Summary
Cultists: All cultists got ability changes/replacements/additions.
Bandits: A bit of balancing and ability updating.
Balance: A few nerfs to the strongest enchants.
-.--------------------------------------------------------------------------------------.-
Enemies
Chapter 1:
Most bandits went on a diet and now have slightly smaller hitboxes.
Bruiser Boss:
- Ground Pound projectiles can no longer be reflected.
Mage Boss:
- Shadow Nova: - Now can’t be reflected (it can still be blocked normally though) - Projectile modified to make the explosion area more clear.
Bandit Swordsman
- Replaced ranged cleave attack with Spin-to-Win.
Bandit Elite (the one with fist weapon)
- Melee attack: speed increased, damage slightly reduced and it now comboes (3. hit in a row deals 2x dmg)
- Dash attack: range and cast time reduced
Bruiser Miniboss
- All damage dealt slightly reduced.
- Added short ‘exhaust’ stun after Ground Pound and Whirlwind. Whirlwind now spins 3 times instead of one.
Chapter 2:
Cultist Healer:
- Heal or
- Absorb shield (strong but with short duration)
Cultist Stabber:
- Blinkstrike animation fixed
- Movement skill is now either: - Shadowstep or - Shadow rush (a dash attack)
Cultist Zealot (the one with fist weapons):
- Gains health on every successful hit.
- Base move speed reduced
- Berserk buff is now stronger but has shorter duration. Also the window of opportunity to use it after getting hit is shorter.
Cultist Big
- Basic attack is now a cone of 3 projectiles, but range is shorter and it has a cooldown
- Second ability is either: - Void Ray (pretty much the same as Bandit Mage boss) or - Void Rune which is a mine.
Cultist Boss
- Now gains absorb shield when he deals damage
- Now throws around mines in bursts of 3
- Gains an AoE spell which is centered on player at 50% hp.
Hope
- Modified entry dialog.
- Increased cast times of a couple of abilities.
Root soldier:
- Basic attack: Removed cooldown, increased speed and reduced hit width.
Chapter 3:
Ogre Captain
- Tremors: is now unreflectable and uninterruptable. Amount of waves reduced by 1 and damage reduced.
- Bladestorm: Now uninterruptable. Radius increased and the boss can now move slowly while spinning.
- Tremors and Bladestorm cooldowns increased (they were way too low)
- Ability AI priority order improved
Items
Void Staff: Secondary skill now costs mana and looks different
Geas Staff: Secondary skill now costs mana
Enchants
Power of all attack speed enchants reduced.
Best cooldown rate enchant reduced from +40% to +30%.
Co-op
Controller selection:
- Disabled automatic selection system for coop.
- Controllers are instead now assigned to players by pressing a button on the controller once the game has started (player1 first, then player2).
- A help text is displayed at start of game until all players have selected their controller.
Map
Chapter 1:
Part 3: The blue-ish special room
- Entering text modified.
- The timer for .. something .. now starts immediately upon entering the room instead of when the text is closed, but the timer is a bit longer (so there’s time to read the entering text and decide what to do before something fun happens).
UI
Main menu: Changed title of hardcore mode toggle from ‘Hardcore’ to ‘1 life only’ for clarity.
Demo
Disabled NewGame+ option for demo.
Modified Hardcore mode clear credit screen for demo. (“You show great promise. Most of the quest is however still ahead, and full of dangers... “)
Bugfixes
- Tutorial: Fixed bug where the starter NPC talk texts were displayed incorrectly if player went to the tutorial rooms before the NPC finished talking.
- Fixed bug where player could become unable to get more health potions.
- Fixed bug where poison DoT enchant dealt twice the intended damage.
Small improvements
- Added a particle effect to player death (to represent dissolving into raw essence or something like that).
- Blood stains slightly improved.
- Health potion can no longer be used from inventory (modified description text to tell this).