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Меню

Large polish patch - final testing looms!

  • Got around to setting up a #Gnomancer channel on the discords: https://discord.gg/JG2pbxC

  • Fixed a number of issues related to testing via Steam Play Together Anywhere, improving 2/3/4 player support, as well as situations where Pad 0 isn't the main player.

  • Added support for Steam Cloud

  • Health Collectables will now heal by percentage - 5 HP is a lot for a level 1 Wizard, but not for a level 500 Knight.

  • All UI elements should now have audio feedback. Especially difficulty settings.

  • Locked levels should now give specific hints about how to access them.

  • Tons of polish on UI enabling and disabling appropriately.

  • Reworked Gnome locations on Level 2 to better breadcrumb players through

  • Altered Level 6 to remove alternate routes, so early players are experiencing a more linear path.

  • Added more Gnomes to level 6 to make it completable with much less levelling - you shouldn't finish the level with thousands of dust and nowhere to spend it.

  • Improved Gnome stuck/teleport mechanics and effects mean a substantially lessened chance of nearby Gnomes getting stuck. They should also now warp through nullspace.

  • Alive Gnomes now give bonus XP at level end - this is correctly scaled by difficulty.

  • Gnomes with no owners will no longer take part in the physics simulation.

  • Press X prompt is now intelligent

  • Gnome Summon hides when you Pause

  • Escape now toggles pause menu

  • Load Ticks dropped from 80ms to 3ms because I had a brainwave.

  • Huge improvement to CPU usage of Map preperation.

  • Fixed skin selection to be sticky across all characters

  • Fixed issues with generating levels at low FPS being unreliable

  • Even more performance improvements to loading!

  • Fixed an issue where multiple accounts on the same computer would lead the progression system to using the slowest time, not the best.

  • Levels past the end of Early Access are available, but are clearly marked as unfinished.

  • Bonus XP is now colour-coded.

  • Tweaked script execution order, vastly improving instantiation spikes

  • Fixed issue where players could briefly attack after dying, messing up the animation system and looking stupid.

  • Added Low health/Damage effect. Only applies on Single player.

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