Over here at Gravity Ace Headquarters we are putting the finishing touches on the final release of the game which will be announced VERY SOON!
In the meantime, try out the FREE DEMO and, if you're an EARLY ACCESS owner, try out a sneak preview of the second campaign! All currently available content is unlocked in the level editor too so have fun!
Added: Weather mode and time. 2 new enemies, 2 new chests with valuable loot.
Fixed: The foundation can now be placed on uneven areas, the balance of items falling from mobs, the timing of the resurrection of skeletons and pirates, has been added. Error saving player. rocks and mountains, respawn of secret chests. Saving loot in the inventory (maybe not completely)
·Changed: Color of health and stamina bars. This was necessary as their are now allied units, that need a green healthbar ·Changed: Reduced frequency of automated saves. This removes e.g. the stutter when you switch rooms ·Added: New dungeon, Castle Siege. Requires a new currency that appears in the castle area ·Changed: Every player can now open a portal, not only the host. ·Changed: Resetting mastery skill points now costs 1 key ·Changed: Removed trial requirement from resetting masteries ·Changed: Reworked the tutorial. You now start directly on the island and have access to the codex. The codex has explanation for various topics. ·Added: You can activate the debug menu with F5 if you start the game with '-console' launch option ·Added: Various sfx for the UI ·Added: Various ui animations ·Changed: Removed the dropdown from the player ui at the bottom. All buttons are now visible and have an info if you hover over them ·Balance: Removed armor and resistance values enemies ·Removed: Feedback feature. Please create a steam discussion if you have any ideas ·Changed: Totems are now real units that will get targeted by enemies ·Added: Enemies now consider line of sight when casting skills ·Added: A lot of modifiers now run out by reducing their stack size by 1, instead of going from 20 to 0 ·Added: HUD scale slider ·Changed: You can't stand on top of the castle lever anymore ·Added: New UI at the right that has notifications-like info (e.g. when you get a key, lose a life) ·Changed: Removed physics from skeleton parts that appear on death ·Changed: Enemies will now only aggro their target when they can reach to it ·Changed: Improved the UI when hovering over objects ·Added: Breakable objects can now drop stamina potions ·Added: Health and stamina potions now apply a buff ·Added: Noticeboard which gives a simple overview of the island ·Changed: Improved the look of the minimap ·Changed: Traps now apply bleeding and burning debuffs instead of directly doing damage ·Changed: All modifier percentages are now pseudo-random and will trigger more often ·Changed: Simplified damage scaling on weapons and added some new base effects ·Removed: Reflect item effect ·Changed: Block item effect. Now has a percentage to block 100% of the damage ·Changed: Portal shard room won't appear if the difficulty and hero level are too far apart ·Added: Some windows now have an extra '?' button next to the close button. This will open the help page in the codex ·Changed: Projectiles from mini-boss skills are now 50% slower ·Changed: Key room now has a 100% of appearing ·Changed: You now need a key to unlock the elevator, instead of killing enough enemies ·Added: The very first room now contains a chest that only gives a white weapon
Bugfixes
·Fixed: Skill cooldown reduction reducing potion cooldown ·Fixed: Some modifiers that should have 100% trigger rate, did not trigger ·Fixed: Tornado Wand tornadoes not being able to hit enemies that are in the water ·Fixed: Not losing experience on death ·Fixed: Hair z-fighting on high zoom values ·Fixed: Wrong hotkey texts being shown in the hotkey rebind menu ·Fixed: Being able to jump and interact with objects at the same time ·Fixed: Skill cast preview being stuck when you change the map ·Fixed: Ranged enemies aiming at the wrong point and not being able to hit their target ·Fixed: Rare bug that caused a multiplayer desync. Based on my error-tracking, this should be the last one