Update 5 (on 9/27/17) Roadmap: Infinite Wisdom

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DESIGN

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All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.





This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever. PVP still normalizes levels after looking at each level for all recruits. The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.





The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP. All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!





Please leave us feedback regarding difficulty level! Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.





If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always. Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.





If one player has further progression in the introduction, the other player will join them at that spot. Streamer Options added. Stream-friendly music can be toggled in place of any music that is not stream-friendly. Subtitle toggle option has also been cloned into this section for convenience so Streamers can more quickly get to settings they might want.





Stream-friendly music can be toggled in place of any music that is not stream-friendly. Subtitle toggle option has also been cloned into this section for convenience so Streamers can more quickly get to settings they might want. New fighter names added





New unlocks added





Balance changes to existing fighters and equipment

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CODE

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Added support for mouse interactions with survival guide





Added support for using mouse click to activate ghost partner team in house





Added support for using mouse click for sell, give/trade, and scroll items in house





A few more button prompts were added in house





Discovered gold and bonus gold are shown separately when returning to city





In some multi-part battles, stats for enemy fighters carry over to the last battle's results





Fixed some bugs related to tentacle animations in Chog battle





Fixed bugs related to losing items when dying





Fixed bugs when equipping items in the house





Improved AI pathing toward multi-hex targetable units





Save slots can be selected and deleted even if you can't choose them to join the current game





Fixed bugs with scrolling menus





Client wagon stops when accepting a quest





Fixed bugs related to trading fighters equipped with throwing axes





Gifting a fighter from the spoils list gives 85 gold for equipment when recipient has max count





Fixed various bugs related to trading





When accepting a quest if one player makes a choice and the other waits for the timer to expire, the first player's choice is used rather than auto-choosing "no"





Fixed bug when displaying low healing numbers





Added a filter to remove special characters from player names and chat messages





Camera zoom isn't overridden as often in battles





Allow comm icons when playing with a ghost partner team





Terrain resistances are considered when showing target icons in battle





In trade-only mode, improved trading fighters with equipment at max count





When giving or trading a fighter, player is told when some equipment cannot be given





Improved recognizing Steam controller





Show ghost partner team prompt when a single player is on the right side of the house

This next update we are currently working on will have our brand new permadeath option, a rework to the leveling system, streamer-friendly music toggle, and other improvements.Some of the bigger changes touch on making in-game progression feel better. You can also feel more pressure during fights if you flip on that permadeath. We will be checking balance and bugs for a little while before unleashing this beast as it has potential to be destructive if left unchecked!As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.Disclaimer:Let us know what you think!You can also leave us feedback on Discord at http://discord.gg/thebehemoth