A recent criticism over the player dying of getting one-hit by a projectile made me make some changes around it. I know it sucks having a good run end with a sudden big hit that drains all your health. The system is more forgiving now with player health dropping to 1 first (minimum health has to be at least 20). E.g. assuming you're hit with a projectile that normally does 45 damage and you have 30 health then you're left with 1 health instead of dying. This principle is applied to damage from normal enemy hits as well. I've also added a new setting that shows the player hitbox if you're curious about it or think it seems weird/unfair.
General
- New Building: Forge - Enhance your weapons with the power from elite skulls
- New Item: Black Diamond - Double the effects of the first forged weapon in your inventory
- New Power-up: Blacksmith - Reduced skull cost at the Forge
- New Weather event: Blood Moon - Strong enemy activity
- New Setting: Player collision mask (default: Off)
- Weapons and Items can be reordered now as well from the Character screen
- Player can no longer get one-hit and die by enemy or their projectiles if having more than 20 health
- Road map is longer/wider
- Enemies will knockback even though they're dead/dying (a visual thing only)
- Weather effects are briefly explained in a subheading when they occur
- Added Vietnam flag to leaderboards
Bugs
- Sacrifice altar math was broken and took more health than should have, resulting in instant player death with low health characters. Whoopsy - not quite the sacrifice I had in mind!
- Sun Stone bonuses did not show in the character info total damage numbers
Changed files in this update