Devlog #2 and Poznań Game Arena

Hello Warders. we are dropping devlog with lots of new features, crucial mechanics changes and great news. Upcoming weekend Everwarder will be featured at Poznań Game Arena in Poland. [h2]📣 Poznań Game Arena 📣[/h2] Great news for everyone who’s going to visit Poznań Game Arena. You will be able to test the game with new changes at our booth. Not sure if you should go? There will be prizes to be won, so come, visit us at hall 5A, play the game and share your ideas with us! [img]{STEAM_CLAN_IMAGE}/43744890/46ff8193074def3f0ecc456e686734ed6cafff5f.png[/img] [h2]⚙️ Update ⚙️[/h2] [h3]New stuff:[/h3] [list] [*][b]Now crystals with 1 neighbor can be moved and connected to other crystals.[/b] This change will provide you with new gameplay options. [*][b]Increased initial unit tier to 2[/b]. Now newly unlocked unit in Limbo will be of tier 2 right away. [*][b]Added unclearable darkness regions and their random generation[/b]. They have dark purple color and cannot be destroyed, therefore giving more "shape" to the world and forcing the player to act accordingly. [*][b]Added darkness to map[/b] [img]https://i.imgur.com/E9FUeKe.gif[/img] [*][b]Added menu with all discovered mini tutorials.[/b] You can access them from pause menu. [*][b]Added beacons glow to make them easier to spot[/b] [img]https://i.imgur.com/n6aVEQh.gif[/img] [/list] [h3]Reworks/rebalancing:[/h3] [list] [*] [b]Reworked enemy spawning logic[/b] [b]Core logic stays the same.[/b] “Director” uses credits to spawn enemies, which means the more credits “director” has, the stronger are enemies [b]Old system:[/b] enemies were being spawned by "director" from random bordering darkness cell every X seconds. Every second "director" received X credits, which it used to spawn enemies. [b]New system:[/b] Now when darkness cell is cleared "director" gets X credits. When darkness cell is cleared, the “director” will spawn enemies based on credits amount. This change will allow players to control enemy flow size. [*] [b]Rebalanced enemy health[/b] in accordance to new spawning system. [*] [b]Huge rebalancing of artifact system[/b] - Decreased the gap between artifact rarities - Now common artifacts are 2.5x more powerful - Decreased artifact prices in shops [*] [b]Improved structure generation consistency.[/b] [*] [b]Crystals can only attack cells within their line of sight.[/b] [*] [b]Optimized unit targeting.[/b] [*] [b]Added lighter background to buttons and sliders in options in main menu.[/b] [*] [b]Changed color design of options menu.[/b] [/list] [h3]Fixes:[/h3][list] [*] [b]Huge optimizations for enemies, UI and physics.[/b] [*] [b]Much smoother darkness expansion.[/b] [*] [b]Fixed structures spawning inside of unreachable zones.[/b] [*] [b]Fixed structures failing to generate.[/b] [*] [b]Fixed stats displaying as upgrade even if they decrease.[/b] [*] [b]Fixed main lag issue on 15+ minutes.[/b] The problem was with the way enemies interact with each other(e.g. healing/buffing nearby enemies). After moving from colliders to manual search for enemies within certain range FPS almost quadrupled. [*] [b]Fixed world sometimes failing to generate due to invalid structure placement.[/b] [*] [b]Other minor bug fixes[/b] [/list]