This small update brings along something that came from a realization that being turn-(phase-)based, the intent is to be tactical. And having information is a positive thing, it allows the player to make informed choices.
As such, all Monsters, either when an Operator is selected and a Monster is highlighted as being within their Perception range, or a Monster walks within range from a Light Flare and is highlighted, a Health Bar will be shown indicating from 0 to 100% the Monsters actual health.
This also means that the Light Flare once again get a minor buff, to bring it in line with some other Special Abilities.
In other news, development is, slowly, ongoing for the next level and the new monsters to find there. One of the important changes done to accommodate the current design, is to raise the theoretical max limit of the level by 4 times (double in both length and width). No date as for when it will be finished, as things have a tendency to take a long time for a sole developer.
Full changelog
- Increased possible maximum level-size to 4x the current limit (to 160,000 Sqr meters)
- Added HealthBar-support for all Monsters
- Adjusted title for book 'Dale The Merchant: Volume 7'
- Adjusted SpearDoor and SecretWall to handle non-set Interact-tile
- Adjusted Minimap to no longer render Decals
- Increased resolution for Clinging Wine and Blood decals to 4K
- Refactored all Lights for better streamlining usage and future performance passes
- Fixed issue that could allow an Operator to Interact with items in unreachable locations
- Fixed issue with Operator running in place if unable to reach location when Interacting with Actor or downed Operator
Changed files in this update