V 0.9.7.D - Balancing, bugfixing and potion cooldowns introduced.
Greetings again mighty gladiators - it's time for the daily patch as we lead up to Full Launch on March 9th!
This patch is mainly balancing and bugfixing based on player feedback ( thank you once again!) . Perhaps the biggest change is removing the use of potions from multiplayer battles. They were causing some desync issues and also dragged out battles a lot longer than they should have. There are also now cooldowns on potions in single player mode so they can't just be spammed.
--- MULTIPLAYER CHANGES --- • Players may no longer use potions in battle in multiplayer in the spirit of balance (and some desyncing issues)
--- BALANCE CHANGES / STAT FIXES --- • Strength now increases defence vs melee by 0.5% per point • Increased Mighty Smash base hit chance to 60% • Fixed a bug where Fighter of Faith did more damage vs good than evil • Reduced damage from elemental spells by roughly 30% • Two handed melee weapons now increase melee critical hit chance by 10% • Increased maximum movement speed to 75 from 50 • Ancestral Warcry and Occult Aura hit chances lowered to 60% from 80% base • Captivation talent reduced from 8% to 4% per point • All lightning spells hit chances have been reduced by 20% base • Weapons Master and Final Judgement bonuses increased to 6% per point (up from 3 and 5) • Reduced the amount of total potions regular NPCs can carry into battle
--- BATTLE CHANGES / FIXES --- • There is now a 4 turn cooldown on drinking another potion after you drink one. • Removed the ability to use Shadows and Dust with a bow - introduced too many bugs and was supposed to be like a sneaky melee hit anyway. • Fixed a bug where you could get stuck doing Shadows and Dust skill • Fixed a bug where some magical attacks counted as critical hits when they weren't supposed to (only physical/sonic attacks can crit usually) • Fixed a bug where some Switch Weapon rules were being ignored
--- SHOP FIXES CHANGES --- • Fixed a bug where some fire runes could not be used on melee weapons • Increased physical damage bonus to weapons enchanted by Physical Runes and Sonic Runes • Sonic runes now act as physical runes, but only for sonic weapons like guitars. This damage is 'baked in' to the weapon when you enchant or when you see it in the shop, so it doesn't appear as 'bonus damage' in the battle - you can see the damage update when you look at the enchant panel in the shop. • Phalanx skill moved to a tier 4 ability down from tier 5
--- MISC FIXES AND CHANGES --- • Fixed a stat exploit on the character creation menu • Changed description of some class special abilities to show percentages instead of points • Fixed a bug with difficulty selection slider on repeat views • Loading saved games from earlier patches (pre 0.9.7) will now match the boss difficulty to your game difficulty
V0.9.7 - The Simplicity Update - much closer to the Swords and Sandals of old.
Alright, alright ... I know last week I said 0.9.6 was going to be the last big patch before Full Launch ( in just 4 days time! )
If you guys have been following me this last few years ( or if you've been with me my whole 20+ years of making games, you know I make things in an unorthodox way. I develop games intuitively and am often tweaking, changing and updating my games right up to the eleventh hour, the minute before midnight of a game's launch.
A triple A studio would tell you 'lock down features LONG before you launch', but I'm just not like that. If I see something that needs changing, something that could be better or I hear a fan suggestion that I know would improve the game, I just know I gotta try and add it. So here we are, this is *I hope* the last big patch, known as ...
The Simplicity Update.
A bit of background. Back when I was first designing Swords and Sandals Immortals, I wanted to try and put as much stat synergy in the game, so there were 'no useless stats' - and for a while there, I kind of achieved that, at the expense of the game just being super obtuse and hard to understand for players. An example : Until now, Intellect increased magic damage, but charisma increased magic hit chance - the idea being you'd need both stats to make a well rounded mage. I've learned ( slowly ) that people don't like this. Many players want to min/max and not be forced to spend points on stats they would otherwise safely ignore.
