Added Arena Mode in the Architect Chamber. Now, you can test your builds against endless hordes of enemies! You can enter the Arena by interacting with the portal in the Architect Chamber.
Added "Disable Hit Effect" to reduce frame drops for those experiencing such issues.
Changed "Show Damage Number" to "Disable Damage Number." We wanted the default game setting to be in the OFF mode, rather than the damage number being the single instance where ON was the default behavior. You may need to readjust the damage number option if you turned it off in previous versions.
Adjusted durations for elemental damage numbers.
Survivor Mode elite enemies no longer display nearby lights. Reducing the 2D light will slightly optimize Survivor Mode, though these optimizations may be somewhat inconsequential as there were only few of them at the time.
Fixed various pit (or holes on the floor) locations and sizes. Placing a pit on the world coordinates of 0 at the x-axis and y-axis divided the pit into two groups separated by the axis. In very rare cases, players could get stuck between the gap between the two groups.
Adjusted the bunny outfit's jump to ignore the pit or wall colliders if the jump started from the pit (meaning players got stuck in the pit). This mechanic is not normally enabled and only serves as an emergency escape in case a player gets stuck in some part of the map.
Updated the move set of the old wizard enemy (bearded wizard).
Added dust graphics to indicate the rolling dodge action of the arcane archer enemy (archer with blindfolds).
Removed the ninja enemy's projectile attack which was difficult to telegraph due to the animation played.
Colored the floating shadow enemy's evil hand attack shadow to indicate it's dangerous.
Spell Disk 0.6.1b updates and fixes
Fixed various errors that could occur when entering the architect chamber without a record of previous runs. Normally, the Architect Chamber is not accessible without having a record. This could likely happen if you manipulated or deleted your run save file, but there could be other issues as well, so we fixed it.
Adjusted the graphics for elemental affliction icons above the enemy's HP bar. We removed the space between them to make the UI less visually obstructive and also made them a pixel-perfect distance from each other. The boss's elemental affliction icons are now properly aligned and won't flip based on the boss's directional orientation.
Adjusted the duration of damage numbers being active. When the build became powerful enough, damage numbers would often appear on top of each other, creating a column of blur instead of legible numbers. We shortened the duration the damage numbers are active by 40%, which will also optimize the game since there would be fewer damage numbers on the screen at any given time. Some damage numbers, such as indicators for player's taken damage, have not been altered.
Added UI for the dash fatigue system. You'll start to see the red bar filling up and down the borders of the green dash stamina bar if you've dashed too frequently. Our intent was to hide this UI because we didn't want players to worry about a mechanic that's normally not achievable in most runs. However, player feedback indicated that they were more concerned about when and how this dash fatigue would trigger, so it bothered them throughout the play. Therefore, we added some minimal UI to indicate when the dash fatigue would arise. If you intend to dash while the red boundary bar is filled to the max, you'll begin to notice that the stamina threshold marker will start to move to the right. This new red bar indicator will be only visible as the player approaches approximately 50% of the fatigue meter, so normally it will still be invisible throughout the most of your runs.
Significantly reduced the amount of ramping 'fatigue' that would stack due to the dash fatigue system. This means that the threshold arrow will move slower to the right on dash fatigue.
Increased the power of dash-related items. These items were nerfed in the past due to infinite invulnerability, but now that there is a system to check such cases and limit them, we feel that they no longer need to be underpowered. Pulsing boots, Wind Eater, and Royal Sorcerer's Shoes artifacts provide more stamina. The Padded Shoes artifact got an indirect buff because it cannot be affected by dash fatigue.
Fixed an incorrect timing of dash recovery with the bunny outfit and the padded shoes artifact. The artifact will now correctly have a delay between the jumps as the item intended.
Added some extra invincibility frames after the bunny outfit's jump (which replaces the regular dash). We intended to use the outfit's ability as an offensive measure, but being able to take a hit as soon as the player landed was somewhat counterintuitive to our intended design. Continuously jumping will make the player invincible as long as the player has enough stamina to do so.
Spell Disk 0.6.1a fixes
Increased the threshold for when players enter dash fatigue. To explain, every time you dash, you obtain one stack of fatigue. While you're not dashing for 0.625 seconds, you lose a stack of dash fatigue. If you have more than 12 stacks upon starting a dash, you'll begin to feel dash fatigue. This means that normally spending stamina to dash, even while having triple stamina regeneration somehow, would never trigger dash fatigue. While it is a direct nerf to players and certain builds, it addresses certain combinations of items that made the game too monotonous and overpowered, incentivizing players to reroll the game until they obtained an invincible combo. Also, we felt that adding a permanent UI to indicate the dash fatigue would be visual clutter for a mechanic that's normally unachievable.
Fixed an issue where quitting the infinity dungeon would unintentionally save the game after clearing the level.
Spell Disk 0.6.1 Infinity Dungeon Is Open!
Added Infinity Dungeon mode! It can be accessed by interacting with the elevator in the Architect Chamber. You can bring your recent or saved builds against the endless levels of the dungeon. For the details, the danger level will always be set to 4 at the start, regardless of your saved or chosen danger level, and will progressively get more difficult as the stages go on. You cannot craft or upgrade your items, so try to bring your best in the base game mode to have a shot at it!
Added a dash fatigue system. When you dash consecutively without resting for a long period of time, the required stamina to perform a dash will increase temporarily. Over time, the requirement will drop down to the regular amount. This system is implemented to prevent many cases in which the player could attain an infinite invulnerability period, which was harming the fun of the game. Unless you've somehow managed to generate more stamina than you could use, it will be difficult to even encounter this system being activated to hinder your dash behavior. A message will pop above the player's head, and the required stamina threshold marker in the dash bar UI will move accordingly.
The overheating mechanic will be removed at the start of each floor in the last area of the dungeon, similar to other areas.
The difficulty of the Dungeon Architect Boss has been adjusted in response to early feedback, as many players felt that she posed too little challenge for a final boss. Upon close inspection, we identified some reasons and made some adjustments: Increased the elemental resistance value, similar to the Citadel bosses (Captains), and also slightly increased the health value. Due to the short duration of the 'emergency escape maneuver' that all bosses have, the Dungeon Architect was somewhat more often vulnerable than other bosses. Slightly increased the speed of some of the Dungeon Architect's animations to make the boss more aggressive. Because the Dungeon Architect was using a special animator, it was not affected by the danger level's action speed modifier (at higher danger levels). This change is to counteract such shortcomings. The number of minion disks summoned at once is increased. Elemental floor trails will extend to the end of the wall, instead of leaving some empty space between the wall and the trail.
Changed the texts of the victory screen. The end screen will now indicate which method of victory you have achieved so it can be easier to differentiate different ways the game can end. Also improved the text's legibility.
Optimized the game over best score calculation methods.
Optimized and stabilized the death player state logic internally. It should not affect the way it used to work, but if you happen to come across an issue, please report it to us.
Reworked Grace Guard artifact due to the ineffectiveness of the artifact. The new effect is "while being idle or charging, reduce damage taken by 50%."
Reworked Gem Healer artifact because this item alone disrupted the value of health management. The new effect is "obtain diminishing attack speed buff upon collecting gems." Decreased the rarity of Gem Healer artifact and also renamed it as "Horned Gem".
Spell Disk 0.6.0c
Fixed an issue where the danger level modifier was not activated by the lobby elevator as intended. This problem started to occur due to the construction of additional levels further beyond the gate.