Final Boss Update - Patch note
Author: Primal Seed Studio,
published 2 months ago,
[h1]Greetings everyone ! [/h1]
[img]https://clan.cloudflare.steamstatic.com/images//41783066/5311261ae78e94b97adf55fa7fa7d325499a5f4a.png[/img]
[h3]We've been hard at work on improving the game and the content, and we hope you'll like it !
As we deliver this patch, we'll closely watch your feedback and suggestions on Discord.
During the next weeks, we'll focus on tightening up some aspect of the game, fixes some long-lasting bugs and doing a "spring" cleaning cycle.
We still have many more ideas we'd like to implement, so thank you for your patience, and have fun !
-Solferian, game designer and only Developer[/h3]
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[h1]General Changes:[/h1]
[h2]Features:[/h2]
Added a final boss encounter to bring a conclusion to Irea's story.
New Feature - Hazards : Some rooms in the map now have Hazards.
Hazards are special modifiers that affects the fight in a room. They can be viewed in map overview on the roons.
[h2]Gameplay:[/h2]
The number of Rooms to complete in each levels is now 20
You can now control up to 4 Greater Monsters.
You can now unlock up to 4 Greater Monster slots.
Added new rooms that allows you to gain new Spells during a run.
Added new rooms that allows you to increase the number of Monsters you control during a run.
Removed Boons room from normal spawning in maps. Boons are now Events only rewards.
Boons' bonuses has been increased.
You can now Dismiss rewards in a shrine to gain Memory Shards instead.
Rebalanced the enemy scaling to be smoother during a run.
Removed Empty Rooms from the map.
Improved Spell Targetting: Now should more closely target the monster your cursor in on.
Reworked Base Sacrifice: Is now a Channeled spell. Hold the button to complete a sacrifice, with visual effects showing the monster targetted. Channel duration is based on monster rank, Greater Monsters taking longer to sacrifice, on order to prevent accidentaly sacrificing the wrong monsters.
Added a lot of new icons for Spells, Enchants and Modifiers.
New Setting : Camera distance. You can now tweak the camera distance from Irea.
New Setting : Damage Texts. You can now enable or disable damage texts.
Arkan Barrier: Has been reworked to now grant Barrier when casting an Arkan spell, and not based on damage dealt. Arkan Barrier was beyond comparison the best defensive option in the game and felt like a requirement to reach late-game.
"Eternal Duty: Now reads : ""Whenever a Tank's health gets below 20%, they become Banished, and create a Spectre of it.
Can only occur every 15 seconds."" The previous version was really weak compared to other Enchants."
Rebalanced the costs and rewards of Event rooms to be more interesting choices. We will continue to improve on them, your feedback is appreciated !
[h2]Miscellaneous Improvements:[/h2]
Improved visibility and quality of some VFX.
Fixed an issue that would prevent a spell from casting if the animation played too fast comparatively to the framerate of the game.
Barrier's visual on lifebars has been changed to allow easier reading of current life, fatigue, and change prediction.
Fixed monster slain on game over screen not being shown
Heavily optimized the application of effects such as enchants and talents, reducing the lag-spikes when a monster spawns or dies.
Reduced the CPU usage spikes occuring when many monsters change state at once, such as dieing from AOE spells.
Heavily optimized rendering of UI elements in the game, thus greatly improving performances in general while in-game.
Increased graphics performances of monsters.
Reduced the CPU overhead of dead monsters.
Wreath of Pain's self damage no longer scale with global damage multiplier of the target
Wreath of Pain's Masochism effect is now categorized as a buff, preventing it from being removed by self-dispell effects, such as Guardian's purge or Bone Shield. Also now stacks to 1000 and have 6 seconds duration.
Some VFX has been improved.
Improved navigation with both Mouse and Controller in the Map Menu.
Fixed an issue with Branching Touch that would cause it to also shoot projectiles at the monster hit by Healing Touch. Disabled healing scaling on secondary projectiles.
Fixed Conjurer's casting Purify on dead allies.
Fixed a bug where Twinned Rebirth would create monsters beyond the control limit
Fixed Shattered Bones not trigger on certain cases. Increased visibility of the fragments.
Dash's invulnerability period now prevents negative effects from being applied to Irea.
Fixed Swift Slice's new modifiers triggering on killing lesser monsters.
Fixed a problem that would cause effects and actions to not trigger over large numbers of monsters (such as picking up a Life Orb)
Fixed an issue that would cause the Vertical Sync setting to now be saved properly and be reset when starting the game.
Fixed an issue causing the monsters to be stronger whenever resuming a saved run.
[h2]Balance and Fixes[/h2]
[h3]Monsters:[/h3]
Impalers : They were often the cause of death because the projectile was easy to miss during the chaos of late-game battles and dealt a disproportionate amount of damage compared to their visual threat. The damage has now been reduced and their basic attacks now inflicts Impaled. This change makes them individually less dangerous but they can still achieve their role of focus-firing targets with great effect.
Fighter: Increased the speed of their jumping attack. This attack now falters.
Fleshrippers: Increased the speed of their jumping attack.
Conjurer: Fixed Conjurer's casting Purify on dead allies.
[h3]Spells:[/h3]
Irea's Basic Attack: Now deals bonus damage against Lesser Monsters.
Chaos Bolt: Increased damage.
Seed of Hope: Fixed a bug that would cause half of the casts to detonate instantly. No longer benefits twice from Healing bonuses (the seed part had bonuses, feeding into the detonationthat also had bonuses, thus applyin the bonuses twice.
Entangle: Fixed Pulling roots having the wrong coordinates to pull the target to.
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Thank you for reading! ;)