Now... Intellect affects magic damage and magic hit chance. Charisma affects sonic hit chance and damage , and so on.
Check out the full patch notes below to see just what I've done to try and make things a bit easier to understand, but in a nutshell, with the introduction of character subclasses and so many talents and skill combos, there is no need for this extra layer of complexity, so I'm glad to be able to simplify things a bit.
Also in this patch, after a great fan suggestion, you can now tweak the difficulty of both arena champions or regular gladiators (instead of just 'one game difficulty setting') - you'll need to start a new gladiator for this, of course.
Oh yeah, and now NPC gladiators have smarter skill selection AI and can wear magic armour and wield magic weapons, so that'll boost the challenge a little!
Anyway, I've only got 4 days 'til launch but I'll be monitoring this update and patching where I can, both pre-and-post game launch, to continue to try and make Swords and Sandals Immortals the greatest in the series.
Cheers, Oliver Joyce Whiskeybarrel Studios
Patch Notes V0.9.7.A
--- NEW FEATURES --- • Game Difficulty has now been divided into "Gladiators Difficulty" and "Champions Difficulty". You can now independently set how hard you want a) regular fights and b) champion fights to be. ( New gladiators only ). • New game difficulty level added - Hellscape. Play at your own peril, this is nigh impossible! • Tough bosses remains on to 'boost' difficulty even more extremely and has now been boosted further for EXTRA challenge
--- MULTIPLAYER CHANGES --- • Leaving the Multiplayer Lobby now quits the game to the desktop instead of back to the main menu. This is necessary as reconnecting to the server multiple times with multiple characters is problematic. I will restore this if I find a solution.
--- BALANCE CHANGES / STAT FIXES --- • Defence vs hit chance reverted back to 1.0 ( was too powerful) • Hit Chance • Health per level is now 4 instead of 5 by default • Agility / strength / intellect / charisma bonuses are all now 4 per point and 5 if your class has a bonus - all standard across the board • Agility no longer increases hit chance with ranged weapons but increases ranged weapon damage • Strength does not increase hit chance with melee weapons but increases Critical Hit Chance at 0.25 % per point in strength • Vitality no longer increases hit chance for melee weapons but gives you more health than before • Intellect now improves hit chance with magic and not sonic • Charisma now improves hit chance with sonic and not magic • Lowered sonic weapon base damage • Respecced NPC gladiator base stat choices • Respecced NPC AI logic to be more aggressive with skills • Respecced Arena Champions to take into account how the new stats work • Virtuoso Stat now does 25% health damage to your enemy in multiplayer (not an instant kill) • Wake The Dead now does 10% damage vs undead, down from 20% • All armour values increased by 50% • Arcane Blast, Shadows & Dust, now scale with intellect • Ghost Strike and Fire Blast now scale with agility
--- BATTLE CHANGES / FIXES --- • NPCs now wear sometimes use magical armour and wield magical weapons • Improved NPC skill selection to be less predictable in battle • In battle, rolling over your character panel (or your enemies) now shows your skills the first time, your talents the next time and finally your consumables ( I couldn't fit both in that parchment box) • Fixed a bug where Guitar God took precedence and overrode Virtuoso in some sequences • Recalculated how some damage was taken and absorbed for more accuracy • Class special skills Shadows and Dust and Wrath of Elitia can now be used with a bow • Battle Poets now have their own Unwavering Cutscene (glows blue/gold instead of purple) when spirit broken and Unwavering effect triggers • Rune enchanted items with 'Physical' and 'Sonic' damage will no longer 'proc' bonus effects because there is no bonus physical/sonic effects (unlike fire) - see below --- SHOP FIXES CHANGES --- • Removed description from Physical and Sonic Runes about 'bonus effect' as there is no special effects for these two ( unlike fire, lightning etc) - Physical and Sonic Runes just improve the weapon's base damage. • Sonic runes now only work on sonic weapons and simply add bonus damage to them (melee + power chords) • Fixed a bug where sometimes weapons would not unequip if alt hand weapon was equipped • Much higher chance of enchanted weapons being runic rather than blueprint (eg more frost/fire enchants etc)
--- MISC FIXES AND CHANGES --- Fixed a bug where starting a single player character and then abandoning before creating a multiplayer character would cause issues like permadeath in multiplayer
V0.9.6.I - Some hotfixes and balancing after the massive 0.9.6 update.
