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More enemies in the beta branch!

Notes
  • This update comes with a few bugfixes as well as the addition of more enemies in quite some time! I feel the game is getting stable enough to where I can finally start adding more enemies. I'm excited for this moment as this means future updates are going to continue to add more content as I slowly make my way to full release!


Additions
  • Added the Shield Wall. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
    • Active: Raise Shield - For 3 turns, reduces Damage Taken by 30% and Damage Dealt by 25%
    • Cost: 25 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Damage Reduction
    • Upgrade: -10% Damage Weaken
    • ----------
    • Active: Lower Shield - For 3 turns, increases Damage Dealt by 30% and Damage Taken by 25%
    • Cost: 25 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Damage Dealt
    • Upgrade: -10% Damage Taken
    • ----------
    • Active: Wall Off - Heals by 20% Maximum Health and forces Enemy Attention for 2 turns
    • Cost: 40 Mana; Cooldown: 5 Turns
    • Upgrade: +15% Heal
    • Upgeade: +25 Mana Cost, but automatically activates Raise Shield if unlocked and not on Cooldown
    • ----------
    • Active: Overshield - Negates Damage Taken for 1 turn
    • Cost: 10% Mana (50 minimum); Cooldown: 6 Turns
    • Upgrade: +1 Duration if Wall Off is already activated
    • Upgrade: Additionally grants 50% Divine Damage Reduction for the duration
    • ----------
    • Passive: Bigger Shield - Grants +30 Bonus Defense
    • Upgrade: +20 Bonus Defense
    • Upgrade: Additionally grants +1% Spell Damage Reduction per 5 Bonus Defense
    • ----------
    • Passive: Absorption Shield - The Shield Wall Negates every 5th instance of Damage Taken
    • Upgrade: -1 Instance Threshold
    • Upgrade: Additionally grants Instant Kill Immunity
    • ----------
    • Infinite: Deflection - +1% chance to reduce Damage Taken by 50% per level
    • ----------
    • Infinite: Growing Shield - +0.2% Basic Attack Damage Reduction per turn per level
    • ----------
    • Infinite: Spell Shield - +1% Damage Reduction for 1 turn when targeted by an Enemy Spell per level

  • Added the Banshee. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
    • Active: Painful Screech - Deals 75% Spell Damage to each Enemy
    • Cost: 50 Mana; Cooldown: 3 Turns
    • Upgrade: Deals +25% Damage to the Main Target
    • Upgrade: Additionally deals bonus Damage to each Enemy equal to 10% of their Maximum Health
    • ----------
    • Active: Shriek - Blinds each Enemy by 30% for 3 turns
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Blind
    • Upgrade: Additionally reduces Damage Dealt by 25% for the duration
    • ----------
    • Active: Deafening Cry - Each Enemy gets a 50% chance to Stun for 1 turn
    • Cost: 25% Mana (20 minimum); Cooldown: 6 Turns
    • Upgrade: Guarantees the Stun on the Main Target
    • Upgeade: Additionally deals 100% Spell Damage to Stunned Enemies
    • ----------
    • Active: Incorporeal - Negates Damage Taken for 1 turn
    • Cost: 100 Mana; Cooldown: 6 Turns
    • Upgrade: Additionally Shrouds the Banshee for 1 turn after the Negation ends
    • Upgrade: Additionally Restores 25% Missing Mana if targeted by an Attack or Spell while active
    • ----------
    • Passive: Etheral - Grants a 25% to Negate Attack Damage Taken, but also grants a 25% chance to double Spell Damage Taken
    • Upgrade: +10% Attack Negation Chance
    • Upgrade: -10% Spell Double Chance
    • ----------
    • Passive: Ghostly Form - Grants Immunity to Disarms and Silences
    • Upgrade: Additionally grants Immunity to Stuns
    • Upgrade: Additionally grants Immunity to Poisons, Bleeds, Hemorrhages, and Cripples
    • ----------
    • Infinite: Infused Claws - +1% Blind on each Enemy for 1 turn on Spell Cast per level
    • ----------
    • Infinite: Banshee's Curse - +1% Mana Cost Increase on each Enemy for 1 turn on Spell Cast per level
    • ----------
    • Infinite: Spell Eater - +1% Drain on each Enemy on Spell Cast per level

