New build is out! You can grab the Windows, OSX, and Linux builds here:
https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_webThis build was something of a consolidation opportunity: a chance to take some time between major features/updates to address a pile of smaller things that had been on the to-do list for awhile. Among the notable changes:
1) Unity 5 and Performance UpgradesStarting with this build, Demon is now developed in Unity 5. Among other things, this has given me access to a profiler which I have used to make substantial performance improvements to Demon. However, it does mean the list of older systems that can run Demon has shrunk a bit. You can review the system requirements here to see if your system is able to run Unity 5 games:
https://unity3d.com/unity/system-requirements2) Light and Dark RevampMany abilities in the Light and Dark ability sets have been significantly changed. For the most part, these abilities fall into three categories: Smites (low to medium damage spells that don't require line of sight or check accuracy, usually no or only a very brief cooldown), Miracles (moderate cooldown, high damage spells that affect all enemies, and only enemies, in a wide area which meet a certain condition), and Miens (passives that add bonus effects to all sources of Light & Dark damage if specific conditions are met.)
The intent is that these should prove much more useful and fun than the previous model, where Smites had conditions *and* cooldowns, often making them feel not worth the effort of trying to use. Miracles did not exist prior to the revamp, and their presence now gives Light and Dark users a high effort/high reward option they can take advantage of if they choose. Miens are not new to the revamp, but the vast majority of them did not exist prior to it.
3) Credit rebalancingCurrency costs have been significantly adjusted for nearly all transmutations. The two biggest changes are:
* Most transmutations involving demons (such as Copy Ability, Fuse Demons, and Restore Demon) now have their cost based on the demon's initial level, rather than their current level.
* Copy Ability's base cost has been significantly reduced (on top of the change on how the cost is calculated relative to demon level.)
The goal here is to allow more experimentation and use of transmutations, with only Fuse Demons and Restore Demon remaining relatively high costs. This will end up making the game a bit easier... but metrics strongly, strongly suggest this will not be a problem, 98% or so of games still end on the first four dungeon floors (out of around twenty-five!)
4) Strength changeThe latest and finally successful (if testing and early feedback results hold up over more time) change for attempting bringing melee characters into line with magic characters: the Strength stat now reduces all damage taken in addition to raising the damage dealt by physical attacks, giving melee-focused characters a significant benefit for their investment in Strength. This helps make up for the facts that most physical attacks are short range versus the longer range of magic, and that magic encompasses a wider array of abilities than non-magic.
5) UI UpgradesLeveling up is now done manually via the Transmutations menu instead of being forced at the moment you have enough XP:
Targeting UI has been improved as well, highlighting characters who will actually be affected by the ability, which is particularly helpful for Light and Dark's conditionally effective abilities. In the screenshot here, Humble (which only hits enemies with full health) is correctly highlighting only the full health enemy goblin, and not the wisp (who isn't an enemy) or wounded goblin:
Some other smaller changes here and there too.
You can find out more details in the change logs included with each build.
Cheers, and good luck in the tower!