Minor content update #6

Hi guys, more small additions and bug fixes. This patch includes a large overhaul of the save/load system in regards to player stats. There were some errors in stat calculations in prior builds. To prevent this in the future your current save file will calculate everything again and sort all the different stats into different variables that will make it easier for me to track and tune in the future! [h3]NEW:[/h3] - Farming plants now show a timer above them to show the remaining time to fully grow - Visual buttons have been added while in your home to display the hotkey for build and leave - Your hiscore is now getting tracked during the woodcutting minigame - Farming plants (of rarity uncommon and up) now give off a fun particle aura depending on their rarity when they are fully grown - A button was added to disable the GlowFX (e.g. used for the sunny weather) to increase performance [h3]CHANGES:[/h3] - A large rework of the player stats has been pushed [i] _ On next login you may notice that your stats are different _ Every stat source (glyphs, alchemy, skills, chests, ...) has a dedicated stat, this makes it easier to track _ There is now a clear difference on additive and multiplicative damage, which is now calculated on each game load _ Any stats wrongly awarded to your character prior to this update will be wiped and corrected[/i] - Arena 2 has had a visual overhaul and has had his spawn boundaries tweaked - Seed selection window has been lowered slightly so it could not go out of bounds on your island - Anomaly golem's thrown rock will now stop travelling if it hits a map objects - Anomaly golems will no longer remove any previously existing walls when throwing a new rock, forcing the player to deal with the mechanic - The miasma barrage would despawn quite early in Arena, causing players to be able to outrun it, duration has been tripled - The enemy indicator now spins when it's trying to look for a target that has gone invisible (e.g. rogue frog) - Edmund will now properly remove his shield when he despawns in arena - Edmund will stop fighting zombies once the boss dies - The fishing whirlpool event can now destroy your rewards if it collides! - Arrows can no longer hurt invulnerable enemies [h3]FIXES:[/h3] - Activating "buff" spells like Energize, Frenzy and Inner Rage would not revert properly when the character died during the buff, this is resolved - Elementals were still making their way outside of the boundaries during the second boss fight - an additional type of boundary was added as a measure to make sure they won't be able to do it anymore - The first area of the 3rd slime map still awarded stat chests even if you had already completed the whole biome - this has been fixed - The pillars in the emperor's castle had some layering issues, you will now be correctly behind them - There was an issue with damage scaling in Arena, mobs will now have their attack scale properly as well - It was possible to enter the pause menu in certain boss rooms before the fight, this has been fixed - Extra checks were added to prevent being able to go past the current skill level cap - The earthen zombie's shield projectiles will no longer randomly stay around when his target is already gone - The fishing spout colliding with rewards would not only destroy the item but also your game, this has been fixed - Steam was still taking double screenshots, another mitigation attempt was done - please let me know if it is resolved for you - The woodcutting ent no longer randomly drops platinum ore - There was an issue with remaining in combat in every crystal room - this has been patched - Shrapnel from the split arrow rune could still damage invulnerable targets, not anymore!