If you're on the testing branch you have access to a new patch. This is on the testing branch only because I've hastily brought it out to address the Arcane Mage Fireball issue. The patch itself adds a little more, but I was trying to wait until the Blight Mother got finished before putting it out fully but that's proven to take a bit longer than expected!
Remember you can join the testing branch by right clicking The Labyrinth, going to Properties, going to the Betas tab and typing in "testingtesing" in the field, and clicking "Check Code". If the code was typed correctly you should now be able to get to the testing branch in the dropdown menu.
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
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
Nerfs
- Reduced the Jester's Uncertainty Damage to 65% from 85%
