Update #14: Alternate fire, bugfixes and improved performance!
New update, sooner than usual!
- NOTE * You'll probably have to rebind or revert the Zoom key, otherwise it will share the same action as the secondary fire.
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All weapons have now a secondary fire mode (Right click by default). It's usually a stronger variation of the attack, or a special shot that induces state effects.
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Some changes that should improve performance, specially on bigger levels. This may have caused some bugs here and there, please report if you find anything.
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A small improvement in water rendering performance on high levels of detail.
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Minimap icons are now properly shown when Rotate map is enabled.
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Added models, sounds and effects for the weapons added in the last update
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Bosses can now be poisoned.
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Increased poison damage over time
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Shrines won't be activated if you can't pay the price, instead of punishing you.
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Reduced number of Kobolds spawned by Poloko.
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Drops, weapons, etc shouldn't slide that much, so they won't fall into lava in Challenge rooms.
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Shielded Skeletons aren't allowed to be Green champions.
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Reduced a bit the damage hitbox for Shielded skeletons.
With this update, we think the game is mostly feature complete, and will focus on balance and general polish for a few weeks before release.
Next week we'll be attending Madrid Games Week http://www.madridgamesweek.com/ and show the game there, so if you happen to be on Madrid by 17-19th, don't forget to pass by and say hi!
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