1. Skul: The Hero Slayer
  2. News

Skul: The Hero Slayer News

Release 1.4.4 Patch Notes

Please find the 1.4.4 patch notes below.

  • Fixed a bug where the minions did not inherit the player's Crit Rate normally
  • Fixed a bug where Carleon Recruit's basic attack concentration motion for each grade was affected by attack speed instead of concentration speed.

Release 1.4.3 Patch Notes

Greetings, Skul Squad!

We have performed additional balance adjustments to the improved skulls. Thanks to all your feedback we were able to quickly identify and address parts that turned out differently than intended. All your support is greatly appreciated.

[hr][/hr]
Bug Fixes


  • Fixed a bug where when using Gene’s swap per grade, invincibility is removed after exiting the lamp
  • Fixed a bug where the amount of bones dropped when Yaksha is destroyed was abnormally high
  • Fixed a bug where the effect of turning to darkness blocked the 2nd phase’s Leonia Grand Priest when Yaksha takes the form of Rakshasa
  • Fixed a bug where some Quintessences that use the installation and summoning method did not activate the Diorite Circlet’s effect even if it damage enemies
  • Fixed a bug where the status icon for Bone of Courage was not shown


[hr][/hr]
Text


  • Ninja Master: fixed a translation error with the skill name “Transform: Phantom Wheel Shuriken” (Simplified Chinese)
  • Champion: fixed a translation error with the dash type (Simplified Chinese)
  • Gladiator, Warlord: fixed an unnatural part within the sentence for the passive effect (Korean)
  • Gladiator, Warlord: fixed a translation error with the passive effect (English, Simplified Chinese)
  • Bronze Gargoyle, Golden Gargoyle: fixed a translation error with swapping (Simplified Chinese)
  • Ghoooul, Ghoooooul: fixed a translation error with the passive effect and swapping (Simplified Chinese)


[hr][/hr]
Changes


[h2]Skulls[/h2]

[h3]Grim Reaper[/h3]
  • Changed basic attack damage type: Physical → Magic
  • Reduced damage of basic attack
  • Increased chances of a Spirit being created when enemy is defeated
  • Reduced cooldown of the enhanced [Harvest]: 60s → 44s
    Originally posted by author
    💡 Developer Comment
    We previously overestimated the potential of the Grim Reaper. The idea was that it would provide incomparable power if obtained early on, and be sufficiently utilized if acquired in the latter half of the game.

    The Grim Reaper is supposed to be a character that relies on skills more than basic attack, which is why the skill’s power was enhanced and the basic attack type changed to Physical. However because the Grim Reaper’s powerful attacks had comparably long cooldowns, more time was spent using basic attacks. Unlike our intentions, this generated a lot of stress.

    Hence as part of improving the Grim Reaper, we have changed the basic attack type back to magic, and in exchange for maintaining skill damage, have slightly reduced the damage of basic attack.



[h3]Yaksha[/h3]

  • Added effect that pushes back and slows down enemies when entering the area
  • Increase area range
  • [Yaksha Fist] Reduced cooldown: 16s → 12s
  • [Yaksha Fist] Increased amount of power stacks gained
  • [Iron Strike] Reduced cooldown: 12s → 8s
  • [Iron Strike] Increased amount of power stacks gained
  • [Yaksha of Iron Will] Reduced cooldown: 9s → 7s
  • [Yaksha of Iron Will] Increased amount of power stacks gained
  • [Demonic Massacre] Reduced cooldown: 14s → 10s
  • [Demonic Massacre] Increased amount of power stacks gained
  • [Demonic Massacre] Increased repeated attack’s Attack Speed


[h3]Rakshasa[/h3]

  • Increased basic attack damage
  • Increased duration of stomping feet’s effect that slowed down enemies. This effect is activated when skill is used.
  • [Rakshasa's Punch] Increased attack damage after concentration is complete
  • [Rakshasa's Punch] Increased attack range for before and after concentration is complete
  • [Iron Strike] Increased damage
  • [Rakshasa of Iron Will] Increased damage of downward slash attack
  • [Demonic Massacre] Increased damage of repeated attacks
  • [Demonic Massacre] Increased range of repeated and finishing attacks
    Originally posted by author
    💡 **Developer comment**
    Thanks to your feedback we were able to confirm that the difficulty in managing Yaksha’s was higher than expected. In order to ease the issue, we have added and enhanced convenience related factors. To balance the management difficulty, an overall increase has been applied to all of Rakshasa’s skills.




