MAJOR UPDATE - The Cursed Temple

Hello Pretenders,
With the Eternal Curse game modes, rediscover the Jaguar Temple and each Exploration with different rules and thematic runs. New ways to play, creative challenges and unpredictable themes are available to unlock in our first MAJOR UPDATE for Curse of the Dead Gods: THE CURSED TEMPLE. We have lined up some fun modes for each level of difficulty in Curse of the Dead Gods and we are excited to share them with the community!
https://youtu.be/lWfxyDue7pM
Step foot in the Temple and face a new batch of Curses: turn them to your advantage, but donβt be too greedy. The new set of Cursed weapons and relics may also aid you in your quest to defeat the Dark Avatar of the Jaguar.
β οΈ Beware, this update may delete your current run (only the run, not your unlockables). Remember to finish it before updating the game on Steam or it will be lost.
:: PATCH NOTE ::
[h2]Version 0.18.0 - April 22, 2020[/h2]π = Community additions[h3]New features[/h3]
- 8 Eternal Curse Game Modes:
+ Old Nightmare
+ The Cursed Marksman
+ Mad Temple
+ Bullet Hell
+ The Darkest Explorer
+ Fire Purge
+ For Gold and Blood
+ Game of Death

- 10 New Curses:
+ Trapped Chests
+ Deadly Obsession
+ Dark Fervor
+ Sincere Offerings
+ π Blurred Vision
+ Sulfurous Barrels
+ Bloodlust
+ Dancing Flames
+ Creeping Gloom
+ Torch of Sorrow

- 2 New Cursed Weapons:
+ Fulmination, Death's Rampart: Parrying reflects projectiles
Design Note: We are introducing reflected projectiles with this weapon! According to community feedback, we may extend this mechanic to more weapons or even to generic parry itself.
+ Annihilation, Bow of Madness: Perfect Shots explode on impact in a Dark blast, dealing damage to ALL characters around
- 1 New Regular Weapon:
+ LeMat Grape Shot Revolver: Perfect Shots deal damage to all targets in a cone behind the impact
- 2 New Cursed Relics:
+ Accursedβs Codex: +50% to all weaponsβ base damage, +50% to all damage taken
Dev Note: Localization for other languages than English and French will come soon!
+ Glyph of Darkness: Level +1 on Cursed weapons
Dev Note: Localization for other languages than English and French will come soon!

[h3]Balancing[/h3]
- π Weapons: Two-Handed Heavy Standard Attacks preventing dodge and parry for a time can now be dodge/parry canceled as long as the attack has not reach active frames. Change also applies for Sword Charged Attack, Mace Charged Attack, and Two-Handed Spear Charged Attack.
Design Note: Heavy Weapons were uncomfortable to use when facing fast attacking enemies due to the long defense lockdown. You can now safely dodge/parry cancel your moves until they actually hit (you still have a defense lockdown from there). Note this does not apply to Heavy Charged attacks! - Weapons - Two-Handed Spears: Charged attacks now deal 2x 75% damage (from 2x 50%)
Design Note: 2 Stamina for a better AoE effect was too expensive, now with a damage buff as well, charged attacks should be more attractive - Weapons - Two-Handed Heavy Weapons: Charged attacks now deal 150% damage (from 100%)
Design Note: Similar to Two-Handed Charged attacks' buff, spend more to deal more damage! - Weapons - Two-Handed Bows: Recovery time of special dash has been reduced to 0.4s (from 0.5s)
Design Note: Dashing right after a shot was slightly less effective than just standing and chaining shots, it's now even. - Weapons - Two-Handed Bows: Dark Swiftness Curse no longer prevents special dashes with bows
- Weapons - Off-Hand Pistols: No more aiming assistance for βOff-Handβ combo
Design Note: Aiming assistance for large AoE attacks has a tendency to limit the ability to target "between" enemies to damage them all. - Weapons - Stonebreaker: Charged attack now deals 100% + 75% +75% (from 100% + 50% +50%)
Design Note: Adapted this weapon's charged damage to match other weapons of this category. - π Weapon - Barbed Javelin: Raw Damage decreased to 24 (from 30)
Design Note: Barbed Javelin was a little too powerful compared to other Spears, especially considering the new Charged Attack buff. - π Affixes:
+ Main/Secondary Weapons Affinity Base Damage increased to 20% (from 10%)
+ Simple Base Damage increased to 10% (from 5%)
+ Lightness Base Damage increased to 15% (from 10%)
Design Note: These affixes were considered to be "bad" ones, having a too-small impact to be attractive. They should do better now. - Relic Stat Affixes: Stat Affix value is now dependent on Power Level and Rarity (was only dependent on Power Level before). Better quality Relics now give greater Stat upgrades than lower quality ones (it was totally random before). The formula has been reworked
Design Note: It feels more natural that the best relics (in terms of rarity) bring more power. It will also give more incentives to pay for the Rare relics in shrines rather than relying on random common drops with high stats. - π Relic - Gleaming Sapphire: Max damage increase reduced to 20%/40%/60% (from 100%)
Design Note: Common Gleaming Sapphire required 50 (1000 Gold) stacks to be fully effective, which was quite unattainable unless using a very specific combination of blessings. In this case, the relic was too powerful and outclassed other damage increase relics. You can now consistently know that 10000 Gold in stock is enough to max out these relics. - All Weapons Codex and Manuals add 20% damage to specific weapons category (from 10%)
Design Notes: Codex was quickly outclassed by other relics, having a good combination of weapon and relic is now more powerful. - Blessing - Brutal Temper: Killing Window to activate Fury effect reduced to 1 second (from 2)
Design Note: Changes made on Two-Handed Weapons' Charged Attacks make this blessing more efficient. 1 second window should be enough to be both challenging and rewarding. - π Dodge: Dodging window time is now consistent if you are under the Haste (Move Speed Buff)
Design Note: Dodge window was previously reduced due to speed buff, making it harder to use. It should now be more comfortable to perfectly Dodge while being under the Haste buff. - Poison review: Change Poison attacks application to "100% immediate damage + 50% Poison damage over time" (was 100% immediate damage + 100% damage over time). Poisonous Weapons' raw damage have scaled up to fit their previous overall damage
Design Note: Poison attacks relied too much on damage over time, they should now be more punchy on hit with still a correct bonus damage over time.

