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Malice & Greed News

The "Please don't get as mad as you did at Darkest Dungeon" Update

While it's not quite as drastic as that, there is a notable change coming to Elites & Boss fights, to move them away from being as damage spongey.

- Enemy Buff: Elite and Boss enemies now have an escalating chance to enter Pandemonium by default, starting from round 5 (ally and enemy rounds both increase the round count by 1).

- Enemy Nerf 1: The amount of health on enemies in these battles has been reduced.

>> Previously, there was nothing actually "Elite" about elite enemies. They just had more HP. The introduction of the Essence & Pandemonium mechanics to elites instead of being damage sponges means your decisions matter more.


During Pandemonium:
- All enemy skills are efficient
- All damage taken by allies counts as Weakness (Guard & Full Brace can prevent this)
- You cannot enter Demonform until Pandemonium ends.

Pandemonium lasts 1 round.


This means you must put more care into constructing teams with synergies that combo well together in order to progress into the endgame and final bosses.

The Malice mod version still exists, which allows all types of battles to enter pandemonium, and does not limit it to round 5 and beyond.


I'm running a 35% off sale for 2 weeks, so at least you can trick a friend into also getting blasted by bosses alongside you.

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Other Balance Changes

- Black Mask (Enter Demonform 1 time without a charge) and Deva Form's Mother's Mercy (ally not destroyed on entering Demonform) have been removed, because they were ignoring costs that were put in place for an important reason, breaking both boss flow and unit economy.

- Collecting a Nirvana Key will add 1 modifier to all remaining Final Boss nodes.

- Jeff now has the Last Exhale passive. (When an ally becomes a corpse, they deal 3 Arcane Damage to a random enemy, 2 times)

- Last Exhale now has Pierce.

- Fixed bug that was causing Essence-based passives on enemies to not activate. Whoops.

Shop & Treasure Overhaul

Void & Shop Overhaul


Mysterious Voids and Shops now have a new, easier to use interface, and new mechanics. Please report any bugs you find - major changes to systems like this can have unexpected side effects!



Mysterious Voids now offer a branching selection of rewards that you can pick from, with a variety of options. Each time you enter a void, 3 random options will be shown to you.



Some options allow you to trade allies, HP, and Demonform charges in exchange for powerful upgrades!



Havens no longer have Mysterious Voids inside of them, but events beside havens are no longer restricted to common battles. The spawn rate of Mysterious Voids on the map has been increased by a very large amount.

This will significantly affect game balance - please post any feedback you have, especially regarding final bosses.

Game Pacing & Structure Improvements!

- All events unlocked through Dimensional Tampering are now unlocked from the start instead. Their upgrades are still purchased via Dimensional Tampering.

- Each act now only has an Act Boss & Final Boss, instead of Midboss / Act Boss / Final Boss.

- The existing pool of Midbosses & Act Bosses has been reorganized into Tier 1 (Kawartha), Tier 2 (Blast Zone), and Tier 3 (Inverted Tower)

- Midboss Items have been recategorized as Rare Items. One of the items offered by Mysterious Voids will now be a Rare item. (Rare Items are powerful but situational, whereas Common and Boss items are more general-purpose).

- Emergency bosses now drop Boss Items, and are the primary source of them. Act Bosses drop Awakened Souls.

- Backrooms Battle is now accessed from an option in the Ancient Apartments event, rather than directly from the map.

- The Item Neodymium (when ally damage is reflected, redirect it to an enemy) now also has the effect of Plasma Deflector (damage reflected to enemies has Pierce), and Plasma Deflector has been removed.

- Some of the weakest items have been removed.

- The skill Gloom Horn now inflicts 3 stacks of Trauma instead of 1.

- Havens now offer you 2 Passives and 1 Skill, instead of 3 Passives

- Act 1 (Kawartha) has been reduced in size by 2 events.

- Act 2 (Blast Zone) layout has been changed.



The 'Mantra' Update!

Mantras & Demonic Skills!


Each starting build can now unlock 2 Mantras and an exclusive Demonic Skill!

Demonic Skills are powerful abilities that can be used while in Demonform!




Mantras are abilities that can be cast outside of battle by spending Spin Fragments, bending the rules of the game to your benefit! When a build is maxed out, its Mantras are shared with all other builds.



2 New Final Bosses!


Bill & Jeff have been added to the game! There are now 3 Final Bosses available to defeat as the end of your run, or you can defeat multiple bosses in a single run to claim the Keys needed to reach Nirvana!



6 New Skills




In addition, a variety of underperforming skills have been buffed, particularly on starter builds.

New Feature: Inspection Screen

- A new advanced unit info screen has been added! Butchering and Discarding skills, and abandoning units are now all done through this interface as well.



- Buff and Debuff duration now turns green while affected by Haste.