Get the details below.
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A new magic rod variant arrives, the Spectral Rod!
It shoots out Spectral Blasts, a devastating magic projectile that can curse enemies. When enemies are cursed, they run away in fear from the player or are blocked from performing their attacks.
If, however, you the player gets cursed, you are blocked from using your sword for the duration of the curse.
The Spectral Boomerang, similar to the spectral blast, curses objects it hits! It can of course also reveal invisible objects in the radius of its spectral light, just like all spectral objects.
A new bat variant, the Spectral Slumberwing , is a naturally menacing foe that will curse anyone it touches.
These otherworldly creatures don’t play around.
Previously, you were able to dive into floor tiles, which lead to weird clipping issues and hampered with diving design.
I’m glad to report that I was able to work around this physics limitation and the issue is now fixed.
I’ve made an effort to replicate asynchronous loading of dungeons as much as possible. Unity, being a single-threaded engine, doesn’t actually properly allow accessing engine related APIs, like spawning objects, on separate threads, which is less than ideal, but loading dungeons now does not fully freeze the game window and the loading bar moves more smoothly across the screen now.
Unfortunately the automatic account creation system broke silently a few days ago, which prevented new players from getting the Halloween Badge. Thus, I decided to extend the Halloween Event over the weekend until Monday, December 2th, so log in and claim that badge if you haven’t already!
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The next major update for Quest Master should be the version 1.0 update which will bring, among other things the full single player campaign, more lore and so on. Future support will bring online multiplayer and a new overworld maker among other features.
If you have not seen it yet, our review of the initial Early Access review is here