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Into the Necrovale News

Patch Notes - 3/23/2024

Bugs
  • Embers can no longer be extracted from Potions, Embers, or Collectibles
  • Hitting Escape during the intro will no longer get you stuck there
  • Cursor should align properly now on Ultrawide monitors
  • Aim Assist and Trigger Threshold settings will now persist properly
  • Prevent situation where attack button becomes disabled
  • The Tosspot no longer triggers when moving a potion around your inventory
  • Melding positive and negative stats together no longer causes a NaN value
  • Singularities gloves now work with melee attacks


Balance
  • Significantly increased chance for Barbed Key / Wishing Well Charm to drop
  • Adrift enemies (in the River of Souls) now wear armor
  • Landing on Death in the Jack-Pot is more challenging
  • Reduced Singularities base stat


Misc.
  • Removed delay on Item Info popups for inventory slots
  • Right mouse/Y on an item in the stash will send it to your inventory
  • Upgrading an item with an upgraded Ember will remove a tier from the Ember instead of consuming it
  • If you combine two Embers with a total quality greater than 5, the remainder will be left as its own ember

The Seal of Ire

The contact of the senses with the worldly objects gives rise to fleeting perceptions of happiness and distress. They are non-permanent and come and go. Bear them patiently. - The Bhagavad Gita

The Seal of Ire has opened… This week, I’ve been hard at work building out the boss and mini-boss for the third area, the River of Souls. The few bosses so far is the biggest weakness of the game at the moment, I believe. So I will focus on getting more bosses in before adding more enemies and levels and such.

This update also includes a lot of groundwork for future bosses, and for the River of Souls area in general. I rebuilt the level layouts so that you can walk out into the water. However, there is a cost to be paid for wading into the River. I hope this will open many interesting gameplay possibilities in the future.

Thanks for playing my game.

P.S. I am currently running an item design competition. Find some info on Discord or the Steam Forum. If you have an idea for an item you’d like to see made, feel free to submit it.

Patch Notes - 3/15/2024

Bugs
  • Cobra Necklace pierce chance now calculates correctly (Exe)
  • Blocking an attack removes poise again
  • Bosses can no longer be hit while in dialog
  • Costs that ask for an item will only take one copy of the item, not all of them
  • When clearing a level, the correct amount of Hope is displayed
  • Boss difficulty correctly scales now


Balance
  • The Loculus will no longer ask for your Runes
  • The Kennels gate opening trigger is lower, making it harder to cheese the pups
  • Campfire now gives you some Health when you interact with it
  • The Siege and The Exile’s Hold now have fewer enemies/waves
  • Reduced the Hope cost of Invoking the Witch. Also changed the curse. Now its +50% Damage, -50% Hope Gain
  • Some work on difficulty scaling
  • Reduced Sorrowell Hope cost (gokotai)
  • Adjusted Test of Might damage thresholds


Misc.
  • Costs that ask for an item can no longer be pulled from your Stash
  • Added slight delay to item info popup, so potion info doesnt obscure game while playing
  • Matador’s Mandoletinas are now Rare instead of Legendary
  • Item icons now show their melds and their Refinement Level (big thanks to macgrubber7)
  • Right Mouse/Y now acts as a contextual shortcut for handling items. Selling them, sending them to the stash, equipping, etc…

Patch Notes - 3/12/2024

Bugs
  • Projectile bounce damage now keys off the base projectile damage, instead of the players DPS
  • Potions and Active Effects should no longer be covered by the inventory menu on certain resolutions
  • Savage Dictolydium no longer increases potion duration with the Potent Reagent
  • The Mystic once again gives his wisdom blessings
  • Fixed Ember Quality Bonus stat, should work properly now
  • Hope per Level stat now works properly
Balance
  • Increased base Bomb Arrow speed
  • Massively reduced cost of upgrading the Stash


Misc.
  • Monkey Hide Gloves are now Legendary
  • Slickice Boots now scale
  • Converted many multiplicative properties into additive properties
  • Ratfingers no longer have coin pickup dist stat
  • Added 3 additional Stash pages
  • Numerical values for health, power, and hope now show on the meters (can be toggled off)

The Hornslack Ruins

“From his great height he can see for miles around, and one thing he sees puzzles him: The floor of the valley is dotted with craft just like his—not crashed, simply abandoned. ‘Why,’ he wonders, ‘aren’t these craft in the air instead of sitting on the ground? What sort of fools would abandon their aircraft when they could be enjoying the freedom of the air?’” - Ishmael

It’s been a little over a month now since launch. The amount of feedback, ideas, love, and broken builds since then has been staggering. I don’t think I can really express how grateful I am to everyone for playing my game, so I won’t even try.

Today’s update is the first major content update for the game. I’ve built out the second area, the Hornslack Ruins, with new enemies, levels, bosses, and a few items too. I’m excited for people to get in and try it out. It feels good to get back to making content, though there is still a lot of bug fixing and QoL to get done as well.

As always, I love hearing your thoughts and ideas. Thanks for playing my game, people.

Bugs
  • Fixed adds in the Ronan & Roarke boss fight
  • Fixed length of Dominarium level
  • The Gameplay Options menu can now be navigated corretly with a gamepad
  • Crystal of Hope rewards are now calculated correctly


Balance
  • Reduced enemy level scaling
  • Draugur Commander is more formidable
  • Uncommon, Rare, and Legendary enemies are more powerful
  • Experimental Change: Melee attacks now interrupt enemies. This might be too powerful, but the goal is to make melee weapons more viable.


Misc.
  • Coins automatically start chasing the player after dropping
  • Campfire blessing is applied automatically upon entering the Refuge
  • Removed “The” from level names, for more clarity