Hey everyone!
Below are the patch notes for this update. As always, thank you again to everyone who gave suggestions and reported bugs, and thank you for your patience! Next patch will focus on adding new skills and trinkets, and improving general aspects of the game to make runs feel less luck-dependent and give players more control.
Thanks for playing!
Toblue
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v0.87 Patch notes
New Additions
- Reworked the Spell System! The main goal of this rework is to make Spells feel more enticing and more convenient to use. Most new spells will achieve something unique and flexible, occasionally even modifying your playstyle. Almost all old spells have been removed, with the remaining ones rebalanced. All spell cast animations have been reworked and should feel smoother.
- Added 20 new spells + 5 old, rebalanced spells
- Spell Monument updated. You will now be able to choose from 2 options when adding a new spell. Spell adding sequence VFX and SFX polished. Unlockable spells updated.
- Trinkets: Overflowing Goblet and Sorcerer's Amulet reworked
- Added a new purchasable unlock for Blobert, "Enemy Passives"!
- Added 23 enemy Passives. Some of these Passives' power level scale with floor.
Tweaks and QoL changes
- With the "Upgraded Enemy Skill Pool" and "Enemy Passives" options unlocked, you will get a score bonus on run end
- Improved the way enemies are spawned. The game can now check number of enemies obstructing paths, and there is a limit to the number of enemies that can obstruct paths per floor. Number of enemies per floor should be more consistent. Average enemies per floor ~3, average number of enemies that obstruct paths on floors ~2.
- The first two Skills you get will always be a Red skill
- Enemy Modifiers will now display details when hovered over
- Keeper Rooms now have room indicators and minimap icon. Keeper enemies have a unique sprite
- Statuses on enemies that deal damage will give a damage preview when player hovers over the "Act"/"Defend" button
- Applicable Spells will now give a damage preview when hovered over
- Added a Thorns reflect damage forecast
- Statuses that deal % damage will now display the calculated value in tooltip
- Added a battle turn counter
- Added a SFX for when passive and spell statuses trigger
- Exhaust Charge can now go above 1
- Silence will no longer trigger on skills with Exhaust cooldown
- Some trinkets' details text have been improved
- Trinkets like Berserker's Helm will now be greyed out when not active
- Discarding inventory items now requires a second click to confirm (to prevent discarding on accident)
- Windowed mode can now be resized. However, this may cause the UI to appear distorted. I'll be implementing better support for more resolutions as soon as possible.
- Rewritten the way Damage Counter is displayed. Damage Counter display should be more consistent and smoother overall
- A message will now be displayed if all enemies on the floor is defeated
- Minor polishing
Balancing
- Almost all synergy skills have been buffed slightly
- Steadfast stun percent heal increased from 15% to 18%
- Regen percent heal increased from 6% to 8%
- Regen and Steadfast will now trigger before damaging statuses like Burn
- Steadfast (on enemies) no longer triggers when enemy is stunned
- Skill: Impulsive Swing self-inflicted Weakened decreased, base damage and Exhaust damage increased
- Skill: Reckless Swing self-inflicted Exposed duration decreased, base damage and Exhaust damage increased
- Skill: Maim damage decreased
- Skill: Powering Finisher heal increased from 1 HP to 2 HP per stack of Volt consumed
- Skill: Vexing Hex damage decreased
- Skill: Glass Cannon base damage and Exhaust damage increased
- Skill: Startle base stun and Exhaust stun increased
Bug Fixes
- You can no longer close the Trinket Booth UI using Esc during the buy trinket animation
- Queuing an Overloaded skill and then using item should no longer refund you AP
- Terraworm should no longer use Burrow when it has the Burrowed passive
- Giving up run during battle should now properly reset player queued skills/intents and mana gain
- Cultist Firebolt burn duration now matches tooltip
- Skill: Snipe should now work correctly
- Skill: Fracture Exhaust MaxStun reduction is now correct at 4
- Lobby NPC unlock button's cost text color should now display correctly
- End of Run score text should no longer overlap
- Skill: Sweep can no longer be Comboed when Exhausted
- Fixed several skills with a similar bug to Sweep, where the base skill can trigger a Keyword when Exhausted
- Fixed Silence occasionally disabling skills that are already disabled
Known Bugs but not yet fixed:
Using Skill: Agility (?) while having Cursed occasionally causes softlock
Items occasionally spawning on Stairs
<3

