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Everything’s gone topsy-turvy

Firstly (imagine a booming, Zeus-like voice as you read this): we’ve inverted the world!

What I mean by that is that we’ve moved the noob/overworld-entry zone to the center of the world, and more difficult regions radiate out from there, with the most difficult (palace) zone forming the final outer ring of the world. Previously, the noob zone was the far edge of the world and the palace was in its center. This has some pretty significant consequences, including:

This is an experiment, so we haven’t taken the time to make it perfect yet. For example, the outer edge of the palace terrain currently has very funky border (water) art that needs to be fixed, and if you fly beyond that border you’ll be unceremoniously teleported home, which will annoy you, so I recommend not doing that. If it seems like the experiment is a worthy one, we’ll fix all of this.

Secondly, and just as important (possibly more so): we have added a 3-second delay to ALL forms of teleportation. Whether you’re teleporting to another player or to home, there is now a 3 second period during which your TP system visibly charges up / calibrates. During this time, you can continue to fly, shoot and use your special abilities as normal, but you are NOT shielded until teleportation actually initiates. So, no more using rapid teleportation during boss battles to keep yourself alive. Nor can you rely on a lightning-fast press of the Q button to save yourself from death; you’ll need to keep yourself alive for 3 seconds. Hey, you didn’t think we were just going to make changes (like the star rule) that made the game easier, did you? 😉

Beyond those two very big changes, there are a bunch of smaller but still notable ones:

Oh, and last but not least, we finally replaced the remaining placeholder enemy art in the highlands! Check it out:

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