Hey guys, weekend here so not much time to work on the game (young family and all!) but I've been able to put a few little bugfixes and balances into the game. Here are today's patch notes.
As usual thanks for the positive feedback and encouragement - always appreciated! Oli
V 0.9.6.I (Mar 04 2023)
--- BALANCE CHANGES / STAT FIXES --- • Fixed a bug where lightning did insane amounts of damage • Defence now improves defend vs hit chance by 1.25 up from 1.0 • Meaty Burp and Taunt damage has been nerfed a bit • Increased bow base damage • Reduced Weapons Master talent to 3% per point (down from 10%) • Reduced Final Judgement talent to 4% per point (down from 8%) • Increased Essence regeneration on rest and walking • Fixed a bug where Order of the Magi triggered if your enemy had the skill, not you • Fixed a bug where Paladins did incorrect damage • Fixed a bug where Arena Champions stats were greatly weakened
--- BATTLE CHANGES / FIXES --- • Fixed a bug where the Tough Opponent achievement would trigger at the wrong time • Fixed a bug where the First Blood rule did not apply to regular skills
V0.9.6 - Paladins! Ninjas! Inquisitors! Character Subclasses arrive in the game.
Hey gladiators!
Well, we are almost there. Full Launch is slated for March 9th, roughly a week's time. With multiplayer finally stable and working well, this week I've been able to turn my attention to the one final thing I had wanted to add to the game before launch. In a word, subclasses.
I always like the idea of character subclasses in RPGs, for example a knight who specialises in two handed weapons becomes a cavalier, or a wizard who specialises in elemental magic becomes a sorcerer and so on.
Originally I had thought of making these 'full classes' but I figured they were better served as subclasses for the 6 main character classes ( Warrior / Rogue / Bard etc). There are now 18 subclasses to choose from, your previous saved gladiators will be automatically assigned on when you load the game, but new gladiators will be able to choose from the character creation screen.
There are a bunch of new talents associated with these subclasses, bringing the total number of classes and skills each class has to 4 and 2 respectively.
Now of course these are not fully tested or balanced, so I'll be looking at your feedback closely over the next week to see what I need to buff / nerf, and this will go on during Full Launch as more players come to the game.
There's also a ton of bugfixes and other balances in this patch, I hope you enjoy it and get ready for Full Launch - the end of the journey is almost upon us!
Cheers, Oliver Joyce Whiskeybarrel Studios
Patch Notes V 0.9.6.A (Mar 03 2023)
--- NEW FEATURES --- • Subclasses! Each character Class now has three subclasses- so a Warrior can now be a Fighter, a Barbarian or a Man At Arms, for instance. Each Sub Class has its own unique talent. • All Arena Champions now have subclasses too. • Each character class now has 4 talents and 2 skills. When you load an old character, a subclass will be assigned to it, but when you select a new character, you can also select a new subclass.
--- MULTIPLAYER CHANGES --- • Throw Weapon has now been restored in multiplayer battles ( confirmed not a cause of desync ) • Leaderboards now sort by ELO Score ranking. • Bots now have slightly less armour than they did previously in multiplayer only • Add temperature ranges to preferred arena picture so you can see how cold to hot these arenas generally range. Extreme weather is listed in the Before Battle panel as either Heat Wave or Freezing ( in Celcius -40C or colder or 40C or hotter , in Fahrenheit -4F or colder or 104F or hotter) and causes penalties (check the Head To Head Crest for more info). • Remember, if you have the Weather Expert talent, you now do not suffer the normal penalties of extreme heat and cold (essence reduction and lowered health regen). You also of course get a hit chance bonus in these extreme conditions as per usual. • You now gain 1 star even when losing PVP battles in multiplayer • Potential bug fix for fatalities not counting towards win/loss record
--- BALANCE CHANGES / STAT FIXES --- • Essence Cost for any one single spell now maxxes out at 999 • Imperial Armour is no longer listed as "Unique" so it can be enchanted now. • Bhaargle's Apprentice now correctly reduces damage from elemental debuffs • Fixed some misc bugs in calculating skill effects across the board - enemy AI was sometimes using the players skill levels to calculate their own skill amounts etc. • Weather Expert hit chance bonus now 7% per point • Removed 100% immunity bonus to Sonic for Haxxapods ( was a relic from an earlier version ), now they have 75% damage reduction. • Altered how damage reduction is calculated for more accuracy (in the favour of the defender) • Charisma now increases damage by 5 per point • Increased the damage of the power chord, now takes into account the guitar's base weapon damage • Guitar melee damage has been halved • Renamed Man At Arms talent to Weapons Master • Renamed Troubadour to Balladeer • Increased damage of Meaty Burp • Some skills hit chances have been altered • Fleet Foot now scales with agility • Greatly reduced the Essence cost of Reaper's Bargain • Some Arena Champion classes and weapons have changed • Other misc balancing and tinkering
-- BATTLE CHANGES / FIXES --- • First Blood Arenas now disallow the use of Special Skills • Extreme Weather penalties now show up in the little 'rules' text in the main battle screen. • In the final battle against the Starbound Gladiator, players on NORMAL or EASY difficulty now regain their armour / health between rounds. This does not happen on higher difficulties.
--- SHOP FIXES CHANGES --- • Added an 'exit shops' button on the Switch Shops button panel
--- MISC FIXES AND CHANGES --- • Redesigned Character Select Screen • Fixed a bug where the Doomsday 'days remaining' panel appeared in multiplayer mode • Cycladians with pure good or pure evil alignment now show a singular glowing eye
V0.9.5.A - Updates to enchant system, multiplayer de-sync and more
Hey gladiators, thanks for all your testing of the multiplayer servers over the weekend. Good news is they've been remaining stable and online and there's been over 2000 battles fought, so that's awesome.
Bad news there are still de-syncing issues and I think one of them is to do with weapon switching (and by association throwing weapons), so I have removed that skill from the multiplayer side of the game from this version onward. At some point hopefully I can restore those skills.
I've also done some skill tree reworks to do with the new bow skills, and there has been some reworking of item levels in forge / enchanters.
Good luck with the new build - once again, new gladiators will be required ( from here on in , pretty much every big update until the full launch will need new gladiators , so I can eliminate what might be causing syncing issues.
Bit of a chaotic time here with a sick kid so not sure when I'll be working on the game next, hopefully tomorrow.
Thanks, Oliver Joyce Whiskeybarrel Studios
Patch Notes V 0.9.5.A (Feb 27 2023)
--- MULTIPLAYER CHANGES --- • You can no longer use Throw Weapon or Switch Weapon in multiplayer due to them causing de-syncing issues. • Gladiators can now level up if their XP is full even after losses. • Reduced the gold penalty for losing fights to bots • Halved the star cost of buying skills in multiplayer
--- BALANCE CHANGES / STAT FIXES --- • Man at Arms skill now improves melee and weapon damage by 15% per point. It no longer gives bonuses to hit chance %. • Critical Mastery improves melee and also ranged weapon hit chance now • Forsaken Sword is no longer an axe ( lol ) • All armour values increased
--- BATTLE CHANGES / FIXES --- • You no longer gain/lose alignment if an enemy player flees the battle
--- SHOP FIXES CHANGES --- • *EXPERIMENTAL* You can now enchant any non-unique item / blueprint and it will turn the item into the highest level possible. So if you have a level 15 sword and enchant it with a level 72 blueprint, it will turn the sword into a level 72 sword. Or if you have a level 72 sword and a level 20 blueprint, the sword will remain at level 72. • You cannot unmake unique items • I might have to play around with this change a bit more as it’s a bit untested
V 0.9.4 - New skills for archery fans! (Plus balancing and bugfixing)
Hey gladiators, once again sorry for the fickle nature of the multiplayer servers. Still working through issues with it, so sometimes it's online, sometimes not, and sometimes you have to make new gladiators. Getting there though!
