Patch v0.8 adds Difficulty selection, auto-repeat commands, various UI improvements and more!
[b]User Interface[/b]
[*]Recovery timer displays have been added for heroes in the hospital for Standard games.
[*]Added an Upgrade button for gathering nodes in the Realm -> Gathering Nodes panel.
[*]Changed the visual display of the combat panel to show more information. This is in preparation for the full UI rework that is coming.
[*]Added sorting for the combat panel which can be disabled with a toggle. Sorting will cause your hero with the most threat against them to appear at the top of the list, while also showing the enemy with the lowest health at the top of their list.
[*]Added a new display for tokens which allows you to see all XP tokens you can earn and how you can earn them, as well as an easier way to sort them. You may access this through the Tokens page by clicking the ‘Earn’ button on the bottom left.
[*]The in-game timer now shows your difficulty and game mode selection.
[*]Changed the appearance of the Customer panel to more closely match the overall UI.
[*]Added a Vault Tokens counter to the bottom panel which shows current and pending/earned Vault Tokens for the week.
[*]Changed the quick access Skill Tracker into an Item Tracker/Loot Filter. Skill tracker may still be accessed using ‘K’ or its button near the Merchant portrait.
[*]Updated the Favor rewards turn in panel to reflect all rewards and earned XP.
[b]Functionality[/b]
[*]Added the ability to lock and unlock dungeons. A locked dungeon will prevent any new groups or heroes joining the dungeon while you have it locked. You may still manually join a locked dungeon with officers and custom groups. This feature is accessed through the Realm -> Dungeons panel, and is mostly implemented for Hard or Very Hard games to prevent world heroes or free roam officers from entering the dungeons prematurely and dying.
[*]Removed the Deliveries mechanic from the game.
[i][b]Developer Note:[/b] Deliveries are not currently up to our standards with what we wanted them to be as a feature, and so their role in the game feels out of place. As a result, we are removing the feature for now and plan to reintroduce it later with all of the intended functionality that we had originally planned. The future version of deliveries will add much more intrigue and will end up being a more exciting, rewarding and dangerous task to embark on.[/i]
[*]Greatly reduced the experience gained from dungeon completions.
[*]Favors now always reward some Mass XP to all heroes in the realm.
[*]Greatly increased the amount of XP world heroes gain from turning in Quests to you.
[i][b]Developer Note:[/b] Experience rates were proving to be quite substantial for your officers when compared to the rest of the heroes in the Realm when you spam dungeons with them, creating a gameplay loop that didn’t feel great as you would get to a group dungeon with your officers but still have to wait a substantial amount of time for the world heroes to catch up to you. These XP rate changes are our first step at trying to close that gap and make the game feel smoother. We will continue to monitor how these changes feel and will make more changes as necessary.[/i]
[*]Added the ability to toggle right click an Officer Command to make the officer continuously repeat the task you assign to them. This is indicated by the task icon being teal. Officers may stop the task if their inventory fills up, or if they run out of Energy (Hardcore).
[*]Optimized the customer buying & selling to more closely coincide with both your needs and the needs of the hero.
[b]Balance Changes[/b]
[*]Added four game difficulties.
-Easy: A very casual experience, difficult to lose.
-Normal: The standard experience. You will face some challenges, but nothing too difficult to overcome.
-Hard: You will face many challenges which will require proper preparation to overcome.
-Very Hard: Quite literally everything is terrifying and you should expect many failures before being able to conquer even the simplest of tasks.
[*]Changed the way tank heroes function in solo dungeons to prevent them from constantly target swapping.
[*]Max world hero count has been reduced to 50. Any games with more than 50 heroes already will not be reduced.
[i][b]Developer Note:[/b] As the game area gets larger, so will the max hero count, but 50 seems right for where the game currently is. We will continue to monitor this number and make changes as necessary.[/i]
[b]Bugs[/b]
[*]Added a failsafe to an issue which was causing in-world combat ui displays not to disappear properly when combat has ended.
[*]Fixed Guild Member logic so they are now more inclined to checking the Guild Bank for updated gear they can use.
[*]Fixed some back end issues with the Professions panel which will result in quicker load times of the various crafting stations interface.
[*]Various performance improvements and several memory leak issues resolved.[/*]