Beta Branch Update: May 9th
Notes
Bugfixes
Changes
Buffs
Nerfs
Additions
Known Issues
To-Do
- This update begins the process of adding the remaining enemies to the game! These next updates are going to focus primarily on refactoring old code while adding the final pieces before full release. The framework code for combat, spells, and status effects are getting extremely close to me being fully satisfied with them. As more updates come out you'll notice it's going to be more geared towards tweaking spells as I work towards refining combat as much as possible before full release
- Right now there is officially half of the enemies in the game! I honestly wasn't expecting it was going to happen this sudden, but with this new framework I've built over the past few updates I've really been able to crank out enemies. The rest of the enemies are going to come very quickly
- This update is not going to be compatible with old saves. If you have a save, you'll have to restart the game. I apologize for this, but unfortunately this is going to happen from time to time in the prerelease version
Bugfixes
- Fixed a ton of random issues occurring as a result of loading the game after you lose in combat. The game did not properly reset your characters and as such it would cause a wide array of random problems. This bug had such wide-reaching effects that I'm not 100% sure what has been fixed, but I was aware of at least one problem that went away in testing after fixing the bug so I think it's safe to say it's fixed other issues this bug was causing
- Fixed Forced Attention acting strange if multiple characters activated them one after the other
- Fixed the Dragon Slayer's Onslaught Passive causing Tunnel Vision to crash the game if you used it after Onslaught's damage increase activated
- Fixed description issues with the Ninja's Shadow Strike
- Fixed status effects not reverting properly
- Fixed items after combat giving you their full value if you left them behind as opposed to the reduced destroy value
- Fixed display issues with status effects as well as descriptions for status effects that apply stacks
- Fixed display issues at the start of combat which sometimes show targets on entities that aren't being targeted by anything
- Fixed quivers and talismans not showing percentage symbols when they should
- Fixed the Shaman's Deep Chant not working properly
- Fixed the Hunter's Relentless Hunter not displaying how many times it's been activated
Changes
- Refactored the code that handles character clean-up when you finish combat or exit to the main menu during gameplay. Hopefully this causes slight performance increase as the game can properly clear memory when it needs to
- Made the turn order box in combat smaller so that I could make the combat log larger. This will allow each turn to accommodate for more stuff that goes on!
- Lowered the Behemoth's base Constitution. This should make early encounters with it a little easier. I offset this by increasing its other base stats
- Slightly lowered the gold multipliers for items so that their gold value won't suddenly ramp up as quickly
- I slightly changed the way status effects are saved which fixes an issue where if I added a brand new status effect it could break old saves
- Effects that convert damage types are capped at 100% conversion. This means, for example, an effect cannot do something like converting 120% Attack Damage Dealt to Spell Damage. The opposite applies as well, for example an effect cannot convert 150% Damage Taken into Health. You will most likely never see the effects of this change occur in your run, it's more as a safeguard for those that make it to the extreme late game
- Reduced the level minimums for higher rarity items. Uncommon items would only start spawning at level 35, which I felt was relatively high considering how long it could take to reach that level, so I've reduced the cap on all rarities so you should see higher rarities quicker
- Rounded out the auto stat allocation multipliers. Each class has a priority list for where stat points go when they auto allocate. The multipliers were heavily weighted towards the most important stat for that class (Constitution for warriors, Intelligence for mages, etc) and much less weighted towards the least important stat (5% of all stat points went towards this stat). The weights seemed way too one-sided so I rounded out the numbers. The most important stat still has the highest weight, but you'll see your other stats being increased more often if you auto-allocate
- Continuing from above, stat allocation is now pseudo-random. Before it was consistent logic, but I felt that it took away from the inherent randomness of the game. Now allocation is randomly chosen based on stat weight, with more important stats having a higher weight and thus a higher chance of being chosen. This means more important stats will still be chosen more often, but there will be slight deviations every now and then. So now you won't be against carbon-copy enemies where they all have the exact same stats!
