Now appear when all idols have been killed to show the way
Appear to indicate offscreen dropped Items
The new savant class will always see an arrow pointing towards the central Totem
Life changes
all damage and player life is multiplied by 10 so decimal variations such as from Armor will be more noticeable
Autoaim changes
Autoaim toggle is now saved between runs so you don't have to toggle it on every time if you want to use it
Cursor is now visible when autoaiming
Should be less twitchy if there are many enemies around
Now prioritizes items ONLY if they're close to the player, will jump back to targeting enemies as soon as you're a bit out of the way
Damage warnings
Taking damage now flashes the screen in red during invulnerable timer
Quick way to measure how much your Survival or Helmets have impacted invulnerability
New music
New shop music
Two new tracks may play after exiting the shop
Later updates will bring support to choose which track you want to play
New sounds
Slashes in general have a new sound (affects swords, axes, halberds and many enemies)
New sound for spawning in
New sounds for teleporting between depths
Some weapon sounds might differ slightly in pitch
New enemies
Fast Spiderlings now spawn when interacting with the Spider Shrine. Erratic and dodgy, will bite often.
Priests of the undying god will now periodically appear at more distant depths. they will teleport around when damaged while shooting out holy flames.
Abhorrent Seahorses will retaliate any damage taken with plenty of slashes. be careful when approaching them.
A mysterious hooded scythe-swinging miniboss who shouts skull curses may hunt you down
The headless Dead Bride miniboss is looking for someone else's head to replace hers.
Classes
Life Chests from the Shop now have different drops depending on chosen Class
Class selection is saved between runs
Class name is displayed on screen
Each class now has their own journey through the underworlds, visiting areas in different orders
Each class now has their own retaliation type
Simple uses the previous default multiple Spiteful bullets
Soldier retaliates with Slashes
Sorcerer retaliates with Stars
Scallywag retaliates with Bones
New class
Savant class can now be unlocked
Includes their own helmet and armor visuals based on Tuareg warriors
Bonus Strength and Skill, reduced Spite and Survival
Can see the world differently
Retaliates with Spikes
Sorcerer
Improved hat
Depth Variations
Depth and biome have been separated
Biomes type defines enemies and miniboss spawns, floor texture, doodads, ambience and traps.
Each class will visit biomes in different orders
Current biomes are boneyard, forest, fortress, swamp, underwater or a mix of other biomes.
New biomes will be added with updates (farmland, cathedral, laboratory and desert have been planned)
Current biome name appears briefly onscreen after getting there
Depth 1 should have less enemies right away, giving players more time to find chests
Higher depths should spawn enemies more frequently
Staying in the same depth for too long will cause enemies to spawn faster
Barrels
Marrow drop rate increased, key and heart drop rates decreased
If set to drop an Item, barrels will now exclusively drop Helmets or Armor unless your Luck is 5 or higher
Portals
No longer closes if it detects that there were items remaining in the field (now the UI arrows should indicate that and you can safely ignore them if you want). Mostly applies to situations where you had a lot of range and would destroy offscreen barrels that dropped items.
Weapons
Increased hitbox size of all melee weapons to make up for overall reduced enemy collisions.
Added a rotation offsets so the point of weapons targets the cursor precisely
This should mainly impact locked autoaim with long polearms and guns
Weapon and Spell damage receive slight player Level scalling in exchange for less base damage.
Depth 1 values unchanged, 2+ slightly buffed; helps alleviate the increase in enemy spawn later on.
New weapon! Trident:
Unlockable
Spike enemies at the cursor
After 3 hits, spike thrice
Every 6 hits, release a lightning bolt in a line
Synnergy: skill, soul, speed
New weapon! Flamethrower:
Unlockable
Shoots soul flames at enemies
Also shoots evil flames that harm you so beware
Synnergy: soul, spite, skill
New Weapon! Frog Hand:
Reward for having 3+ Frog god favor in one run
A mutated hand that casts whatever type of Retaliation you got
Aims at the direction you're walking towards
Synnergy: speed, retaliation, soul
New Weapon! Owl Arm:
Reward for having 3+ Owl goddess favor in one run
A bone wing of the Owl, used as a catalyst for a Gravity Spell
Casts a Black Hole that attracts foes into the event horizon before exploding into many Stars
Synnergy: soul, gravity, skill
New Spell! Bat Wings:
Equip bat wings as legs with 3+ Bat god favor in one run
Collide with doodads to destroy them and sometimes create dust devils that rush towards the cursor
Synnergy: speed, soul
Bomb
Fixed several separate issues with the player Bomb weapon
Now deals much more damage (large Soul scaling, small Strength scaling), has shorter initial range (improved by Skill rather than Speed) and slower fire rate (can now be improved by Speed and Cooldown)
Explosion is more visible, has a chance to cause more explosions per bomb with additional Luck
When touching an enemy bomb, both explode at once.
