So these patch notes are going to contain both the content of the new update and also the last few updates that I didn't get a chance to putting out notes for, sorry for that delay!
Bugfixes
- Fixed the ability to "steal" Attribute Points on the Spell List if you click to unlock/upgrade a spell and then change entities and then confirm the unlock/upgrade
- Fixed being able to target any enemy with an attack/spell regardless if they aren't normally supposed to be targeted (untargetable/dead enemies for instance)
- Certain stats no longer increment outside of combat. For example, your Healing Dealt stat would increase outside of combat if you rested, which I feel shouldn't count towards that number
- The Boss Roulette and Enemy Roulette achievements are no longer hidden as I've fully added them into the game (I shouldn't have added them in the first place if they weren't able to be achieved, I apologize for that)
- Fixed the Statistics screen in combat displaying a large positive number if that entity had negative bonus armor (it's only cosmetic, the entity actually had negative armor it's just the number didn't display properly)
- Fixed the issue where spell upgrades wouldn't update their descriptions properly when moused over
- Fixed many Rare Treasure Room issues
- The Gambling Room reward text doesn't dissapear when you mouse out of the gamble button
- Fixed the Lifebreaker starting combat dead if he had Lifebreak's second upgrade
- Fixed the Assassin's Quell the Weak first upgrade interacting improperly with its second upgrade
Additions
- You can now use Hotkeys in Combat (only usable when it's an Ally's turn). When an action is not readied, using 1-8 views the corresponding Entity (1-4 are allies, 5-8 are enemies, top-down in order). Pressing A readies an attack, and pressing Q W E R readies the corresponding spell (left-right, top-bottom in order). When an action is readied you use 1-8 to select the target (pressing 1 acts on the first available target, 2 acts on the next available target, and so on, top-down, left-right in order)
- Adding on to the above, pressing the left or right arrow keys flips the Statistics pages in Combat, and pressing the up or down arrow keys flips through the Combat Log. Lastly, pressing T restarts the Combat Tutorial
- Every room you enter restores 2.5% of your party's Health and Mana, minimum of 5 Health/Mana restored
- Added a glow behind the entity currently taking their turn in combat
- Items show a red tint if you can't equip them due to a two-handed restriction (for instance, if you have a two-handed weapon equipped, all offhands will be red; the same applies for two-handed weapons if you have an offhand equipped)
Changes
- The Templar's Smite bonus Damage now caps at 20% of the Target's Maximum Health instead of a flat 200
- The Arcane Mage's Fireball now deals 100% initial damage (nerf, can upgrade to 120%) but deals 65% damage to adjacent targets. It also no longer Burns (DoT + Expose) and instead only Shreds each hit by 25 for 3 turns (this can be upgraded to 35)
- The Arcane Mage's Freeze no longer Disarms (the Damage and the Slow are staying the same) and the second upgrade no longer increases the debuff duration but now Shatters the target, converting all Damage they take into Divine Damage
- The Arcane Mage's Shock now deals 100% initial damage (nerf) and the spell now has a chance to stun every Enemy instead of just the target (the chance to stun has been reduced to 25%). The second upgrade has been buffed to deal 50% damage to stunned enemies
Nerfs
- Reduced the Bandit's Pillage Gold Damage Multiplier to 1.5 (1 initial + 0.5 upgrade) from 3 (2 inital + 1 upgrade)
- Reduced the Bandit's Pillage Gold Damage Cap to 200 from 250
- The Blood Mage's Bleed Out Health Multiplier Damage decreased to 1.5 from 3.5 (2 initial + 1.5 upgrade)
- The Blood Mage's Bleed Out second upgrade no longer increases the Health Multiplier but instead Cleanses the Blood Mage of all negative Status Effects except Blood Boil
- Every Arcane Mage spell (except Absorption) now costs 35% Mana (35 minimum) from costing 65 flat Mana
- The Arcane Mage's Equilibrium passive second upgrade no longer makes him regenerate Maximum Mana but instead grants an immediate +5% Mana Regen
- The Brewer's Drink Up (Damage Dealt and Resistance Buff) got nerfed as the buff it gave was really powerful. It still gives base Damage Reduction, but it no longer also gives Damage Dealt initially. Instead of the second upgrade increasing the duration it unlocks the Damage Dealt portion at half effectiveness (so it gives 25% Damage Dealt at max rank)
In the works
- Add silence/disarm icons in combat so you can more easily tell if an entity is silenced/disarmed
- Change the shop so its items are more tailored to your party classes and not so random
- Allow the option to restrict the Blacksmith room to create an item of a certain level
- Change the character selection UI to not be as confusing
- Overhaul my Status Effect code so it's more efficient and not as glitchy
- Add more achievements
