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# Update 0.10.5
**Movement system reworked**
- Enemies no longer respawn
- ACP removed
- "Fast movement" mode removed
- "Run" mode removed
- "Auto portal" is free now
- Movement points added
- You need movement points to enter some area
- Cleared areas cost 1 movement point less
- You get 1 movement point every 30 sec
- You get 100 movement points, when you teleport to next world
- Movement in quest worlds is free
- "Jump to the crystal" button added
- You can jump to the crystal any time
- You don't lose you buffs, when you jump
- "Area exploration" action removed
**Items reworked**
- Attack parameter removed from weapon
- Critical chance removed from weapon
- Strength bonus damage removed from weapon
- Strength gives +1 to melee attack now
- Agility gives +0.5 to throwing attack now
- Agility base value changed from 7.5 to 10
- All item parameters rebalanced
- Item drop chance reduced
- Item enchantment bonus values increased
- Item upgrade cost rebalanced
- Material drop value rebalanced
**Enemies reworked**
- All enemy parameters rebalanced
- All enemies have fixed level and power in the world now
- New enemies added
- Experience curve rebalanced
**Others**
- New town building: Sewers
- There are many rats in the Sewers
- Offline gain reworked
- Potions drop chance increased
- Potions have cooldown in battle now
- You no longer lose items and material, when teleport to the quest world
- Minor fixes and improvements
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If there was one feature I really liked, it was the auto-exploration (meaning you don't have to fight each square while you "discover" all the squares so you could map out the best/most advantageous route before taking a gateway to the next world). In the oldest version we only had to fight one (1) enemy/square when running from A to B. But now we're back to a mindless "kill all" mode... :-(
Would you please consider a way to re-introduce an auto-map-discovery system?
I'm not a graphic artist by a long shot. But I'm sorry to say that I find the monster's outline kind of childish: as if we would be expected to color them after we vanquished them. And please bring back the old wolf shape -- the new one really looks like... coyote? Famished dingo? Abandoned dog? Everything except a wolf...
And altar buffs are lost after jumps... Or aren't they considered as buffs?
Item drop rate is really low now: I estimate less than 4% (1 in 25). This means either we get to be more dependent on treasure chests for upgrades, or we jump with weaker gear so we'll die more quickly in the next world.
I do like the "jump to crystal" function, and the revamped movement system makes sense.
(and yes: I still like the game :)
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> *Originally posted by **[MadManix](/forums/957428/topics/1824518?page=1#13108557)**:*
>In the oldest version we only had to fight one (1) enemy/square when running from A to B. But now we're back to a mindless "kill all" mode... :-(
You need clear the way only once now. Then you can travel without fighting.
> And altar buffs are lost after jumps... Or aren't they considered as buffs?
Buff works only in the world where you take it. When you jump to another world it disappears.
> Item drop rate is really low now
Yes, drop rate was decreased. But equipment bonus values was increased. So you find equipment less often, but it is more powerful.
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