- Changed the enemy stat increase after you complete the "final" floor of the game (you're able to keep playing the game after reaching this floor). Each subsequent floor increases enemy starting stats by 10%
- Increased the Debuff Resist Chance gain on bosses to +100% from +50%, and instead of granting Instant Kill Immunity and Debuff Resist Chance on Bosses that spawn alone, all Bosses gain these bonuses now. To compensate for this buff, the inherent +50% stat increase on Bosses that spawn alone has been reduced to 25%. I made this change to make you have to fight bosses with a different combat strategy than normal combat encounters
- The Arcane Mage Arcane Form's +2 Cooldown Reduction now affects Arcane Form, but its cooldown was increased to 8 from 7. This effectively reduces the cooldown of the spell by 1, so this can be considered a buff to the spell
- Templar Active: Smite Upgrade 2: Bypasses Debuff Resistance Additionally permanently reduces the Target's Maximum Mana by 25%
- Duelist Active: Riposte Upgrade 2: +75% Damage Reflection Forces the Enemy to Basic Attack you on their turn (Note: This Silences for 1 turn, bypassing debuff resist, and removes Stuns and Disarms on the target. This essentially forces them to attack the Duelist on their turn)
- Master Archer Active: Final Shot: Deals 100% Attack Damage, gaining 100% Pierce instead dealing Divine Damage if below 25% 35% Health
- The Shield Wall's Absorption Shield is no longer affected by Basic Attacks that miss nor Divine Damage Taken to better keep it in line with other spell effects that deal with damage dealt/taken
Buffs
- Increased Boss base stats. I didn't increase Constitution for Warrior bosses since their health pool is already large enough, but I've increased the health pool of other Bosses to hopefully make fights last a bit longer alongside boss armor
- Reduced the Hunter's Beast Hunter bonus Damage Health Threshold to 10 (15 initial - 5 upgrade) from 15 (25 initial - 10 upgrade). This means the spell will deal more damage overall
- When the Assassin's Assassinate second upgrade Instant Kill Chance fails to activate on an enemy, the spell deals 100% Attack Damage instead of nothing
- Increased the base Damage Reflection from the Duelist's Riposte from 125% to 250%
Nerfs
- Reduced the damage-per-level gain for weapons. This ensures weapons don't ramp up their damage nearly as quickly which made certain fights difficult
- Increased the Current Health Percent threshold of Boss Armor to 2% from 1.5%. This means they'll have overall less Damage Reduction from this effect
- Knight Active: Forceful Impact Upgrade 2: Additionally Stuns for 1 turn, bypassing Debuff Resistance
- Hunter Active: Critter Hunter: Deals 100% Attack Damage, Stunning for 1 turn if the Target has the lowest Current Health of all Enemies (only activates if there are at least 2 Alive Enemies)
- Templar Active: Silence: Silences the Target for 3 2 turns
- Templar Active: Smite: Deals 75% Spell Damage plus bonus Damage equal to 20% of the Target's Maximum Mana (against Bosses the bonus Damage cannot exceed 25% Maximum Health)
- Templar Active: Smite Upgrade 2: Additionally sets the Target's Debuff Resistance to 0% for 3 turns 1 turn (this bypasses initial Debuff Resist)
- Reduced the gold gain when you destroy an item from 50% of its gold value to 25% (you still get 100% of its value when you destroy inside a shop)
Additions
- Added version mismatch text. In the main menu after clicking "Load" if you mouse over a save file that was created during a different version of the game then the game will display text detailing the version mismatch. I added this to inform players that loading old versions could cause game instability
- Continuing from above, I also added a flag for if older versions of the game are incompatible with updated versions. This allows me to prevent you from loading an old save if it will not work with a new update. I know the idea sucks of losing a save file, but I intend on using this feature as little as possible. During prerelease updates this feature is going to be used a lot more as code is refined and updated often. But when the game is officially released I do not plan on using this feature nearly as often
- Added the Endless Wanderer. This warrior enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Lose Hope - Deals Attack Damage to each Enemy equal to 15% of their Current Health
- Cost: 20% Health (25 minimum); Cooldown: 5 Turns
