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Version v1.28.1 lays the ground work for a large upcoming content update with some important stability improvements. Additionally, a new spell has been added along with some balancing and a dramatic boss intro. Stay tuned for our largest content update to date, coming soon! - Added Spell: Potion Shatter - Shatters a potion to apply its effect to all nearby units - The area of effect increases with each stack of the spell - Mana Vampire Changes - No longer reduces maximum mana - Steals up to 40 mana from its target with each attack - Can spend up to 40 mana each turn to heal itself - Deathmason - Spawns after the players have taken their first turn, as to not reveal his location early - Has a sick intro animation - Steam Overlay - Pressing [Shift+Tab] in the Steam verison of the game will open the steam overlay - Tutorial Improvements - Players start the tutorial with Target Cone, Slash, and Push - Stat points earned in the early stages of the tutorial are auto-allocated to Max Health instead of being removed entirely, as to not make players' first sessions more difficult - Many other Tutorial fixes: Most listed at the bottom of the changelog - Huge Game State Refactor: This refactor encompases many different game systems and fixes. It should make the game much more stable and prevent softlocks - The end turn logic accounts for unspawned players, players that can't act (due to being frozen, dead, etc.), and should handle other edge cases more consistently - Players can end turn without needing to enter the portal and should never have to end their turn multiple times to progress the level - Fixes an issue that sometimes caused players to choose their classes at different times - Thank you @Moonlighter - Ally units have their end turn effects applied at the end of their turn, instead of at the end of the enemy turn - Improved unit turn order. Ex. Ranged units will always complete their action before Priests take their turn - Smart targeting factors in unit turn order, making it much more predicatble - Units are much less likely to make targeting mistakes, such as targeting an enemy unit that's already been killed by another unit - Planning view attention markers consider smart targeting, fixing an issue that rarely caused false prediction markers, especially with decoys around - Additional waves spawn the turn after all enemies are killed, instead of spawning immediately - Thank you @BrewBreuw - High scores are reliably tracked in online multiplayer, and for all hotseat players - Completing a level and dying within the same series of events should favor the player and progress the level, instead of ending the game immediately - Rework for client ID's, which should - Improve lobby handling for online lobbies to prevent issues such as duplicated players - Allow saved hotseat games to be loaded in an online multiplayer lobby - Ensure spells and network messages always target the correct player in hotseat (I.E. Freeze and admin commands) - General stability improvements Other Fixes - Fixed an issue that allowed players to skip the Deathmason's second phase. Deathmason now enters the second phase via the OnDeath event - Thank you @tennun. - Fixed an await issue that prevented "Slash" from resolving correctly, which could sometimes lead to desync - Fixed an await issue that prevented "Arrows" from resolving correctly, which could sometimes lead to desync - Fixed a pathing issue that caused desync in online multiplayer games where gripthulus or resurrections were involved - Modifier keys are ignored if there isnt a bound action. I.E. [Shift+A] will move the camera to the left, unless you have [Shift+A] specifically bound to something else - Thank you @innonminate - Fixed a bug that caused the some tutorials to not be completed when they should - Fixed multiple tutorial display issues, such as explain prompts not showing up, completed tasks not appearing, and the tutorial not appearing correctly in multiplayer - Fixed an issue that caused urn explosions to disappear too quickly - Thank you @blue1760 - Improved debug and logging - Temporarily removed LoS targeting lines in preparation for an AI Refactor
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