[h3]Champion[/h3]

  • Increased amount of energy acquired when the attack that occurs if you are hit during dash is successful: 10 → 15
  • [Combo] Reduced energy consumption: 70 → 50
  • [Dirty Smash] Increased damage


[h3]Archlich[/h3]

  • Reduced the time it takes to completely charge the gauge required to use [Deathtrap]: 60s → 50s


[h3]Werewolf[/h3]

  • Reduced cooldown of [Beast Leap] per grade: 12s → 9s
  • Reduced damage [Beast Leap] per grade (Damage is still higher than before version 1.4.0)
  • Increased damage of [Hunt] for Elder Werewolf, Alpha Werewolf, Eternal Werewolf(Damage is the same as before version 1.4.0)


[h3]Carleon Recruit and Grave Digger[/h3]

  • Previously minion attacks would not activate the effects of certain items. It has been changed so that they will activate the effects of such items again.


Originally posted by author

💡 **Developer comment**
Along with the 1.4.0 update, changes to the minion system were also made. However we apologize as this was left out of the 1.4.0 patch notes.

It was an unfortunate accident where some of the text was left out while editing the patch notes due to its unprecedented length.

Previously, attacks made by minions were in the same method as those by the player. This was not an issue when there weren’t many skulls or Quintessences that used minions, however with the introduction of the Grave Digger and Quintessences that had various installation and summoning methods, an assortment of issues were introduced to such a system.

We hope that the minions can provide a new experience as an individual entity instead of simply being an extension of the player’s attacks. As such, preparations for the new minion system are already complete. However we had to rollback the new system and continue with the existing system because supporting content is still being worked on.

Along with the upcoming item reformation, we’ll review the implementation of the new minions system once all related content is ready so that minions can exert power as an independent entity.

Release 1.4.2 Patch Notes

Please find the 1.4.2 patch notes below.

[h2]Bug Fixes[/h2]

  • Fixed a bug where Ninja Master’s Full Blooming Blade skill was stackable
  • Fixed a bug with the invincibility judgment of Ninja Master’s Transform: Phantom Wheel Shuriken skill
  • Fixed a bug with the invincibility judgment of Grim Reaper’s swapping and Harvest skill
  • Fixed a bug where if the Skeleton-Bomber‘s Kaboom! skill is used, the swapped skull’s skill must be used
  • Fixed a bug where The King’s skill was not saved normally
  • Fixed a bug where the Poseidon skill cannot cancel the Power Bomb post-delay with dash
  • Fixed a bug where if the player has 2 Voodoo Doll items upon death, two effects are activated at once


We are currently reviewing all the feedback received through various channels, and are making additional balance adjustments accordingly. Thank you for all your feedback, and we’ll continue doing our best to create an enjoyable balance for the game.

Skul: The Hero Slayer gets a massive overhaul out now

Skul: The Hero Slayer, one of the best sellers on Steam from 2021 recently passed the 1 million mark and a big balancing overhaul update is out now.

Read the full article here: https://www.gamingonlinux.com/2022/02/skul-the-hero-slayer-gets-a-massive-overhaul-out-now

[1] Release 1.4 Patch Notes

Greetings, Skul Squad!

First of all, thank you for your patience with our update.
In this patch, we’ve finally brought out the ‘Skul Balance Adjustment’!

Old skulls newer,
Dumb skulls funnier,
Weak skulls stronger,

Let me introduce our brand new skulls!

