Top-down squad RPG with pauseable real-time combat. Added a minimap and an indicator for current action. Updated some encounter arenas and caster enemy models.
Added a simple minimap to give a general idea on where enemies and heroes are relative to camera viewpoint.
It also indicates when characters take damage by flashing the marker
And shows dead heroes with a low-saturation color.
Proppified up some encounters
Updated outdoor arena to be more fancy.
Some updates to how encounter objectives are handled to allow creating new kinds of encounters.
Also added some new objective types.
[New] Banedit, the self-desctructing bandit
Healer mk2: Channeled buff - mage channels a powerful buff on a single ally for up to 10 seconds
Channeled heal - healer channels to heal a lot over time.
The 2h sword hero
Updated model for bandit healer and fireball caster
Added a tip box for the action being targeted. For skills, it shows skill name, targeting type and what it can hit. For others its some short description.
Order indicators are now hidden for non-selected heroes.
Cast progress for channeled abilities is now shown more accurately.
Encounter starting menu:
Added a glowing indicator when party selection becomes unlocked
Environment traps/explosives can now also have death animations, such as having an enemy burn after dying from a fire barrel explosion.
Added click sounds for some buttons
Fixed issue where the player could add a fourth hero before the fourth slot should be available
Maybe fixed some issues related to scene change between camp and levels.
Fixed the glitchiness from the big start button when rapidly clicking on different encounters.
Fixed some issues with loading previous progress in a level
Fixed issue where all available levels could be started from camp and they didn’t show if they were already cleared.
Fixed issue where player could activate hero skills even when an encounter was not active.
Fixed issue where enemies could lose aggro if reaching players took too long
Fixed issues with starting a new game after returning to main menu.
Feature progression should now be remembered better when loading from save.