Thank you for all the feedback! This update focuses on late-run survivability and addresses combinations that could make the player nearly impossible to threaten.
Armor Rework
- Armor now uses diminishing returns instead of directly subtracting its full value from incoming
damage.
- Heavy armor remains powerful, but can no longer reduce almost every physical hit to 1 damage.
- Traps, failed riddles, Future Wounds, and Mimic bites now use the same armor calculation.
- Fire damage consistently bypasses physical armor.
Combat Balance
- Enemy melee attacks now deal between 50% and 100% of their Attack value.
- This makes enemy damage more consistent and prevents excessively weak late-game attacks.
- Enemy armor and player damage output remain unchanged.
Evasion
- Effective player Evasion is now capped at 45%.
- The Character screen now displays the actual effective Evasion value.
Leech Rework
- Leech no longer guarantees at least 1 HP of healing on every hit.
- Healing is now based on the target’s HP actually lost, preventing additional healing from overkill
damage.
- Fractional healing is accumulated between attacks, so values such as 5% Leech now provide the
correct amount over time.
- Enemies with life-steal abilities follow the same rules.
Save Compatibility
- Existing save files and equipment remain fully compatible.
- Previously acquired armor keeps its current stats and automatically benefits from the new
calculation.
Thank you again for playing and sharing your experiences. Your feedback continues to help make the Tower more dangerous, fair, and rewarding to explore!