[hr][/hr]

Bug Fixes
  • Fixed bug where the inscription ‘Piercing Wind’ would have ‘Rear Blast’ not properly work
  • Fixed bug where ‘Gunpowder Sword’ would not work properly when dash attack deals a critical hit
  • Fixed bug where Mage and Warrior would not appear in Chapter 4
  • Fixed bug where Priest would not deal with some of the attacks
  • Fixed bug where Magical Slime would occasionally duplicate an item in a specific column of inventory
  • Fixed bug where Prisoner would not show Legendary awaken animation
  • Fixed bug where Dark Paladin’s enhanced normal attack would have a smaller range than the VFX
  • Fixed bug where Dark Paladin’s ‘Dark Rush’ would have a smaller attack range than the VFX
  • Fixed bug where Dark Avenger would not form a magic field when using Dark Cross
  • Fixed bug where dark orb traps would deal much higher damage to enemies than usual


[hr][/hr]

Changes


[h2]System[/h2]
  • Polished the animation when attacking enemies get stiffened
  • Reduced and polished each skull’s hit VFX


[h2]Maps[/h2]
  • Reduced HP of the energy source in each chapter’s Mystical Ruin map
  • Added SFX when interacting with Magical Silme
  • Added SFX when interacting with Halfling Girl


[h2]Skulls[/h2]
[h3]Skul[/h3]


    Swap Skill
    • Increased damage of swap skill

      Skills

        [Skull Throw]
      • Adjusted the amount of skill to 1 in the air
      • Reduced the range of the projectile


[h3]Skeleton-Sword[/h3]



    Passive
    • Increased chance of enemy bleeding when attacked
    • Increased bleeding duration
    • Increased bleeding damage

      Swap Skill
      • Reduced bleeding duration
      • Increased bleeding damage
      • Increased damage of swap skill when Royal Guard or Royal Guard Captain

      Skills

        [Rusty Piercer]
      • Changed damage type: Physical → Magical
      • Increased cooldown time: 10s → 12s
      • Increased skill damage

        [Triple Pierce]
      • Changed damage type: Physical → Magical
      • Reduced cooldown time: 6s → 5s
      • Increased skill damage of Skeleton-Sword and Skeleton Guard
      • Reduced skill damage when Royal Guard or Royal Guard Captain

        [Sawblade Slash]
      • Reduced cooldown time: 12s → 8s
      • Reduced skill damage

        [Tetanus]
      • Reduced cooldown time: 25s → 20s
      • Increased Poison duration
      • Increased Poison damage of Guard, and Royal Guard
      • Increased Royal Guard Captain’s buff damage duration: 10s → 15s


[h3]Skeleton-Shield[/h3]



    Swap Skill
    • Increased Guardian and Guardian Commander swap skill damage

      Skills

        [Shield Smash]
      • Reduced cooldown time: 13s → 10s
      • Reduced skill damage

        [Shield Bash]
      • Reduced skill damage

        [Shield Charge]
      • Increased cooldown time: 11s → 13s
      • Increased skill damage
      • Changed the number of hits by projectile for the Guardian Commander from multiple hits → 1 hit

        [Shield Rush]
      • Reduced cooldown time: 30s → 25s
      • Changed Guardian Commander’s damage type: Magic → Physical
      • Increased Guardian Commander’s skill damage





    Passive
    • Increase damage dealt to enemies in front when blocking damage while concentrating


[h2]Skeleton-Spear[/h2]



    Swap Skill
    • Increased damage of swap skill

      Skills

        [Charge!]
      • Reduced cooldown time: 8s → 7s
      • Increased skill damage for Skeleton-Spear

        [Ready to Charge!]
      • Reduced skill damage


[h3]Werewolf[/h3]



    Normal Attack
    • Reduced jump attack damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
      Originally posted by author
      Developer comment
      Except for the common grade Werewolf, all other werewolves have a 2-hit jump attack. However, each of those hits counted as one separate hit, so double the damage was being done. This was our mistake and it took a long time for us to recognize the issue.


