Hey everyone!
Below are the patch notes for this update!
Thanks for playing!
Toblue
-
v0.85.1
Patch notes
Added Quicksaving - There will be an interactable object in the Stairs room of each floor. Interact with it and your game will quicksave and exit to lobby when you enter the stairs

Luck Redefined
Having good luck will cause the following to happen:
- Some traps are occasionally revealed when you enter a room
- Shop Sale chance increased
- More gold can spawn per floor
- Hidden objects/passages are more likely to glitter
- Crates are more likely to drop gold
- Crates have a chance to be golden
So why bother trying to get bad luck? Getting bad luck is for high risk, high reward runs. For players who like to suffer a little bit (:
- Enemies have a chance to have the special modifier "Corrupted". The more health player has, the stronger these Corrupted enemies will be. Corrupted enemies are guaranteed to drop loot.
- Chance for extra Keys to spawn per floor
- Chance for extra items to spawn per floor
- Shops have a chance to be replaced with Blood Shops
- Cursed chests are more common
- More traps can spawn per floor (Only sliiightly more!)
Tweaks and Changes
Because dungeons feel a little too long:
- Dungeon length shortened slightly
- Number of enemies spawned on the second floor of each area reduced by 1
- 2nd and 3rd area enemies' stats buffed slightly
Other:
- Bosses will now drop a maximum of 2 Life Potions
- Number of traps reduced slightly
- Trinkets from chests can now be salvaged to give random loot. (Usually gold, sometimes items, sometimes a lesser life potion, rarely a key)
- Floors with Trinket Booths will not spawn chests (chests can still spawn near water tiles)
- Four-Leaf Clover's effect on enemy loot drop reduced slightly
- Health Core's MaxHP increase lowered from 4 to 3
- Health Core's heal buffed from 10% to 12%
- Shop Prices increases slightly on later areas
- Added SFX for opening Cursed Chests
- Shrooma will now occasionally queue attacking skills on later turns
- Butterfly Brooch changed to "Dazed enemies lose 10% of their Max HP (6% for bosses)."
- Fragile now deals 10% to bosses, down from 12%
- Bone, Apple
Teethand Dazzleweed throw damage lowered from 8 to 7 - Amassing Storm: Volt gain lowered from 3 to 2
- Decay: Suspend duration lowered from 3 to 2
- Bane: AP cost lowered from 2 to 1
- Scavenge: Spell Cost raised from 6 to 9
- Stepping on a Spikes Trap that would kill will now set HP to 1 instead. If already at 1 HP, rest in pieces
- Added Room Type indicators for locked rooms
- Warp Plate minimap icon will only show if there is nothing else in room
- Jester Mask now hides enemy's damage forecast
Removing random buffs/debuffs will now remove buffs/debuffs of the same type.
Slightly long-winded explanation: Some statuses, like Exposed, are merged together to prevent cluttering the status icons, e.g. 10% Exposed for 1 battle and 12% Exposed for 2 battles will be shown as a single 22% Exposed for 2 battles on the status bar. However, if player cleanses 1 random debuff, only one of the Exposed status will be removed. E.g. if the 10% Exposed for 1 battle is removed, player is left with 12% Exposed for 2 battles. This becomes confusing/may appear as a bug.
Now, when mergeable statuses are removed, statuses of the same name and duration type will also be removed. In this case, both Exposed will be removed. In cases where the player has e.g. Exposed for 2 turns and Exposed for 1 battle, only one will be removed.
Bug Fixes
- Fixed visual bugs with damage counter if previous enemy was defeated by Butterfly Brooch
- Nulmora's Padlock will now update equipped skills' cost to 1
- Rewards from Keeper Rooms should no longer obstruct path
- Relocate Slate should no longer affect Keeper enemies
- Triggering Metal Springs twice should now work correctly
- Keeper Room unlock should no longer display everytime player reaches end of dungeon
- Shopkeeper dialogue should no longer appear jumbled up when dialogue is interrupted
- Detect Slate should now reveal the names of enemies that are not hidden
- Stepping on a spikes trap and dying (rip) and also being in an enemy's detect range will no longer softlock the game
- Boss drops should no longer spawn on top of stairs, and should no longer drop only 1 loot
- AP should now be calculated correctly if you have Disrupt and Trinkets that increase maxAP
- Using a warp plate should no longer leave music muffled
- Minimap should no longer be interactable when you are interacting with a structure
- Warp plates in Keeper rooms should no longer spawn at the center of the room
- You should not longer be able to collect Boosters before they fully appear
<3

