No bird stuff to report today other than they're all doing great and it seems a few more younger birds have caught on to me.
Both DT1 and DT2 got an update today. DT1 is very very minor and figured I'd give it an update since it had some stuff fixed that was bad. Soothing Spring, which has been asked a few times to be made better, has been made better. It does the same thing as before, it just lasts a lot longer. Since DT2 got a few visual effects on its spells, I figured I'd pass those on to DT1 as well. Oh yeah, a few of those 1 tile wide platforms in 'Think & Act Fast' have been extended to 2. The return teleport door after the fall has been removed as there's no reason to come back. Some of you may have caught on to a challenge by a player asking me to play that map without taking damage. When I can get to a computer that can screen-capture, I will be using the original version. Still not sure if I'm going to voice that or not.
For DT2, the visual effect above is there. As I said before, most of the changes were done to the final level. Every boss in the game had its power reduced by 1. It is, in every way, to make them easier. The difficulty comes in from trying to get the optional time requirements... which are now slightly easier due to a change with spell costs in DT2. If you haven't used more than 4 bars of spell energy, then that element will only cost 2 instead of 3. For most of the game, it has you using all of your elements, so this is to help motivate that.
Claire can now dash off walls just like you can in DT3's Gate 4. Which means you can do the ever broken parallel wall dashing, though that eats dash energy fast...
The pew pew level also got changed. The full charge doesn't take as long to reach, but its been slightly powered down. The biggest change comes from the helper bots that follow you. Play the level and you'll see what I mean. :3 To balance the change, the bosses have had their HP counts slightly boosted. The rule of losing one helper when you die and continue is still in effect.
ano0maly and a mysterious email guy has wondered about DT2 getting more levels made for it. That is a fun thought. More could definitely be done with it. I'd like to ask what people would want from it. An extra world of 4 levels put between 1 and 3? Or something else. One thought I had, which would be immensely easier to add for the scoreboard, is small 'challenge' levels along with each world. Much like the Spire in DT1, but not done in sets of 5. No more that. They wouldn't be on the main scoreboard, but would track your best time.
Submit your ideas! It may be possible that I'll go back and add in a little more content to DT2. As I've said in the past though, I'd like to focus my efforts on DT3, so I can't promise anything. DT2 has much smaller levels, so it could be a thing I add in little bits at a time. ano0maly has said DT2 feels incomplete, anyone sharing that thought, what do you feel would fix that?
Also online leaderboards was an idea back in the day for it. Which reminds me, I thought about letting players opt in at the beginning of the DT3 demo if they wanted the game to send their game data to me periodically for data mining purposes. Seeing things like the average AP level at specific times, deaths per room, when people stopped playing, etc.
Oh yeah, it has an 'exe only' download now.
Development is continuing again after my play-test through all the content. Lots of stuff changed. Seeing some of these old levels again for the first time in a long time gives a new perspective on them. A nifty change to the Link set is the player can now press the bomb button while a bomb is active to reduce the detonation time down to when it begins flashing, or just before anyway. (1.16 seconds before it explodes.) Which made its use in combat much better. I found even myself neglecting it aside from very few scenarios. Of course certain things changed slightly to accommodate that. This change may not stay in, it's in a trial period right now, but so far I like it much better.