Thank you for playing and making a vid! There was a lever chain on the wall to move forward, like the one you pulled in the end of the video in the fix room. I'll have to add more clarification on that part. Act I + 1 floor are available for a demo. Also, I saw that interface was cropped, was the video cropped by a software, or did the game show interface like that?
Most important demo changes since last demoday (DD 60):
Added a new method of drawing the health bars of enemies and followers (you can switch to the old one)
Added insignia for enemy and pet health bars (improved enemy, elite, mini-boss, etc)
If you close the game on the lose screen and the character is not dead yet, you can continue from that choice
Dropped loot is saved if you quit the game
Health pots and potions are graded every 5 levels (every Act), if the level of the pots is too low, raising them only replenishes half/quarter of the pot
Health pots and potions have a use/recovery animation, potions have a 1 sec cooldown
Rebalanced the chances of getting healing pots and skill resource potions
Level requirements for skill upgrades have been lowered to allow for a less restricted distribution when leveling up
Rats and small gobloids can jump when attacking if their target is higher than them
Most long-range enemy attacks take into account the height position of the target when fired
Hefty eating characters can eat during combat
Added a reminder message to eat food (if char didn't reach level cap)
Barrels can be pushed around
You can hold down the Use button to keep picking up items
For the modifier button on the gamepad, all bumpers can be used
If a character is created in too old versions of the game, that are not well compatible today, a message pops up periodically about it, suggesting retirement of the character
Food in the tower and out of the tower is different, but works the same
You can now get two rosters with tower upgrades, "Beginners" and "Experienced"
The game now keeps track of the maximum level reached for each class (does not take into account previous saves)
When choosing a new character, the level of experienced adventurers cannot be higher than the maximum level reached in their class
Most quest keys can be used by simply going to the correct door and pressing "E" (by default)
For "Arrows" (bow, crossbow) and "Rounds" (rifle) ammo a new property "Unique Reloading" has been added, such ammo works for a single weapon only (in demo it is only Arrows)
Perfect Block is available to all characters, it stops damage completely
"Confusion" effect is separated into two effects: "Confusion" (mental confusion), "Shock" (physical confusion, +defense ban)
After completing some quests in the tower, some quest enemies can sometimes spawn again
Added AZERTY keyboard support
Added option to erase old saves in Extras (if you need to restart your old progress)
Fixed long texts for skill descriptions and other things taking too long to show up
Fixed when the first-person camera would sometimes let you see what was going on behind the walls
Fixed the problem of hero getting "stuck" by walls at a low angle of movement to the wall
The code for generating bonuses on good (green) and better items has been rewritten and optimized
Old prefix items are broken with the new code, but they can be fixed by talking to the Tower Attendant (this will be available temporarily)
Optimized the code for generating power crystal descriptions (old crystals can be repaired by talking to the Tower Attendant)
To avoid crashes and character loss, Dropped Loot is packed into one item only if there is no already packed loot in the inventory (with packing, the weight of dropped loot is reduced from tower upgrades)
Fixed an ancient bug that crashed when trying to raise the STR/DEX/INT for characters created prior to v0.4.2.5 update
Comments
bonked some crates. It's nice but I felt like I ran out of content? as I could not figure out how to get to floor 2.
Thank you for playing and making a vid!
There was a lever chain on the wall to move forward, like the one you pulled in the end of the video in the fix room. I'll have to add more clarification on that part. Act I + 1 floor are available for a demo.
Also, I saw that interface was cropped, was the video cropped by a software, or did the game show interface like that?
I think the cropping was just a recording issue.
Most important demo changes since last demoday (DD 60):