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PATCH NOTE 0.17.2 - Bug fixes and balancing



Today’s update brings our first patch for fixes, balancing, and quality of life in Curse of the Dead Gods!

:: PATCH NOTE ::
[h2]Version 0.17.2 – March 18th, 2020[/h2]🍉 = Community additions

[h3]Weapons balancing[/h3]
  • Evisceration Claw: Low-life threshold set to 30% life (from 50% life)
    Design Note: Evisceration Claw can build crazy synergies on top of being a weapon of choice for Champion/Boss fights.
  • Colt .45 Rainmaker: Raw Damage increased by 10%
  • Smith & Wesson Schofield: Added Off-hand combo as a Fire Attack on top of Perfect Shots
  • Blazing Blade: Combo Finishers are now Fire Attacks on top of Charged Attacks


[h3]Relics balancing[/h3]
  • Temple’s Heart: reduced Healing effect to 3/6/9% of max health (from 5%/10%/15%)
    Design Note: Relic does not require any specific condition to trigger and was a little too strong compared to other Healing sources.
  • Humble Tiara: Healing effect is now a fraction of Gold Offered (5/10/15%) instead of a fixed percentage of max health
    Design Note: Relic could give a huge amount of heals by just offering a small amount of Gold to get the Gold Offering done. New text will give incentives to make big Gold Offerings.
  • Golden Mask: reduced Gold gain to 50/100/150% (from 100%/200%/300%)
    Design Note: This relic could guarantee a too-strong source of Gold, making perception less useful once acquired.

[h3]Blessings balancing[/h3]
  • Indomitable: reduced damage reduction to 20% (from 50%)
    Design Note: the previous reduction was giving too many incentives to just attack enemies without caring for taking damage.
  • Fury Effect: reduced effect duration to 6 seconds (from 10 seconds)
  • 🍉 Reptilian Hunger: removed Gold bonus reduction
    Design Note: Text has been also adjusted to clearly state that the timer is active when you are in combat, therefore to keep stimulating players to be proactive in fights.
  • Grace of the Tempest: reduced Dexterity bonus to 1 (from 2)
    Design Note: Gaining 2 Stat per room was snowballing too quickly, it has been adjusted to fit the overall blessings' level of power
  • Will of Sich’al: reduced Corruption threshold to 110 (from 120)
  • Radiant Fire: increased damage reduction to 20% (from 10%)
    Design Note: Radiant Fire was giving too little advantage regarding its unlock price, it should be better now.

[h3]Enemy balancing[/h3]
  • Renegade: Elite version gains a new move when players are behind them. Removed natural attack buff speed for Elite version
    Design Note: expect more Elite enemies variations in future updates, this is just a taste!
  • Guardian Eye: Elite version base hit points reduced to 450 (from 540)
  • 🍉 Summoned enemies can no longer activate resource gain effects such as Healing, Corruption reduction or Gold gain
    Design Note: Summoned enemies could be exploited with certain Weapons/Relics to regain a lot of resources with very low risk. The same way they didn't count for "Greed Kill", they now can't give any stackable game resource.


[h3]Path to cruelty (Hard Exploration) balancing[/h3]
  • Removed the passive +50% damage taken by players
  • Enemies now start with +20% Hit Points and +20% damage dealt
  • Traps now start with +20% damage dealt
  • All Elite enemies gain +20% attack speed

🍉 Design Note: Previous Hard Game Mode wasn't different enough from Normal Mode, basically just adding more damage taken on players. These new settings should give a very different feeling now, especially when considering that basic enemies will no longer fall to one starting weapon simple combo. Elite now gain a deadly boost in power, making Tier 2 & Tier 3 fights much more difficult and skill demanding. We will continue in further updates to add new features to / adjust Hard Mode, making it the place for high skill challenges.

[h3]Visual balancing[/h3]
  • Sanctuaries: Buying Stats now plays visual feedback on the explorer and in the user interface.
  • Torch: While inside the aura of a Dark brazier, attacking with the torch no longer plays a fire VFX
  • Trap: Reworked the flamethrower trap's VFX to illustrate its damage bursts more accurately.
  • Trap: Reworked the fire grids VFX to differentiate them from the burning cobwebs, making them more aggressive to visually match their damage
  • Boss Arena: Removed the braziers in the Boss Jaguar arena: grids fully illuminate the arena when burning.

[h3]Fixed bugs[/h3]
  • 🍉 Black pixels: Fixed an issue with AMD (Radeon) graphic cards that would create black pixels on the screen
  • Tutorial: Fixed the Cross-combo tutorial UI when a main Weapon or a secondary Weapon keys are rebound
  • Graphics options: Display screen and resolution options are now updated when “Set default” is triggered
Note: We are still working on a fix for the Connectivity issues that some of you encounter with your PS4 pads and other branded or unbranded controllers.

[h3]Localization[/h3]
  • Localization in all languages for the Bloodstake and the Moonblade Weapons
  • Localization for missing words in all languages

[h3]What's cooking in the Temple?[/h3]


[h3]Fan arts[/h3] Post your fan arts of Curse of the Dead Gods on Steam or on our Discord server for it to be featured here each week!


@NERV