Local 2-player co-op added! Also improved controller support, plus plenty of other stuff. Expand description for full patch notes.
Patch notes 11.09.2015
Local Co-op added (for 2 players)
-Controlled by Keyboard+Gamepad or 2 Gamepads.
-If one player dies, he will resurrect when room is cleared. If both die, they return to map start.
-Players get different hairstyles for distinction
-Enemies get tougher
New Mechanics
-Added a “Poise” mechanic to player and enemies. Taking enough damage in a short window applies a brief stun (like 0.5 secs). This allows the player avoid damage (and interrupt heals etc) from normal enemies through attacks, reducing the need to constantly dodge.
-Player can now reflect projectiles by blocking with a melee weapon. Reflected projectile damages the caster or one of it’s unlucky allies.
Controls
-Improved playability with an Xbox360 controller
-Hotkeys change to match active controls
-Pressing a button on keyboard or controller toggles it.
-If pressing multiple skill buttons at the same time, more important skills are prioritized (for example: if trinket and basic attack buttons are pressed, trinket is used first if available).
-Hotkeys can now be changed from options in main menu
Items
Added consumable Enchant Scrolls which apply one enchant to a gear piece in defined slot. Max amount of enchants is capped.
Changes
- Bandit Blade changed to a dagger
- Bloodrender sword changed to 2h
New
- Mana Sword - fast melee weapon with a good reach (has a magic blade which appears on attacks)
- Zealot Blades - fist weapon
Loot
Changed how drop chances work. Now every 3. enemy (on average) will drop an item.
Skills
- Normalized power: Skill base powers vary less (for example a start and end game 2h swords can have same base powers). Gear pieces now have a power level which multiplies damage/healing done etc
- Most skills effects now happen at exactly 70% of cast time. (Previously effect time and cast time were defined separately from each other, for example 0.6sec and 0.8sec.)
- Most melee attack ranges reduced a bit (they were too long because of a bug).
- Related quality of life improvement: If melee attack target is slightly out of range, player will move closer to the target during the attack.
- Changed targeting circle visuals for most area attacks.
Enemies
-Added a “Stabber” bandit variation
-Level 1 boss learned a new skill
-Level 2 boss
- learned Shadowstepping
- existing abilities got fancier
- no longer has a wand for basic attacks
-Level 3 boss
- learned how litter the ground with mines
- learned new bombing patterns
- changed weapon to hammer
-Level 4 boss learned a couple of new skills
Balance
Added exponential scaling for enemy health&damage and gear power/damage.
For example enemy healths could be increased by +25%, +56% and +95% at starts of chapters 2, 3 and 4 respectively (relative to a base health amount which stays close to same throughout the game)
Models & Animation
-Enemies and player now jerk back a bit when taking damage.
-New player animations:
- Quick hip shot for guns
- Stunned
- Slide kick
- Pommel strike
- Run with 1h weapon
-New model for final boss
-Level Change Portal model
-New Health Potion model
Player
.Interacting with things can now have different priorities (for example looting has higher priority than moving to next level so it’s easier to pick up boss loot)
UI
- Skill and item descriptions improved a bit (also damage numbers should be mostly correct now)
- Dialogs: If full text is not yet revealed, clicking reveals it instead of moving to next section
- Damage numbers:
- The number now stacks instead of displaying separate numbers for all attacks.
- The size change is also animated
- Destroyable debris now shows damage numbers too (crates, destroyable walls etc)
- Floating text:
- The text stays at full transparency longer (it starts to fade after half of the duration has passed)
- Level-up window is now opened from the inventory button if player has enough experience.
- Interaction text and tooltip visuals updated
Inventory
- Added particle effect for equipping items
- Changed layout to a grid with 40 slots
Map
Added new basic encounters (only to chapter 1 for now)
- Reserves: 1-2 enemies at start, more arrive with a delay.
- Miniboss: one strong enemy
Level change transition:
- Added a mini-cutscene where the hero jumps into the portal.
- When next level starts, player falls down with a thud
Chests in chapter 1 are no longer disguised
Chapter 2
- Tiles are a bit darker and less saturated
- Added glowing runes to walls in second part of the chapter
Tutorial
- Added a bit about using the inventory.
- Tips with hotkeys now update to match active controls. Hotkeys are also displayed in a different color.
- Modified last tutorial room so that the entry door is closer to the tip.
Music
Boss music changed
Settings saving
- Game settings are now saved outside the game folder, so they stay saved between different game versions
Bugfixes
- Fixed an issue with enemy AI skill using
- Fixed an issue where the player’s thumbs behaved strangely during some animations
- Switching gear pieces no longer causes the bottom bar graphics to flicker
Small improvements
- Removed floating text “Noooo!!!” on player death.
- Improved projectile wall hit detection a bit (helps immersion a bit with fewer projectiles flying through walls)
- Melee attack targeting ranges are more consistent (they used to have separate ranges used for targeting and hitting)
- When using mouse for movement: Player now slows down before completely stopping when close to reaching given movement target.
- Updated blocking particles