Hello everyone,
I've been silent for a while now but don't be affraid because there are some good news.
Until now I worked a lot on what is required for the Early Access and in the same time I've updated the Demo with some of the news you will find inside the full game (the Early Access release).
Unfortunately I couldn't release the game this 11 Novemeber because of a nasty bug we have found during testing and because of the Autumn Sales on steam I had to wait to releease the game in Early Access, but now I'm ready for the release.
This 30 Novemeber the game will hit the Early Access stage (finally) and you can get the full game and play it, following I'll leave you a list of all the additions and changes made to the game for the EA.
Don not forget to follow the game on [url=https://discord.gg/agsDG3UsAd]Discord[/url] and on [url=https://www.facebook.com/carnivalofgods]Facebook[/url] or on Twitter (@infiniteworlds7).
[u][b]Additions:[/b][/u]
- One new world: The Deadlands with a new set of seasons
- One new Mission: Corrupting Ritual with a new Aura System applied during that Mission
- One new Magic Symbol: The Grey Pyramid which uses a lot the Consume Energy spell to inflict high damageand to apply some good Crowd Controls to enemies, the symbol has 5 new spells, 3 passives and new Consume Energy effects
- One new Weapon: Dream Weaver; a magical imbued staff which provides very high damage and a very god defense against magical attacks
- New overhead indicators for CC (Stun, Immobilize and Silence)
- New CC: Silence which disable enemies from casting the next 3 spells
- New statistics: action fail (for both physical and magical attacks, it provides a chance to fail/miss that attack), penetration (both physical and magical which bypass some of the enemy resistence), thorn (which deals some divine damage back to the attacker)
- Now, when you cchange equipment you can check an update on the stats inside Beacon Of Power (instead of closing it and re-open immediatly after)
- Added the option to lower the weight of the lights during a mission which will drastically improves FPS (this is made for low spec machines)
[u][b]Changes:[/b][/u]
- Renamed Attack Speed to Action Speed for a better understanding
- Added some visual effects to the world and dungeon
- Fixed some glitches with spells appearing in weird spots or in strange rotations
- Made some maths to adjust some bonuses to Race Talents, Symbol Passives and Weapon Glyphs (now your heroes will be way more stronger)
- Fixed a glitch which would happened on the second cast of a projectile spell
- Fixed the Demo version of the game unit speed, now they are faster then before in the way they are in the full version of the game
- Fixed a little bug which prevented the applications of Race Talents, Symbol Passive and Weapon Glyph directly on game load (this would be applied only after a mission, now it happens directly after the load game)
- Cleaned some sections code for a smoother experiene in game (higher FPS in some cases, a little faster loadings, less visual artifacts for low spec machines, etc.)
- Reworked the code about the Mod application, this fixed some rare bugs which was happening in cases where Cobmat Stances and other static effects were modifying the same stat multiple times, now everything will be correctly added and removed when it's the right time.
- Some minor changes to improve game experience (scene transition, dungeon generation speed and layout, units animation reaction on status switches like from combat to stunned and viceversa, sound transitions improvements, particle system lightening for better performance, spell effects improvements for a nicer visualization)