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Malice & Greed News

February 4th Content Update!

New Items


Dead Dove (Rare)
When the protagonist or an ally with Technology Essence spends Potential, Protect them.

Power Drill (Rare)
When a battle starts, Potentiate all allies, and they lose 1 Defense.

Indestructible Fridge (Common)
The ally that ends your round automatically Guards.

Pink Egg (Common)
When a battle starts, Potentiate the protagonist.

Blue Egg (Common)
When a battle starts, Enlighten the protagonist.

Cosmic Egg (Combination)
When a battle starts, Potentiate and Enlighten the protagonist, and reduce the potential requirements of their skills by 1.
Obtained automatically when you have both the Pink Egg & Blue Egg


New Skills







Buffed Skills


First Aid: Healing increased from 8 to 10.

Transfusion: Now also removes 1 stack of debuffs on healed allies.

Needle Jab: Damage up from 4 to 5.

Lag / Crash Fix

A large lag spike involving a recent change to legendary items is now fixed.

If you found the game crashing or hanging when entering an event at seemingly random points during a run, this has been resolved.

The "Streamline" Update (New Game Mode)

Normal Runs & Advanced Runs


The game as it has existed up until now featured an open, nonlinear map. This version of the game is now known as Advanced Mode.

The old mode has not been changed in this update, and functions just like you remember it, it has just been rebranded as Advanced Mode.

New Default Map Style


There is a new default map style: Branching paths. This will feel comfortable to anyone familiar with popular deckbuilders like Slay the Spire or Monster Train. This offers a much more focused experience during a run, and a much clearer presentation of your options, and what they mean.



in Advanced mode, you were able to back out of events and choose to accept them at a later time, or leave them as bait for emergency bosses. In the new mode, you can instead choose to Meditate & leave at events, which will progress Spin once, and allow you to choose 1 of any Potential to gain.

This new map layout allows you to see the entirety of your current act in advance, while Advanced Mode's open map retains a fog of war on unexplored locations.

The Grand, The Hearse, and Tough Tactics are placed in specific unmissable locations on the new map, one per area. When you reach one of them, it becomes available to revisit for the rest of the run. The Hearse and Tough Tactics still have limited stock that refills as Spin progresses, however your first visit of The Hearse no longer consumes a use (or you can Meditate instead of claiming your free swap).

Emergency Bosses do not spawn directly onto the map on the branching path system. Instead, they will take over The Hearse, The Grand, or Tough Tactics, at random. Defeating the boss will allow you to regain access to the event that was taken over. Emergency bosses do not have battle modifiers on this version of the map, but they have a permanent +1 Attack +1 Defense.

Improvements will continue to be made to this system as it develops further.

Mantras are limited to Advanced Mode, as most of their abilities relate to map manipulation that would have no effect on the new mode.

New Technology Awakening


Balance Changes


- The Fatality and Lethality awakenings now increase in power every round.

- The Extraction awakening is no longer limited by rounds.

- Crimson Dawn now wipes all buffs on all enemies, instead of only the target.

- Memento Mori now does 9 HP Loss, 9 Arcane Damage, and Cull 9, instead of 7/7/7.

- Violate no longer spends Arcane when used, and no longer inflicts Decay.

- Absolute Zero has been reduced from 6 Dex to 5.

- Frozen Flame now inflicts Full Freeze instead of Freeze & Burn, and deals Fire Damage instead of Ice Damage.

-Double Claw now has Hunt, and costs 1 Dex to cast.

- The Saboteur unit has been re-added with a new skill set.

- The item Bottled Lightning no longer transfers shock stacks from you to the enemy. It now increases Lightning Damage dealt by allies by the amount of Shock stacks on them. (You can Fossilize Shredder and/or Ride the Lightning at a sacrifice event to make this go crazy)

The "Factions" Update is live!

Memory Leak & Bug Fixes


- A memory leak causing stability issues involving tooltips has been fixed.
- A bug causing the map to not reset fully has been fixed. If your map was slowly being filled with bloodstains, this will now be fixed.
- The overall stability of the game should be improved. If you run into new crashes, please upload your save file on Discord or Steam forums, and I can use it to fix the bug. (%appdata%\Godot\app_userdata\Malice & Greed)

Tooltip System Redesigned


Tooltips have been redesigned with a new format, making them much easier to read, and better preventing them from going offscreen. Event tooltips now have more information about what to expect when you enter them.



Battle Factions


There are now 7 different enemy factions that can show up as battles on the map. These function similarly to Common Battles, but only units in that faction will spawn.

This allows you to prepare more when planning what party build to make, and better choose what allies to take into battle to perform well against the enemy. Additionally, battles have been capped to a maximum of 7 modifiers, and the Emergency Boss limit reduced from 4 to 3.



Essence Skill Inspection


You can now view all of a unit's Essence skills when inspecting them.



New Items


Harbinger Fangs [Rare]
- Allies with Arcane Essence have Payback: Deal 1 Arcane Damage to all enemies, with Lifesteal.
*Payback activates when a unit is revived.


Measuring Tape [Rare]
- When an ally with Strength Essence spends 2 or more Crystals at once, remove a stack of all Debuffs on them for each Crystal spent.


Morphine Drip [Common]
- When an ally with 6 or more Arcane will take 2 or more damage, reduce the amount by 2, and they lose 1 Max HP.


Supersweet Candy [Common]
- When your teams round starts, allies gain HP equal to their negative Defense.


The Best Defense [Common]
- Damage dealt by allies with 6 or more max Strength is increased by their Defense.


Changed: Heist Plans [Common]
Old: The protagonist can pass for free.
New: Allies with 6 or more max Dexterity can pass for free.


Changed: Stacked Deck [Common]
Old: If no ally has cast a skill yet this round, allies can pass for free.
New: When a battle starts, Potentiate all allies with 6 or more max Technology.


Demonform Changes


Demonform's rather complex cost setup has been replaced with the following simplified system:



Builds with high amounts of potential can now sustain Demonform for significantly longer.

The 'Skill Mastery' Update

The 'Skill Mastery' Update!


MAJOR BUGFIX:
- A bug sometimes preventing runs from being started by not displaying initial bonuses has been fixed.


Skill Mastery


You can now Master Common & Uncommon skills by spending Blood Roses. Mastered skills can be equipped by any starting build that has enough potential, allowing you to create a huge variety of custom starting loadouts!

When you unlock a starting build, its skills are Mastered automatically, including its Rare skills.




Domain Battles


Battle up to 4 waves of difficult enemies for rewards! After each wave, you can either claim your prize, or start another wave with increased difficulty and rewards.







Bounties


Complete Bounties by defeating bosses on each starter build to earn more Blood Roses!




Awakenings


3 New Awakenings have been added, and most Awakenings that were locked behind prerequisite Awakenings have had their prerequisite requirements removed.



Extraction can be triggered on the enemy round by using Nines! This is currently the only way to do this, making it an Awakening-exclusive synergy.

Lethality can also gain extra value on the enemy round by using counterattack passives, or other triggered passive effects.

Miscellaneous

- Various bugfixes & audio / visual improvements.
- A variety of underperforming skills have been buffed.
- A variety of skills have had their rarity tiers adjusted to increase the variety offered in the Skill Mastery pool.