This patch is for all those gladiators who asked for special skills for their archery build. Here are 6 new skills to help you in battle - they may need a little tweaking as I'm not sure if they are overpowered, underpowered etc. I'll work on this over the next week.
Please note - you should *really* update your build to this one or multiplayer will have real issues, some gladiators having the new skills, others not etc.
Cheers, Oli
V 0.9.4.A (Feb 25 2023)
--- NEW FEATURES --- • Six new archery skills for ranged based characters. These may need some balancing, so I'll monitor them. * Hamstring - Shoot your enemy for damage, knock back and slow them down. (requires bow) * True Shot - High accuracy shot that does damage to your enemy and reduces their attack. * Suppressive Fire - A defensive arrow shot that does %s damage and decreases enemy defence. (requires bow). * Dazing Shot - Forceful shot that damages your enemy for damage and leaves them stunned. (requires bow) * Eagle Talon - Powerful ranged attack that will destroy at least one piece of your enemy's armour. (requires bow). * Heart Pierce - Devastating ranged attack that bypasses armour for %s damage and causes instant fear. (requires bow)
--- BALANCE CHANGES / STAT FIXES --- • Changed some skill selections for bosses to adapt for new archer based skills • Improved some dungeon boss skill selections • Frost/Fire/Necromancy/Poison/Lightinng Protection Resistance talents increased to 12% per point.
--- BATTLE CHANGES / FIXES --- • Parry / Shield Block / Dodge icons now all appear as 'Defend' during battle to cut down on confusion as they are all essentially just 'your defence'. Previously they would show different text depending on if you had a shield, were fired upon by an arrow etc • Slightly improved enemy ranged AI
--- MULTIPLAYER CHANGES --- • Daily bot fight allowances increased to 12 per day ( your gladiator may need to wait for the next 'real day' for this to kick in ) • Canned chat in Multiplayer to phrases only (potential security vulnerability + moderation issue) • You can no longer fight gladiators on different game versions as you
V 0.9.3.A - Multiplayer is back online !
After 5 days down, finally we're back online with multiplayer battles. Let's hope this version is stable enough to keep online - it'll need testing and no doubt there'll be some teething problems but we're getting closer to Full Launch now, so let's see how we go.
You'll have to create a new gladiator for this build , so delete any old multiplayer gladiators you have lying around.
See you in the arena, I hope! Oli
--- MULTIPLAYER CHANGES --- • Fixed multiplayer de-syncing issues so gladiator fights should play out on both screens exactly how they should. • Realms are now divided into 8 rooms ( down from 36) - this is to stop the player base being so diluted in so many rooms • You can now select your preferred arena to fight in. When you challenge an enemy, you will both fight in the *challenger's* preferred arena. • Added ELO Rankings to Leaderboards - this is a bit like a Chess Ranking system where you are ranked via your win / loss record against comparable gladiator levels. • Added total number of gladiators online to multiplayer lobby count (includes players in battles too) • Added a "total number of fights" tally to multiplayer lobby • Fixed a bug where enemies who were hit with the 'confused' status would freeze the game • Your gladiator's name is highlighted in BLUE on the leaderboards now
--- BALANCE CHANGES / STAT FIXES --- • The Miasma talent has been replaced by a new talent 'Intensify' which increases the damage of all elemental spells by 8% per point and can be increased up to 5 times. • Reduced the cooldowns on Arcane Blast, Spiritual Hammer and Shadows and Dust • Increased Cycladian's Call of The Sea attack hit chance to 60% • Increased the base damage of Arcane Blast
--- BATTLE CHANGES / FIXES --- • Fixed a bug where characters who had the enraged status effect got stuck in an endless loop of running without having their turn
V 0.9.2.A - Multiplayer Still Down (Fix coming really soon!)
