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Beta Branch Update: September 5th - Enemies Galore

Notes
  • This patch is the return to normalcy as I come back to work on the game. I focused hard to get lots of enemies done in this patch because I want to finish all of them soon so that the rest of development time can be spent refining aspects and fixing bugs. ALL non-boss enemies are done and added in the game! A breakdown of every added enemy is found below.


Bugfixes
  • Fixed some minor issues with status effect descriptions
  • Fixed an exploit with Constitution/Intelligence that allowed you to full restore your health/mana with stat points
  • Fixed the post-combat screen not reviving dead party members
  • Fixed the Forgotten King casting Cowardice on dead Bandits


Changes
  • Shatter no longer converts Attacks taken into percent Maximum Health Divine Damage. Any damage taken now deals additional percent Maximum Health Divine Damage. This is to prevent rare scenarios in which the Divine Damage ends up dealing less damage than the original damage
  • The Marauder's Deep Cuts now Shatters by 15% instead of 25%. This isn't necessarily a nerf since Shatter now activates when the target takes either Attack or Spell Damage instead of just Attack Damage
  • Harder difficulties give much higher chances of getting more enemies in combat. Nightmare now guarantees 4 enemies every combat!


Additions
  • Added further functionality for custom status effect names and description. This will allow for more unique and descriptive effects during combat to better differentiate where effects came from. I'll start updating older effect code to implement these new additions in later patches
  • Added the Flesh Eater. This warrior enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Tear Flesh - Deals 100% Attack Damage, Healing the Flesh Eater by 20% of the Target's Maximum Health
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +25% Initial Damage
    • Upgrade: Additionally Health Cripples the Target by 35% for 5 turns
    • ----------
    • Active: Bloody Lust - For 3 turns the Flesh Eater gains 50% Lifesteal but takes Spell Damage equal to 100% of its Current Health over the duration
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +2 Turn Duration
    • Upgrade: +25% Lifesteal
    • ----------
    • Active: Cannibalism - Consumes a corpse, Healing the Flesh Eater by 50% of the Target's Maximum Health. For the rest of Combat the Target cannot Revive (cannot be Cast on a Target already consumed)
    • Cost: None; Cooldown: 5 Turns
    • Upgrade: +25% Maximum Health Heal
    • Upgrade: Additionally increases the Flesh Eater's Maximum Health by 100
    • ----------
    • Active: Blood Conversion - The Flesh Eater gains 2 Constitution per Intelligence but loses all Intelligence
    • Cost: 200 Health; Cooldown: 0 Turns
    • Upgrade: +1 Intelligence multiplier
    • Upgrade: Tear Flesh and Bloody Lust now cost Health equal to 2.5 times their Mana cost
    • ----------
    • Passive: Growing Strength - The Flesh Eater gains 3 Constitution on Basic Attack
    • Upgrade: +2 Constitution gain
    • Upgrade: Additionally increases Health Regen by 1%
    • ----------
    • Passive: Loose Flesh - +50% Damage Reduction, but -15% Maximum Health when Damaged
    • Upgrade: +25% Damage Reduction
    • Upgrade: -5% Health Loss
    • ----------
    • Infinite: Thirst - +1% Health Steal on Basic Attack per level
    • ----------
    • Infinite: Evergrowing - +1 Maximum Health per turn per level
    • ----------
    • Infinite: Hunger - +2% Missing Health Heal on Kill per level

