Patch 0.95.0 - Release Prep

[h1]New Enemy[/h1] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25423482/5cd56cae76854895e17e8e2b2313c2509db66f75.png[/img] A new enemy has joined the hordes! [i]Boosts[/i] are quick, low health enemies that have a continual energizing aura around them which speeds up nearby enemies. In large numbers they can swiftly collect spread-out enemies along the canyon into a collected force moving rapidly toward your gate! This enemy brings with it a complete rework to the enemy speed-modification system. Previously all enemies had a simple "speed multiplier" that would be changed based on the last ability that affected it (freeze, slowing pool, etc). Now however, each enemy has a list of speed multipliers that can be added to/removed from, resulting in all of the status effects stacking up and interacting in a consistent fashion instead of overwriting the speed multiplier based on the last ability effect to be applied. [h1]Final Early Access Patch[/h1] This will be the final patch in Early Access! We are planning to release on June 18th now that there are enough events in the game to provide varied playthroughs each week. I wanted to take this opportunity to outline the plan for next week and subsequent few updates: [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25423482/2dbdc914748c791e542bc4e6b8cc655878337c47.png[/img] [b]Thank you for helping[/b] - First, I want to thank everyone who has participated in the Early Access phase of QuiVr. Anyone who plays the game before the 18th will receive a bow (created by community member Pengu!) as thanks for giving feedback, squashing bugs, and helping to improve the game. [b]Pricing Plan[/b] - After over a year in Early Access, the game has changed quite a lot, with [i]many[/i] new features being introduced and significantly more content added. We believe that the game is worth more now than it was when we first entered Early Access. However due to Valve & EU rules about store discounts, we cannot release QuiVr with a launch discount [i]and[/i] increase the base price simultaneously. We feel that a launch discount would be better than a price increase on release from Early Access. So we are planning on increasing the price of QuiVr to $24.99 30 days after the sale ends (Valve + EU time requirement). We want to be transparent about this since, to an outsider, it could look like we are arbitrarily increasing the price of an already released game - but we feel there is merit behind the change. So the current base price will remain $19.99 for the launch out of Early Access on June 18th with a launch discount to $15.99, then 30 days after the sale ends the base price will increase to $24.99. [b]Update Schedule[/b] - With the release out of Early Access comes the end of the 'update-a-week' schedule that we have followed since 2016. This will let us work on more interesting, larger-scale content additions for the future, as well as ensure that the game remains stable between updates. There are still a number of things being worked on (more powerups, new dynamic music system, more environments, etc) and QuiVr will continue to improve and evolve during its life after release! [h1]Other Changes and Fixes[/h1] [list] [*]Changed climb event starting sequence [*]New fix for map sync issue [*]Adjusted Gravity Event rock angle [*]New check for multiplayer in-event flag [*]Fixed mote display after game end or item pedestal [*]Updated Map Seed [/list]