Patch 0.8
The Spooky Update is no longer with us! *sniff sniff* hopefully you played the game during and picked up the new items!
We're inching closer and closer to full release! This patch overhauls all passive benefits from spells, showing them in their Buffs/Debuffs so there's no more confusion as to why an enemy's attacks or spells did something different!
This patch introduces the final Warrior enemy. All of the planned Warriors are now in the game! Mages and Rogues both have one more, and Archers have two more left. Almost there!
I've also overhauled the Shaman. His abilities and concept is simple, he's a weak healer at the start of the game but can be one of the most powerful allies at the end. I made his spells more complex, but kept the original concept of him being relatively weak in the early game but once you get upgrades he can be incredibly powerful
Due to the major changes to Infinite/Passive spells, your old save might not load properly. If the game is unable to load (even if you force load), you might be unable to load and have to restart. If that's the case then I really do apologize!
Bugfixes
- Fixed the Cursed Room stacking its debuffs if you quit and reloaded while in the Cursed Room
- Fixed the issue where you can still get Revived even if you have a debuff that specifically restricts it
- Fixed the Fear issue where enemies wouldn't target your units with attacks/spells
- Fixed Listeners that would activate twice if you were both the target and the source of a change
- Fixed the Marauder's Infinite Spell Thief not working properly
Additions
- Added the Cursed Warrior. He's a Warrior enemy whose spells revolve around more traditional Warrior abilities. He has an assortment of both damaging, debuffing, and buffing abilities. He's part of the Cursed line-up of enemies, and as such his passives grant him a large buff to damage at the cost of losing health per turn. He has a spawn of 66, meaning you won't see him until you're two-thirds of the way through your run
- I decided I liked the Cursed Room so much from the Spooky Update that I've decided to keep it as a permanent addition to the game
- Added caps to Offhands. Now each type cannot go above a certain threshold (for instance, Clubs cap out at 50% Cripple)
Changes
- Made the Cursed Room slightly less common
- There's a new tab in the Statistics page in combat specifically for the overhauled Spell effects
- I tweaked Enemy Infinite Spell numbers while working through them, not too much to warrent making a huge list to each small change. But I rounded off some numbers to make everything seem more balanced. I am putting all Player spell changes no matter how insignificant as those affect you much more directly though
- The Shaman's Debilitate second upgrade now reduces the Duration of Buffs the Target has by 2 turns on top of the Debuff Duration increase
- The Shaman's Mass Heal no longer has an upgrade to increase the Heal on the Main Target, instead his second upgrade now Restores 20% of each Allies' Missing Mana (half as effective for the Shaman himself)
- The Shaman's Revive second upgrade now increases the Heal by 25% (for a total of 60% with all upgrades) if the Ally has at least 100 Mana and spends that Mana. If the Ally has less than 100 Health, the bonus Heal doesn't apply
- The Blood Mage's Health Fountain now grants bonus Maximum Health based on Constitution instead of Intelligence
- The Blood Mage's Soul Tap now grants +0.35% Missing Health Heal per turn per level instead of +0.01% Health Regen per Intelligence per level
- The Marauder's Thief Infinite grants +2 Gold gain per level, but the Health Threshold has been reduced to 35% from 50%
- Changed the Hunter's Eye Gouge Passive. I felt it was a bit overly complicated, so I streamlined the ability. It now grants a 35% Blind (20% initial + 15% upgrade) from 50% (25% initial + 25% upgrade if the Target had less than 40% accuracy). Its second upgrade now grants a 50% chance to Bleed by 20% for the duration
- Changed the name of the Arcane Mage's Infinite Spell Soulsteal. Since Soulsteal is Mana recovery on Attack, the name was wrong. The spell is now called Spiritsteal, which is the term for Mana recovery on Cast (in line with what the spell actually does)
- The Banshee's Infused Claws now Blind on Cast instead of on Attack
- Changed the Elder's Spell names so they weren't as long
Overhauls
- Overhauled all Passive/Infinite Spell effects. For all classes (allies and enemies), you can see these passive benefits in combat
- Overhauled the Shaman. His main spells have stayed relatively the same but with some major tweaks here and there. His spell costs have gone up, I've made him more reliant on Mana by removing the Channel Energy Passive and moving it to an Infinite Spell that increases either Mana Regen, Intelligence, or Max Mana per level. In place of the old Passive Spell Channel Energy is Overheal (which used to be an Infinite Spell), which increases Maximum Health on Heal
Buffs
- Increased the Templar's Mana Fountain Passive Maximum Mana per Constitution to 5 (3 initial + 2 upgrade) from 4 (2 initial + 2 upgrade)
- Increased the Dragon Slayer's Open Wounds Infinite Missing Health Damage per level to 1% from 0.5%
- Increased the Knight's Titan Infinite Maximum Health Damage per level to 0.75% from 0.5%
- Increased the Arcane Mage's Deeper Knowledge Passive bonus Mana per Intelligence to 7 (4 initial + 3 upgrade) from 6 (3 initial + 3 upgrade)
- Increased the Sharpshooter's Blinding Strike Infinite Blind to 35% from 25%
- The Ninja's Evasive Infinite Spell Health Threshold increased to 25% from 20%
- The Bandit's Quick Hands now Steals 250 Gold from 35
Nerfs
- Decreased the Arcane Mage's Spell Amplify Infinite bonus Spell Damage to 35% from 50%
- The Shaman's Death Hex Damage is reduced to 100% (65% initial + 35% upgrade) from 125% (75% initial + 50% upgrade)
- The Shaman's Death Hex no longer deals Divine Damage, it instead deals Spell Damage but has an upgrade that grants a 50% chance to convert the Damage to Divine each turn
- The Shaman's Revive initial Revive reduced to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)
- The Shaman's Spirit's Blessing no longer grants a % chance to make a Spell Cast free, it instead grants a % chance to reduce the cost by 50%