  • Added the Cursed Warrior. This warrior enemy does not exist in the base game! It's the final non-boss warrior enemy. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Overpower - Deals 100% Attack Damage, increased by 25% if the Enemy has less Maximum Health than the Cursed Warrior
    • Cost: 75 Health; Cooldown: 4 Turns
    • Upgrade: +25% Initial Damage
    • Upgrade: If the Enemy is a Warrior the Cursed Warrior steals 35% of their Max Health for 3 turns
    • ----------
    • Active: Enfeeble - Deals 75% Attack Damage and Weakens the Target by 25% for 3 turns
    • Cost: 75 Mana; Cooldown: 5 Turns
    • Upgrade: +2 Turn Duration
    • Upgrade: Additionally Exposes by 25% for the duration
    • ----------
    • Active: Dazing Blow - Deals 65% Attack Damage and Stuns for 2 turns
    • Cost: 100 Health; Cooldown: 5 Turns
    • Upgrade: +35% Initial Damage
    • Upgrade: Bypasses Debuff Resist Chance
    • ----------
    • Active: Rally - For 4 turns the Cursed Warrior takes 50% increased Damage, but every Ally gains 50% Damage Reduction
    • Cost: 75 Mana; Cooldown: 6 Turns
    • Upgrade: +25% Damage Reduction
    • Upgrade: Shrouds any Ally below 35% Health for 1 turn
    • ----------
    • Passive: Cursed Sword - The Cursed Warrior deals bonus Damage equal to 10% of its Maximum Health on Attack
    • Upgrade: +5% Health Mult
    • Upgrade: Additionally deals bonus Damage equal to 10% of the Target's Maximum Health
    • ----------
    • Passive: Warrior's Curse - The Cursed Warrior takes Spell Damage equal to 20% of its Maximum Health each turn, but gains 35% Lifesteal
    • Upgrade: -5% Health Mult
    • Upgrade: Additionally grants +35% Attack Damage Reduction
    • ----------
    • Infinite: Blade Frenzy - +1.5% Damage Dealt but +1% Damage Taken per level
    • ----------
    • Infinite: Tower Over - +1% Health and Mana Cripple on Targets with less Maximum Health than the Cursed Warrior for 1 turn on Attack per level
    • ----------
    • Infinite: Warrior's Training - +2 bonus Constitution per level

  • Added the Hellbringer. This mage enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Flame Torrent - Deals 75% Spell Damage to each Enemy, but also deals 50% Spell Damage to each party member
    • Cost: 50% Mana (150 minimum); Cooldown: 7 Turns
    • Upgrade: +25% Enemy Damage Dealt
    • Upgrade: -15% Party Damage Dealt
    • ----------
    • Active: Purging Fire - Purges an Enemy of Buffs, dealing 20% Spell Damage per Buff removed
    • Cost: 75 Mana; Cooldown: 5 Turns
    • Upgrade: +15% Damage Dealt per Debuff
    • Upgrade: Additionally Debuffs the Target for 3 turns, increasing the Duration of subsequent Debuffs applied to the Target by 2
    • ----------
    • Active: Melting Armor - Exposes each Enemy by 20% for 3 turns
    • Cost: 100 Mana; Cooldown: 5 Turns
    • Upgrade: +15% Expose
    • Upgrade: Additionally Armor Shreds by 50% for the duration
    • ----------
    • Active: Fire Shield - For 2 turns each party member gains 30% Damage Reduction and 75% Damage Reflection
    • Cost: 150 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Damage Reduction
    • Upgrade: +25% Damage Reflection
    • ----------
    • Passive: Flame Wall - Grants +30% Spell Damage Reduction
    • Upgrade: +20% Damage Reduction
    • Upgrade: Additionally grants Immunity to Reflection Damage
    • ----------
    • Passive: Mana Burn - Drains 10% Mana to the Source when Damaged
    • Upgrade: +5% Drain
    • Upgrade: Additionally deals Spell Damage equal to the Mana Drained
    • ----------
    • Infinite: Lingering Flame - +1.5% Current Health Burn over 3 turns on Spell Cast per level
    • ----------
    • Infinite: Volatile - +1% chance to double Spell Damage Dealt per level
    • ----------
    • Infinite: Spiritsteal - +1% Spiritsteal per level

