Yesterday, I wrote a post on the main website about enemy spawners, more specifically, the different iterations it went through. You can check that out here:--> BLOG POST <--
To summarize, the game went from a Paper Mario style of spawning enemy encounters, into a more traditional random enemies on the field mechanic, inspired by Tokyo Mirage Sessions #FE. It's the first time I write this kind of article, focusing on the game design and so on, rather than just keeping people up to date. I might try writing other posts in this vein...
The enemy radar was recently introduced to warn players in advance when enemies are going to spawn. Also recently introduced, the Lightshine item! Used on field, it closes all portals and scares away all foes for a few steps, resetting the radar along the way!
(Sorry, the menu UI is still a bit broken after bitmaptext conversions)
I also created button icons for keyboard and joypad buttons, fixing the keybind screen along the way, and making it so that changes are only applied if you select the apply button.
The last change I wanted to point out was that the game now shows when selecting a target if they are weak against the selected attack during battle! It will be very useful for battle where the enemy can switch between multiple leaders carrying team or leader titles that grant resistances or weaknesses.
I do post a lot more often (sometimes minor things) on Twitter, but I just wanted to post a few things that I pushed on twitter lately. If a lot of small minor updates occur on twitter, I'll probably do small compilation posts here from time to time.
Thanks for reading!