
Hello Pretenders!
Our monthly update has arrived! Take on some new challenges and discover new layouts and Curses in the Serpent’s Catacombs 🐍
⚠️ NOTE 1: Your current run will be deleted. Don’t worry! Your save will stay intact (Unlocked explorations, Unlocked Blessings, Crystal Skulls count…), but if you had a run in progress, you won’t be able to finish it.
⚠️ NOTE 2: Music and sound design are not fully implemented in this version, meaning new effects and new features maybe be soundless or with placeholder sounds.
:: PATCH NOTE ::
Version 0.19.2 - August 12th, 2020
🍉 = Community additions
New features
- New Hard Modes: Hard mode has been replaced by 3 levels of difficulty : Hard, Very Hard and Final Design note: The difficulties of all the explorations have been reworked in order to obtain a smoother progression curve, allowing new players to discover more content and hardcore players to maintain a high level of difficulty. The "Hard" explorations of the previous version now match the "Very Hard" explorations.
- 🍉 New Daily Challenges: Try Daily runs with fun and challenging new rulesets and win extra Crystal Skulls! Design Note: Previous mode variations have been rethought to become Daily Challenges. Each challenge features exotic rules, diversifying the experiences in the Temple. New challenges will be added soon.
- New Meta Currency: A completed exploration now rewards a Blood Emblem. These are used to unlock access to further explorations and Blessings Design note: This change prepares the game for its future evolutions, in particular the new content that will be unlocked soon.
- New Rooms variations: Chests and traps will be placed differently and new corridors will emerge, increasing diversity in the Serpent’s Catacombs
- 5 New Curses: + Devious Darts + Death Throe Echos + Putrid Hosts + Fungal Awareness + Malicious Flora

Balancing
- Spears: Combo attacks, as well as the final combo hit, have a thinner detection zone than before Design note: The damage area now better matches the weapon's visuals.
- Spears: The final attack of the combo now deals 150% of the weapon's damage (instead of 100%) Design note: The increased damage of the final move encourages using the whole combo attack.
- Two-handed Heavy Weapons: Heavy weapon charged attack can now be cancelled earlier by dodge or parry. Design note: The charged attack now has better recovery as well (as for combo attacks).
- Two-handed Heavy Weapons: Heavy weapon charged attacks can now be followed by another charged attack or a regular attack Design note: Heavy Weapons were the only weapons that could not chain combo hits after a charged attack. Now it's possible!
- 🍉 Poison: Damage over time inflicted by poison can no longer kill the player (1 hit point remaining) Design note: Since damage over time from poison could not be removed by the player, it was frustrating to be in an "undead" state.
Visual changes
- Relics and Stats Sanctuaries: New look for the Relics and Stats Sanctuaries!

Fixed bugs & QoL
- 🍉 Clickable buttons: With the mouse, it is now possible to click on all the buttons! Note: If we missed any, please report it!
- 🍉 Parry: Fixed a bug that prevented parrying two attacks at the same time
- 🍉 Poison fog: Added a small buffer before damage over time (DoT) applies
- 🍉 Haven / Random rooms: If the first visited room of a section is a Random room, it cannot be a Haven room
- Map: A legend has been added to the map
Known bugs
- Crash when a controller disconnects
- Character can go OOB when being so fast that the game cannot cope with him
What’s cooking in the Temple

