A new update has just gone live! This includes major revamps to character balance, the battle system, and adds a ton of new content. Additionally, controllers are now fully supported!
Some highlights:
Characters
All 3 characters have a plethora of new traits
The Wizard has learned a third spell, Frost Breath
Upgrade cost tables have been redone for every character
New character-specific achievements have been added
Content
8 new areas have been added to the map pool
Doors and traps have been added to the Castle and Caverns
New enemy: Bat
New enemy: Snake
New enemy: Angel
New enemy: Beholder
New enemy: Wraith
New enemy: Spider
The Fairy Queen fight has been redone
Various enemy stats have been tweaked
Systems
Controllers are now fully supported
Key and control mapping is now implemented
The UI has been redone
The font has been replaced with a more retro version
Experimental death replays have been added
Hero's Descent v.11 Patch Notes
Change Summary (Spoiler-free):
You can now pause the game and view your current stats/traits
"Restart" has been added as an option in the pause menu. This is disabled during a Daily Challenge
"Quit" has been added as an option in the pause menu
"Quit Game" has been added to the main menu
Skills, traits, achievements, and various other things have new icons more in-
line with the art style
Slight changes to the way your skills are displayed ingame
The Beholder and Angel now have Codex entries
More changes to aspect ratio support. 16:10 now has a letterbox effect in order to display the entire level without stretching the art
All levels have been remade to be two tiles wider
The Lost Cells have been added to area 2
The ugly Unity options menu is gone and has been replaced by real options. These persist locally for now, but I've opted not to persist them in the Steam Cloud, since I assume your graphics options will vary from computer to computer. Instead, I try to default to the settings that should make the most sense for your setup.
Various UI issues have been tweaked/fixed
You can now play the game in offline mode. This disables the Leaderboards for your current session
Riposte has replaced Zap for the Hero. This skill allows you to counterattack most incoming attacks, and prevents all damage from them, for a few turns.
Some monsters have had their balance values tweaked
Fixed a bug where getting a game over when running in Steam could cause you to be unable to save your progress/start a new game
Fixed the modal dialog behind the game over screen
Started adding Steam Achievements
Floating combat text now fades as it rises to help you focus on the most recent event
Floating combat text is now more robust and informative. For example, using a skill without the proper mana will trigger some text informing you of such
Enemies now drop powerups
The Stopwatch has been added to the game
Health Potion has been added to the game
Mana Potion has been added to the game
Doors have been added to the game (but do not currently exist in any of the main levels)
Enemies can now be inflicted with status ailments
MSAA has been removed from the camera rendering the game content. This should slightly sharpen the image, especially on larger displays
The tutorial should be functioning again
Key Guardians now have an icon matching the stairs they block
Water Elemental is no longer appearing as an extremely powerful Blue Slime
Fire Traps now warn you of impending attacks when you stand on them
Maps can now force spawn specific monsters. This makes some of the areas a bit more...flavorful
Very slightly reduced Par Times for Hero and Wizard
Fixed a rare issue regarding quitting the game when a thread is still awaiting a response from the server
'Enhanced Zap' is no longer in the Hero's class-specific trait pool
Minor bug fixes for the final boss fight
Patch Notes - 10/11/2017
Change Summary (Spoiler-free):
A bunch of work has gone into preparing the game for a desktop release. The aspect ratio has been switched over to 16:9 to support more standard displays.
A new telegraph system has been added. In addition to the "!" icon, enemies now pulse and telegraph some of their attacks. If a square will result in you taking damage next turn and is the result of an enemy directly attacking you, it will shine red. This change doesn't impact very fast players, but is designed to help newer/casual people keep up with the game and learn enemy patterns. In some cases (mainly the Dragon Key Guardian), additional tiles may glow red in order to teach you how their attacks work.
Un-targeted attacks (like the spells cast by bosses that nuke specific areas) will render an animated target reticle. Entering these damages you as well, but the icon is different in order to help indicate how the attack works.
Thanks to the new telegraph system, the Angel and Beholder are now showing up as enemies in Area 2. They may migrate elsewhere soon.
Traps have been added. For now there are Fire Traps in Area 2, but more are coming.
Music and SFX have been added to a bunch of areas and actions.
Experienced players may encounter a different boss in Area 1.
Misc bug and UI fixes. Probably added some new bugs as well
Known Issues:
The tutorial is horridly out of date
Some SFX are missing or don't make sense
Area 3 is no longer tuned properly.
Sometimes monsters under the effect of a certain shield don't render the effect. Their HP values do properly reflect it for now, though.
***SPOILERS*** New Content ***SPOILERS***:
The Beholder: HP: 1
ATK: 3
Rotates clockwise every 3 turns. 1 turn after rotating, it telegraphs a laser, and fires it 1 turn after that. Entirely stationary, serves as more of a dynamic obstacle than an enemy.
Angel: HP: 1
Shield: 3
ATK: -3
The angel seeks to heal and buff nearby allies. It will heal for 3 HP, and can apply a 3 HP shield to fully-healed targets. It will prioritize the nearest target that needs assistance (< max HP or no shield), and will branch out searching for targets that meet this criteria. Angels will not assist Rats or other Angels, primarily for balance reasons.
Fire Trap: ATK: 3
Simply burns the area it occupies every 3 turns. If you're nearby, you'll be able to see how close it is to going off. If you're speed running, learn to count!
The Fairy Queen: This is a new boss encounter that appears in Area 1 if you've beaten the game. It has a 50% chance to replace the Slime King. It's intended to essentially be an "expert" variation of the Slime King fight, and the same general tactics apply.
The Queen herself is virtually un-killable until you cross the two bridges and take out the weaker Fairies. Portals will periodically summon Moths. Learning to deal with the Moths here is tricky, as they behave entirely randomly. Good luck!