      Swap Skill
      • Increased damage of swap skill

      Skills

        [Rip Apart]
      • Increased skill damage
      • Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf

        [Beast Leap]
      • Increased cooldown time: 7s → 12s
      • Increased skill damage
      • Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf

        [Predation]
      • Increased skill damage
      • In case of the Elder Werewolf, Alpha Werewolf and Eternal Werewolf, the stats increase for each enemy killed by the Scratch attack: 1% → 4%

        [Hunt]
      • Increased cooldown time: 6s → 9s
      • Reduced skill damage


[h3]Petty Thief[/h3]



    Passive
    • Reduced amount of gold that falls from enemies: 3 Gold → 2 Gold
    • Reduced amount of gold that falls when using the Wanderer or Outlaw’s Normal Attack: 20% → 15%

      Swap Skill
      • Increased damage of swap skill

      Skills

        [Rip Pocket]
      • Increased skill damage
      • Changed the number of hits: 2 hits → 1 hit
      • Increased amount of gold that falls from enemies

        [Throw Gold]
      • Reduced skill damage
      • Fixed issue where the attack range was wider than the actual effect for the Wanderer
      • Increased explosion range for Outlaw

        [Backstab]
      • Increased skill damage
      • Changed the number of hits: 2 hits → 1 hit
      • Increased amount of gold that falls from enemies





    Swap Skill
    • Increased damage of swap skill

      Skills

        [Back Roll]
      • Increased cooldown time: 7s → 10s
      • Increased skill damage





    Swap Skill
    • Increased damage of swap skill
    • Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold

      Skills

        [Back Roll]
      • Changed damage type: Physical → Magical
      • Increased cooldown time: 7s → 10s
      • Increased skill damage
      • Increased bleeding damage





    Swap Skill
    • Increased damage of swap skill
    • Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold

      Skills

        [Back Roll]
      • Increased cooldown time: 7s → 10s
      • Increased skill damage





    Swap Skill
    • Reduced damage of swap skill
    • Changed the number of hits made by the attack involving swinging a dagger after movement: 2 hits → 1 hits
    • Reduced debuff duration debuff: 5s → 3s

      Skills

        [Back Roll]
      • Reduced skill damage
      • Reduced Smoke Screen duration


[h3]Carleon Recruit[/h3]
Since both Carleon Recruit and Grave Digger fight by summoning minions, something was needed to set them apart.



The new Carleon Recruit will now only perform the minion’s special attacks once the minions appear to inflict great damage at the desired time. The timing and direction of the summons allows the new Carleon Recruit to lead the battle more advantageously. Passives of the Carleon Recruit, which now feature additionally enhanced active combat, were also modified to better emphasize its characteristics.




Depending on the Carleon Recruit’s grade, they can have a passive buff that amplifies the physical attacks of minions. The attack power of the minions can be greatly improved for a certain period of time by using the gauge. A passive buff like this will allow you to concentrate the full force of the Carleon Recruit’s power.




    Normal Attack
    • Increased distance moved forward when attacking after concentrating
    • Decreased damage dealt when attacking after concentrating


      Passive
      • Improved passive for Carleon Sergeant, Carleon Officer and Carleon Commander

      Swap Skill
      • Increased damage of swap skill when using Carleon Recruit, Carleon Sergeant and the Carleon Officer
      • Reduced number of squad members called when using Carleon Commander: 5 → 3

      Skills
      • Improved skill [Comrade System- Recruit]
      • Improved skill [Comrade System- Archer]
      • Improved skill [Comrade System- Armored Soldier]
      • New skill [Comrade System- Assassin] added
      • Deleted skill [Perfect Slash]
      • Improved visual effect when minions come and go


[h3]Ent Skull[/h3]
No matter the grade of skull, we want the Ent skulls to have a unified concept and playstyle.





Based on its grade, the new Ent skull will receive reduced cooldown times, stat bonuses and stronger skills when standing on grass.
In order to plant grass, the Ent skull requires a special resource called “Seed”, so if you time it right it can make a positive impact in battle.




    Normal Attack
    • Increased attack range for combo attack
    • Improved hit box for combo attack
    • Increased forward movement speed when using combo attack


      Passive
      • Improved passive

      Swap Skill
      • Increased damage of swap skill for Ent Skull
      • Reformed skul swap for Old Ent Skul, Huge Ent and Elder Ent Skul

      Skills
      • Improved skill [Rapid Growth]
      • New skill [Nature’s Grip] added
      • New skill [Deep Roots] added
      • New skill [Nature’s Fury] added
      • Deleted skill [Tree Charge]
      • Deleted skill [Thorny Vines]
      • Deleted skill [Tree Buddy]


[h3]Stone Monkey[/h3]



    Skills

      [Rapid Thrust]
    • Increased skill damage





    Skills

      [Heaven-Earth Slam]
    • Increased skill damage

      [Buddha Cyclone]
    • Increased skill damage

      [Striking Staff Technique]
    • Increased cooldown time: 8s → 14s
    • Increased skill damage





    Skills

      [Heaven-Earth Slam]
    • Increased skill damage

      [Buddha Cyclone]
    • Increased skill damage

      [Striking Staff Technique]
    • Increased cooldown time: 8s → 14s
    • Increased skill damage





    Skills

      [Heaven-Earth Slam]
    • Increased skill damage

      [Occult Arts: Magic Staff]
    • Increased cooldown time: 10s → 14s
    • Reduced skill damage
    • Changed the number of hits: 23 hits → 12 hits





    Passive
    • Increased damage of clone’s skill attack
    • Increased skill attack damage to the nearby enemies when concentrating
      Swap Skill
      • Reduced damage of swap skill

      Skills

        [Heaven-Earth Slam]
      • Reduced damage of attack without concentration
      • Increased damage of attack with concentration

        [Buddha Cyclone]
      • Increased damage of attack with concentration

        [Occult Arts: Magic Staff]
      • Increased cooldown time: 10s → 14s
      • Reduced damage of attack without concentration
      • Increased damage of attack with concentration
      • Changed the number of hits: 23 hits → 12 hits


[h3]Grave Digger[/h3]
Comparing with the Carleon minions, the minions from Grave Digger will not be able to move around and hard to be summoned.
Therefore, by reducing the skill cooldown and duration of minions, we’ve decreased the stress caused when summoend to an improper position.
Also, those minions from the brand new Grave Digger can deal with magical damage so that Grave Digger will summon them based on its magical power.



    Passive
    • Increased the duration of spirits appearing automatically
    • Increased damage of the explosion when defeating specters for Saviour

      Skills

        [All Skills]
      • Changed damage type: Physical → Magical
      • Reduced the duration of minions: 20s → 8.5s

        [Hamlet]
      • Reduced cooldown time: 20s → 15s
      • Increased skill damage

        [King Lear]
      • Reduced cooldown time: 25s → 18s
      • Reduced skill damage

        [Macbeth]
      • Reduced cooldown time: 33s → 24s
      • Reduced skill damage
      • Increased Macbeth’s special attack speed for Soul Bearer and Saviour

        [Othello]
      • Reduced cooldown time: 28s → 21s
      • Reduced skill damage
      • Increased Othello’s special attack speed for Soul Bearer and Saviour






    Swap Skill
    • Increased the duration of spirits appearing automatically in Land of the Damned


[h3]Warrior[/h3]
We initially designed the Warrior as a slow but a skul of immense power. This is why every attack of Warrior has a delay and skills can be enhanced by concentration.
However, due to the game’s fast and dynamic pace, it was too risky and stressful to just stand in one place.
We were concerned that the Warrior may lose its colors if we just reduce the duration of concentration and delay of the attack.
We’d been constantly discussing how to deliver the strength and power of the Warrior to our squad and this is what we’ve thought of.




The new Warrior will continue to be slow and wait in place for enemies, but it now can withstand enemy advances and perform even more powerful attacks. When the new Warrior is carrying out the skill’s concentration completion attack it becomes invincible, and the relative attack is enhanced by the number of times you were hit while invincible according to grade.




