Patch 0.9.1
Author: Primal Seed Studio,
published 2 months ago,
[b][h1]Here is the list of what's this patch has changed:[/h1][/b]
[h2][b]Feature: Difficulty[/b][/h2]
-Opened up the "Hard" and "Very Hard" difficulty for those of you who like a tougher challenge. They are available at level 10 and 20 respectively, and grant more experience. We don't garantee they are balanced or fair yet.
[h2][b]QoL:[/b][/h2]
-Improved the readability and clarity of the map menu.
-Improved the readability of what monster you are currently targetting.
-Improved the readability of which dead monsters you can rez, based on available control slots and range.
-Improved the AI of all monsters. They should now less ping-pong between target and focus more on doing damage.
-Clarified in Monster Control rewards what the maximum is. We will improve on this so getting this reward when you already have maximum control will give you something else instead.
[h2][b]Bugfixes:[/b][/h2]
-Fixed monsters being stuck in Shrines / Portals
-Tweaked default settings to make for a better experience.
-Added a visual indicator showing you the direction of the Room Portal after you have finished a room.
-Improved the contrast of the Room Portal against bright backgrounds.
-Fixed an issue that allowed the player to close a menu when commited into a choice (such as picking elites modifiers or new spells)
-Fixed an issue that would cause new spells acquired during a run to be wrongly saved in some cases.
-Fixed Awaken Fury triggering on lesser monsters.
-Fixed Wreath of Pain being considered a debuff and being dispelled by your own sources.
-Fixed Wreath of Pain double-dipping on both damage and monster health. Now only scale on monster health.
-Fixed Sow the Seeds now triggering properly on Seed of hope.
-Fixed Bone Spears projectiles tracking where the tooltip says they shouldn't.
-Fixed Collective Stasis not working.
-Fixed some instance of typos/misleading texts in tooltips. Non-English languages will follow later.
[h2]What we're working on:[/h2]
[b]In the short term:[/b]
-Investigating and fixing the degrading performances over the course of a run.
-Instance of crashes when fighting the last encounter.
-Rebalancing the event rewards so they are more meaningful.
-Fixing the case of fatigue healing reward in events is sometimes not applied.
[b]In the long term:[/b]
-Reevaluating the whole balance of the game. Balance has not been the priority because we were focusing more on creating new content, bugfixes and improving performances.
-Improving on the meta-progression: giving the player more customization options and better things to unlock.
-Improving the map system with more room types and features.