- Upgrade: +10% Health Mult
- Upgrade: Additionally deals bonus Damage equal to 10% of each Enemy's Missing Health
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- Active: Lament - Deals 100% Attack Damage, increased by 1% per 1.5% of the Endless Wanderer's Missing Health
- Cost: 35 Mana; Cooldown: 4 Turns
- Upgrade: -0.5% Missing Health Multiplier
- Upgrade: +25% Damage Dealt if below 50% Health
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- Active: Past Memories - Heals the Endless Wanderer by 20% Maximum Health
- Cost: 50 Mana; Cooldown: 4 Turns
- Upgrade: +15% Heal
- Upgrade: Additionally Cleanses the Endless Wanderer of all Debuffs
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- Active: Drain Courage - Weakens and Exposes the Target by 30% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +20% Debuff Mult
- Upgrade: +1 Debuff Duration
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- Passive: Anxiety - Grants the Endless Wanderer +50% Basic Attack Damage Dealt by -25% Accuracy while below 50% Health
- Upgrade: Additionally grants -25% Damage Taken
- Upgrade: Additionally grants +25% Lifesteal
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- Passive: Desperate Attacks - Disarms for 1 turn on Basic Attack
- Upgrade: Additionally reduces Damage Dealt by 25% for 2 turns
- Upgrade: If the Disarm is Resisted, instead Stun (bypassing Debuff Resist)
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- Infinite: Feral - +1% Health Bleed for 1 turn on Attack per level
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- Infinite: Hysteria - +0.05% Damage Dealt per 1% Missing Health per level
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- Infinite: Coping - +0.25% Missing Health Heal per turn per level
- Active: Lose Hope - Deals Attack Damage to each Enemy equal to 15% of their Current Health
- Added the Hexer. This mage enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Damaging Hex - Deals Spell Damage equal to 120% of the Target's Maximum Damage
- Cost: 50 Mana; Cooldown: 3 Turns
- Upgrade: +15% Damage Dealt
- Upgrade: +25% Damage Dealt if the Target's average Damage is lower than the Hexer's
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- Active: Life Hex - Enemy Casts sets the Target's Health to 50%, dealing Spell Damage; Ally Casts sets the Target's Health to 50%, Healing them
- Cost: 35% Mana (65 minimum); Cooldown: 6 Turns
- Upgrade: -15% Enemy Health Multiplier
- Upgrade: +15% Ally Health Multiplier
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- Active: Decrepify Hex - Reduces the Target's Healing Taken by 50% for 3 turns
- Cost: 150 Mana; Cooldown: 5 Turns
- Upgrade: +25% Healing Reduction
- Upgrade: Additionally reduces Healing Dealt by 50% for the duration
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- Active: Disconnecting Hex - Increases each Enemy's Mana Costs by 30% for 3 turns
- Cost: 100 Mana; Cooldown: 5 Turns
- Upgrade: +20% Mana Cost Increase
- Upgrade: Additionally increases Enemy Cooldowns by 2 turns for the duration
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- Passive: Weakening Hex - Taking Damage reduces the Source's Damage Dealt by 30% for 3 turns
- Upgrade: +20% Damage Reduction
- Upgrade: Additionally increases the Source's Damage Taken by the current percentage for the duration
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- Passive: Unstable Hex - Taking Damage deals Spell Damage to the Source equal to 10% of their Maximum Health
- Upgrade: +5% Maximum Health Damage
- Upgrade: Additionally Heals the Hexer by 10% Maximum Health
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- Infinite: Infliction Hex - +1% chance to Hemorrhage by 15% for 2 turns when Damaged per level
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- Infinite: Deadly Hex - +1% Target's Maximum Health deals bonus Spell Damage on Spell Damage Dealt per level
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- Infinite: Absorption Hex - +1% Spell Damage Taken converts to Health per level
- Active: Damaging Hex - Deals Spell Damage equal to 120% of the Target's Maximum Damage
- Added the Monk. This rogue enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Takedown - Deals 100% Attack Damage and Stuns for 1 turn
- Cost: 50 Mana; Cooldown: 4 Turns
- Upgrade: +25% Initial Damage
- Upgrade: +1 Duration if the Target goes below 50% Health
