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Spell Disk News

Spell Disk 0.5.5a

  • Fixed an issue where the alchemist icon was misassigned with an outdated icon (the meat icon).
  • Adjusted the survivor mode's portal behavior to not change its destination when pressing the reroll button outside its interactable range.
  • Added a player image reset function to prevent an issue where the last frame of certain animations, such as tutorial get up, may resolve the problem where the last frame of certain animations (survivor portal warp or tutorial get up) lingered across scenes and got stuck to the player.
  • Added a black outline to the dash stamina bar UI underneath the player health bar. The contrast between the new outline and inner indicator outline will better present the stamina availability.

Spell Disk 0.5.5 Update

  • Added a feature to only change outfit and accessory appearances. Pressing the charge attack button will replace the current outfit or accessory graphics with the chosen outfit or accessory without affecting its effects. Selecting the functioning outfit or accessory will set your outfit or accessory appearance to the selected outfit or appearance. We found out that not resetting the outfit or accessory when changing its function often led to confusion, as it lacked visual feedback of switching outfit functions.
  • Added instructions for appearance only selection in the wardrobe.
  • Adjusted the selection graphic for the wardrobe. The outfit and accessory inside the blue box are what is actively functioning.
  • Added a wardrobe in the Tree Branch Chamber (the survivor mode hub lobby). In this wardrobe, you can only change the player's appearance as a cosmetic option, as changing outfits and accessories in the Tree Branch Chamber wardrobe will not modify the player's stats or behavior. During the development of the survivor mode's wardrobe, we realized that implementing outfit or accessory behavior in the survivor mode would require a significant amount of code refactoring, which could result in more unstable game builds. Perhaps after the full release, we may consider adding functioning outfit and accessory equipment in the survivor mode. As they are for cosmetic purposes only, all outfits and accessories will be unlocked by default in the survivor mode.
  • Changed the class selection behavior. Choosing a class in the Tree Branch Chamber will no longer alter the appearance that is tied to the classes like it used to.
  • Changed the player square UI (which previously only showed weapon images in the base mode) to include the functioning outfit and accessory. This graphic position will be polished out and adjusted in the future update, but we needed a quick solution to display what the player's functioning outfit / accessory are when we see a screenshot.

  • Fixed an issue where mandragora's scream and Constructor bosses' circular attacks still hit players while they were mid-air by performing charged hammer attacks. Also, this issue fixed the error that followed with the player being hit while being mid-air.
  • Updated graphics for the dash bar by making the end flat. The round bar was somewhat misleading in its glance value, so we changed it just a little bit.
  • Adjusted the minimum stamina threshold position to more accurately represent its actual stamina threshold.
  • Fixed elevator graphic clipping issues on starting the rise.
  • Adjusted graphical sort order issues that arose with the elevator.

Spell Disk 0.5.4d hotfix

  • Fixed some issues that were introduced by shields being affected by the defense value code refactor. All artifacts that were monitoring the "health value" also began to monitor the "shield value" as well. As a result, the Gem of Suffering, Tears of Sacrifice, Avenger's Tome, Blood Shield, Verdant Armor, Health Lost Disk, and Loafer survivor class were all adjusted to resolve the issues.
  • Survivor mode will display a time greater than 1 hour.
  • Fixed an issue where the dash effects of certain artifacts or accessories remained after dashing toward the final gate.

Spell Disk 0.5.4c

  • Adjusted the shield to also be affected by the player's defense value. This change will fix invincibility frames issues for shields too. Taking a lot of hits at the same instance won't remove all shields at once.
  • Optimized and reworked the hammer's charge attack wall detection mechanism. Ideally, this change will make the hammer charge attack no longer be stuck to the walls and have the exact same control feeling as the old system.
  • Corrected inconsistent pixel size on the player health bar and shield bar UI.
  • Added a stamina bar beneath the HP bar. Some player feedback indicated that it was difficult to see the stamina bar in the middle of a fight. This made it challenging for players to determine whether they had enough stamina to initiate a dash. Therefore, we focused on improving the glance value of the UI: it will have a white color when the player doesn't have enough stamina and a green color when the player has enough stamina. Having a screen-stationary UI bar to indicate dash availability and the minimum stamina threshold at any time would reduce the frustration experienced by not knowing how much stamina is available.

Spell Disk 0.5.4b hotfix

  • Buffed copycat outfit's stun behavior to only receive a great stun for damage from enemies. Traps and elemental ailments (fire) will no longer stun the player, preventing potential stun-locking issues.
  • Fixed an issue where the hammer's charge attack did not have physical type tags. We also checked all other charged attacks, but only the hammer was missing the physical type tag.
  • Fixed an issue where the warrior outfit's sound was not occurring on its first instance.
  • Adjusted the explosion graphic for the pumpkin head accessory to make it appear more like the pumpkin itself is exploding.
  • Added more control in the wardrobe. You can press dash to select the outfit and press inventory to close the wardrobe.