Development diary: what changed in the last few weeks

The last few weeks have been some of the busiest in Draemony's development. Here is a summary of what made it into the game:
Live effects
Spells and attacks from heroes, minions, monsters and bosses are now built on the fly, with particles, flashes, light and trails, instead of pre-rendered animations. Area effects that spawn together were toned down so they do not blow out the screen.
Light, glow and shadows
The world gained bloom, lit fog, sunbeams during the day and light shadows: lanterns and braziers cast the shadows of props onto the ground. Weapons in the heroes' hands glow according to what they do: the color of the element from their affixes and runes, or gold on the strongest items.
Campfire character select
Character selection now shows all your heroes around a campfire, in painted ruins, instead of a single character standing on a stage.
The Skeleton, support shaman
The Skeleton became a wand-and-shield shaman, with the Sanctuary path (heals, blessings and totems), the Guardian Spirit ultimate and the Soulwarden specialization.
Bigger trees
The passive tree grew to more than a thousand nodes, with keystones in the middle and at the edge and exclusive branches for every class. The Skill Tree (K) replaced the tomes, and the old support runes became gear runes, slotted into sockets.
Appearance and Bestiary
You can now change your hero's outfit colors (Ctrl + right-click on your own character), and the game gained a Bestiary that fills in as you defeat creatures.
Multiplayer
The Multiplayer button opens a list of Steam sessions, with public, friends-only or private sessions, an optional password and a set number of slots, for groups of up to six players.
