This update adds new items for the Cultist, giving all characters a new set of items except for the Paladin. We've also been working on memory management and optimization.
The next updates will focus on the remaining features we want to put in, and finishing up Paladin. It's likely that Paladin will also get a new set of items at some point, but probably closer to when we finish his story completely.
List of Changes
- New selection of enemies added to the Training Room arena. Now you can summon both Mines and Castle enemies to fight
- New Cultist Dagger: Hits for 10 damage (the same as a shortsword), instead of the usual 7 damage of daggers. Backstab damage still does +10
- Dagger power attack loses the dagger throw completely, but does 12 damage plus a fast acting poison, 8 more damage over 4 seconds. Takes 3 energy (a full bar)
- Plus version has this power attack take 2.5 energy
- New Cultist Belt: You lose your vanish, but summon a slime copy of yourself. This copy is an invulnerable pet that lasts for 24 seconds, and you can summon 2 of them at a time. Each summon takes 3 charges. Max ammo is 7 for this item, instead of the usual 6 for belts
- Slime clones run around doing stabs for 7 damage. They can't backstab
- Plus version lets you summon 3 at a time, for 2 charges each
- New Cultist Vial: Summons a big void zone that explodes in 3 seconds. When it explodes, it will do 20 damage over a large area. If the Cultist steps on the void before it explodes, it will dissipate and not harm enemies
- Plus version explodes in 2 seconds instead of 3
- Leash range doubled for pets, so they will teleport to you less but lose out on less attacks
- New dungeons, hats, and pets
- New memory optimizations, the game should run even more smoothly now
- Fixed a memory issue that was causing a freeze
- Adjustments to how enemies react to stealth