Hey gladiators - firstly, I need to apologise for the Multiplayer Server being down since the weekend. There's been some technical / security issues that appeared and until they are resolved, I don't want to put the server live again - good news is it should be fixed in the next 24 hours.
I've used this time to put a lot of work into multiplayer . Coming soon will be the ability to select which arena you wish to fight in, less realm rooms (meaning less dilution of players) , ELO Leaderboard score rankings, total online player count and more.
Most importantly, I think I have solved all the de-syncing issues in multiplayer battles where gladiators see different things during the battle. I need to test this more but in every battle I've tested the results have been the same on both machines, so I'm confident that should continue - though there may be some outliers with certain skills (will keep an eye of this in testing this week!)
There's also a lot of balancing and regular bugfixes, so see the patch below and I'll post again the moment the Multiplayer Server is live - at which point I'll ask you to update your game version once more.
Thanks so much for your patience on this,
Cheers, Oliver Joyce Whiskeybarrel Studios
--- MULTIPLAYER CHANGES --- • Multiplayer is currently disabled -the server and database are experiencing some technical issues that should be resolved by Thursday/Friday 24 Feb. Huge apologies and than you for your patience - if you are reading this on Friday or after, be sure to update your game via Steam!
--- BALANCE CHANGES / STAT FIXES --- • Reduced provoke's duration to 2 turns and increased cooldown to 6. In multiplayer it forces the enemy to rest. • Floralisk's photosynthesis now restores 80% of your health (up from 40%) • The Massive talent now increases your health by 30% (up from 20%) • Fixed a bug where Guitar God caused a longer stun than intended
--- BATTLE CHANGES / FIXES --- • Increased chance of limb losses in battles so they can potentially happen on Critical + Grievous Hits ( instead of just Grievous hits ) --- SHOP FIXES CHANGES --- • When in Grid View, equippable items will now have a small blue frame around them • 'Show Pic on Equip' in settings has been replaced with 'Auto Equip Items' . If this is on, items in shops will automatically be equipped on purchase. This is back on by default ( I turned off auto-equip in a recent patch)
V 0.9.2.F - Multiplayer Still Down (Fix coming really soon!)
Hey gladiators - firstly, I need to apologise for the Multiplayer Server being down since the weekend. There's been some technical / security issues that appeared and until they are resolved, I don't want to put the server live again - good news is it should be fixed in the next 24 hours.
I've used this time to put a lot of work into multiplayer . Coming soon will be the ability to select which arena you wish to fight in, less realm rooms (meaning less dilution of players) , ELO Leaderboard score rankings, total online player count and more.
Most importantly, I think I have solved all the de-syncing issues in multiplayer battles where gladiators see different things during the battle. I need to test this more but in every battle I've tested the results have been the same on both machines, so I'm confident that should continue - though there may be some outliers with certain skills (will keep an eye of this in testing this week!)
There's also a lot of balancing and regular bugfixes, so see the patch below and I'll post again the moment the Multiplayer Server is live - at which point I'll ask you to update your game version once more.
Thanks so much for your patience on this,
Cheers, Oliver Joyce Whiskeybarrel Studios
Patch Notes V 0.9.2.F (Feb 22 2023)
--- MULTIPLAYER CHANGES --- • Multiplayer is currently disabled -the server and database are experiencing some technical issues that should be resolved by Thursday/Friday 24 Feb. Huge apologies and than you for your patience - if you are reading this on Friday or after, be sure to update your game via Steam!
