This patch took longer than I was expecting! The Blight Mother is the largest part of this update. She only shows up after you continue past the first final boss and keep going for a few floors. I don't want to spoil too much but her spell kit revolves around spawning enemies and gaining tons of Health. She's difficult, but I've tried my best to make her as beatable as I could. Have fun!
Patch 0.5
Bugfixes
- Fixed the Arcane Mage's Fireball breaking the game if there was no adjacent targets
- Fixed the Duelist's Titan Takedown upgrade description issues
- Fixed Passive Spells upgrade descriptions not being set properly
- Did a temp fix for having you or enemies sometimes being untargetable/silenced/disarmed during combat even if you have no status effects that affect those stats. The problem stems from the game not reverting these effects properly if you're affected by multiple of the same effect. I've held off fixing the problem because I wanted to overhaul my status effect code, which would hopefully also fix the issue
- You now can't set the Seed to 0, as that breaks the game if you do so
Additions
- Added the Blight Mother
- Added the option of starting the game over with all your currently gained items/experience after you beat the Blight Mother
- Added syncing if you're offline. The game keeps track of your stats and achievements while offline and gives you the option of syncing to Steam or locally when it's online and detects a stat difference
- When the game is offline it tells you so in the main menu
- Added a damage cap on the Bandit's Pickpocket. It now cannot deal more damage than 10% of the target's Max Health. This is to prevent instakills if you have lots of gold
Changes
- Removed the Marauder's Pilfer. Gold Steal is not very good but I still wanted a Gold-featured spell. The spell is now Mercenary and it makes the Marauder deal bonus Damage equal to 5% of your Gold on Attack (capped at 10% of the Target's Max Health). You can upgrade this spell to make the Gold Multiplier 7.5%, and you can increase the Damage Cap to 15%
- Changed the Bandit's Pillage damage cap. Instead of a flat 200 cap it's now capped at 20% of the Target's Maximum Health
- Removed the damage cap on the Blood Mage's Infusion. Instead of a damage cap the damage is half effective against Bosses
- As a result of the damage cap removal on Infusion, the second upgrade now Regenerates 35% of the Blood Mage's Health over 3 turns if he goes below 25% Health on Cast
- Reduced the Health/Mana loss per floor after the final boss to 5% from 6.5%
Nerfs
- Reduced the Jester's Uncertainty Damage to 65% from 85%
- Reduced the Bandit's Pickpocket Gold Damage Multiplier to 1 from 2
