upon enrage
- Most abilities are slightly stronger
- Healer:
Difficulty
Positive modifiers that enemies gain from levels, difficulty and co-op now stack multiplicatively instead of additively. This gives a more consistent challenge.
Models & Animation
Added functionality to allow sheathing a weapon on player’s back. It’s used during shopping.
Animations:
- Modified run animation for 1h weapons
- New dash animation for 1h weapons
- Added potion drinking animation
- Added upwards casting animation for weapon (right hand)
Items
- Modifiers (move speed, dmg taken etc..) from gear are now increased by power level (linearly). Their values are lower in early game though.
- Most boots now have a modifier to one stat
- Base modifiers of powerful armors were reduced.
- New icons added for some items which didn’t have one yet
Health potions:
- Drinking a potion now takes about ½ secs, player can’t move while drinking
- Power of potions greatly increased
The player character now once again gets both melee and ranged weapons at start.
Inventory
- Keyboard: Displayed hotkeys for equipping / dropping items are now “Left Click” and “Right Click” when using keyboard / mouse.
- Gamepad: Changed default drop hotkey to X
- Backgrounds of empty equipment slots now once again show an icon which better represents it.
- Item comparison: now shows equipped and compared item side by side. Also now shows the difference between modifiers (move speed etc) of compared items.
Shop
- Shop was merged to the inventory UI, so that the shop is displayed to the left of inventory.
- Items can now be sold to the vendor at 50% of their buy cost.
- Enchant scrolls are now available at the shop
- Power level of equipped items can now be upgraded by clicking on them while in shop.
Map
Wall tile models
Outpostit:
- Outpost room layout changed
UI
Updated UI for map
Bugfixes
- Book dialog window can now correctly be closed using a controller.
- Fixed bug where player could continue to run in place during dialogs
- Fixed issue where multiple inputs could be changed simultaneously if clicked with mouse.
- Tutorial: Shop opening hotkey is now correctly shown in the tip.
- Disabled option to toggle map display
- Mouse movement: Fixed issue where player would slow down and stop too early before reaching the mouse target.
- Health potions can no longer be used from inventory when at full health.
- Inventory: Fixed bug where the equipped weapon could be displayed in inventory after switching weapons while inventory was toggled off.
- Animation: Fixed bug where melee attack direction following spin attack could be wrong (no effect on gameplay)
- Main Menu: Removed an incorrect tooltip from control changing menu section
- Fixed bug where tutorial map could have additional enemies in a special case
Small improvements
- The button for in-game menu now either closes all windows (inventory, shop etc.) OR shows the menu. As such it can now be used for closing windows without activating the menu.
- Shop closing hotkey now updates to match controller.
- Controller: Names for pressing right and left stick buttons were changed from “RS” and “LS” to “R_Stick” and “L_Stick” respectively
- Enemy bonuses to stack multiplicatively (coop, level, difficulty)