We have received lots of feedback for the demo!
So here's some QOL (damage numbers, health bar HUD, better descriptions and more), some bugfixes, balancing changes as well as some fresh new talents!
Here's the complete changelog:
New features:
- Added optional damage numbers (see Options)
- Added optional player health bar (see Options)
- Weapons now indicate cooldown with their brightness
- Added “Adventurer” talent
- Added “Overwhelming Power” talent
- Added “The Grind” talent
- Temporal buff globes now say what they do on pickup!
- Arrow keys now can be used for moving by default
Fixes:
- Steel Dragon should finally work
- Fixed a bug that left the paddle dealing damage when switched while charging
- Fixed broken parameters on demonic items
- Fixed a crash when the options were opened twice at the same time and then closed
- Fixed enemies being pushed by the left border
- Fixed weird aiming with the fire-laser
- Game now pauses on focus loss
Balance:
- Reduced Lightning Strike cooldown
- Reduced the requirements for “Steel Dragon” from 2 neutral items to only 1
- Slightly nerfed Bone Scythe
- Sir Honkalot now has more invincibility after dashing, allowing offensive dashes
- Rebalanced heart pickup to heal a bit less early and a bit more late game
- Mage armor: 1% block for 3 int -> 1% block for 4 int, it should still be good
- Ruby shield block scaling from 10%/15%/20% -> 10%/12.5%/15%
- Swarmer enemies (mushrooms and bees) move slower but have more hp, this should offer a bit more space to dodge. Also adjusted how they move close to the player.
- Stronker Chonker 4hp/s -> 3hp/s
Improved description texts
- Spell damage (now “Wand damage”)
- Block stat
- Contact damage stat
- Dragon Claws item
- Renamed “Dash cast rate” -> “Dash rate”
- Renamed the neutral element: “Physical damage” -> “Neutral damage” “None item” -> “Neutral item”