[h3]Visual changes[/h3]
- Greed Kills: New icon and overall FX for greed kills
[h3]Fixed bugs[/h3]
- π Timer: Timer is no longer running in Sanctuaries (for you speedrunners!)
- Enemies: Enemies will be properly alerted when an unalerted neighbor is killed in a single blow
- π Weapons - Poison kill: Special effects such as Stamina recovery on Kill or Weapons' affixes like Healing or Corruption Removing now properly trigger when an enemy dies from poison applied by weapon
- π Enemies: Fixed a bug that made intangible enemies such as teleporting Sacrificed Virgins vulnerable to other enemies' damage
- π Enemies: Fixed a bug that made Sacrificed Virgins not reveal themselves when attacking with their AOE blast attack while concealed by the Shadow Word Curse
- π Enemies: Fixed the "Fear of light" behavior of critters/bats: they now fear all illuminating source carried by the explorer (including being on fire!) and also fly away when the character is in cinematic mode
- π Blessing: Skillful Adaptation can now properly trigger from one room to another
- π Jaguar Statues: The Jaguar Statues' fireballs can now be properly parried when handling a Shield
- π Collision: Fixed some general collision bugs where your character would get stuck behind Jaguar head statues or Shrines.
- π Level design: Fixed an issue where, in one room type, the door could close in front of you if youβd shoot an enemy from a distance.
- π Level design: Fixed a level design bug where a secret passageway was inaccessible because of decorative elements.
- π Input delay: Added a small input delay when interacting with a Sanctuary or after using a Diving Favor to avoid unintentional quick validation
- PS4 pads delays: Fixed an issue where PS4 controllers had a delay of 0,1 to 0,5 sec.
- π Controller input: Fixed issue where contextual action was incorrectly buffered when switching to torch stance, often causing double-quick validation on shrines or doors
- π Disconnecting pad: Fixed a random behavior where a run would be successful or the game would crash if the pad was disconnected in-game
- Disconnecting pad: Fixed a bug where the disconnected pad message wouldnβt let you navigate the map
[h3]Localization[/h3]
- π Full Korean localization
- π Full Japanese localization
[h3]Known issues[/h3]
- In "Game of death" mode, the timer can run out during the death animation of the Champion or Boss, resulting in the death of your explorer
- The Bloodblade doesn't heal while under the effect of the "Bloodlust" Curse
- SFX of doors are not properly integrated
[h3]What's cooking in the Temple?[/h3]