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- Active: Pacify - Pacifies each Enemy for 3 turns, reducing their Damage Dealt by 50% for 3 turns if they Kill anything while Pacified
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +25% Damage Reduction
- Upgrade: Additionally Silences for the duration if the Pacify activates
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- Active: Meditate - Heals the Monk by 25% Maximum Health and, for 3 turns, the Monk gets Stunned and gains 15% Health Regen
- Cost: 65 Mana; Cooldown: 7 Turns
- Upgrade: +10% Health Regen
- Upgrade: Additionally grants 50% Damage Reduction for the duration
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- Active: Chain of Protection - Grants a party member +50% Damage Reduction for 3 turns and half Damage Reduction to all other party members for the duration
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +25% Initial Damage Reduction
- Upgrade: Additionally Heals the Main Target by 25% Missing Health
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- Passive: Intensive Training - Converts 50% Spell Damage Taken into Attack Damage
- Upgrade: Additionally converts 50% Divine Damage Taken into Spell Damage
- Upgrade: Additionally reduces Attack Damage Taken by 50%
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- Passive: Courageous - Party members Heal by 20% Damage Taken
- Upgrade: +15% Damage Multiplier
- Upgrade: Additionally Restores party members by 25% Damage Taken
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- Infinite: Nonviolent - +2% Damage Reduction, but -1% Damage Dealt per level
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- Infinite: Battle Focus - +1% Mana Cost Reduction for 2 turns when Damaged per level
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- Infinite: Proper Order - +1 Main Stat (prioritizes lowest one) per level
- Active: Takedown - Deals 100% Attack Damage and Stuns for 1 turn
- Added the Infuser. This archer enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Toxic Shock - Poisons an Enemy equal to 30% of their Current Health Percent for 2 turns (15% Poison minimum)
- Cost: 50 Mana; Cooldown: 4 Turns
- Upgrade: +20% Current Health Multiplier
- Upgrade: If the Target is below 50% Health, instead Poison based on their Missing Health Percent
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- Active: Leeching Poison - Applies a 45% Health Sap over 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +30% Health Sap
- Upgrade: Additionally applies a Mana Sap equal to half the current percent over the duration
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- Active: Mass Poison - Poisons each Enemy by 15% for 3 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: +10% Poison
- Upgrade: Additionally sets each Enemy's Health Regen to 0% for the duration
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- Active: Lingering Poison - Deals 85% Spell Damage, increased by 15% per Poison on the Enemy
- Cost: 20% Mana (20 minimum); Cooldown: 3 Turns
- Upgrade: +10% Damage per Poison
- Upgrade: Additionally increases the Duration of Poisons on the Enemy by 1
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- Passive: Toxin Knowledge - Grants Poison Immunity
- Upgrade: Additionally grants Bleed and Hemorrhage Immunity
- Upgrade: Additionally Poisons each Enemy by 15% for 2 turns when Combat begins
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- Passive: Infused Bow - Poisons by 10% for 2 turns on Basic Attack
- Upgrade: +5% Poison
- Upgrade: Additionally deal +25% Damage to Poisoned Enemies
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- Infinite: Sapper - +0.5% Spellsteal and Spiritsteal per level
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- Infinite: Cursed Poisons - -1% Healing Taken for 2 turns on Poison per level
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- Infinite: Void Poisons - +1% Mana Drain on Poison per level
- Active: Toxic Shock - Poisons an Enemy equal to 30% of their Current Health Percent for 2 turns (15% Poison minimum)
- Added the Deathbringer. This warrior boss exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Consume Soul - Deals 100% Attack Damage, Healing the Deathbringer by 25% Maximum Health if this Kills the Target
- Cost: 100 Mana; Cooldown: 3 Turns
- Upgrade: +20% Initial Damage
- Upgrade: Additionally Resets the Cooldown if this Kills the Target
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- Active: Weakness - Deals 50% Attack Damage plus bonus Damage equal to 35% of the Target's Missing Health