    Dash
    • Changed dash type: Charging → Tackle

      Passive
      • Improved passive for Gladiator and Warlord

      Swap Skill
      • Increased damage of swap skill
      • Changed hit amount: 3 hits → 1 hit
      • Increased buff time for Gladiator and Warlord: 5s → 8s
      • Increased concentration speed for Gladiator and Warlord

      Skills

        All Skills Overall
      • Added a delay to attack with concentration for Gladiator and Warlord
      • Adjusted the direction after attack with concentration for Gladiator and Warlord
      • Changed VFX of attack with every level of concentration for Gladiator and Warlord
      • Improved delay for skill animation
      • Polished VFX

        [Rising Slash]
      • Reduced cooldown time: 12s → 10s

        [Power Strike]
      • Reduced cooldown time: 14s → 11s
      • Can adjust the leap distance

        [Dominate]
      • Reduced cooldown time: 10s → 8s
      • Changed attacking process
      • Reduced skill damage

        [Final Strike]
      • Increased cooldown time: 8s → 14s
      • Reduced skill damage






    Skills

      [Rising Slash]
    • Reduced skill damage

      [Power Strike]
    • Reduced skill damage





    Skills

      [Rising Slash]
    • Increased damage of attack without concentration
    • Reduced damage of attack with concentration

      [Power Strike]
    • Increased damage of attack without concentration
    • Reduced damage of attack with concentration





    Skills

      [Rising Slash]
    • Increased damage of attack without concentration
    • Reduced damage of attack with 1st level of concentration
    • Reduced damage of attack with 2nd level of concentration

      [Power Strike]
    • Increased damage of attack without concentration
    • Reduced damage of attack with 1st level of concentration
    • Reduced damage of attack with 2nd level of concentration


[h3]Hunter[/h3]



    Swap Skill
    • Increased damage of swap skill

      Skills

      • Reduced Bow Master and Sniper’s delay before concentration.

        [Piercing Shot]
      • Changed damage type: Magical → Physical
      • Increased skill damage

        [Multi-Shot]
      • Increased cooldown time: 8s → 10s
      • Increased skill damage

        [Siege Shot]
      • Increased cooldown time: 10s → 13s

        [Stationary Shot]
      • Increased cooldown time: 12s → 16s






    Skills

      [Siege Shot]
    • Increased skill damage

      [Stationary Shot]
    • Increased skill damage





    Skills

      [Siege Shot]
    • Increased damage of attack without concentration
      [Stationary Shot]
    • Increased skill damage





    Passive
    • Increased the degree of concentration speed increase, when there are no enemies nearby

      Skills

        [Siege Shot]
      • Increased the damage of concentration-completed attack

        [Stationary Shot]
      • Decreased the damage of concentration-completed attack
      • Fixed the issue of the effect not following the player during the concentration-completed attack


[h3]Minotaurus[/h3]
Everytime the hefty Minotaurus slams the ground, chunks of the rock and dirt go flying into the air. We designed the Minotaurus with size and power in mind, but the chaos caused by the countless fragments flying in the air wasn’t actually that cool. So we decided to get rid of the chunks of rock flying in the air and change Minotaurus into a close-range fighter.



The new and improved Minotaurus has a stronger passive than before. This effect is called “Earthquake” and it increases attack range and damage dealt. Depending on the skull’s grade, repeatedly targeting enemies could result in the powerful attack called “Ground Shatter”.





    Normal Attack
    • Changed number of hits for jump attack: 2 → 1

      Passive
      • Improved passive for Minotaurus II and Minotaurus III

      Swap Skill
      • Increased damage of swap skill

      Skills

        [Body Smash]
      • Reduced cooldown time: 10s → 8s

        [Stomp]
      • Reduced cooldown time: 20s → 12s
      • Reduced skill damage
      • Changed it so that jump distance is adjustable
      • Changed attack style of back attack for Minotaurus II and Minotaurus III

        [Plow Up]
      • Reduced cooldown time: 12s → 10s
      • Increased skill damage





    Skill

      [Body Smash]
    • Reduced skill damage





    Skill

      [Body Smash]
    • Reduced skill damage
    • Improved effects





    Skill

      [Body Smash]
    • Increased skill damage
    • Changed attack style of back attack
    • Improved effects

      [Bludgeon]
    • Increased skill damage

      [Plow Up]
    • Changed to one big boulder that penetrates the enemies instead of several small boulders


https://store.steampowered.com/news/app/1147560/view/3120434657829136207