I'm using the latest version, yes, but I find the completely black icons not fitting the Terraria look very well. Apart from that, it's very hard to see what tier a certain emblem is right now, but I guess that could also be fixed by using a colored border instead of a black one.
The thing is, you could still use these base sprites and use the same icons on the shields that are being used now as well.
Thank you very much for these sprites! I will combine them with the current icons and see how they look.
Here's where the next version is going...
v0.5.0 (experience curve overhaul)
-fixed a bug that could cause periodic mana or life regen to trigger while token was in inventory
-fixed a bug that could prevent heal aura from healing
-fixed a visual bug where health/mana restore effects could appear twice
-fixed a bug where monsters with invincible segments (e.g., crawltipedes) gave absurd experience
-added methods to allow auras to grant actual buffs
-reduced Saint heal aura radius to match the size of other auras
-Warriors now deal more damage
-Assassin is no longer an attack speed class, focus is on criticals
-Assassin now deals 10/20/30% bonus melee critical damage
-implemented “Opener Attacks” for Assassin (bonus damage against full-health targets or if no attack has hit recently, gains triple benefit from critical damage)
-new Berserker class (branches from Squire) to fill attack speed niche
-minor buffs to melee Rogues
-Summoner can now have 2 bonus minions in first class
-added a defense aura to Sage to make it a more appealing choice
-a few other smaller class adjustments (see post)
-adjust the experience curve to increase the realistically attainable max level from ~25 to ~100 (overall requirements decreased drastically)
-scaled all bonuses and level requirements to fit the new experience curve and targeted legit "max" level
-optimized experience calculations
-increased technical max level (for non-legit playthroughs) to 3000 to offset the decrease in bonus ratios
-adjusted class tree descriptors to reflect changes and added Berserker
-decreased experience requirements for levels 1-10 and raised level for first class change to level 10
-raised level for second class change to level 25
-Renamed "At Level X Bonuses" to "Unlocked Bonuses".
-Renamed "Per Level Bonuses" to "Scaling Bonuses".
As always, I'm open to thoughts, suggestions, criticisms, etc.
Edit 1:
@IC4TACOS @TinchoX
Crawltipedes are giving 262,600 experience, which is way too much. Now, any monster with 1000 defense (that's what crawltipedes have) will not give increased experience based on this defense. The formula for these monsters is simply:
experience = (max life / 100) * (1 + (damage / 25))
Edit 2:
@updatedude @Strayed Soul @leqesai
Rogue (because they offered very little for early Assassin builds):
+1% melee crit per level to a max of 15% (new)
+0.5% melee damage per level (new)
Assassin:
no attack speed per level (from 3%)
critical cap raised to 100% (from 50%)
+1.5% crit per level (from 2%)
Ninja:
+1.5% crit per level (from 2%, cap is still 75%)
Warrior:
+2.5% melee damage per level (from 1.5%)
+0.25 aggro per level (from 0) to help keep monsters on them if there is no tank
Immunity to weakness at level 10 (new)
Immunity to knockback at level 15 (new)
Berserker Stats (NEW CLASS):
2.5 health per level (more than squire, less than warrior)
0.25 health regen per level (more than squire, less than warrior)
0.3 aggro per level (just a hair more than warrior)
1% melee damage per level (much less than warrior, same as Assassin)
3% attack speed per level (as as Assassin used to have)
Jump speed and cap equal to half of rogue's
Movement speed and cap equal to rogue's
Immune to slow at level 10
Immune to knockback at level 12
Edit 3:
The summoner class used to unlock 1 bonus minion at level 4 and that was it. This was set way back when the second class change was at level 5 (now it's 15).
