Hello all! Another week, another build! Or at least that's how this week worked out. Got the last, big mechanic that is planned added, the [b]Hymns[/b] system. [b][u]Hymns[/u][/b] Essentially, hymns are a way to have the game be scalable infinitely. They are character specific, so for example, once you unlock all of Willow's blacksmith and potion shop upgrades, you will be able to level her hymn to +1. This will reset all of the blacksmith and potion shop upgrades, but also increase the difficulty and the reward of all subsequent dungeon runs. You needn't max the legendary upgrades either, mind you, as that would take a very long time, nor do they get reset when levelling hymns. A caveat, you cannot lower your hymn level by any means, this may change but for now that is how it is. So, be extra certain that you want to increase your hymn level. Version: 0.300.03 Updates: -Added the [b]Hymn [/b]mechanic -Allows the player to reset a characters upgrades back to zero once they are all full, this excludes legendary upgrades, which neither need to be completely upgraded, nor are they reset -Increases their hymn level by 1 -Hymn levels increase a myriad of things, from trap density to mana shard gain [i] -Essentially, the dungeons will all become harder but more rewarding[/i] -Hymn levels cannot be reset by any means, but they are character specific [i] -Ex. a +10 Rowan is going to have a much tougher experience than a +0 Ky[/i] -There is no cap on hymn levels -[b]Moira[/b] -Adjusted her model to more properly reflect her icon -Added new icon, courtesy of Lil Zitania -[b]Forgotten Footnote[/b] -Added sounds when the phylacteries are destroyed to make the trick of the fight more obvious -[b]Honeyed Moteshroom Colony[/b] -Fixed a bug where its mycelium sweep wasn't properly oriented toward the player -[b]Saren Glass[/b] -Buffed base stats -Shield -120 -> 180 -Armor -120 -> 180 -Health -500 -> 750 -Damage -12 -> 16 -Adjusted difficulty stat multiplier -1.0 / 1.7 / 2.1 / 3.0 -> 1.0 / 1.8 / 2.6 / 3.6 -[b]Sheer Cold[/b] -Now pushes things along the path it takes -[b]Honeyed[/b] status effect -Increased length -5 sec -> 7 sec -[b]Castle Glass[/b] -Added all the remaining hard difficulty tile variants -Added all the remaining very hard difficulty tile variants -Added all the remaining ultimate difficulty tile variants -Adjusted the way that older tiles will spawn, so all common and rare tiles from lower difficulties will now spawn as uncommon tiles -Added the [i]Fetid Jet[/i] trap -Only found in ultimate Castle Glass -Knocks players and enemies away from itself while doing magic damage -Does not spawn randomly -Adjusted the volume of various things -Damage numbers are now either blue or yellow, depending on damage typing -Soul gains are now color coded as well -Adjusted the landscape difficulty texture to be less intense on lower difficulties -The beam for skill point shrines now is destroyed once they are claimed -Adjusted the size of the return volume attached to tiles to minimize the chance of flying too far away and never respawning on a tile -Optimized the landscape tile parent --- Bug Fixes: -Fixed a bug where certain projectiles would teleport to 0,0,0 when striking buildings in town -Fixed a bug where the physics for the lids of chests was enabled before they were opened -Fixed an issue with the VH corona around the teleporter -Fixed an issue with the code concerning falling from the map, where it was possible to enter an infinite falling loop -Fixed a weird spawn for captive motes -Fixed a bug where legendary healing and legendary defense mending both had no mana shard cost -Fixed a bug where rare tile chance was not affecting the rarity of cap tiles -Fixed a Putrid Plains tile that was spawning at the incorrect height -Fixed some missing collision for the face of a landscape tile mesh And that is our second update! I hope you all enjoy playing it as much as I enjoyed making it! Thank you all, Until next time, Lucas Join our [url=https://discord.gg/x9ArrpkcgE]Discord![/url]