For this monthly update we wanted to finally add the long requested feature of saving your runs, as well as enhancing their visuals to better represent what they'll look like for the full game release. We also made significant spell changes around reservation spells.
Map Progression
The current demo has a single zone to explore, the rest will come with the full game release. We want zones to have completely different enemies and scenery from each other, but a given zone should also provide a sense of visual progression in both.
Each map inside a zone now also progress the scenery to reflect the enemy progression. In addition, we also improved the ambience of each zone to make them more lively.
Run Save System
Player expectations demand a way to save your progress in a run, but we want to be cautios around this feature to prevent saving exploits.
It is greatly important for us that your decisions during a run matter. Previously all your decisions were permanent since there was no way to go back. Adding a way to go back requires a degree of compromise between player convenience and the permanence of their decisions.
We're adding a way to save your runs in the follow way:
- Runs are saved automatically after beating a boss and moving to the next map (a flag will appear in the board to communicate this).
- A "continue" button now appears in the title screen to load your currently saved run.
- Your currently saved run will be deleted if you choose to start a new one.
- Abandoning a saved run halfway through a map will cause you to lose the progress of that specific map.
- Runs are now seeded, meaning that the random events always occur the same way if you try to repeat a map by loading a run.
Spell Changes
Reservation spells are meant to provide a way to passively support your team. Some of the previous spells required you to position your characters in certain ways to gain the effects, but In practice this was trivial to fulfill in most cases.
Another issue was that those same spells simply granted a couple of stats each, often found in items already, which doesn't feel as unique as the effects provided by active spells. More importantly, every team simply got the same flat effect from them, so their potential for synergies wasn't as high either.
We're changing those reservation spells to make their effects more unique and increase their synergistic potential. This also removes their positional requirements since now their power will vary from team to team.
Here's 1 of the 6 changed reservation spells, you'll have to find the other ones in-game.
In addition, you can now start combats by casting an active spell instead, letting you take advantage of character positions before they start moving.
Balance Changes
General Changes
- Some player related text popups now last for a bit over double before going away (particularly those shown when using Regrets to reroll character Traits).
- Added a mouse parallax effect inside explorations (you can toggle this in the settings menu).
- The combat summary now specifies damage done by Immolation (and the newly added Rot).
Fixes
- Fixed Block granting triple Damage Reduction, it now correctly grants double DR instead.
- Fixed combats lost paying the characters Life revive cost first and dealing Life damage afterwards (this was causing some runs to be lost instead of giving you one more combat attempt). The damage is now correctly caused first.
Hotfix 0.17.1
- Fixed the character's Attack Range highlight overriding the Spell Range highlight while casting an active spell before combat starts.
- Fixed the mouse parallax effect over extending when using alt+tab.