New heroes:
- Scholar of the Ainu traditions. Supporting role
New abilities:
- Whirlwind. Damage and move all adjacent heroes counterclockwise
- Swap. Teleport two heroes to each other's positions
- Switchable passive stats bonus for adjacent heroes
New heroes:
- Scholar of the Ainu traditions. Supporting role
New abilities:
- Whirlwind. Damage and move all adjacent heroes counterclockwise
- Swap. Teleport two heroes to each other's positions
- Switchable passive stats bonus for adjacent heroes
New heroes:
- Scholar of the Ainu traditions. Supporting role
New abilities:
- Whirlwind. Damage and move all adjacent heroes counterclockwise
- Swap. Teleport two heroes to each other's positions
- Switchable passive stats bonus for adjacent heroes
The Dota-like mode is completely restored after the big refactoring. It also works now for both 6 people (everyone controlling their own hero) and 2 people (you and your opponent control 3 heroes each)
The Dota-like mode is completely restored after the big refactoring. It also works now for both 6 people (everyone controlling their own hero) and 2 people (you and your opponent control 3 heroes each)
New features:
- arbitrary hero spawn at any place in the turn order
- new bomb-throwing ability for Demoman
Fixes:
- prevent double clicks from causing double actions
New features:
- arbitrary hero spawn at any place in the turn order
- new bomb-throwing ability for Demoman
Fixes:
- prevent double clicks from causing double actions
Huge refactor of the core game logic:
- standardized API for units and other entities
- extendable transaction system
- better access to game data across codebase
Extra:
- new robust animation system
- interactive hero avatars reflecting turn order
- admin tools
Huge refactor of the core game logic:
- standardized API for units and other entities
- extendable transaction system
- better access to game data across codebase
Extra:
- new robust animation system
- interactive hero avatars reflecting turn order
- admin tools
Server code overhaul:
- automated reconnect on WebSocket failure
- player data now stored in a database
- logging errors from all the connected users
Currently refactoring core game logic.
The next batch of playtests is happening in 2 weeks.
Server code overhaul:
- automated reconnect on WebSocket failure
- player data now stored in a database
- logging errors from all the connected users
Currently refactoring core game logic.
The next batch of playtests is happening in 2 weeks.
- Added abilities for the Sumo character
- Implemented a limited slot inventory
- Make the path highlighted on mouse hover
- Parametrize abilities so that dev is easier
- Added abilities for the Sumo character
- Implemented a limited slot inventory
- Make the path highlighted on mouse hover
- Parametrize abilities so that dev is easier
- Finished the 3v3 game mode implementation
- Made hit points discrete
- Fixed and refactored a bunch of internal stuff
A couple more days to polish the worst parts of UX, and we will be starting early playtests!
- Finished the 3v3 game mode implementation
- Made hit points discrete
- Fixed and refactored a bunch of internal stuff
A couple more days to polish the worst parts of UX, and we will be starting early playtests!
- Created a 3v3 map & dev-only map editor
- Out-of-turn events revamp which fixes many bugs
- Fixed camera positioning and UX
- Implemented simple auto-turns for NPC units
- Boxes now drop items when destroyed
- Created a 3v3 map & dev-only map editor
- Out-of-turn events revamp which fixes many bugs
- Fixed camera positioning and UX
- Implemented simple auto-turns for NPC units
- Boxes now drop items when destroyed
- Completed a massive code refactoring
- Moved control of the game flow to the server
A feature-focused update will follow up soon!
- Completed a massive code refactoring
- Moved control of the game flow to the server
A feature-focused update will follow up soon!
- Implemented ability cooldowns
- Added hero statuses (stun, bleeding, etc)
- Introduced hex statuses (e.g. trap or burning)
- Ctrl+LMB to attack any hex (to hit hidden units)
- Made possible to draw an arbitrary movement path
Stay tuned for further updates!
- Implemented ability cooldowns
- Added hero statuses (stun, bleeding, etc)
- Introduced hex statuses (e.g. trap or burning)
- Ctrl+LMB to attack any hex (to hit hidden units)
- Made possible to draw an arbitrary movement path
Stay tuned for further updates!