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  3. A new update for the beta branch sooner than expected!

A new update for the beta branch sooner than expected!

Notes
  • I'm pushing this update out sooner than expected! I ran into a few game-breaking issues that I feel were important enough to fix and update. After this I'm going back to work on adding more enemies!
  • The first portion of this update is dedicated to the stat change refactor. My stat change code (the code that handles EVERY stat change in the game like damage and healing) wasn't exactly the way I wanted it, so I went through and refactored the code to hopefully make things run more efficiently. The problem is that the code is very delicate since the stat change code is interwoven in other things such as combat, status effects, and spells. Changing one small thing can have cascading effects elsewhere. I've tried my best to extensively playtest the game to fix all issues I ran across, but there's always the chance I missed something. I'll continue testing and making sure everything is running smoothly!
  • The second portion of this update is to a difficulty adjustment. I made the game a bit harder a few patches ago, but during testing I still find myself not running into much of a challenge. I made a few adjustments while refraining from doing cop-outs like increasing enemy health or damage. Hopefully you like the adjustments!


Bugfixes
  • Fixed an issue with the Medic's Resistant Infinite crashing the game if a Buff was applied to them
  • Fixed an issue with the Corrupted Mage's Tainted Aid crashing the game if it cast the spell on itself after it got its second upgrade


Additions
  • Added the creation date of the current version build on the main menu
  • Bosses now start with a Buff called "Boss Armor". This reduces their Damage Taken by 1% per 1.5% Current Health. This means the damage reduction is less effective the more you damage the boss. This will make the early portions of the fight last longer and will hopefully fight against high-burst parties from instantly destroying bosses. The buff is also not removable, so don't try to cheese it with the Templar!


Changes
  • Damage Reflection and Damage Redirection are now based on the parent-type of the original damage instance. For example, if you Basic Attack an enemy and they reflect/redirect damage, the reflected/redirected damage is regular Attack Damage, not Basic Attack Damage. This distinction is small, but it's significant. I had a scenario where an Instant Kill I dealt reflected Instant Kill Damage back to me! That hardly seems fair or fun, so I changed it to prevent this
  • The percent chance for more enemies to spawn have been increased across all difficulties
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  • Arcane Mage Active: Divine Blast Upgrade 2 - Additionally deals half Damage to adjacent Enemies Resets the Cooldown of Divine Blast if this Kills the Target


Buffs
  • Master Archer Passive: Deadly Arrows - Grants +15% Critical Chance and +30% Critical Damage
  • Upgrade: +10% Crit Chance and +20% Critical Damage
  • Upgrade: Additionally grants +50% Critical Damage Basic Attacks deal bonus Damage equal to 1% of the Target's Maximum Health per 40 Maximum Health they have


Nerfs
  • Arcane Mage Active: Divine Blast
  • Cost: 35% (35 minimum) 50% (100 minimum)
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  • Arcane Mage Active: Melter - Drains 50% Mana from each Enemy, dealing Spell Damage equal to half of the Damage Dealt