Hello, explorers!
Thank you for playing the demo and sharing your thoughts. I am listening! I made a update focuses on Quality of Life improvements and making the combat feel even better based on your suggestions.
Here are the full patch notes:
✨ Highlights & Quality of Life
Automatic Loot Collection: As asked, I did! Upon finishing a level, all items on the level are now automatically attracted and collected. No more running around to pick up gold before the portal opens!
Note: Due to this change, the "Ineffable NPC" quest is temporarily disabled.
Skill Scrolls Removed (Demo Only?): To provide a better testing experience in the demo, skill scrolls have been removed. All spells are now available to be evolved from Level 1. I am still evaluating how this will work in the final version.
Chest Drop Rates: Adjusted chest drop chance to 100% (previously 90%).
🏹 Character Updates: Elias
I received a lot of feedback regarding Elias's aiming mechanics. I have added a new option to customize his playstyle:
New Feature: 🎯 Auto-Aim Toggle: You can now enable or disable "Auto Aim" on the combat mode selection screen.
Auto Aim ENABLED: Elias shoots at the nearest enemy. As projectile count increases, he shoots at different enemies simultaneously.
Auto Aim DISABLED (Manual): Elias shoots towards the mouse cursor. As projectile count increases, he shoots a "fan" (spread) of arrows in that direction.
Affected Skills: Quick Shot, Multiple Shot, Fragmented Shot.
Rain of Arrows behavior: With Auto Aim, arrows fall on top of the character. With Manual, they fall on the cursor position (WIP).
Buff: Basic Attack (Quick Shoot) cooldown reduced from 1.5s to 1s.
⚔️ Balance & Content
New Enemy: Watch out for the Skeleton Archer, now appearing in stages 8, 9, and 10!
Wandering Blaze Trophy: Modified behavior. Instead of following the nearest enemy, it now moves in a random direction.
Elite Objectives: increased spawn requirement from 3 to 4 in normal rooms, and from 4 to 5 in large rooms.
🔨 Bug Fixes
Restarting Runs: Fixed a critical bug where restarting a run caused the exit portal and objectives to disappear, and music to stop playing.
Audio: Fixed music restarting when changing to the same stage type.
Hurt Sound: Fixed a bug where taking damage from non-enemy sources (traps/environment) did not play a damage sound.
Elite Counter: Fixed a bug where the Elite Objective computed the wrong number of monsters eliminated.
Tutorial: Interactive tutorial elements are now properly destroyed at the end instead of just being disabled.
As always, please keep the feedback coming on our Community Hub. Enjoy the new run!
