Hi everyone, just posting this announcement to let you know that I've enabled cloud saves! I didn't come across any problems while testing them, but if you do, just let me know.
Patch 1.56
<*>Floor size is no longer set per area and is picked from a random range. The lower and upper boundary of the range increase the further you are into the game.
<*>Floor layout style is now randomly selected when your alert level is at or above 5.
<*>Enemies that can parry can no longer parry while the Assassin upgrade is active.
<*>Enemies now get a sweat drop above their head while the Sheriff outfit's badge is active.
<*>Adrenaline Rush no longer takes any upgrade points behind the scenes. It taking up a spell slot is a big enough trade off.
Patch 1.55
The mousewheel can now be used to swap spells.
Fixed a bug that was preventing the window title from changing when switching from fullscreen to windowed.
Patch 1.54
Screen transitions have been added in a few places.
Outfit changes:
Feral Armor: ability now gives mana instead of health and is on a 30 second cooldown. I'd like Feral Armor to be a bit easier to survive with than the other outfits but between health and mana, mana is the more interactive resource to receive because it requires action on the player's part to make it useful, whereas health just passively lets you take another hit.
Cyberpunk Gear: in typical fashion, enemies' bounding boxes are now outlined while wallhack is active
Spell changes:
Crippling Shots is now more effective at all stages of the game. It was previously very weak until the player's attack leveled up.
I think this patch puts Witchinour's balance in a pretty good place. As long as there are multiple unique playstyles I don't think there's anything wrong with some outfits being easier or harder to use than others. I used to mostly use Robe & Hat but Ranger's Garb became my favorite outfit pretty quickly after I added it and figured out how powerful it can be when coupled with Manabomb and the Spell Power and Ricochet upgrades.
And once again, since almost every change or addition I've made to Witchinour has been influenced by player feedback, I'd like to thank you all for sharing your thoughts with me.
Patch 1.53
Player and enemy animation speed is now tied to movement speed.
Hazards spawned in hallways are now properly removed during level generation, preventing any on-destroy effects from happening (this was sometimes an issue if the player was spawned near a cauldron that was set for removal).
In windowed mode the window's title now reflects that the window's scale can be changed with the PgUp and PgDn keys.
Outfit changes:
Chainmail Bikini: spear collision is now handled by its own, larger hitbox instead of the player's. This makes hitting enemies with the spear easier. Spear duration is now 2 seconds (was 1.5) and cooldown is 10 seconds (was 8).
Patch 1.52
The level cap has been raised to 15, which you should reach around the end of the second loop. The XP curve before 10 is the same as before and the upgrade screen has been changed to account for the additional upgrade slots.
The Trackery's color palette has been changed
Outfit changes:
Feral Armor: starting max HP and MP have been changed to 3. Ability cooldown is now 40 (was 30).
Pirate Costume: hook's hitbox size has been increased
Patch 1.51
New area 6 boss music
Slight adjustment to corruption probability
Patch 1.5
New mechanic: Corruption! As your alert level rises the dungeon will start to become corrupted, causing environmental changes as well as instability in the types of enemies that are spawned.
A HUD element that shows the status of the floor's stairs has been added. You can find it under the right side of the alert bar.
Maximum camera distance for boss fights has been increased in controller mode, where it was slightly shorter than in keyboard + mouse mode
Orcish Halls' boss has been made a little less erratic
Hazards can no longer be spawned in narrow hallways
Witchinour has changed quite a bit since its launch (for the better I think!) so I'd like to thank you all for having taken the time to leave such valuable feedback, I've learned a lot!
Patch 1.41
Controller mode's camera behavior has been reworked and should feel much smoother now
A few small number tweaks have been made to Normal mode to smooth out the difficulty curve in the latter half of the game
Patch 1.4
Difficulty modes have been reworked:
Normal mode is a new difficulty that's less daunting than the old Normal mode
Hard mode is identical to the old Normal mode
Bad W*tch mode hasn't been changed, and is unlocked by clearing Hard mode
Boss Rush mode is now unlocked by clearing any mode
A HUD element for spell and ability cooldowns has been added and replaces the old X icon
Outfit changes:
Pirate Costume: ability cooldown is now 3 seconds (was 6)
Spell changes:
Concentration now slows enemies and their projectiles down by 60% (was 50%)
Manabomb's base detonation time is now 1.5 seconds (was 2)