--- BALANCE CHANGES / STAT FIXES --- • Reduced provoke's duration to 2 turns and increased cooldown to 6. In multiplayer it forces the enemy to rest. • Floralisk's photosynthesis now restores 80% of your health (up from 40%) • The Massive talent now increases your health by 30% (up from 20%) • Fixed a bug where Guitar God caused a longer stun than intended
--- BATTLE CHANGES / FIXES --- • Increased chance of limb losses in battles so they can potentially happen on Critical + Grievous Hits ( instead of just Grievous hits )
--- SHOP FIXES CHANGES --- • When in Grid View, equippable items will now have a small blue frame around them • 'Show Pic on Equip' in settings has been replaced with 'Auto Equip Items' . If this is on, items in shops will automatically be equipped on purchase. This is back on by default ( I turned off auto-equip in a recent patch)
--- MISC FIXES AND CHANGES --- • Potential fix for bows unequipping between battles • Potential fix for dual weapons of same type unequipping • Fixed a bug where leaving dungeons, halloween events and observatories would place you back in a town instead outside the area you just left • Final dungeon boss reward no longer auto-equips by default • Fixed a bug where Haxxapods gained good alignment points if enemies fled battle • Fixed a bug where some single player characters were labelled Oathbreakers • Change description on Protection talents in the Survival tree to remove incorrect text about 'increased resist chance' as these talents only reduce the damage you take, not your chance to avoid getting hit by fire/frost/lightning etc. • Respec talents panel now shows the correct amount of talent points available • Fixed a bug where fight wins/losses were not tallied in single player • Fixed a bug / exploit where map adventures moved around when you viewed your info panel • Fixed a bug where some battle achievements would not trigger • Some overland mini adventure reward stats have been changed
V 0.9.1.J - Multiplayer Stability Fixes, Quality of Life improvements and more
Hey gladiators - been a tumultuous 24 hours since Multiplayer first went live! Firstly let me apologise for the syncing issues many of you have been experiencing - please update your build to this one and *most* of them should be solved. There's now a warning if you fight a gladiator on an earlier build as this might de-sync you (where both gladiators see different things).
A bunch of other small quality of life updates and fixes here. More to come tomorrow and through next week too as we head to Full Launch.
Cheers, Oliver Joyce Whiskeybarrel Studios
V 0.9.1.J (Feb 16 2023)
-- NEW FEATURES --- • NPC Enemies now have more talents available to them to make them more challenging
--- MULTIPLAYER FIXES AND CHANGES --- • Most multiple de-syncing issues with talents/weapons fixed (not 100% though) • Fixed a bug where enemy NPC bots did not have armour,talents, stats etc • You can now view more than the top 99 gladiators in the leaderboards. ( Leaderboards will be wiped and restarted once ELO rankings come into play) • All arenas in multiplayer now simply use default rules ( no chasms etc) • Added a warning before battles if both gladiators are using different builds of the game ( because it can cause weirdness in battles with de-syncing) • Fighting bots now skips the battle intro • Added info if server is down and cannot connect • Increased gold and XP from fighting bots
--- BATTLE CHANGES / FIXES --- • The character panel of a highlighted player's turn now appears orange ( and blue when not your turn ) • Haxxapods now have access to the 'always kill' button so you don't have to press 'slay' every time after the first fight if you wish. • Fixed a bug where enemy gladiators targeted legs with every melee attack • Added animation to 'Life hangs in the balance' panel • Fixed a bug where the game could hang after spare / kill selected
--- MISC FIXES AND CHANGES --- • Fixed bug where defeating certain simulcrums could send you to the multiplayer lobby • You can now view both your and enemy equipment from the Head to Head Crest ( the last small square button on the right )