Update 0.4.3

Riftwalker

Riftwalker is a rogue-like tower defense in a world consumed by darkness, featuring rich backstory and endless, detailed procedural levels. You play the role of a riftwalker in a scouting party sent to investigate a nearby missing star, but find more than you were expecting - a civilization, or rather, what's left of it.

[h1]Patch 0.4.3 - Skill tree, TONS of bug fixes, new content, balance changes.[/h1] Update 0.4.3 brings the first iteration of the skill tree, as well as a host of community feature requests, bug fixes, and a significant balance overhaul. As development has been progressing, I've been moving a lot of the game's work over to the GPU - what this means is for a significantly smoother gameplay experience. However, it also means, that I've been able to significantly increase the enemy count without any noticeable performance dips. [h1]Keeping you on your toes![/h1] So, as such - 0.4.3 aims to keep you on your toes while feeling rewarding for mowing down hordes and swarms of enemies. In order to do this, I've made some significant balance changes: [list] [*]Wave max enemy count is now 1000 at late/endgame. [*]All towers have been rebalanced across all levels to help them compete against these new enemies, but also to prevent a specific tower from being a 'meta' tower. [*]Portal stability regeneration has been set to 1Hp/s to help new players by reducing the punishment of letting a few enemies slip through. [*]Enemy HP has been adjusted, so has enemy scaling rates. [*]Enemy power ceiling has been raised 1000x (I can't believe some of you hit the previous one.) [*]Tower attack rates have been adjusted to account for a targeting fix. [/list] I will continue to monitor the forums and reply to your feedback - as usual, PLEASE join the discussions if you haven't already. The community is growing and has some really awesome people in it. Drop your feedback on the experience with the new balancing changes, and let me know what you're happy and unhappy with. [h1]So what's new?[/h1] With the introduction of the enemy spawn rate changes, I have also included two new enemies for you to discover. One is a fleshy husk of a person, corrupted by whatever dark energy fills this world - fleshy enemies take the most damage from physical damage, but are more resilient against hybrid damage than their brittle skeletal counterparts. There's also a new creature from the darkness, a watcher - a creature which scouts the world for any life. These adept creatures are fast and are protected by a magic shell - burst these creatures down. The early form of the skill tree is also out now - with some basic perks to unlock. Skill tree will be reset once the lore system and collections room comes out. Enemy line, as several of you have requested - I have decided to try and include the enemy line to see how well it works out. This may be moved over to being a perk, or removed - depending on the feedback I receive from you. So let me know! The update also introduces the soulstone tower, a mid-high tier light tower that is designed to replace the braziers at later waves. [h1]Any fixes?[/h1] Definitely! The following issues have been fixed, please let me know if I missed anything: [list] [*][b]Fixed tower targeting[/b] - towers will now target enemies regardless of elevation, this also means that towers not fire at their intended cooldown and have been rebalanced to account for this. [*][b]Fixed several platform locations[/b] - the platforms you previously couldn't click on, should now intractableactable. [*][b]Sound improvements for portal stability changes.[/b] [*][b]Fixed the pause menu being accessible from the main menu.[/b] [*][b]Typo and other small fixes...[/b] [/list] [h1]So did you break anything?[/h1] So this patch didn't break too much, I don't think, haha. The skill tree is not working 100% as intended, and there is an issue that may cause unlimited skill points. If you cannot unlock anything - please let me know and I'll try assist you. It may be to do with your previous save files. This process will be automated in a future update. [h1]Let me know what you think![/h1] YOUR feedback remains of incredible importance to me, please let me know what you think of the experience and where to improve. Tell me what you enjoy and what you don't - and if you don't have any feedback, still, come and say hi in the discussions!