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Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes.
I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween!
Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spend the next few months porting those changes and some content from the beta copy into the standard release. My development time is still limited, so this may take a while, but at least you'll start seeing new stuff on a more regular basis, and I can continue to hear and iterate upon your thoughts.
The first change I've brought over is the hiding of the original dungeon Hoard, so that the left-hand Hoard is the only one you'll play with. The dual-Hoard setup was the result of a desire to provide a more practical left-hand Hoard without ditching the one at the bottom of the dungeon--which was a core part of the game's original premise. However, a lot of players make comments about how silly or confusing this looks, and they're absolutely right. I am sorry it took so long to see that.
Secondly, the Fence, Shop, and Guildhall have been collectively altered. These floors were unique in that they were the last example of floors altering what later floors provided; this one-off mechanic was being phased out, but these floors didn't get handled before beta development started. Now, the Fence will produce the existing Thief minion, the Goblin Sneak has been changed into a Goblin Swindler and placed in the Shop, and a new Goblin Ringleader has been added to the Guildhall. The net result of these changes is that all floors finally produce either a minion or a trap, and none of it is dependent upon other floors.
As for those minion changes, the Swindler has a unique "bargain" ability; when a Swindler is purchased or resurrected, another minion will be purchased or resurrected for free. The Ringleader has a new "delegate" ability, which directs a more powerful minion to attack in their stead; you may place the Ringleader on a floor with one of your most powerful minions to essentially give that minion an extra attack every round.
There's also a new Creepy Cabin floor that produces Psychopaths, some more shader revisions, a larger default window size, and some other assorted fixes and improvements. As always, let me know what you think!
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