It's been a while! This new patch is pretty huge, as it has a few things that were meant to be in the last patch(before it was cut short by a hotfix), as well as huge, final batch of new enemies! This has been a long time coming, and not having the enemy roster finished has made it pretty tough for me to make balance decisions, and the later levels in the game in particular were in a pretty bad way enemy-wise. It took longer than anticipated to add everything, but now I feel that it's in a very good spot.
Gameplay:
-Added in 6 new bosses, 3 for each boss floor. These have some very unique fights, such as one who can clone himself, a horde boss, a long-ranged tentacle octopus who can toss you away from him, and more!
-Added in over 30 new enemies in general, many of which are lategame enemies. The forest levels should be largely the same, although they got a bunch of new enemies a while ago.
-Added many new uniques, some in particular having some very unique behavior.
-Rebalanced some enemies. Notably, some enemies can now inflict corruption while attacking. Accuracy values have also been lowered a little across the board, dodge feels a bit too weak for many of the classes. EXP values have also been adjusted.
-Some enemies can now "kite" the player by keeping distance from them. Some enemies can also now melee attack 2-3 range. Many new abilities have also been added. Some old enemies have been retrofitted with these.
---Other gameplay changes:
-Changed how caltrops work. They are now a stackable item with a chance to break instead of a uses-based item.
-The chilled status effects now prevents enemies from exploding upon death.
-Monsters now make noise upon moving, even on non-noisy tiles, which the player can potentially hear. The chance depends on the monster's weight.
-Added a perk that can boost the player's hearing substantially.
-Slightly nerfed Shinobi Armor. It now reduces dodge by 10%. (Enemy accuracy has been lowered a bit, and the shinobi already had enough defensive ability as it was)
-Added a few new artifacts, which are dropped by specific uniques.
-Made some very minor adjustments to the costs of starting items.
-Added artwork for the shops(very cute!).
QOL:
-Did another (hopefully final) adjustment to improve visibility for items/enemies, especially in places like the castle. It was tough to come up with a blanket solution to make enemies more visible, and if people don't like the current implementation, tell me and I'll put in an option to turn it off.
-Added sounds for when ranged attacks hit.
-The inventory panel can now be dragged to expand or shrink it.
-Improved enemy descriptions. They now state if a monster has on-death effects like explosions or not.
Bugfixes:
-Fixed a bug where enemies would become stuck when there was a 1-tile object in between the player and the monster
-Fixed a bug where Tamamo wouldn't drop her unique robe
