Class / Balance Update, New Color Palette!
Hello Sinners! I've been working on polishing up the current gameplay before moving on to bigger content updates. Enjoy this batch of class changes, new color palette, bug fixes, and various other balance tweaks for a more enjoyable experience.

Content
Class Changes
Balance
Polish
Optimization
Bug Fixes
With the last major rework style update, I feel confident that I can push out updates more frequently now due to the stronger code base. Stay tuned for some exciting stuff to come like new enemies, new classes, new quests, new items and more!

Content
- Added a new color Palette, Helloween! This orange / black palette is a lot of fun to play with, and is inspired by the Halloween update artwork.
- All color palettes start unlocked now from the beginning. Although it wasn’t intentional, for some the palettes are useful for accessibility reasons, and in that case, I feel it’s unnecessary to gate them behind play time if they make for a more comfortable experience
- Timed enemy survival and elite enemy floor plate quests can now spawn in arena rooms as well. This also fixes an issue where the plate could sometimes not spawn at all if that floor was only an arena room
Class Changes
- Juiced up the Monk’s Dragon Punch ability. The uppercut deals 4x normal fist damage (up from 1x), has more force, and triggers a more powerful explosion
- Juiced up the Gladiator’s Battle Cry ability. It triggers an additional shockwave, deals 3x damage, has more force, and has half the cooldown
- Reworked the Duelist’s Blade Dance ability to have half the cooldown, but triggers a fast, short whirlwind
- Berserker now has the Brand of Sacrifice curse to start, totally unlike Guts from Berserk
- Increased the starting health of nearly all classes, minus the tankiest ones
Balance
- Combo levels now reward 1 second base invincibility, up from .5 seconds, and scales with the reward multiplier for 2 seconds and up to 3 seconds respectively at higher combo levels. I want to push the combat a little more in the direction of combo rewards so people don’t feel as inclined to only parry
- Removed the fast power strike after a regular block
- Parries have a slightly smaller window to execute
- Added back in shield weapons having a slightly bigger parry window
- Parry whirlwinds only do one rotation now, rather than a full cycle. This new type of whirlwind is referred to in-game as a fast, short whirlwind
- Parries mitigate .5x guard damage, down from .75x
- Poison can no longer be parried
- Made the forest swinging branch trap smaller and easier to crouch under
- If you stun an enemy while it’s already stunned, it will preserve the stun duration of the longer stun rather than reset the timer
- Enemy kicks now do increased guard damage rather than bypassing guard entirely
- Did a pass on projectile stun and knockback values so they appropriately match the force of the attack (was all the same before)
- Enemies are guaranteed to have at least half of the player’s movement speed after round 1. This is to prevent cases where the player has stacked so much speed the enemies can’t keep up early on
- Reduced the random range of equipment durability damage when taking hits from 1x-4x to 1x-2x
- During arena events, each enemy spawned will add 1 second to the timed completion quest objective timer, rather than pausing it completely
- Made split enemies a little bigger so they’re easier to hit
- Reduced the damage of boss overhead double slam attacks by 20%
- Summoned minions have .75x health
Polish
- Enemy line of sight checks work more reliably now so enemies will attack their friends’ backs less now
- Enemies can no longer get hit behind walls
- Enemies that just spawned will delay appearing until the player is a sufficient distance away. Helps with cases where the player could end up riding on the head of an enemy that just spawned underneath them
- Blood / audio hit effects now play at the point of impact more accurately
- The enemy attack warning now shows from further away and appears more reliably
- The enemy attack warning now plays a sound effect
- Far away enemies will move slowly towards the player until they are in a certain range. Reduces the amount of hunting for enemies in large arenas.
- Headless enemies will approach the player if they are too far away, preventing cases where they had to be hunted down or moved so far away they were no longer a threat
- Frozen enemies have their hitboxes disabled, but continue to show their attack warning, and will immediately activate their hitboxes again after unfreezing
- Smoothed enemy pathing around various static forest objects like graves and crosses
Optimization
- Freeze effects will only trigger once per enemy, rather than once for every single body part
Bug Fixes
- Fixed a bug with shared misery that would cause an error which could make a domino effect and cause other weird issues (11/1 hotfix)
- Fixed a bug where you could trigger Quake and Judgement even on non power strike weapon attacks (11/3 hotfix)
- Warlock’s Dual Cast ability now properly resets it’s cool down every time you parry
- Fixed a bug where invulnerable frozen enemies could still get hit sometimes
- Fixed a bug where the player could get stuck in the Immortal Construct’s grab indefinitely
- Fixed a bug where Immortal Construct (i.e. Pursuer) could die and despawn awkwardly
- Fixed a bug where Blood Ritual wouldn’t activate sometimes and you’d have to swap your weapon to reset it
- Fixed a bug where parry explosion / whirlwind could trigger multiple times
- Fixed a bug where selecting a quest reward could make Divino unintentionally go into an aggressive state
- Fixed missing audio on bone saw
With the last major rework style update, I feel confident that I can push out updates more frequently now due to the stronger code base. Stay tuned for some exciting stuff to come like new enemies, new classes, new quests, new items and more!