If you're on the testing branch you have access to an early release of Patch 0.6! This has some major changes to the item generation code, putting a heavier emphasis on getting loot from enemies and less from treasure/shop rooms. Items can now be scaled to your character's level, which will be further implemented once the patch comes closer to actual release.
Bugfixes
- Fixed the Secret Boss's floor generating too early
- Fixed item gold values not reflecting their actual number depending on the Gold Multiplier
Additions
- Added Spell Titles to the Spell List in combat so you can more easily tell quickly which spells are which. As a result of this I moved some spells around so they would fit the spell list properly (this might affect loading issues)
- Added base values to Offhands so that lower-level Offhands still give some small bonus
Changes
- Overhauled my Status Effect code. Hopefully issues pertaining to the old code are gone
- Overhauled my Item generation code. Items can now have their stats generated off a given level, which is used for enemy generation making it much more efficient. Some items in the run you find will also be level-scaled
- Changed item gold value calculation. I've simplified the calculations and made items have somewhat less value across the board, hopefully making gold worth more in decision-making
- Changed Weapon/Armor/Offhand math calculations. For the most part I tried to keep their calculations similar to before but of course it's not going to be perfect. I put more of an emphasis on the type of item changing the numbers, for example Bastard Swords are going to have higher numbers compared to a similarly-levelled Wand (same thing with Heavy Armor compared to Light Armor)
- Changed the Parrying Dagger. It's bonus is now what you'd expect with something of its name. It provides Attack Damage Reflection instead of an Attack Damage buff
- Changed Quivers. They now give a flat increase to a random main stat as opposed to a percentage change
- Changed slightly some numbers/descriptions of some Godly Items
- Increased the Experience gain on combat win. Normally enemy's experience increased by 10% per average level of your party, I upped the percentage to 20%
Nerfs
- Decreased the Sharpshooter's Steady Aim second upgrade Critical Strike increase to 10% from 25%
- Decreased the Marauder's Laceration Bleed to 15% (10% initial + 5% upgrade) from 25% (15% inital + 10% upgrade)
In the Works
- Implement the level-scaling items in the shop, treasure room, and blacksmith room
- Overhaul the character selection screen, allowing you to have each character choose from the 16 playable classes instead of the classes being split between 8 player classes and 8 ally classes
- Fix the issue where you don't get the proper amount of bonus damage/bonus armor at the character selection screen
Again if you want to join the testing branch, right click my game in the Steam Library, click Properties, go to the Betas tab and put in "testingtesting" for the password, click "Check Code" and you now should be able to join the beta in the dropdown menu. Congrats you now get access to some patches earlier than others! Know that patches I put in the testing phase are not tested to the fullest extent. If you find any issues leave a Bug Report on the Discussions and I'll respond within a day, these help expedite the patch to get it out fully as fast as possible!
