[h2]✨ New Features[/h2]
[b]First-Time Setup Wizard:[/b]
A calibration wizard has been added to help you set up the game for the best experience! It appears on first-startup but is still accessible from the Settings menu. One of the important settings added to it is Transparency Threshold for systems which process black colors differently (e.g. black text is rendering transparent).
[b]Swordy Tutorial Sequence:[/b]
Per request, after Swordy’s intro, players will now be guided through starting their first run, opening the map and stats menu, navigating rooms, and surviving their first 60-second wave. This tutorial makes it easier for new players to jump in.
[h2]🛠️ Optimization[/h2]
[b]Vertical Sync (VSync):[/b]
VSync is now implemented, syncing the game’s frame rate to your monitor's refresh rate for reduced system usage. [b]To keep gameplay responsive, VSync is disabled during combat to reduce input lag.[/b]
[b]Process Priority Optimization:[/b]
The game now lowers its process priority when hidden, freeing up system resources.
[h2]🔧 Tweaks[/h2]
[b]Level-Up Enemy Opacity:[/b]
Reduced the opacity of the enemies during level-up selection to improve readability.
[b]Word Art Behavior:[/b]
Fixed an issue where [i]Word Art [/i]wasn’t properly using the "Amount" stat. The functionality has been adjusted to fire off a new word in the opposite direction. To keep things balanced, the pierce for the Word Art projectiles has been reduced to 2 (might reduce more based on feedback)
[b]Level-Up HP Gain: [/b]
HP restore from leveling up now provides 25% of max HP. (e.g. If you're max is 100, you can heal for 25)
[b]Room-Consistent Item Drops:[/b]
Items will now stay in the room they were spawned in. For example, if you open a chest, but leave the room, the coins will be disabled until you re-enter.
[h2]🐛 Bug Fixes[/h2]
[b]Pointers Weapon issue:[/b]
Fixed an issue where the [i]Pointers [/i]weapon would persist after a game-over. I've also cleaned up its behavior upon leveling up.
[b]Time Stopwatch Fixes:[/b]
Stopwatch freezes now correctly pause all enemy behaviors including projectile firing & enemies spawned from parents (e.g. frog->fly)
[b]Swordy Visibility: [/b]
Investigated an issue where Swordy would sometimes hide unexpectedly. This was related to GUI scaling and has been fixed.
[b]Combat Softlock:[/b]
Addressed an issue where combat would sometimes softlock at the end of a round. I've added a fix that will destroy off-screen or disabled enemies once wave spawning ends, which should hopefully fix the problem. (This is sort of a hot fix until I figure out what's actually causing it)
[b]Sixth Passive HUD adjustment: [/b]
Fixed a slight HUD visual issue where the sixth passive power-up would overlap the XP/HP section.
[b]Pass-through issues: [/b]
I've cleaned up some issues related to pass-through clicking disabling itself.