First update for the Prerelease is live!
This first update fixes a few problems and adds a new enemy, the Corrupted Mage! This is part of a new series of updates I want to start doing where I push out more frequent updates, but smaller ones in general. This is so you guys can see my progress more actively instead of getting large batch updates with large spans of time between them.
This is what has been included in this update:
Bugfixes
Changes
Additions
This is what has been included in this update:
Bugfixes
- Fixed an issue where crit chance was prioritized before instant kill chance, making high crit chances negate any instant kill chance you may have
- Fixed an issue where the combat log would get messed up if an an event happened as soon as combat started, such as a character getting a buff applied to them at the start of combat
- Fixed some rounding issues on non-whole number stats
Changes
- Combat rooms are less likely to spawn, but I moved the percentages around in the difficulties that determines how many enemies spawn each combat room. Generally, easier difficulties will have slightly less enemies and harder difficulties will have slightly more
- Added the scaling enemy stat increase for each floor you progress past the final floor of the run length. Each floor enemy stats increase by 10%
Additions
- Added the Starting Room Final. This is the room you start in on the last room of the run length. For example if you chose a run length of 6, then the Starting Room Final will only appear on floor 6
- Added the Corrupted Mage! This mage is in the Early Access version, and now it's back and revamped. I changed several abilities, making these new ones better fit the theme of the enemy: a mage that is using the labyrinth's corrupting magic against you! Here is a rundown of the Corrupted Mage abilities:
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- Active: Feed Corruption - Deals 75% Spell Damage and applies a stack of Corruption (up to 3) onto the Corrupted Mage for 3 turns, increasing Feed Corruption's Damage by 15% per stack
- Cost: 10% Mana (15 minimum); Cooldown: 0 Turns
- Upgrade: +10% Damage per stack
- Upgrade: The first time Feed Corruption reaches 3 stacks, increase its initial Damage by 25%
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- Active: Purge Corruption - Deals 100% Spell Damage, increased by 15% per Corruption Stack (removes all Corruption)
- Cost: 75 Mana; Cooldown: 6 Turns
- Upgrade: +10% Damage per stack
- Upgrade: Additionally reduces the Cooldown of Purge Corruption by 1 per stack
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- Active: Give Corruption - Deals 25% Maximum Health Spell Damage to a party member, but increases their Damage Dealt by 50% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +1 Buff Duration
- Additionally grants 35% Damage Reduction for the duration
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- Active: Tainted Aid - The Corrupted Mage takes 25% Maximum Health Damage to Heal an Ally by 30% of their Maximum Health
- Cost: 50 Mana; Cooldown: 4 Turns
- Upgrade: +20% Maximum Health Heal
- Upgrade: Allows the Corrupted Mage to target themself to Heal, instead dealing the Spell Damage to a random Ally
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- Passive: Attunement - Give Corruption and Tainted Aid deal 30% less Damage
- Upgrade: +20% Damage Reduction
- Upgrade: Additionally increases the initial Damage of Feed Corruption and Purge Corruption by 25%
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- Passive: Leeching Magic - +15% bonus Spellsteal
- Upgrade: +10% bonus Spellsteal
- Upgrade: +20% bonus Spiritsteal
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- Infinite: Taking Over - -1% Attack Damage Dealt, but +1.5% Spell Damage Dealt per level
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- Infinite: Corrupted Magic - +1% chance to deal double Spell Damage to Enemies per level
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- Infinite: Sapping Corruption - +1% Healing Taken per level