When I first released the game, I made the creatures on level 1-9 a little weaker. They were nerfed! Now that the game allows potions, wands, and scrolls, along with 2 attribute points per level, I have removed this nerf. This makes the first few levels challenging still, and will require some thought and care in order to beat these early levels. Here's some more notes on what I recently changed:
Combat & classes
• Assassins (cut-throats) shoot and Shadow Strike more often; Parry and Shadow Skin last longer.
• Mending now scales with level and magic power (capped at 20).
• Early potions deal more dice and stronger debuffs.
• Elite / commander rating bonuses are full strength on every floor.
• Spawned creatures apply rank health correctly after max HP/energy is set. This will slightly increase enemy hit points.
• Creature AI only uses activated abilities (no more picking passives as if they were attacks). This should show more active use of abilities from creatures.
• Last Stand achievement now checks HP from the killing blow.
Quests, loot, and gold
• Unique quest enemies could drop their unique loot twice. This is fixed to just once.
• Lord Eglathia quests grant a weapon + beneficial consumables, record the floor, and show it on the character record.
• Money piles scale by type and floor.
Audio & juice
• Magic hits play a dedicated magic-hit sound.
• Ranged/wand hits play a hit sound without doubling the projectile cue (frost wands keep the default magic impact).
• Death vocals fire 10% of the time. This will result in less grunts and sounds during combat, which will be a nice change of pace.
World / altars / achievements
• Failed altar pray / desecrate deals 1/3 of max HP.
• New achievement: Whatever It Takes — unlocks on a 1 HP kill.
Art
• Wand, scroll, and spritesheet art refreshed (lots of wand sprites, scroll_35, lightning rod, spritesheet).
Stability
• Fixed a crash in the graphical rendering that would sometimes occur.