In this message you will find information about the release date, the month update and the roadmap at the end. Don't hesitate to give me your feedback.
Here is what the game will contain on April 20, 2020
No level limitation or progression.
Improvement of your camp.
Talent trees with more possibilities.
Procedural dungeons ... if all goes well on the next test of the month.
A bestiary of around 40+ classic monsters and as many bosses with several difficulty levels.
27 playable classes, each with at least 2 specific spells and 1 specific object.
150+ approximately spells, each spell having access to 5 runes, some runes being specific to certain spells.
2 epic and 1 legendary items for each type of equipment.
31+ gems for your equipment.
Improvement of the interface.
A sorting system has been added for the inventory
Items in the inventory are slightly red if they cannot be used by the player.
5 types of success in place of a single large category for better readability.
Visual and audio feedback added on many attacks.
The spell book only has 1 area for spells with a scrollbar if the number of spells the player has is very large.
Addition of an object separation window.
Objects can be stacked manually
The player earns statistical points each level according to his class.
The number of successes goes from 26 to 37
Addition of 3 new bosses and improvement of 3 normal bosses.
Gems go from 11 to 31
The runes go from 21 to 29, other runes will be added.
Storage chest that allows you to send items from one character to another.
Monsters gain experience.
Procedural items sold at merchants have a price depending on the level of the player.
Success no longer earns experience.
Ice storm, damage + 300%, the launch range increases from 5 to 8.
Shuriken: area increased from 5 to 2, damage -80%
Energy Ray: Mana increased from 3 to 1 per second, -40% damage
Defense penetration, physical penetration, fire, cold, lightning, nature have been completely withdrawn.
Chance of having nothing by killing a monster 40% increased to 46%
Chance of having weapon while killing monster drops from 14% to 10%
Chance of having a rare weapon or armor increased from 21% to 12%
Chance of having an epic weapon or armor increased from 2% to 3%
Chance of having a legendary weapon or armor goes from 0.1% to 1% legendary equipment as much as epic may not be particularly powerful if luck is not on your side.
Fire Shock: Cast time increased from 1 to 1.2. Movement speed 100% to 30%, cooldown 3 to 4 seconds, the "Spell" category has been added and the spell therefore uses the casting speed for the casting time and no longer the attack speed.
Black hole of enemy nerves: damage, cooldown, total duration, a noise was added when the black hole is active.
If the line of fire is obstructed, the enemy advances towards the player.
Non-player characters turn to the player before casting a spell.
The group's agros are managed correctly.
The player is no longer in combat mode when enemies withdraw from combat.
The rarity of epic and legendary items are saved correctly.
The equipment no longer has 2 times the generation of lives, visible.
Weapons can no longer have twice the power statistic.
Correction of bug on the loading of certain objects.
Gems that have defense bonuses are visible correctly.
Fixed a bug that deleted backups when exiting from the main menu.
Fixed a bug on death after launching the cutscene against the desert boss.
Fixed a bug in creating procedural weapons on quests and purchases.
Correction on the loading of several characters on the same game who had passive spells.
Life by Stroke and Mana by Stroke are correctly taken into account.
Added 10 powers of epic and legendary quality.
Legendary object with set and spells.
Added runes on many spells.
Addition of a first procedural dungeon, perfectly functional but poor in decor.