- Cost: 15% Health (50 minimum); Cooldown: 5 Turns
- Upgrade: +25% Initial Damage
- Upgrade: Additionally Cripples the Target by 100% of their Missing Health for 1 turn
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- Active: Soul Reaper - Deals Attack Damage to each Enemy equal to 35% of their Maximum Mana
- Cost: 20% Health (100 minimum); Cooldown: 5 Turns
- Upgrade: Additionally Drains each Enemy by 35%
- Upgrade: Additionally Silences each Enemy for 1 turn
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- Active: Harvest - Heals the Deathbringer by 15% Missing Health, increased by 10% per Dead Enemy
- Cost: 35% Mana (50 minimum); Cooldown: 5 Turns
- Upgrade: +10% Initial Heal
- Upgrade: +5% Heal per Dead Enemy
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- Passive: Cheat Death - When brought below 75% Health the Deathbringer gains 35% Damage Reduction for the rest of Combat
- Upgrade: Additionally grants a 25% Maximum Health Heal when brought below 50% Health (once per Combat)
- Upgrade: Additionally grants Damage Negation for 1 turn when brought below 25% Health (once per Combat)
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- Passive: Final Breath - On Death the Deathbringer gains a 10% Maximum Health Revive and Instant Kills the Source (once per Combat)
- Upgrade: +5% Revive
- Upgrade: Critically Kills instead of Instantly Kills
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- Infinite: Soul Reave - +1% Mana Cripple for 1 turn on Basic Attack per level
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- Infinite: Death's Embrace - +1% Target's Missing Health deals bonus Damage on Basic Attack per level
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- Infinite: Sapping Aura - +0.5% Health Steal on a random Enemy per turn per level
- Active: Consume Soul - Deals 100% Attack Damage, Healing the Deathbringer by 25% Maximum Health if this Kills the Target
- Added the Elemental. This mage boss exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Fire Spirit - The Elemental gains Fire Aspect for 3 turns, granting +50% Damage Reflection and +20% Spell Damage Dealt for the duration (this puts every Spell except Spirit Burst on Cooldown)
- Cost: 25% Mana (50 minimum); Cooldown: 3 Turns
- Upgrade: +25% Damage Reflection
- Upgrade: +15% Spell Damage Dealt
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- Active: Ice Spirit - The Elemental gains Ice Aspect for 3 turns, granting +50% Damage Reduction and +30% Divine Damage Reduction for the duration (this puts every Spell except Spirit Burst on Cooldown)
- Cost: 25% Mana (50 minimum); Cooldown: 3 Turns
- Upgrade: +25% Damage Reduction
- Upgrade: +20% Divine Damage Reduction
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- Active: Earth Spirit - The Elemental gains Earth Aspect for 3 turns, granting a 30% Missing Health Heal and +10% Health Regen for the duration (this puts every Spell except Spirit Burst on Cooldown)
- Cost: 25% Mana (50 minimum); Cooldown: 3 Turns
- Upgrade: +20% Missing Health Heal
- Upgrade: +5% Health Regen
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- Active: Spirit Burst - If the Elemental has an Aspect applied to it, each Enemy takes Spell Damage equal to 30% of their Maximum Health
- Cost: 25% Mana (50 minimum); Cooldown: 5 Turns
- Upgrade: +20% Maximum Health Damage
- Upgrade: Additionally increases the Duration of the applied Aspect by 1
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- Passive: Elemental Resistance - When the Elemental Resists a Debuff, deal 25% Spell Damage to the Source
- Upgrade: Additionally grants +25% Mana Cost Reduction for 2 turns
- Upgrade: Additionally grants +1 Cooldown Reduction for 2 turns
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- Passive: Charged Attacks - Attack Damage Dealt is reduced by 35%, but converts to Spell Damage
- Upgrade: -15% Damage Reduction
- Upgrade: Additionally grants Spell Damage Dealt a 25% chance to convert to Divine Damage
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- Infinite: Cursing Touch - +1% chance to Silence a random Enemy for 2 turns on Spell Cast per level
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- Infinite: Freezing Touch - +1% chance to Disarm a random Enemy for 2 turns on Spell Cast per level
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- Infinite: Shocking Touch - +1% chance to Stun a random Enemy for 1 turn on Spell Cast per level
