[MAJOR UPDATE] Skill Tree & Playtests 🎮

Hello Warders. Thank y’all for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players can’t test it? That’s why we want to announce playtests coming this weekend! [img]https://i.imgur.com/sQNM8No.gif[/img] From 3.11.2023 to 10.11.2023 we decided to give you [b]whole week[/b] to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, that’s why we listed the changes to the game below. [h3]🎮 Gameplay changes[/h3] [list] [*] [b]CHANGED[/b] main currency from 1 to 4 types of shards: common, rare, epic and rainbow [*] [b]NEW[/b] Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on. [*] [b]NEW[/b] Added unclearable darkness [*] [b]NEW[/b] Added biome system and one new biome. There will be biome specific enemies later on. [*] [b]NEW[/b] Added darkness to map (M key) [/list] [h3]🎉 Skill tree – it’s finally here![/h3] [list] [*] [b]NEW[/b] Increasing Skill Tree tier unlocks new skills including new crystal level, raising already unlocked skills level cap and gives the ability to mine new ores. [*] [b]CHANGED[/b] - structures like shop, upgrade chamber and altar are unlockable by progressing in Skill Tree [/list] [h3][img]https://i.imgur.com/5Kozauw.png[/img] Enemies[/h3] [list] [*] [b]CHANGED[/b] enemy spawn logic – now enemies spawn from destroyed darkness cells, not from everywhere. This change will allow you to moderate enemies horde. [*] [b]PREVIOUSLY[/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. More credits = stronger enemies. [*] [b]CURRENTLY[/b] system works so that this "director" gets X credits only when darkness cell is cleared and can spawn enemies only where the cell was cleared. Thus handing to the player control over the enemy flow size. [/list] [h3][img]https://i.imgur.com/uFUxQM7.png[/img] Portal[/h3] [list] [*] [b]CHANGED[/b] – only one portal spawns per level [*] [b]CHANGED[/b] – portals are activatable on finding. Requirement to power energy relays has been removed [/list] [h3][img]https://i.imgur.com/1QKK1X2.png[/img] Crystals[/h3] We completely reworked whole system in a way, that you won't feel bored at any given moment of the run. Depending on generated level, there was possibility for stagnation. With current system when you feel safe on one side of your base, you can move crystals to the other and boost darkness destruction speed, but not in a game-breaking way 😉 [list] [*] [b]NEW[/b] You can move them around like units, unless crystal is not connected to two other crystals at the same time [*] [b]NEW[/b] Crystal "power" system - Each crystal has certain amount of power, which affects how much damage it deals to darkness cells. Each subsequent crystal will be weaker. [*] [b]NEW[/b] Main crystals is a source of power. Each crystal that's connected to it will have max power. [*] [b]NEW[/b] Crystals with high power will highlight with particles and deal 1.5x damage to darkness cells. This should speed up early game. [*] [b]NEW[/b] Crystals with 0 power can't be connected to any further [/list] [h3][img]https://i.imgur.com/a0ZWebS.png[/img] Beacons – new structures [/h3] [list] [*] Beacons glow showing direction to the Portal [*] Beacons reset crystals power to 9 [/list] [img]https://i.imgur.com/n6aVEQh.gif[/img] [h3][img]https://i.imgur.com/JwaMMeE.png[/img] Structures[/h3] [list] [*] [b]CHANGED[/b] Structure generation system - Before there was a fixed amount of structures that would spawn randomly. Now "nodes" are getting spawned (with a certain minimum distance between) and then each node turns into a random structure(or required one e.g. portal) or stays empty. [*] This new system will work no matter how big the size of the map is and therefore is much better then previous one [*] [b]Added[/b] more map decorations [/list] [h3][img]https://i.imgur.com/AwyDztw.png[/img] Tutorial changes[/h3] [list] [*] [b]NEW[/b] Tutorial – based on your PGA feedback we wholly revamped the tutorial. Tell us if you feel that something was not explained enough [*] [b]NEW[/b] Added menu with all discovered mini tutorials. Accessible from pause menu. [*] [b]NEW[/b] Added sign flicker until read [*] [b]NEW[/b] Added unit evolve tutorial part to initial tutorial, moved pattern tutorial into separate one which triggers after any new unit tier was unlocked [/list] [h3]🛠️ Technical[/h3] [list] [*] [b]Added[/b] VSync option in settings [*] [b]Added[/b] “Evolve” button in Limbo [*] [b]Added[/b] right click cancelations for different actions [*] [b]Added[/b] leave building mode on [Esc] press [*] [b]Fixed[/b] structures spawning inside of unreachable zones. [*] [b]Fixed[/b] structures failing to generate. [*] [b]Fixed[/b] stats displaying as upgrade even if they decrease. [*] [b]Added[/b] New main menu and gameplay music [*] [b]Added[/b] new SFX [*] [b]Fixed[/b] wrong hover popup and artifact popup positions on different resolutions [*] [b]Fixed[/b] main menu buttons getting out of screen [*] [b]Fixed[/b] wrong UI scaling [*] [b]Fixed[/b] milky colors on HDR displays [/list] [h3]Want to talk to us? [/h3] [url=https://discord.gg/tu5tTE9qNB][img]https://i.imgur.com/uMaxfwp.gif[/img][/url] Follow us on our Social Media Channels where we will post work in progress, news about the game and other cool stuff, so check it out! [url=https://www.facebook.com/profile.php?id=61550925489774]Facebook[/url] [url=https://www.instagram.com/everwarder/?hl=en]Instagram[/url] [url=https://twitter.com/Everwarder]X[/url] Have fun guys, Everwarder Team