We've just released the largest update yet to the game, coinciding with the launch of the
Dark World Expansion DLC! There's a ton of improvements and fixes here. In fact there's so much to list that I couldn't even fit it all in this post! Check out
this forum thread for the full changelog.
Thanks for playing! :)
-Matt
Dark World DLC:- New Versus towers:
- The Amaranth
- Dreadwood
- Darkfang
- Cataclysm (with procedurally generated levels)
- New 1-4 player Dark World co-op mode, with four unique boss battles
- New playable red archer, the Vainglorious Ghoul
- 9 additional playable ‘alternate archers’
- New Powerups:
- Trigger Arrows
- Prism Arrows
- Speed Boots
- New variants:
- Team Revive - In Team Deathmatch mode you can resurrect your friends
- Treasure Draft - Everyone picks a powerup at the start of each round
- Clumsy Archers - Drop an arrow every time you dodge
- No Quivers - Archers can only hold one arrow
- Double Jumping - You can jump again in the air
- Arrow Shuffle - Randomly picks 2 special arrow types to spawn this match
- No Hazards - Removes all environmental elements that can kill you
- Start with Trigger Arrows
- Start with Prism Arrows
- Start with Speed Boots (renamed from old variant ‘Speed Boots’)
- No Trigger Arrows
- No Prism Arrows
- No Speed Boots
- 2v2 Tournament Rules preset
- 12 new Trials
Other New Stuff:- Added a new alternate “end of match” music track
- You can now save up to 5 custom variant presets at once (was previously 3)
- New Versus awards:
- Happy Accident Award
- Mastermind Award
- Web of Lies Award
- Gravedigger Award
- Reanimator Award
- Exorcist Award
- Speed of Light Award
- Hyper Booper
- Hyper Martyr Award
- Ally Oop Award
- Bomb Squad Award
- Nerves of Steel Award
- Prism Warden Award
- Special Delivery Award
- Too Fast Too Furious
- Caged Animal Award
- Added more Team Deathmatch levels to the existing Versus towers. Every tower now has 6 Team levels. Most are modified versions of free-for-all maps, but Sunken City got a brand new level which is also playable in other modes
- Added the “Session Stats” page to the Archives, which shows stats from the current play session and resets when the game is closed
Balance:- Merged FFA and 1v1 Tournament Rules into one ruleset simply called Tournament Rules. This ruleset contains only No Autobalance and Symmetrical Treasure
- Slowed down the final “push” of the miasma as it closes in to encourage more kills before it consumes all the archers, and to make center-stage a more advantageous position
- Sudden Death variant now starts with miasma 1 second into the match instead of 5 seconds
- Rebalanced a lot of Versus arenas in the original levelsets
- Jumping on a teammate’s head now shares arrows the same as bumping into them from the side
- You can now hold the dodge button to extend your dodge time by 5 frames. This is known as “dodge stalling”
- You can now catch arrows when you have a shield, but only if the arrow is not in a dangerous state (ie it would not hurt you anyways)
- Arrows are no longer destroyed when crushed by moving solids
- Arrow inventories are now visible during the round intro
- Treasure changes:
- Decreased the chance of no treasure spawning
- The chance of getting special arrows out of a treasure chest is now normalized. In most towers, there is a 60% chance each chest has a special arrow pickup, chosen from the possible types for that level
- No more than one of each orb pickup can spawn per level now. If the Chaos Orb spawns, no other orbs will spawn
- The amount of each upgrade powerup (Wings, Looking Glass, Speed Boots) that can spawn per round is now capped by the amount of archers
- Added a particle effect for hyper jumping to make it more readable
- Archers will now slip off ledges while ducking, if they’re on the ledge by 3 or less pixels. Slipping starts 4 frames after you start ducking
- You can now shoot the falling orbs in Twilight Spire to destroy them as they fall
- Max Treasure variant now caps the amount of chests spawned per level to the amount of players + 2
- Return as Ghosts variant improvements:
- The delay from the last kill to the end of the round is doubled when there are ghosts alive
- Ghosts can no longer kill for 30 frames after they finish spawning
- Players can now control their ghost a bit during the spawn animation
- The shoot button now triggers the ghost’s dash attack (was previously just the dodge button)
- Ghosts can now open treasure chests. Chests will always spawn bomb traps when opened this way
- Added some controller rumble cues to ghosts to remind players they’ve respawned
- Ghosts are now drawn above other gameplay elements so they’re easier to spot
- Electric shocks now destroy brambles
- You can now use dodge slides to pick up hats
- Spinning spikeballs now pick a random spin direction when the level starts
Quest Mode Changes:- Players are now revived at their corpses, like in the new Dark World co-op mode
- Level completion time is now tracked on Hardcore mode
- Removed the old score system
- The ‘Level Complete’ screen now awards the crown to the player who performs better (based on kills, deaths, and combo). That player wears the crown in the next level
- Mimic archers now have the corpses of the archer they’re disguised as
- Ghost enemies can no longer hurt you while they’re stunned
- Added super jump pads to Twilight Spire
- Cultist enemies can now hop up one-tile-high ledges
- Red crystal enemies now only shoot one arrow at a time (blue ones still shoot twice)
- The final boss’s beam attack now lights players on fire
…see
this forum thread for the full changelog!