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INTO EVIL Update 1.2ea - The Shattering Blow Update

[p]Once more take heed, dungeon delvers! I am happy to report that the second content update for INTO EVIL is now out!

It's main addition (as previously mentioned) is: Mighty Weapons![/p][p][/p][previewyoutube][/previewyoutube][p]These giant implements of death are difficult to use, but can crush through deadly foes with overwhelming force. But that is not all - read on for the patch notes![/p][p][/p][p]Key Changes:[/p]
  • [p]“Mighty” weapons have been added to the game! These exceptionally large armaments require a free hand to wield properly (or supernaturally great strength to wield one-handed) but are tremendously powerful.[/p]
  • [p]Another new character- the Barbarian - is now unlocked when you defeat a run. She is a powerful warrior who begins with a greataxe, and can wield mighty weapons with one hand. Unfortunately, she cannot read![/p]
[p]
[/p][p]Combat Changes[/p]
  • [p]Some enemies now wield mighty weapons against you (or have their existing weapons adjusted to have updated movesets).[/p]
  • [p]You can now discover items that grant great strength, enabling the wielding of mighty weapons with one hand.[/p]
  • [p]Claymores and morningstars now require great might in order to dual wield them, but also cleave through foes while dual-wielding.[/p]
  • [p]Punches no longer easily cause stunlock loops, but can be wound up to deliver stronger blows that inflict damage. When you possess great strength, your punches are even stronger and deal more damage.[/p]
  • [p]Vigor recovery is now paused during vigor-consuming dual swings.[/p]
  • [p]When knocking foes away with spellbooks, you can now hold down the button to release a stronger swing that will not rebound off a target.[/p]
  • [p]While bleeding, you can now staunch your wounds (and prevent the damage and exhaustion it causes). However, this will prevent you from acting in combat.[/p]
  • [p]The “far stab” move on Pikes now consumes 1 vigor when used.[/p]
  • [p]Items enchanted to burn, chill, or shock foes now only impart the status effect and no longer also change the weapon’s damage type. This is on average a (slight) nerf, but makes various interactions more intuitive (for example, a cold shortsword will still chop off a zombie’s limbs).[/p]
  • [p]Torches now only dual wield if you hold two torches (instead of with any club).[/p]
[p]
[/p][p]Bugfixes / Tweaks[/p]
  • [p]New non-mighty weapons have been added to the game, and many existing weapons now have alternate versions and appearances.[/p]
  • [p]Various edge cases in lighting and vision (for example, smoke) now look better.[/p]
  • [p]The Reaper rune now also grants the ability to wield mighty weapons with one hand.[/p]
  • [p]Charged Repulse no longer triggers on the first blow to shock a target, only successive strikes.[/p]
  • [p]Certain item mods now are biased to appear on more relevant item types (for example, a hat is less likely to grant great strength than, say, gauntlets).[/p]
  • [p]Various foes now wield mighty weapons.[/p]
  • [p]Fixed a bug that could happen when igniteable objects had their heat settling down but were disabled.[/p]
  • [p]The Demon of Flesh no longer slowly regenerates, and the cooldown on its tail swing has been increased.[/p]
  • [p]The time window that allows early button presses to still trigger actions that were prevented (for example, due to finishing another animation) has been slightly extended.[/p]
  • [p]Gates no longer block blasting wind.[/p]
  • [p]Armor and other defensive abilities (such as Made of Stone) now do not trigger clash SFX against “aura” and other direct-application attacks.[/p]
  • [p]Sprite batching has been restructured, which should slightly improve rendering performance on low-end devices.[/p]
[p][/p][p]I hope you enjoy the new content! As for next month's update: I hope you are ready for some more magic![/p]