And Now It Is In Testing

Next build is in testing! :D Have an update log to read while you wait. With any luck, should be releasing this tomorrow. Cheers!

Updates, 10/13/2016
UI
 - A new option has been added that determines whether or not you see
 other players' summoner names on the scoreboard... and other future
 online features.
 - The option defaults to off, and when off, you will only see your own
 summoner names on the scoreboard: all others will be replaced with
 the default "Player".
 - For anyone who is interested, the game identifies your scores by
 a local file that is cross-referenced with the online data: I take
 seriously my pledge not to track user-identifying information, and
 have not violated it here.
 - F1 and ? can now be used to view the manual in many more locations,
 including during character creation, while viewing character sheets,
 and while choosing things from a list of things.
 - Particularly large scores are now handled better by various interfaces,
 including the use of K and M abbreviations when required. i.e.: A score
 of 1203246 might show up as 1203K instead if the given display does not
 allow 7 digits. Note that even when an abbreviation is hiding part of
 a score, the hidden part will still be used properly for ordering the
 scores in sorted lists.
 - Tooltips for stats now show how effective the level of the stat will
 be against other relevant targets. When viewing friendly stats, it
 will compare to the last enemy you moused over. When viewing enemy
 stats, it will compare to the last friendly unit you moused over, or
 the Player if that unit is not available.
 - Tooltips for abilities and items now show the range of the ability or
 item in question.
 - Tooltips for characters now show HP and SP numerically, rather than
 only showing an adjective describing HP.
 - You can now press Shift+V in game to view a "resistances report" on your
 current party. This will show you how many demons you have that use
 attacks of, are immune to, resist, and are weak to each attack type.
 - The same report is also now a part of party dump files.
 - The last 50 messages will now be shown in party dump files.
 - You will now get reminders when entering new floors if you have unspent
 bonus points or relic upgrades. These reminders will get more dire if you
 have large numbers of bonus points/relic upgrades unspent.
 - Using the scroll wheel in the manual now scrolls the text much more
 quickly.
Balance
 - Levels now require about 8% more XP to gain. Note this does not mean your
 level will be 8% lower, due to how XP works. In most cases this will
 probably only work out to -1 level by the current end of content,
 or -2 at most.
 - Bonus MaxHP now caps at 33% of your base MaxHP, rather than 50%.
 - Soul Armor's credit costs have been reduced by about 20%.
 - Quick Summon and Quick Dismiss now have cooldowns of 0.1 instead of 1.
 The only practical effect of this is that characters with > 100% Speed
 will be able to use these every turn even at their hasted speed.
 - Modifiers no longer count reactive abilities when deciding whether or not
 the first bonus ability needs to be from the "untrained in this type" list
 or not. This should generally improve the results of applying modifiers to
 demons that do not already use the element(s) associated with that
 modifier.
 - Reduced the item spawning rate for side dungeons from 150% of normal to
 125% of normal. 
 - Enemy summoners with Consume or Recycle should no longer delete their
 unique demons.
 - HP and MaxHP drain effects now round a bit differently: you are much more
 likely to gain at least 1 HP or MaxHP if you dealt any damage at all to
 the target. (This is still not assured, by design.)
 - Ghost Pierce must now target a character.
Sprites
 - Geminimax has updated several of the sprites in his character sprite set,
 with a focus on improving the player summoner sprites. Thanks Geminimax!
Bug Fixes
 - The Full Power passive no longer causes crashes in very rare
 circumstances.
 - Fixed a bug that caused some mouse over/click zones for interface objects
 to be slightly off.
 - Mobility no longer erroneously gives less than the listed movement speed
 bonus.
 - Bloodlust no longer erroneously returns less *total* SP per additional
 target.
 - Leadership will no longer erroneously proc on the holder's enemies.
 - Fixed a bug that limited the effect of Vitality on MaxHP. (The effect of
 the bug was fairly minor except at relatively high Vitality.)
 - Improved level creation spawning considerably. This will be most
 noticeable on the two maps using the "forest" generator, which before
 this fix usually spawned with far fewer items than they should have.
 - Pyre Rite can no longer be used while Muted.
 - Enemy summoners with Soul Armor no longer end up with immunity or
 resistance to... unusual... damage types.
 - Mending can no longer target enemies (but it never affected them anyway.)
 - Jayle has finally spent her leftover relic upgrade point.
Refactors (usually not noticeable to players)
 - Improved how abilities handle various restrictions like 'must target an
 enemy', 'must target a character with Ignite', etc.
 - May have improved performance on very low power systems, since the old
 method was somewhat burdensome during AI calculations.

6 responses to “And Now It Is In Testing

  1. “Tooltips for stats now show how effective the level of the stat will
    be against other relevant targets. When viewing friendly stats, it
    will compare to the last enemy you moused over. When viewing enemy
    stats, it will compare to the last friendly unit you moused over, or
    the Player if that unit is not available.”

    Is it possible to display name of the monster this is compared against? To avoid confusion.

  2. Well, it’s there :D I hope it helps folks get a better idea of what they’re facing, especially when fighting enemies of unusually high level. :D

      • Well you’re getting it anyway! :P

        One day. One day that is not soon, because it’s UI and I don’t wanna work on UI again this soon. :D