Darkest Depths
Darkest Depths Release the Hounds
Version
Release the Hounds
Version Date
Oct. 29, 2019
Patch Notes
Release the Hounds
Added a new enemy type. The Gravehounds lock doors, rush the player and leap constantly. They have no ranged attack and they cannot strafe but they have high health and damage.
Added a new enemy type Bombardier Minis. These little guys strafe around, up and down and rain bombs on unsuspecting adventurers within the Depths. They don't drop upgrades but have potential to drop a lot of coins. These enemies are the first real element of the Valanian's weapons of war crafting that's currently in the game. More on this later when I start adding lore to find.
The boss Bombardier is now animated. It also moves and weaves throughout the fight. At around a certain health threshold (Changes per run) it starts it's second phase in which it teleports near the player and things get crazy. This boss is no longer a free chest. I promise this will be the only teleporting boss. – The teleporting phase in broken in the released build. It's fixed in the dev build and will be included in the next update.
Large green and blue light crystal altars are now used for gambling coins. When you get close to one you'll get the cost to roll. There's a 50% chance to fail and get nothing. If you don't fail you get a random upgrade from the general drop pool. The price to roll increases by 50% each roll for that specific crystal. Every crystal starts at 10 coins regardless of how many you have previously done.
New rooms. One is the largest multi-room section in the game so far with two different paths to the exit.
Adjusted SLAYER combo to make it more consistent. – I was far to generous with this one and the time limit per kill will be scaled back a bit later.
Health Regeneration now starts after 10 seconds from the last time you've taken damage.
Relics can no longer have decimal values for prices.
Fixed a bug preventing bosses from taking explosive damage.
Bosses now rain coins but no longer drop upgrades that are a pain to reach. I had always planned on removing that once I added the chest room after every boss.
Barrier upgrade was mistakenly not added to the loot pool last update. It's there now.
Added a visual effect for the area around wave spawners. So that you'll always know if you're dealing with constantly spawning enemies. When the effect is gone the spawning is done.
The Flintlock Pistol no longer causes enemies to ragdoll into the atmosphere on kills.
Uncapped difficulty scaling based on how well you are doing in combat. Previously how well you were doing in combat could only increase the difficulty up to your current level. Now difficulty can scale much higher much faster. Obviously this depends on how well combat is going for you. If you're having a hard time then it's not going to scale outside of Difficulty + pickups. This is an experiment and if it becomes too hard let me know. I've been playtesting myself and it feels fine for now but who knows honestly.