Added "Static Shock" passive > For each position your enemy moves, he has 50% chance of being hit by a lightning. Added "Resourceful" passive > Double consumable items values (heal, damage, effects.) Added "Weaponlord" passive > Weapons give triple the extra stats it would give normally (even when weapons are changed during a fight). Added a "Tiers" system to the description of armor and weapons. Changed "Armor/Weapon/Item" tabs on the inventory panel, now it will pop to the front to better indicate what tab are you currently on. Fixed "Armor/Weapon/Item" tabs alignment to be properly centered. Fixed a bug related to mouse clicking detection on the Battle SKills/Items panel. Fixed a bug related to mouse clicking detection on the Ludus Skills/Passives panel. Fixed a bug where the player could click through UI's if the game was not focused due to a bad raycast system. Fixed a bug in the gladiator slot outline causing them to not update properly. Added a "Auto-Battle" button, that resolves the battle automatically when clicked, based on a calculation of all elements of both gladiators. Added a "Start Fight" button, now the battle will only start if you wan't. Added a panel to the fight where you can see your gladiator's/enemies stats, skills, passives and items. Changed background to a more detailed one to fit better with the other graphical elements. Fixed a bug causing the tween (up/down animation) of the world map events to get slow/stop. Fixed a bug causing the gladiator UI icon not updating equipped items correctly on the map panel. Updated all game engine modules/packages to a newer/faster/better version. Updated Steamworks plugin to the newest version. Updated backend from Mono to IL2CPP for better support accross platforms, faster code. Updated Game Engine to a more stable/recent version. If you're still curious, here are all the patch notes for this new version: There are also some new "events" that will have a random chance of appearing when you're chilling at your ludus. For this reason, the AI got a little bit harder to deal with. One important change we've made to the battles is that opponents now derive from gladiators "archetypes", so they won't have crazy builds that make no sense. Its not final, we still have some skills to change, but we're getting closer to what we want: More agressive fights. The other one is a surprise, you'll see when you get to him.īesides that, we revamped A LOT of the skill tree, and added some missing skills and passives. Two new bosses were added! One is this pirate fella with a huge sword that will fight you on a boat. We added 2 new full sets of armor (Lamellar and Imperial) and 8 new weapons (2 of each type): Also, we added an "Auto-Battle" button, that auto-resolves the fighting based on the metrics of how strong each gladiator is, taking into account the base stats, armor equiped, number of skills/passive, items etc. This is also great to know how you're affected by buffs and debuffs. You can access these panels at any time just by hovering your mouse over the HP bar of any fighter. Now you'll know everything about your opponent before getting down to the actual fighting. Now, let's talk about the new stuff! Some of the highlights of this new version are:Ī new "pre-battle" UI. When you boot the game on this new version, you'll see a roadmap telling you what to expect for the next updates down the line. We intend on keeping this type of work, releasing fewer but better updates for the game. Its a better experience for the returning player to get a couple more hours of gameplay, than every week getting a few minutes worth of new content. it's easier to correct bugs when you already have all systems in place and you know you won't be changing the moving parts all the time. We think that releasing all new content at once is a better way to tackle updates, for some reasons: 1. As promised, alpha 0.4 is finally here! Its been 6 months of works, rethinking some of the systems, creating new assets, new stories and more content.
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