Summoner:
First bonus minion at level 5 and a second at level 10 (from 1 minion at 4)
+1% minion damage per level (from 1.5%)
Minion Master:
Starts with +2 minions (from +1) to reflect Summoner gaining 2 minions
+1% minion damage per level (new)
Gains 0.15 minions per level (from 0.25) to extend progression to level 67 (from 40)
**rate of minion gain nerfed, added minion damage, minion cap unchanged
Soul Binder:
Still has no bonus minions to begin with (i.e., Summoner loses its +2 minions)
Still receives a bonus minion at levels 10 and 20
Still has absurd minion damage (5%) and knockback (4%, max 75%)
Edit 3:
Archer, Gunner, Ranger:
+1% ranged crit per level (from 1.5%) to match Warrior
Max crit is still 20%, twice Warrior's 10%
Edit 4:
Mana cost reductions were capping out too early.
Mystic:
+1% reduced mana cost per level (from 2%), cap is still 50%
Sage:
+1% reduced mana cost per level (from 1.5%), cap lowered to 40% (from 45%)
Cleric:
Ichor aura unlocked at level 5 (from 4) because it's a nice, round number
Saint:
+1% reduced mana cost per level (from 1.5%), cap is still 40%
Edit 5
I think I have found an experience curve that makes sense.
The goal is for experience requirements to increase quickly at first, but then gradually reduce the rate of increase to keep later numbers sensible.
*curve has been adjusted - old figures removed*
Edit 6
I will be adjusting all bonuses (maintaining current ratios as best I can) for the new exp/level curve. I will try to spread the "at level" bonuses out in a sensible way to give players something to look forward to at various levels.
I can raise the technical level cap to 3000 to offset these changes for the non-legit players.
Edit 7
How do we feel about these?
vs
or these? (might be too big)
I really like the Terraria-style shields, but I'm not so sure that the styles mix very well.
Also, which is better for novice?
Edit 8
Sages can now increase the defense of self and nearby players. This aura advances through 3 tiers as the Sage levels up. Only the highest tier defense aura applies if there are multiple Sages (i.e., only one of the three defense aura buffs be active on a single player). Sage defense/level has decreased slightly to account for the aura, which does affect the Sage.
Sage:
+5 defense aura at level 20 (non-stacking)
+10 defense aura at level 60 (non-stacking)
+15 defense aura at level 90 (non-stacking)
Saint's life regeneration aura and Sage's (new) defense aura, now put a buff icon on affected players. I will use this purple buff background for any future aura buffs.
Until now, friendly auras have been limited to modifying life values. Now that we have a system where auras can apply actual buffs, there is a lot more that we can do.
Edit 9
In light of the changed experience curve, first class advancement will be at level 10 and the second advancement will be at level 25.
Edit 10
I was able to implement bonus melee critical damage.
Assassin:
+10% melee critical damage at level 20 (non-stacking)
+20% melee critical damage at level 60 (non-stacking)
+30% melee critical damage at level 90 (non-stacking)
I was also able to create an Opener Attack of sorts for Assassin. Melee damage is increased when a target has full health OR if it has been a few seconds since the last melee attack landed. Opener Attacks gain triple effect from the Assassin critical bonuses (e.g., +90% critical opener damage at level 90).
Assassin:
25+2% bonus damage per level on Opener Attacks, unlocked at level 1 (e.g., 27% bonus damage at level 1, 225% by level 100)
Added a buff icon shown when it has been long enough since the last hit to enable an Opener Attack.
This buff comes with a visual effect (I might change this visual):
I believe that these changes will give the Assassin a unique playstyle (lowish base damage and slow attacks, but huge criticals and Opener Attacks).
Edit 11
Renamed "At Level X Bonuses" to "Unlocked Bonuses".
Renamed "Per Level Bonuses" to "Scaling Bonuses".
Edit 12
I have updated the above patch notes for the upcoming v0.5.0.
I will put up the new version tomorrow after I finish adjusting bonuses for the new "max" level. I'll wait and see what you all think about the shield icons and then we can address that in a later version.
Balance changes can be seen on the spreadsheet (not updated for new curve yet) https://drive.google.com/file/d/0B0MAvKt4u50dTXNNUFhCekNOQlU/view?usp=sharing