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For this year's Egg Hunt event, added a Wand for Mage's as a new/unique item, along with the new Wand (T1.5) - there's a T1 wooden Wand available to be bought directly from the basic weapons npc
Most important change is an updated weapon logic, now each class define how using a weapon affect it's stats, for example a Warrior can equip/use a Bow, but it's very inefficient - Along with this change, completed/improved the internal weapon tiering logic too - Initially, now all the bows are controlled by this new/practical logic (and the new wands too) - What does this mean? Well I can finally start introducing T3 weapons, as they will be easier to balance
Working on the Dungeon, added a new polygonal spawn logic, integrated into our Arena first since it's fitting for Irradiated Goo's as well, so far so good, tackled the initial issues. Progressed the new map editor features further. The dungeon is ready map-wise, global drops are ready, individual drops/monster dynamics are left to week 63. There's a new trap format too, first example is a zone that slows you down
Spent close to a week preparing the required artwork for Mac App Store / for potentially getting featured, preparing marketing material doesn't come easy to me - it's very stressful
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