Hey Looters!
With the first of two patches expected to be published this week, we provide a focus on some much-needed balancing items.
🎯
**Bug Fixes & Game Stability**
• 🛠️ Fixed a crash that occurred when visiting *Inventory > Element Select* after a Fusion or Reset.
• 🛠️ Fixed a crash caused by the Mimic proccing *Bleed* on enemies.
• 🛠️ Corrected an issue where the **Treasure Chests Collected** stat displayed incorrect values.
• 🧮 Made adjustments to ensure *Treasure Chest stats* are now more accurate.
📅
**Seasonal Content**
• ⏳ Added a **Season Countdown Timer** across various game windows for better visibility.
🔥
**Combat & Effects**
• 💥 Burn and Bleed animations are now *larger and more intense* — if you’re taking damage, you’ll know it.
• 👿 When defeating an **Ungodly Foe** with the *Boss Potency Buff* active, the buff timer now resets!
• 🏃 Added a **Flee Button** — 50% chance to escape, but failure provokes an *immediate enemy attack*.
🧰
**Inventory & Salvage Improvements**
• 🔒 Added **Lock All** and **Unlock All** buttons in the Inventory (includes equipped items & artifacts).
• 🧹 Introduced an **Auto-Salvage** feature based on item power! *(Use cautiously — test with low-tier items first!)*
• 🧬 Salvaging Artifacts now refunds **all spent catalysts and artifact pieces**.
• 🧪 Artifact Pieces can now be converted: *3 of one type → 1 of another* (accessible from the Artifacts window).
• 📦 Max Inventory space has been reduced from 1000 to **500 items** for performance reasons.
• 💡 Items now show their **Imbue Cost** directly in the inventory.
🗺️
**Map & Progression**
• 🧭 Made transition from **Map 1 → Map 2** about *40% easier* for smoother early-game pacing.
• 📊 Added an **Info Button** near enemy spawn settings. Browse maps to view potential enemy stats and spawn info.
💎
**Fusion & Forge Adjustments**
• ✨ New: *Fusion Points* now boost the duration of **Forge items**!
• ⚔️ Fusion upgrade for *Critical Damage* reduced from 5% to **1% per level** (fixes past scaling issues and slows power creep).
• 🎯 Fixed a bug where **Forge bonus Crit Chance** wasn’t showing in the player stats display.
⚙️
**Settings & Sounds**
• 🔧 Reorganized the **Settings Menu** for clarity.
• 🎵 Added options to customize *automatic gameplay-triggered sounds* (e.g., warnings, effects).
• 💰 Treasure Goblin spawn now shares the **same sound** as Treasure Chest spawn — don’t miss that golden jingle!
🔮
**Miscellaneous**
• 🌀 Element display order is now *standardized* across the game.
• 📌 Tooltips updated (ex: *Luck* now clearly states it boosts all golden skull drops, not just on-kill).
👼
**New Class: Fallen Angel**
• ⚔️ *"Upset with righteous fury, she unleashes her unrighteous vengeance..."*
• The **Fallen Angel** drains her enemies of their power, combining aggressive energy-drain mechanics with a gothic celestial aesthetic. A dark twist on the holy warrior archetype!
🌳
**New Map: Hell's Tree**
• 🌋 A brand new environment has been added for you to conquer. Expect twisted challenges, tougher enemies, and enhanced loot progression as you climb further into the chaos!
💀
**Golden Skull System Overhaul**
• ⛔ Removed the 3x cap on Golden Skulls — *go for long runs and gather as many as you want!*
• 🎯 Golden Skull drop rate now scales with **enemy power** rather than enemy level.
• 📉 Drop chances **taper** the longer your run lasts, encouraging strategic resets.
• 📊 Removed bonuses/penalties based on last Ungodly Foe level. It's now purely power-based!
• 🔍 These changes are designed to reward high-risk gameplay while keeping the endgame balanced.
• 🧪 Golden Skull drop rates will be monitored for future tweaks.
🔁
**Status Effects Refresh**
• ☠️ Damage-over-time effects like *Poison, Bleed, Burn*, etc. will now **refresh** on reapplication.
• 🔄 Damage values will only be overwritten if the *new value is greater* than the old one.
📈
**Stat & Info Improvements**
• 🔢 Items now show **Max Level Info** near their names.
• 📉 Adjusted **Ranger Sprite** slightly for visual consistency.
• 🔓 Fixed bug allowing **locked classes to be played** without meeting unlock criteria.
🪓 *
*New Salvage Settings Window**
• ⚙️ A brand new **expanded window** is available from the Inventory screen.
• Designed to give you much more control over how salvage works in the future!
📦
**Daily & Mid-Season Reward Framework (Coming Soon!)**
• 🎁 Systems for **Daily Rewards** and **Mid-Season Prizes** have been added in the background. These will launch in the coming weeks!
🐉
**Item Balance & Long-Term Play**
• 🧠 After review, **Dragon Skull cost** remains unchanged. It’s meant for *end-game* progression.
• We want to preserve the value and longevity of late-game strategies and loot.
🧪
**Fusion & Artifact Polish**
• 🧬 Fusion Points now **extend Forge Buff durations**.
• 🛠️ You can now **convert artifact pieces**: trade 3 of one type for 1 of another — find this in the Artifacts window!
✅
**More Fixes & Quality of Life**
• 🎯 Fixed display bug with *Forge Crit Chance* not appearing in stat UI.
• 📊 Various stat display and element order issues have been standardized.
_______________________________________________________________
📦 This marks the **first of two major patches** rolling out this weekend!
🛠️ The focus of today’s update was twofold:
1. To deliver **new content** like the **Fallen Angel class**, **Hell’s Tree map**, and new features.
2. And just as importantly — to begin **balancing the longevity of your runs** for both new and veteran players alike.
⚖️ Changes to Golden Skulls, status effects, and fusion upgrades were made with the goal of preserving meaningful progression while still giving high-level players room to push deeper.
🚀 Work on the **second patch** resumes *tomorrow*, and it will aim to expand on today’s groundwork with more features, polish, and surprises.
We continue to work on our re-vamp of the inventory system, which has proven to be more work than initially planned. I appreciate your patience while we work through it.
Thanks as always for playing — and keep the feedback coming! Happy Looting!
