Small patch to adjust balance, because game was way too easy. Of course, difficulty options are coming, but I want to slightly adjust base difficulty too. Builds still get very busted :)
GENERAL CHANGES:
- Map auto-closes after teleportation
- Updated in-game update program UI
- You no longer need to take damage to enter devil shop
BALANCE CHANGES:
GENERAL:
- More bugs to fight in 2nd and 3rd zones, but bugs drop slightly worse loot
- Zips drop relics a little less often, but drop more snacks
- Relic shop sells 6→5 relic
- Key shop sells 4→3 relic
- Graves grant 1 less key
- 1 less tribe altar in third zone
Dev note: These nerfs aren't that bad, since there are more bugs in the dungeon which in turn means more loot
BUGS:
- Bee: damage 3→2
- Slimepile: 6→5
- Slime: damage 3→2
- Boar: damage 3→2
- Blood baron: damage 4→6, health 60→70
- Asssasssin: less common, damage 18→16
- Chief: health 85→120, shield 40→50, damage 9→12
Dev note: Before you could easily die in the first zone if you were unlucky and hadn't found good relics, so I slightly reduced bug damage.
Second and third zone bosses were absolute pushovers, so I gave them sizable buffs
RELICS:
- Bag of giving: added 10 charge limit
TAROT CARDS:
- The Moon: New moon mod has 7 charge limit
- The Hierophant: triggers effects only once
MODS:
- Accuracy: changed to: relic has 20% crit chance
- Acid: removed damage penalty, changed to: all damage by this relic applies 2 poison
- Vampirism: removed damage penalty, changed to: heal 3 on dealing damage with this relic
- Brilliance: damage bonus 3→2
- Force: damage bonus 3→2
- Hunt: chance 100%→50%
- Ice: frost 3→2
- Infection: targets 2→1
- Moneymaker: gold 3→2
- Nature: repeats 2→1
- Rune: damage 4→3
- Stone: damage 8→6
- Thunder: damage 4→2
Dev note: I made some mods more versatile and nerfed ones that were really op. Mods made game very RNG-heavy, because finding a good one could practically auto-win you a run, so I'm trying to even out their power
BUG FIXES:
- Fixed starting zone with 1 heat
- Fixed some tooltips
- Fixed sometimes health going over max health
- And some minor visual fixes
WHAT'S NEXT?
I'll continue working on balance and bug fixing, but I'll also want to start building the difficulty system. I have some cool ideas and can't wait to share them :)
