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<blockquote data-quote="DavidBVal" data-source="post: 44692" data-attributes="member: 2"><p><strong>Re: Features for Version 1.1. The adventure continues! (updates information)</strong></p><p></p><p>I intended 1.0.1061 to be the "stable" update after the Mage, which would last a couple months. But after analizing things, I decided to focus on cleaning code for another week, and resolving some long-standing issues in the game.</p><p></p><p>Some devices experience annoying lag spikes when the journal is updated, when the player dies or when they level up. I fixed this problem already.</p><p></p><p>When grates/traps/bridges are activated in groups, the "clang" sound is played repeteadly. Same with moving stacks. I fixed it for next update.</p><p></p><p>I optimized many parts of the drawing code to force less calls, and did many minor adjustments that I think may have a positive impact on battery life. But it's hard to say, maybe the difference will be minimal. Still, better to have things optimized on principle <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Mage is bug-free, but I'm going to give a little boost to Wand Mastery and improve Orbs and other offhand items. they're supposed to be the "survivability" development path for the mage, so I think they should increase HP in a noticeable way. Lesser Orbs will grant 15hp, for instance (but no mana). Many will also grant detection, as traps are the bane of many mages.</p><p></p><p>Precision Shots will be available for Mages. Bloodlust will not (is melee only).</p><p></p><p>EDIT: and after playing myself two mages this week, I'll adjust the drops for mage in low-mid levels as they have a harder time than I thought at getting wand/staff drops.</p><p></p><p>That's all for now, back to work.</p></blockquote><p></p>
[QUOTE="DavidBVal, post: 44692, member: 2"] [b]Re: Features for Version 1.1. The adventure continues! (updates information)[/b] I intended 1.0.1061 to be the "stable" update after the Mage, which would last a couple months. But after analizing things, I decided to focus on cleaning code for another week, and resolving some long-standing issues in the game. Some devices experience annoying lag spikes when the journal is updated, when the player dies or when they level up. I fixed this problem already. When grates/traps/bridges are activated in groups, the "clang" sound is played repeteadly. Same with moving stacks. I fixed it for next update. I optimized many parts of the drawing code to force less calls, and did many minor adjustments that I think may have a positive impact on battery life. But it's hard to say, maybe the difference will be minimal. Still, better to have things optimized on principle :) Mage is bug-free, but I'm going to give a little boost to Wand Mastery and improve Orbs and other offhand items. they're supposed to be the "survivability" development path for the mage, so I think they should increase HP in a noticeable way. Lesser Orbs will grant 15hp, for instance (but no mana). Many will also grant detection, as traps are the bane of many mages. Precision Shots will be available for Mages. Bloodlust will not (is melee only). EDIT: and after playing myself two mages this week, I'll adjust the drops for mage in low-mid levels as they have a harder time than I thought at getting wand/staff drops. That's all for now, back to work. [/QUOTE]
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