  • Added the Cursed Mage. This mage enemy does not exist in the base game! It's the final non-boss mage enemy. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Knowledge Absorption - The Cursed Mage copies a random Active Spell from the target, replacing Knowledge Absorption for the rest of Combat
    • Cost: 200 Mana; Cooldown: 0 Turns
    • Upgrade: Additionally grants both upgrades for the copied Spell
    • Upgrade: The copied Spell's Resource Cost is reduced by 35% and the Cooldown is reduced by 1 (copied Spell's Cooldown cannot go below 1)
    • ----------
    • Active: Divine Magic - Deals 100% Divine Damage
    • Cost: 150 Mana; Cooldown: 4 Turns
    • Upgrade: +35% Damage
    • Upgrade: Additionally deals bonus Divine Damage equal to 45% of the Target's Maximum Health over 3 turns
    • ----------
    • Active: Arcane Strike - Deals Spell Damage equal to 30% of the Target's Maximum Mana
    • Cost: 100 Mana; Cooldown: 3 Turns
    • Upgrade: +20% Maximum Mana Multiplier
    • Upgrade: Additionally Mana Cripples by 50% for 3 turns
    • ----------
    • Active: Magical Surge - Grants each party member +50% Mana Cost Reduction for 3 turns
    • Cost: 25% Mana (100 minimum); Cooldown: 5 Turns
    • Upgrade: +25% Mana Cost Reduction
    • Upgrade: Additionally grants +2 Cooldown Reduction for the duration
    • ----------
    • Passive: Cursed Staff - The Cursed Mage deals bonus Spell Damage equal to 10% of its Maximum Mana on Basic Attack
    • Upgrade: +5% Maximum Mana Multiplier
    • Upgrade: Additionally permanently reduces the Target's Maximum Mana by 5%
    • ----------
    • Passive: Mage's Curse - The Cursed Mage loses 20% Mana each turn, but gains 20% Soulsteal and Spiritsteal
    • Upgrade: +15% Soulsteal and Spiritsteal
    • Upgrade: Additionally returns 25% Divine Damage Dealt as Mana
    • ----------
    • Infinite: Magical Affinity - +1% Target's Maximum Mana converts to Spell Damage on Basic Attack per level
    • ----------
    • Infinite: Divine Connection - +1% Spell Damage Dealt converts to Divine Damage per level
    • ----------
    • Infinite: Mage's Training - +2 Intelligence per level

  • Added the Jester. This rogue enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Uncertainty - Deals between 75% and 125% Attack Damage
    • Cost: 50 Mana; Cooldown: 3 Turns
    • Upgrade: +25% Damage Thresholds
    • Upgrade: The Damage gains 1% Pierce per 1% lower it is from the maximum percentage
    • ----------
    • Active: Jester's Dance - Targets 4 random characters, dealing 75% Attack Damage to Enemies and Healing by 20% Maximum Health to Allies
    • Cost: 35% Mana (50 minimum); Cooldown: 5 Turns
    • Upgrade: +25% Damage Dealt
    • Upgrade: +15% Healing Dealt
    • ----------
    • Active: Laughing Fit - For 3 turns, 2 random Enemies get their Health Regen set to 0%, the other 2 Enemies get their Mana Regen set to 0%
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: The Regen not chosen is reduced by half for the duration
    • Upgrade: Additionally grants each party member either +10% Health Regen or +10% Mana Regen for the duration
    • ----------
    • Active: Unsettling Gaze - Reduces the Damage Dealt of two random Enemies by 50% for 3 turns
    • Cost: 75 Mana; Cooldown: 5 Turns
    • Upgrade: +25% Damage Reduction
    • Upgrade: +2 Turn Duration
    • ----------
    • Passive: Disturbing - Each turn a random party member gains 30% Damage Reduction for 1 turn
    • Upgrade: +20% Damage Reduction
    • Upgrade: If the Jester is targeted it also gains 25% Damage Dealt for the duration
    • ----------
    • Passive: Lifeless - Once per combat on Death the Jester Revives by 50% but gets permanently Silenced
    • Upgrade: +25% Revive
    • Upgrade: Additionally grants +25% Maximum Health before the Revive
    • ----------
    • Infinite: Dextrous - +2% Damage Dealt for 2 turns on Basic Attack per level
    • ----------
    • Infinite: Eerie Smile - +1% bonus Pierce per level
    • ----------
    • Infinite: Puppeteer - +1% chance to Redirect 50% Damage Taken to the Source per level