Fist
Animation plays much faster but waits a bit between punches
Increased base damage
Now has a larger hitbox, should make it more pleasing to use early on
Higher ability to spellcast when alone compared to other weapons to allow viable weaponless Spell starts
Each new arm reduces spellcast frequency to offset that
Halberd
No longer swaps rotation direction wildly when defending
Offensive Slash is now larger, now also increases in size with more Soul
Spear
Now has a small delay between attacks (reduced by Speed and Cooldown)
Projectile travels slightly slower
Melee attacks done when defending now correctly only targets nearby enemies
Melee damage is no longer a third of ranged damage, now deals as much as half up to full ranged damage (improved by Strength and Skill)
Claw
Much faster animation rate
Now has a moderate delay between attacks (reduced by Speed and Cooldown)
Autoaims at targets close to player only during attack delay
Locks on and clamps afterwards
Base damage decreased slightly, Strength scalling increased. Should be identical on early levels and more lethal later
Sword
Adjusted animation
Renamed to Scimitar
Now has a brief delay between the 2 attacks (reduced by Speed and Cooldown)
Base damage increased significantly, Strength scalling increased slightly
Zweihander
Renamed to Greatsword
Cannon
Can now break obstacles with its projectile
Crossbow
Higher Skill scalling on damage
Higher Speed scalling on reload
Handgun, Shotgun, Chainsaw
Adjusted visuals
Pistol
Less base damage and higher cooldown
Much higher Spite scalling
Star
Fixed an issue that could cause Stars to crash after picking up new items when no enemies were around
Bite, Web, Flames, Ice
Fixed an issue that prevented these Spells from benefiting from additional Cooldown reduction, range increase by Skill and Brain amounts.
Spike, Bone, Star, Lightning
Standardized spellcasting, now require an amount of hits to trigger, which decreases with Brain and increases with more spells and more arms.
Each of these being cast will add to the required amount of hits.
Upgrades
Some level upgrades were renamed to keep gramatical consistency
Learning -> Knowledge
Running -> Sprint
The effect of Gravity has been standardized
Knockback
Changed how Knockback works in some ways to prevent enemies wildly flying around the screen and tremendous speeds
Should be more consistent across enemy types
Strength now always affects knockback amount (10% per point) instead of only sometimes having a huge effect.
Idol
Now has a life bar similar to the player
Life scaling changed, takes less damage to kill early and more later on.
Enemy changes:
Enemies that don't deal contact damage now have their sprites outlined in Black rather than Red.
For consistency, Red outlines will remain exclusive to anything that hurts. No red and it doesn't hurt to touch.
Enemy colors standardized across the board to reduce visual noise on later stages.
Overall enemies have had their collisions reduced so they occupy less space in the world as a horde.
Endboss Snake:
Now has a Life bar similar to the Idol bar
Power Armor:
Now correctly gets a blue tint while recovering from reflecting bullets and a red tint ike all other enemies when being damaged
Servant
Waits in place for a little longer before hopping again
Smaller variants have less hp
Servant summons now appear offscreen
Savage
A few tweaks were made to their arm behavior, hopefuly this will fix weird issues where the savage fails to kill its own arm as it dies.
Sludge fish
No longer push themselves around so wildly
Skullface
Gains slightly less hp per depth
Sporebro
Takes longer to absorb others
Murai/Bownes
Chance to become Limbless after death on Depth 1 is 0%, back to 33% for Murai and 20% for Bownes respectively on Depths 2+; this is entirely to avoid impossible runs with Sorcerer who may start in the forest.
Bonewheel
Chance to shoot bullets is reduced on lower depths, back at 100% on depth 4+
No longer able to shoot bullets while the game is paused
Shrines:
Spider
Interacting with it now spawns the new Spiderlings instead of Servants
Bat
Now grants Wings at 3+ favor
Interacting with it spawns less hallowings early on but more late
Frog
Now grants Hand at 3+ favor instead of Retaliation
Fixed an issue when putting the game in windowed mode, no longer defaults to fullscreen every time the game opens
Fixed an issue where some projectiles would continually move when the game was paused
Fixed rare occasion where you could gain a level while dying and get stuck in the death room
Fixed an issue with the UI Heart appearing enormous for a while
Fixed an issue that would stick the Greatsword in a single position and prevent it from moving again
Fixed a crash when interacting with the whale shrine reward that appears at the shop on 3+ favor