- Active: Fire Spirit - The Elemental gains Fire Aspect for 3 turns, granting +50% Damage Reflection and +20% Spell Damage Dealt for the duration (this puts every Spell except Spirit Burst on Cooldown)
- Added the Forgotten King. This rogue boss exists in the base game but has been tweaked for the full release version. It spawns alongside Bandit minions that will help it in battle. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Razor's Edge - Deals 80% Divine Damage
- Cost: 50 Mana; Cooldown: 3 Turns
- Upgrade: +20% Initial Damage
- Upgrade: Additionally deals bonus Damage equal to 20% of the Target's Maximum Health
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- Active: Wide Slice - Deals 75% Attack Damage to each Enemy and Bleeds by 15% for 3 turns
- Cost: 100 Mana; Cooldown: 4 Turns
- Upgrade: +25% Damage Dealt
- Upgrade: +10% Bleed
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- Active: Cowardice - Forces Enemy Attention to targeted Bandit for 2 turns
- Cost: 50 Mana; Cooldown: 5 Turns
- Upgrade: Increases the Duration by 1 if the Forgotten King is below 50% Health
- Upgrade: Additionally grants the Bandit 35% Damage Reduction for the duration
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- Active: Iron Fist - The Forgotten King Steals 20% Maximum Health from each Bandit
- Cost: 25% Mana (50 minimum); Cooldown: 3 Turns
- Upgrade: Additionally Steals 20% Bonus Damage
- Upgrade: Additionally Heals equal to the Health Stolen
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- Passive: Fighting Prowess - +30% Damage Dealt to targets below 50% Health
- Upgrade: +20% Damage Dealt
- Upgrade: Additionally grants 25% Damage Reduction against Enemies below 50% Health
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- Passive: Body Shield - 30% Damage Taken Redirects to a random Bandit
- Upgrade: +20% Damage Redirection
- Upgrade: Reduces the Redirected Damage by 25%
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- Infinite: Mortal Reminder - +1% Missing Health deals bonus Damage on Basic Attack per level
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- Infinite: Royal Sword - +1% Basic Attack Damage Dealt deals bonus Divine Damage per level
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- Infinite: Loyal Followers - +10 Maximum Health to each Bandit per level
- Active: Razor's Edge - Deals 80% Divine Damage
- Added the Bandit. This rogue enemy exists in the base game but has been tweaked for the full release version. It only spawns alongside the Forgotten King and will help it in battle. Here is the detailed breakdown:
- Active: Loyalty - Deals 100% Attack Damage and Heals the Forgotten King by 30% of the Damage Dealt
- Cost: 35 Mana; Cooldown: 1 Turn
- Upgrade: +20% Initial Damage
- Upgrade: +20% Healing Dealt
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- Active: For the King - Deals 100% Attack Damage, or 200% if the Forgotten King is Dead
- Cost: 25 Mana; Cooldown: 3 Turns
- Upgrade: +50% Conditional Damage
- Upgrade: If the Forgotten King is Dead this deals bonus Damage equal to 15% of its Maximum Health
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- Active: Pillage - Deals 100% Attack Damage and Steals 10% Gold, dealing bonus Damage equal to 200% of the Gold Stolen (capped at 25% of the Target's Maximum Health)
- Cost: 20% Mana (25 minimum); Cooldown: 5 Turns
- Upgrade: +20% Initial Damage
- Upgrade: +5% Gold Steal
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- Active: Worthy Sacrifice - The Bandit sacrifices itself to increase the Forgotten King's Maximum Health by 50% of the Bandit's Current Health
- Cost: None; Cooldown: 1 Turn
- Upgrade: +25% Health Multiplier
- Upgrade: Additionally Heals the Forgotten King by half the Health increase
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- Passive: In Debt - On Death the Bandit Steals 200 Gold (this can put your Gold in the negative)
- Upgrade: +150 Gold Steal
- Upgrade: This Bandit yields no Gold on Death and sets its Item values to 0. If all Bandits have this upgrade, the same applies to the Forgotten King
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- Passive: Jabbing Stabs - Bleeds by 15% for 1 turn on Attack
- Upgrade: +10% Bleed
- Upgrade: Basic Attacks increase Bleed Durations by 1
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- Infinite: +1% Damage Taken, but the Forgotten King gains +1% Damage Reduction per level