  • Added the Cursed Rogue. This rogue enemy does not exist in the base game! It's the final non-boss rogue enemy. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Turn Weapon - For 3 turns the Target takes Attack Damage equal to 50% of their Damage per turn
    • Cost: 75 Mana; Cooldown: 5 Turns
    • Upgrade: +25% Damage Dealt
    • Upgrade: +2 Turn Duration
    • ----------
    • Active: Enslave Soul - Deals 100% Attack Damage, permanently increasing Enslave Soul's Damage by 30% if this Kills the Target
    • Cost: 25% Mana (50 minimum); Cooldown: 6 Turns
    • Upgrade: +20% Damage on Kill
    • Upgrade: Additionally permanently reduces the Cooldown by 1
    • ----------
    • Active: Breach - Shatters by 15% for 1 turn, dealing 15% Maximum Health Divine Damage if the Target is Damaged
    • Cost: 65 Mana; Cooldown: 5 Turns
    • Upgrade: +10% Shatter
    • Upgrade: +1 Turn Duration if the Target is below 50% Health
    • ----------
    • Active: Harness Curse - For 3 turns the Cursed Rogue gets Silenced but gains +100% Critical Strike Chance and Critical Damage
    • Cost: 100 Mana; Cooldown: 5 Turns
    • Upgrade: Additionally grants +50% Pierce for the duration
    • Upgrade: Additionally grants Disarm Immunity for the duration
    • ----------
    • Passive: Cursed Dagger - The Cursed Rogue deals bonus Damage equal to 15% of the Target's Missing Health on Basic Attack
    • Upgrade: +10% Missing Health Multiplier
    • Upgrade: If the Target is a Rogue, Cripple by 50% for 1 turn
    • ----------
    • Passive: Rogue's Curse - The Cursed Rogue takes 25% Missing Health Spell Damage per turn, but gains 50% Accuracy
    • Upgrade: -10% Damage Multiplier
    • Upgrade: Additionally grants +10% Instant Kill Chance
    • ----------
    • Infinite: Soul Shackle - +2 Bonus Damage on Kill per level
    • ----------
    • Infinite: Blade Bane - +1% Target's Damage deals bonus Damage on Basic Attack per level
    • ----------
    • Infinite: Rogue's Training - +2 Dexterity per level

  • Added the Incinerator. This archer enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Oil Slick - Applies a stack of Oil Slick (up to 5) on each Enemy for 3 turns, Exposing by 10% per stack
    • Cost: 10% Mana (10 minimum); Cooldown: 1 Turn
    • Upgrade: +2 Debuff Duration
    • Upgrade: +5% Expose per stack
    • ----------
    • Active: Incinerate - Deals 50% Spell Damage to each Enemy, increased by 15% per Oil Slick stack (removes all Oil Slick)
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +10% Damage per stack
    • Upgrade: Additionally deals 15% Maximum Health Spell Damage per stack over 3 turns
    • ----------
    • Active: True Flame - Deals 150% Divine Damage over 5 turns (bypassing Debuff Resist)
    • Cost: 65 Mana; Cooldown: 5 Turns
    • Upgrade: +50% Damage Dealt
    • Upgrade: -2 Turn Duration
    • ----------
    • Active: Cleansing Flame - Cleanses each party member, but deals 15% Spell Damage per Debuff Cleansed
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: -5% Damage per Debuff
    • Upgrade: Additionally grants each party member +50% Debuff Resist for 3 turns
    • ----------
    • Passive: Flicker - 20% of Spell Damage Dealt deals additional Spell Damage
    • Upgrade: +15% Spell Damage Dealt
    • Upgrade: Additionally Drains by 25% of Spell Damage Dealt
    • ----------
    • Passive: Molten Armor - 20% Damage Taken Reflects as Spell Damage
    • Upgrade: +15% Damage Reflection
    • Upgrade: 50% Reflection Damage Dealt returns as Health
    • ----------
    • Infinite: Flame Lick - +1% Spell Damage Dealt deals bonus Damage to a random Enemy per level
    • ----------
    • Infinite: Combustion - +2% Spell Damage Dealt, but +1% Spell Damage Taken per level
    • ----------
    • Infinite: Divine Flames - +2% Divine Damage Reflection per level

