Boss Overhaul:
-
Shattered fragment, Present
- Improved design, with a flowing cape.
- New attacks using spectral scythes and throwing knives; Getting hit by the scythes causes it to stop time, making the next knife attack instant.
New Status Effect:
Phantom Pain
- Upon gaining this status effect, trigger positive effects that require taking damage as if you got hit for 1 damage.
New Hyper Weapon:
Grim Dance
- Passive: When anything gets damaged, a soul orb is dropped. Collecting these orbs grants you Phantom Pain, of level equal to half the damage that dropped it.
- "Soul" meter fills up by taking damage.
- Fire1: Charge up, release to swing the scythe in front of you, applying Bleed. Scythe size scales with charge. Charge speed scales with "Soul".
- Fully charging empties "Soul" to spin the scythe around you, splitting all soul orbs; damaging their nearest enemy and healing you. Can overheal.
- Fire2: Repeatedly swing without charging up.
- Scythe: No changes.
- Bone Scythe: Swings twice when charged over half.
- Reaper: Soul orbs move towards you if "Soul" meter isn't full.
Other Changes:
- The Carmine Polearm now uses the Phantom Pain status effect.
- When loading a save for the first time, the game will try to automatically set the resolution to your monitor's.
- New internal "damage tag" system, making it easier to keep track of how damage sources interact. For example the Cactus Buddy and Deflect spells have a tag that stops damage dealt by them from creating Grim Dance soul orbs to stop an infinite damage loop.
- You can now burn grass. This is also thanks to damage tags.
- Fixed the Controls settings menu showing the Fire1 description for all buttons.
- Fixed being able to make the Sky Blessing effect permanent by destroying the Sky Orb while it is active.
- Added a small secret.
