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Removed experimental Boss Buff Re-applier system as it was not working as intended and was instead making Bosses too strong.
Bosses now have a rebalanced and flat stat boost based on difficulty selected. ( They should be more manageable now ).
Fixed some Boss K.O tracking counter issue.
Added a new shrine for player to capture. While player has it under control, the specific resource will be gathered continuously.
Fixed missing Boss and Spawner scripts. ( F the Editor for not telling they were empty ).
Added bunch of weak enemies for player to ''farm'' upon.
Reduced the maximum cap of enemy units that can spawn per base.
Fixed errors in shield remover system. Now shields should remove correctly when their anchor is dead. ( F the Editor again ).
Increased rewards for killing all enemy units. It should be much easier to gather the required ''resource'' for aspect unlocking.
I'm unsure on how I get bard/highguard/arcanist sometimes, maybe I'm missing something - the first hidden creature, I rarely find it, it mostly dies offscreen as well - or in an attack wave it looks like
This one took way too much time than anticipated. Mostly because of WFTO bugs. Very notorious ones. Even now I'm not certain if I fully figured out how to fix them, but my ''fixes'' should be doing their job. Additionally map was massively optimized as WFTO for some reason can't support some basic things. You expect stuff to work and well - it doesn't always do.
Map should work and be rather stable, but I won't deny that it could had been optimized even more. The easiest and most reliable way to do that may however ruin the balance. Yep, no easy way here. I'll try to fix bugs and stuff but for the time being, I'll take some rest. May you have easier time playing this map than I had making it work as it was remotely intended to.