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Most characters now have a slew of jump based attacks, where they engage enemies with their attacks more up front and personal, which is also much snappier. Rather than walking back and forth, the jumps are quick and impactful.

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Certain armour types are more vulnerable, or resistant to damage instruments, and some might even make you outright invulnerable to some sources. Not only does this create some interesting flavours for the combat encounters, but it breaks up the monopoly that armour was having over the meta game. No matter what, if you had high armour -- especially physical armour -- there was simply no means of counterplaying outside of hoping high armour of one type meant low armour of another.
Finally, you can open shops to buy and sell accordingly. The assets have been remade for better HD feeling, and to add a personal touch: shops now all have names, and a preview of the shopkeeper in the corner while the shop menu is displayed.
In a prior blog, we mentioned wanting to use multiple currencies based on your world location, to create a greater sense of immersion and commerce in the world, but for now, only one money type is used.
But let's get the superficialities out of the way and ask the real questions: Where do these people get their food? Is there water nearby? Is high in elevation, or maybe low?
I think many RPG's take money for granted. It's expected that there will be some raw mathematics that give them those shiny gold coins to spend on gear and loot. But that doesn't satisfy me. So I mocked up a ton of different types of money that different parts of the game world might use, or in "the lore" might have used at some point.
Then I thought it would be cool to make a quest about creating a new type of coin for the city, and look at that: A NEW NPC was born. Someone to mint these coins. But who is commissioning these coins? Just how centralized is Bastion's government? We need a treasurer, right?
The market's another big one. Lots of people are shopping and gathering at the agora every day; it's a great way for them to mingle and spend time together.
The weather UI, the icons (from leftmost to rightmost) indicate the weather, the time of day, and moon cycle.
It's a long way off, but the glossary brings all of game's data to the forefront for avid studies to look at any time. Most of this data was already cached in the game's resource files, so we're mostly just building an interface to bind it all together for player convenience.
As our artwork continues to improve, we continue to go back, and repave some of our rockier older spritework. This does take a lot of time, but the results are absolutely worth it. There's easily been more than 90-100 frames of animation reworked by this point.
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