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- Infinite: Quick Hands - +1% chance to Steal 50 Gold on Basic Attack per level
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- Infinite: Vicious Slices - +1% Expose for 1 turn when Basic Attacking Bleeding Targets per level
- Active: Loyalty - Deals 100% Attack Damage and Heals the Forgotten King by 30% of the Damage Dealt
- Added the Arcane Hunter. This archer boss exists in the base game but has been tweaked for the full release version. It has a spawn of 33, meaning you'll only start encountering it once you're a third of the way through your run. Here is the detailed breakdown:
- Active: Aether Arrow - Deals 150% Spell Damage to Mages, otherwise dealing 150% Attack Damage
- Cost: 35% Mana (50 minimum); Cooldown: 6 Turns
- Upgrade: Mage Casts deal bonus Damage equal to 20% of their Maximum Mana
- Upgrade: Non-Mage Casts deal bonus Damage equal to 20% of their Maximum Health
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- Active: Soul Shatter - Drains 50% of the Target's Current Mana and deals Spell Damage equal to 100% of the Mana Drained
- Cost: 100 Mana; Cooldown: 4 Turns
- Upgrade: +25% Mana Drain
- Upgrade: +50% Damage Multiplier
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- Active: Void - Deals Spell Damage to each Enemy equal to 30% of their Maximum Mana
- Cost: 150 Mana; Cooldown: 5 Turns
- Upgrade: +20% Maximum Mana Damage
- Upgrade: Additionally Mana Cripples each Enemy by 25% for 3 turns
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- Active: Soul Curse - Debuffs each Enemy for 5 turns, Silencing while they are below 50% Mana
- Cost: 25% Mana (50 minimum); Cooldown: 8 Turns
- Upgrade: Bypasses Debuff Resistance
- Upgrade: Additionally sets each Enemy's Mana to 75% (if above 75%)
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- Passive: Energized - Grants +1 Cooldown Reduction while above 75% Mana
- Upgrade: Additionally grants +25% Mana Cost Reduction while above 50% Mana
- Upgrade: Additionally grants +10% Mana Regen while below 50% Mana
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- Passive: Negation Shield - Taking Spell Damage Silences the Source for 1 turn
- Upgrade: Additionally Disarms for 1 turn when taking Attack Damage
- Upgrade: Additionally grants +25% Spell Damage Reduction
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- Infinite: Soul Drain - +1% Mana Drain on Basic Attack per level
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- Infinite: Soul Sucker - +0.5% Soulsteal and Spiritsteal per level
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- Infinite: Mana Surge - +0.75% Missing Mana Restore per turn
- Active: Aether Arrow - Deals 150% Spell Damage to Mages, otherwise dealing 150% Attack Damage
Known Issues
- Occasionally combat doesn't properly register when a character is killed (for example it plays a normal damage sound effect and not the "kill" sound effect). As far as I'm aware the game still counts it as a kill in regards to spell/item effects that trigger on kill, it's just the sound and particle effect don't properly go off. Since this issue isn't game-breaking I'm going to leave it in for now while I try to figure out what's going on
To-Do
- Repair Room. This room will allow you repair your items, removing negative conditions or applying positive ones. This room will also allow you to upgrade your item rarities, for a price of course! This will allow for your items to have better multipliers than they otherwise could get from spawning naturally
- Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
- Change the way Shatter works. Right now Shatter is in a weird spot because the way it works doesn't necessarily make it a good buff. It currently converts all Damage Taken into Divine Damage, but this makes any damage increase effects you have not apply, which could make you deal less damage than you would have. The Marauder's Deep Cuts has a Shatter with a temporary change while I figure out what to do with the buff
- Change the way enemies level up. Right now they are always the level of your party members, but I feel this makes the experience multiplier worthless. An idea I have floating around is giving the enemies a set pool of experience based on your run length and current floor, not affected by your experience multiplier. This would mean you could curve faster than enemies, which will make the experience multiplier a stat you will actually need to take care of if you want to get ahead