EARLY ACCESS BUILD 23

Perfect is the enemy of good. After months of trying to both build a level that could contain a concept that looked good on paper, and then many weeks trying to find a solution for an optional game-mode, the conclusion is that it is better to reduce scope and build in steps and improve as is needed. There is no rule that a level must be 'finished' to be released. That is self-imposed and frankly lead to a situation where the lack of feedback ended up delaying a do-over. And it shouldn't have to be this way. So in this release, is the current ongoing version of Level 5 -- it may change a little or a lot, but the stair-case down will not be unlocked until it is deemed ready, so no-one accidentally finishes it too early (missing XP and loot). Take note that the level is, as has been previously stated, is not finished and will change -- both due to actually being built out and changes based on feedback from play-sessions. The alt. game-mode may become a reality in the future or be scrapped completely, depending if I can actually make it fun. As it was now, it wasn't, so it has to be halted. In other news, the price-adjustment for the game will come soon - some currencies will actually remain the same (due to their fluctuations against the dollar), but the base-price will see an increase in $2. Full changelog * Added Mimic * Added ForceBarrier actor * Added dynamic highlight of Operators when holding space key * Added Option to always highlight Operators * Added level-indicator on Monster healthbars * Added Blessing of Luck spell * Added a few more Achievements, relating to Learning new Spells, and getting a Squad Wipe * Adjusted puzzle of Level03, switches are now randomly allocated * Adjusted rendering of Operator and Monsters to custom dedicated layers, allowing for future extension * Adjusted outline solution for all Operators and Monsters to better handle complex combo-meshes * Fixed animation issue for ranged weapons with non-interrupting animation * Fixed some issues with outlines for Operators and Monster * Fixed an animation issue for Snakes for when biting and needing to transition to moving * Rebalanced some levels and stats for Monsters