Hi! In today's update we're giving the dungeons a bit more personality with themed room layouts, specific to each dungeon type. We're also fixing a number of bugs and doing a small balance pass to most game elements.
Improvements:- Changed "Extra Fire Rate" visual boost effect so it's not mistaken with taking damage.
- Added more variations to the menu loading screen background.
- Connector, starting and platforming rooms are now theme specific.
Gameplay changes:- Breakable decorations can now drop mana crystals when destroyed. Limited to specific rooms (connectors and combat rooms), and limited to a small amount (1 on connector rooms, 2-6 on combat rooms, depending on room size).
- Special effects that provide additional drops won't be applied to summoned missions to prevent farming.
- Capped the strength of knockback the player can receive, so they can't be sent too far when hit by a few of them at the same time.
- Daily Challenge: Enemy damage increases on every floor, on top of the other difficulty modifiers. Decreased speed boost in higher levels.
- Scavenge rooms: Decreased number of items required.
- Enemy balancing:
- Igneous Nightmare: Reduced amount spawned
- Burning Soul: Reduced amount spawned
- Ironclad: Slightly reduced walking speed
- Carrots: Slightly increased health
- Hollow Warrior and Frozen Warrior: Slighlty increased damage and health
- Bronze Warrior: Increased health
- Reanimated Soldier: Increased health
- Weapon balancing: Small changes to damage/mana usage of primary and secondary attacks of most weapons.
- Character balancing:
- Carina: Increased push damage
- Glyndor: Increased Syphon duration
- Jacob: Small speed penalty while using Sacrifice
- Perk balancing:
- Black Market: Increased amount of shields earned
- Arcane Summoning: On top of getting an amulet, you get an additional perk if you already had one.
- Channeling: Stronger effect.
Bugfixes:- Fixed job perks showing up on the shop in Daily Challenge.
- Fixed Status effect sound not sounding on higher framerates.
- Fixed issues with freezing jumping enemies.
- Increased range at which enemies start jumping up/down a ledge. Should help with big crowds getting stuck.