Update 1.1.1
Notes
Bugfixes
Changes
Additions
- This update fixes a few bugs in the main menu and changes the Skeleton Knight enemy a little bit. I've also condensed the code for a few enemies so it's easier for me to manage.
Bugfixes
- Fixed the main menu still showing the pre-game settings if you started a new run and quit to the main menu
- Fixed quick/beginner start settings not applying the seed properly
- Fixed a description error on the Arcane Mage's Divine Blast active that showed an old description
Changes
- Reduced the chances of higher numbers of enemies spawning on the easy and normal difficulties
- Changed the Skeleton Knight's Bone Army infinite since it is effectively the same spell as the Thrall's Swarm passive. It now grants +1 Bonus Damage per Skeleton Knight per level instead of granting +1% Damage Dealt per Skeleton Knight per level
- Changed the Skeleton Knight's Bone Mend passive's first upgrade from granting 25% Damage Reduction. It now grants +10 Constitution instead
- Changed the Skeleton Knight's Soul Bound passive. The entire spell was changed so here's a rundown of the new ability:
- Soul Bound - The Skeleton Knight Heals the Necromancer by 20% Damage Dealt If the Necromancer is Killed while the Skeleton Knight is Alive, Critically Kills this Skeleton Knight and Revives the Necromancer equal to 30% of the Health lost (1 activation)
- Upgrade: +15% Heal Multiplier +20% Health Multiplier
- Upgrade: On Death the Skeleton Knight Heals the Necromancer by 15% Maximum Health +1 Activation
- Soul Bound - The Skeleton Knight Heals the Necromancer by 20% Damage Dealt If the Necromancer is Killed while the Skeleton Knight is Alive, Critically Kills this Skeleton Knight and Revives the Necromancer equal to 30% of the Health lost (1 activation)
Additions
- You can now see the difficulty and run length in the settings during gameplay