  • Added the Nature Guardian. This archer enemy exists in the base game but has been tweaked for the full release version. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Overgrowth - Heals each party member by 30% Maximum Health, but Heals all Enemies by half current percent
    • Cost: 50% Mana (50 minimum); Cooldown: 8 Turns
    • Upgrade: +20% Heal
    • Uprade: Additionally Revives all Dead characters by half the current Heal percent
    • ----------
    • Active: One With Nature - Grants each party member +15% Health Regen for 3 turns
    • Cost: 65 Mana; Cooldown: 6 Turns
    • Upgrade: Grants an additional 1% Regen per 5% Missing Health
    • Upgrade: Additionally grants +10% Mana Regen for the duration
    • ----------
    • Active: Thorny Wrath - Grants each party member +30% Damage Reflection for 3 turns
    • Cost: 75 Mana; Cooldown: 6 Turns
    • Upgrade: +20% Damage Reflection
    • Upgrade: Additionally Heals a party member by 25% Maximum Health if they get a Kill from Damage Reflection
    • ----------
    • Active: Entangle - Disarms each Enemy for 1 turn
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: Additionally deals 50% Spell Damage
    • Upgrade: Grants a 50% chance to Stun instead of Disarm
    • ----------
    • Passive: Nature's Embrace - Grants +10% bonus Health and Mana Regen
    • Upgrade: +5% Health and Mana Regen
    • Upgrade: Additionally grants +10 bonus Constitution and Intelligence
    • ----------
    • Passive: Overcharge - Healing Dealt is increased by 30%, but Healing Taken is reduced by 35%
    • Upgrade: +20% Healing Dealt
    • Upgrade: -10% Healing Taken Reduction
    • ----------
    • Infinite: Overheal - +1% Maximum Health Heal per level
    • ----------
    • Infinite: Nature'd Blessing - +0.75% Health and Mana Regen per level
    • ----------
    • Infinite: Life Tap - +10 Maximum Health and Mana per level

  • Added the Cursed Archer. This archer enemy does not exist in the base game! It's the final non-boss archer enemy. It has a spawn of 66, meaning you'll only start encountering it once you're two-thirds of the way through your run. Here is the detailed breakdown:
    • Active: Adaptive Arrow - Deals 100% Attack Damage, Poisoning by 15% for 3 turns if the Target has higher Current Health Percent than Missing Health Percent, otherwise Bleeding by 15% for 3 turns
    • Cost: 75 Mana; Cooldown: 5 Turns
    • Upgrade: +10% Debuff Potency
    • Upgrade: Critically Kills if the Target is at exactly 50% Health
    • ----------
    • Active: Multishot - Self Casts deal 50% Attack Damage to each Enemy, Enemy Casts deals 50% Attack Damage 4 times
    • Cost: 65 Mana; Cooldown: 4 Turns
    • Upgrade: Enemy Casts deal bonus Damage equal to 25% of the Target's Maximum Health
    • Upgrade: Self Casts Heal by 75% of the Damage Dealt
    • ----------
    • Active: Quickness Curse - Sets each Enemy's Quickness to 0 for 3 turns
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: Additionally permanently reduces each Enemy's Quickness by 15%
    • Upgrade: Additionally deals Attack Damage equal to 4 times each Enemy's Quickness before reduction
    • ----------
    • Active: Well-Equipped - Increases the Cursed Archer's Bonus Damge by 20
    • Cost: 20% Mana (50 minimum); Cooldown: 1 Turn
    • Upgrade: +15 Bonus Damage
    • Upgrade: Additionally grants +10 Bonus Defense
    • ----------
    • Passive: Cursed Bow - The Cursed Arhcer deals bonus Damage equal to 15% of the Target's Current Health on Basic Attack
    • Upgrade: +10% Current Health Mult
    • Upgrade: 50% Basic Attack Damage Dealt deals bonus Damage to the Target of the Cursed Archer's previous Basic Attack
    • ----------
    • Passive: Archer's Curse - The Cursed Archer loses 25% Missing Mana per turn, but Steals 15% Mana on Basic Attack
    • Upgrade: -10% Missing Mana Loss
    • Upgrade: +10% Mana Steal
    • ----------
    • Infinite: Acceptance - +0.5% Maximum Health Heal if Current Health Percent is lower than Current Mana Percent, otherwise Restore +0.5% Maximum Mana, per turn, per level
    • ----------
    • Infinite: Rain of Arrows - +1% Basic Attack Damage Dealt deals bonus Damage to each other Enemy per level
    • ----------
    • Infinite: Archer's Training - +2 bonus Swiftness per level


Buffs
  • Increased the Health Pulse and Mana Pulse Armor Specials from 10% Missing Health/Mana restoration per turn to 15%


Known Issues
  • When you have an equipped offhand and you destroy it, two-handed weapons in your inventory do not update their visuals to show you're able to equip them. This is purely cosmetic and won't prevent you from equipping them
  • When you use the enchantment room to scale an item to a character's level, the item's new properties don't immediately apply. You have to unequip and re-equip the item to get the new values
  • There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm trying to figure out where this issue is stemming from
  • The game experiences rare crashes when doing specific things that are really hard to pin down since I can't recreate the issues. In almost every scenario a solution is to restart the game. You'll have to do that until I can figure out the problem


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 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