Spellbook rework, defense nerf and balance changes!
GENERAL CHANGES:
REWORKED SPELLBOOK MANA SYSTEM:
- Spellbook mana system felt kinda weird. Either you get to spam your spellbook every turn or it was almost useless. I decided to change that all spellbooks now gain 1 mana the first time you attack a bug each turn. This way every spellbook has consistant way to generate mana, but there are still relics that let you get it in more funky ways.
- Of course, because of this change, all spellbook mana costs and the amount of mana each relic generates were updated.
BALANCE CHANGES:
DEFENSE is very strong attribute. You almost required to invest a bunch of points into it to have a good time and not immediately explode on third zone. But balancing defense is very tricky. It's damage reduction effect can't go lower because it's already at 1. My solution is to increase all bug damage, player healing, max health by about 50%. That way defense gets indirectly nerfed and as a bonus, some strong relics that apply frost or increase max health get toned down too. Let me know how these changes feel, I'm really curious
ATTRIBUTES:
- Magic: added: +0.1 mana gained from attacking per point
- Luck: gold and keys bonus per point 10%→5%
GENERAL:
- Starting max health 30→50
- Health potion healing: 7→10
- Mana potion: mana 8→5
- Blood stone requires 4→6 health, health cost increase 2→3
BUGS:
- Slime: damage 2→3
- Bee: damage 2→3
- Slimepile: damage 5→8
- Boar: damage 2→3, damage bonus on taking damage 1→2
- Hedgehog: damage 2→3, damage on being attack 4→6
- Slimemound: damage 7→10
- Bat: damage 4→6
- Blood baron: damage 6→9, damage bonus on attacking 2→3
- Centipede: damage 2→4, damage bonus on ally death 3→4
- Dead knight: damage 3→4, damage bonus on attacking 4→6
- Spook: damage 6→10, revives 5→2, health 1→6, revive with 1→6 health
- Skeleton: damage 9→14, damage bonus on death 4→6
- Vampire: damage 5→7
- Ancient guard: damage 12→18
- Chief: damage 12→18
- Iguana: health 25→16, shield 16→25, damage 6→9
- Commander: damage 9→10, damage bonus on ally attack 2→3
- Lizard warrior: damage 4→6, damage bonus on shield break 6→9
- Tribe defender: damage 5→8
- Asssasssin: damage 18→22
- Tribe shaman: damage 5→8
RELICS:
- Bandage: healing 4→6
- Healing herbs: healing increase 2→3
- Pocket watch: mana 2→1
- Mana cluster: mana 2→1
- Mana pills: crit chance 5%→10%, mana 3→1
- Old wizard hat: trigger chance 25%→20%
- Forge hammer: trigger chance 25%→20%
- Crystalized mana: mana needed 3→2
- Scythe: healing 3→4
- Strange root: healing 3→4, healing bonus per luck 4→6
- Broccoli: healing 4→6
- Cultist mask: healing 2→3
MODS:
- Bloom: trigger chance 35%→25%
- Guard: trigger chance 50%→35%
- Rage: trigger chance 35%→25%
- Reaper: trigger chance 25%→20%
- Smort: trigger chance 100%→75%
BUG FIXES:
- Fixed relics not being discovered in the library that you can no longer find
- Fixed game not working after dying and defeating boss at the same time
- All damage taken (including heat damage) now counts for damage taken statistic that is shown at the end of run
- Fixed game freezing if opening tarot pack while having all tarot cards
- Fixed relics showing incorrect icons if transformed by ghost's ability
- Lost soul now drop correct loot
- Fixed few typos
