Looters!
Due to some very hard-hitting feedback received over the last 12 hours, I've prioritized an additional adjustment to Golden Skull drop rates, and resolved some other issues that players shared with me.
📅
**Mini Patch**
— A follow-up to this weekend’s major update, this patch addresses a handful of **important fixes**, **QoL upgrades**, and **balance tweaks** based on your feedback.
🔧
**Bug Fixes & Corrections**
• Fixed a bug causing **Enemy Info to show incorrect HP** values.
• **Poison damage** is now properly applied (was previously dealing 0 damage).
• Corrected the **Luck element's "Doubles" stat** to ensure accurate tracking when it procs.
• Fixed some **off-center graphics** on artifacts.
• Addressed a bug where **artifacts were being unintentionally auto-salvaged** between Fusions.
• Improved **sound settings** with new options and bug fixes.
🔒
**Inventory & Salvage Improvements**
• **Artifacts and equipped items** are now **excluded from Lock/Unlock All**.
• **Auto-Salvage now completely ignores artifacts**, even if unlocked — to prevent accidental salvages.
• Added a new **"Salvage All"** button on the Inventory screen to quickly clear out loot after reviewing — it safely skips locked, equipped, and artifact items for fast inventory cleanup.
⚔️
**Fusion & Damage Adjustments**
• **Critical Damage fusion bonus** has been adjusted to require **5 points per 1%**, down from 10 — now matching the Damage fusion bonus for better scaling.
💀
**Golden Skull Overhaul - Continued**
• **Golden Skulls per kill** now scale based on the **active map** — visible in the enemy info window or during combat.
• **Golden Skull drop chances boosted by 50–100%** across the board!
• Skull drop rate now **tapers more slowly**, meaning longer runs are more rewarding than before.
🎉 This patch smooths out some rough edges and pushes the game closer to a more balanced and rewarding experience — thanks again for all the feedback and reports!
I'm back to work on my next content patch.
