In this update I was mostly tweaking the combat flow and working on improving some small features that did not do too well. I fixed a lot of small annoyances that made combat somewhat tedious.
Combat features and design are now properly in place and can now be really polished and balanced.
The island rework should also fit the game better and is more extendable on a technical level.
For the next update I will be working mostly on the castle area dungeon, which should turn out way better than the 'Bonepit'.
Also Warman now has a native Linux client.
Gameplay
·Dying and respawning now refreshes all your cooldowns
·Using a teleporter now makes you invulnerable for a short time
·Limited movementspeed to a max. of 200%
·Changed item rarity drop rates
·Jumping now costs 10 stamina
·Improved general UI rendering performance
·Rescaled item rarity effect values
·You now gain a 3 sec. invulnerability buff after respawning
·Respawn points now automatically activate when you go near them
·Replaced the chain bridges in the prison area with wooden ones
·Added stone bridges to the castle area
·Going into water in the prison area now applies a 'Wet' debuff
·You now walk in the prison and castle area water, instead of swimming
·Wings don't give flying anymore
·Temporarily disabled 'Flying' and 'Fire Ground' floor effects
·Changed some trap and room layouts. Every point is now reachable by enemies
·Reworked character creation. Now has more sensible options and is easier to extend
·Reworked the main island look
·Added a npc to the main island which allows to change how you look
·Added a mini-game when resetting your masteries. This may be further improved
·Removed the gold cost from resetting your masteries
·Reworked potions. There are now 6 distinct potions with their own effects
·Increased damage when you fall into void
·Changed so you can't die from falling into void
Bugfixes
·Rolling now makes you properly invulnerable. Previously you still would receive 1 damage and trigger on damage events
·Fixed some rare cases where a multiplayer game could desync
·Fixed 'Portal' floor effect having in some cases a too high level
·Fixed vendor bulk sell button not always updating
·Fixed surfaces not playing the correct sfx when walked on
·Fixed player sometimes losing their max. cleared floor when playing in multiplayer
·Fixed camera ambient occlusion post-processing not working
·Fixed various issues with spectating other players while dead
·Fixed enemy levels wrapping back to 1 when you are on floor 255 and up
Changed files in this update