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  3. Beta Branch Update: May 31st

Beta Branch Update: May 31st

Notes
  • Lots of bugfixes and a new enemy in this patch!
  • This update should be compatible with older versions unless you have a Dragon Slayer on your team with the Dragon's Blessing Passive Spell unlocked. Unfortunately I changed around code in that spell to fix some issues and it's no longer compatible with older versions. If you have a Dragon Slayer and you find the game crashing when you do certain things, you might have to restart the game


Bugfixes
  • Fixed loading crashes related to Talismans
  • Fixed the Blacksmith Room not allowing you to finalize items
  • Fixed the weapon specials that steal Health/Mana activating twice
  • Fixed Boss Armor reducing the Health Cost of boss spells
  • Fixed a description issue with the Dragon Slayer's Onslaught second upgrade reverting damage multipliers incorrectly
  • The Dragon Slayer's Dragon's Blessing Passive now properly displays how much total bonus damage and bonus health you've gained from the ability
  • Fixed the Behemoth's Unrelenting Force passive actually increasing Damage Taken instead of reducing it


Changes
  • Shop items now spawn based on your character levels instead of random levels
  • Slightly increased the floors required before shops spawn. This way you won't see shops on the first floor where you're very likely to have no gold and can't actually buy anything


Nerfs
  • Reduced the Bonus Damage gained by the Damage Consume Weapon Special to 2 from 3
  • The Behemoth's Pummel active now costs 100 Health instead of 100 Mana


Additions
  • Spells with Mana Costs now additionally show when your Mana Cost Reduction is below 0% (meaning your Mana Costs are increased)
  • Added the Fallen Angel. 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: Reckoning - Each Enemy gets a 50% chance to take Spell Damage equal to 30% of their Maximum Health
  • Cost: 150 Mana; Cooldown: 5 Turns
  • Upgrade: +25% Chance
  • Upgrade: +20% Maximum Health Damage
  • ----------
  • Active: Sanctity - Debuffs each Enemy for 2 turns, dealing Spell Damage equal to 15% of their Maximum Health if they Cast a Spell while Debuffed
  • Cost: 100 Mana; Cooldown: 6 Turns
  • Upgrade: +10% Maximum Health Damage
  • Upgrade: Deals half Damage if they are the Target of a Spell Cast
  • ----------
  • Active: Divinity - Grants each party member +35% Damage Reduction for 3 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: Grants +1% Damage Reduction per 2% Missing Health
  • Upgrade: Additionally Cleanses each party member
  • ----------
  • Active: Angel's Blessing - Revives all Dead Allies by 50%, but reduces their Maximum Health equal to 100% of their Missing Health after Revive
  • Cost: 50% Mana (100 minimum); Cooldown: 8 Turns
  • Upgrade: -35% Missing Health Multiplier
  • Upgrade: If the Fallen Angel is below 50% Health it gets a 20% Revive on Death (does not stack if activated multiple times)
  • ----------
  • Passive: Banishment - The Fallen Angel gains 15% Damage Dealt for each Dead character
  • Upgrade: +10% Damage Dealt
  • Upgrade: On Death the Fallen Angel increases each Ally's Damage Dealt by 25% for the rest of Combat
  • ----------
  • Passive: Subjugate - Each turn, the Fallen Angel Steals 10% Maximum Health from a random Ally
  • Upgrade: +5% Steal Multiplier
  • Upgrade: Steals Maximum Mana instead if the Ally has more Maximum Mana than Maximum Health
  • ----------
  • Infinite: Pact - +2.5% Damage Dealt, but take +1% Maximum Health Divine Damage on Spell Cast per level
  • ----------
  • Infinite: Arrogance - +1 Constitution, then +1 Intelligence (on a rotation) per level
  • ----------
  • Infinite: Heretic - +0.01% Health Regen per Intelligence per level


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
  • As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards