Imported the Automatoi extra heroes from v1.1. Changed Kylotechnes trap spawn skill, rather than 3 skills I just have him spawn 1 invisible monster that dies instantly and drops the proxy for monster traps, which already exist. Easy peasy now.
I made a major change to Nature and removed the Winds of Eos skill from the player and placed it as a buff-self/other like Heat Shield at tier 7 for Forest Nymphs. It's beefed up with a bigger bonus to elemental damage. I had to create new controllers so that they will cast it on others as well as themselves. 120 second duration and 12 second cooldown. 12 seconds? I forget the cooldown, maybe 20.
It's a nerf, but since no one has played this but me it's not gonna bother anyone that I did it
Just FYI in case I never said anything, heat shield has no cooldown now but costs more mana.
Re added the Party-in-a-box special random treasure drops from heroes, well at least through orient. Gotta still do act 4 and 5 yet but it's just a grind and I get tired.
Re added the Jackalman champion types, they are TOUGH...wiped my sprites AND coredweller testing today.
I also increased ALL jackalman health by like 50%. No longer one-shotting the trash.
Re added all the various Dark Obelisk types: Poltergeist, Mummy, Shadowstalker.
EDIT:
Forgot to say I added Healing Scrolls that doa party heal like the old party potions did.
Monsters no longer dop any kind of potion, but merchants still sell them. Chests have a low chance of having potions.
I think I am going to scale the *price* of potions, like normal act 1 potions are the same and then the price of the next type is double normal, then the ones in act 3 are quadruple price.
I wish someone smarter than me could completely overhaul the TQ economy. It's all too complicated for me. I would know a good economy if I saw it , though