This is just a small patch with some small improvements that were asked in the discussions community forums.
Also, patch 0.10 will go live really soon but I found the stuff on this patch to be important enough to go live earlier.
Hope everyone enjoys it!
UPDATE 0.02
Player roll
In the options menu you can now pick between rolling to the current mouse position or alternate to a movement based roll, being able to roll according to the player current movement direction.
Clearer rooms
Rooms have been opened up and there are now fewer objects that could block player and enemies movement in an annoying way. This of course without loosing the ambience in every room.
This is just a small update to rooms and enemies behavior. Patch 1.0 will include special encounter rooms, elite and rare enemies, and a better enemy movement behavior.
Book readability
Remake of character selection book, new general size, bigger font, this is also really important for it to be legible as it will be used for several special encounters.
Small fixes - Enemies moving in a perfect vertical path stopped animating. - Sometimes bigger enemies could "hit" the player while dodging behind them. - Scout level 5 perks could sometimes work incorrectly and only choose the Armor perk.
First of all I want to thank everyone for their support. It's been 2 weeks since the release and I'm incredibly happy about the feedback so far.
I've been working really hard on all of your suggestions. And I'm proud to say that every issue that appeared was solved almost intermediately, and I want to assure everyone that this is my main policy. I don't want anyone not being able to play the game or that encountered a game breaking issue, so please report this stuff I will do everything to fix it asap.
UPDATE 0.01
Trading - The shop got a big remake to make it easier and able to sell items (feature not first included). I also want to remark that on update 0.11 there will be traveling merchants that will allow to sell items more often. At least when you encounter them. And if they like you. And if they decide not to kill you.
No more ice-skating - Probably the biggest issue so far - Originally the game was planned around making movement and attacking more dynamic but it ended up, well not what intended, and it was like a constant kiting enemies while attacking which was not the point and it's not the kind of game I wanted to build. What's new? Combat has changed. You can't move while attacking, except for melee characters which have a really small movement between combo attacks. Scout must stay still for attacking (which makes more sense in the terms of real combat.) I'm really hoping you guys test out this new mode and I'll wait for your ideas and comments if you like it more.
Damage visual indications This was another big issue we were all having, when getting hit there was no clear indication that a) You took damage b) Invincibility timer on hit c) How much damage was taken. Now there are damage pop ups and our champion flashes on damage taken.
Small fixes - Added 1500x1000 resolution full-screen support - Scout critical hit per multiple arrows damage diminished as staring level 7 and forwards it was incredible powerful. - Melee characters top-left attacks had a smaller hit-box. Fixed. - Fixed an exploit where scout barrage could insta kill if used on contact with an enemy. - Some ranged enemies where all attacking at the same time making it a bit overwhelming. Fixed to randomized attack timers. - Side doors were, um, hard to go through sometimes, they are much bigger now. - Rooms that haven't been visited now have a darker color for an easier quick visual interpretation. - Tab now opens the map, same as "M". - And last a new background for the menu