We've brought in some in-progress improvements to the readability of alerted enemies, which are part of larger stealth improvements that we're working on. A positional indicator is now shown for alerted enemies who are offscreen. Placing the cursor over a red "watched tile" during stealth will also put an icon above the head of the enemy (or enemies!) watching that tile.
We appreciate the experiences that people have shared, and have taken a lot of feedback (both positive and negative) on board as we continue to develop the full game toward release.
Thanks to everybody who's taken the time to check out the pre-release demo!
- Added work-in-progress offscreen indicators for alerted enemies during stealth
- Added work-in-progress indicators for enemies watching a given tile during stealth
- Added description for enemy Opportunist ability
- Added description to burning tiles
- Updated Nightjar's Dash Strike description to be more informative
- Renamed Facet's "Retaliate" ability to "Opportunist" to be consistent with enemy abilities
- Improved presentation of Weathervane's Punch ability
- Removed prop glint in cinematics
- Fixed some sound effects being tied to the UI volume slider
- Fixed typos related to Immobilise effect
- Fixed strike-through not appearing on failed objectives
- Fixed heroes going into ledge KO state when KOed by being pushed off a ledge within the playspace
- Fixed revive tutorial triggering during cinematics
- Fixed a case where heroes KOed by push damage do not kneel
- Fixed some cases where cosmetic level geometry could block the cursor
- Fixed a case where it could be Facet's turn during Mindfire's tutorial
- Fixed typo in Fire in the Head post-mission dialogue
- Fixed typo in Facet's Opportunist ability
- Fixed typo in Mercurial's move description