  • Added the Debilitator. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
    • Active: Sabotage - Exposes an Enemy by 30% for 3 turns
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Expose
    • Upgrade: Additionally Armor Shreds by 50% for the duration
    • ----------
    • Active: Fatigue Poison - Weakens an Enemy by 30% for 3 turns
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +20% Weaken
    • Upgrade: Additionally Slows by 50% for the duration
    • ----------
    • Active: Bleeding Infection - Bleeds and Poisons an Enemy by 10% for 3 turns
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +5% Debuff Potency
    • Upgeade: Additionally Hemorrhages by 10% for the duration
    • ----------
    • Active: Impair - Increases the Duration of all Debuffs on an Enemy by 2
    • Cost: 50 Mana; Cooldown: 5 Turns
    • Upgrade: +1 Duration Increase
    • Upgrade: Additionally Restores 10% Maximum Mana per Debuff on the Target
    • ----------
    • Passive: Incapacitate - Basic Attacks on Enemies with at least 3 Debuffs applies a Stun for 1 turn
    • Upgrade: -1 Debuff Threshold
    • Upgrade: Additionally increases Basic Attack Damage by 10% per Debuff on the Target
    • ----------
    • Passive: Cripple - Health Cripples by 20% for 2 turns on Basic Attack
    • Upgrade: +15% Cripple
    • Upgrade: Additionally Mana Cripples by 25% for the duration
    • ----------
    • Infinite: Disconnect - +1% Mana Cost Increase for 1 turn on Basic Attack per level
    • ----------
    • Infinite: Go for the Eyes - +1% Blind for 1 turn on Basic Attack per level
    • ----------
    • Infinite: Revel - +0.2% Maximum Health Heal per Debuff on the Target on Basic Attack per level

  • Added the Medic. This enemy is in the current game but I've tweaked its abilities a little bit. Here's the rundown:
    • Active: Subdue - Deals 100% Attack Damage, Stunning for 1 turn if Subdue was not the last Spell Cast
    • Cost: 15% Mana (10 minimum); Cooldown: 1 Turn
    • Upgrade: +35% Damage Dealt if the Stun activates
    • Upgrade: Silences instead if Subdue was the last Spell Cast
    • ----------
    • Active: Bandage Up - Heals a party member by 25% Missing Health
    • Cost: 45 Mana; Cooldown: 4 Turns
    • Upgrade: +25% Heal if the Target is below 35% Health
    • Upgrade: Additionally Cleanses the Target of all Debuffs
    • ----------
    • Active: Resuscitate - Revives a Dead Ally with 20% Health
    • Cost: 65 Mana; Cooldown: 7 Turns
    • Upgrade: +15% Revive
    • Upgeade: Additionally Heals the Ally by 45% Health over 3 turns
    • ----------
    • Active: Numbing Agent - Grants a party member +20% Damage Reduction and Damage Dealt for 3 turns
    • Cost: 35 Mana; Cooldown: 5 Turns
    • Upgrade: +15% Buff Multiplier
    • Upgrade: Additionally grants +10% Health Regen for the duration
    • ----------
    • Passive: Battle Experience - Grants +15% Damage Reduction per Dead Ally
    • Upgrade: +10% Damage Reduction
    • Upgrade: Additionally increases Revives Dealt by 50%
    • ----------
    • Passive: Fast Recovery - Reduces the Duration of Debuffs applied to the Medic by 1
    • Upgrade: Grants +25% Debuff Resist Chance
    • Upgrade: Additionally Heals by 10% Maximum Health when a Debuff is removed from the Medic
    • ----------
    • Infinite: Medical Emergency - +0.5% Missing Health Heal per turn per level
    • ----------
    • Infinite: Resistant - +2% Damage Reduction for 1 turn when a Buff is applied to the Medic per level
    • ----------
    • Infinite: Vital Strike - +0.75% Hemorrhage for 1 turn on Basic Attack


Changes
  • I added the option to close the error screen if the game runs into a problem. Errors are never good, but sometimes they are negligible. I wanted the option for you to continue the game for multiple reasons. The first is that forcing you to restart the game can be incredibly frustrating. The second is that if you continue playing the game you could get a better idea of what steps you take that cause the problem, which could better help me fix them. Just know that ignoring errors could cause more down the line, so consider this your warning!


Bugfixes
  • Fixed the Skeleton Knight not casting Sword Slash when it should
  • Fixed the description for the Ninja's Shroud Vision showing it reduced your damage dealt by 5000% instead of 50%
  • Fixed combat starting a brand new turn if you cast a spell with a cooldown of 0. This would activate things like status effects and health/mana regen multiple times in the same turn for spells with a cooldown of 0
  • Fixed the Spell Convert Armor Special crashing the game (thanks the_bouncy for finding this issue)
  • Fixed the Quelling Weapon Special not activating correctly


Coming Next
  • Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)

Another small update!

The game no longer crashes/freezes if the combat log runs into a problem. I completely changed how the combat log handles its reporting so there shouldn't be any more issues.

The bug happened as a result in the rare case in which the combat log did not have anything to report at the start of a character's turn, which only happens with spells that apply a status effect at the start of combat, such as the Knight's On Guard.

I also fixed an issue where the White Mage's Active, Burst Heal, was not being negated by the Cannibalism Weapon Special. Additionally I fixed its description not telling you if you already had cast the spell on the same turn when you hover over the spell.

This patch is small because I've spent the past 4-5 weeks taking a break, and over the past couple weeks I've been finishing a side project that I've had on my mind for a while. The project was a short suspenseful game called Long Night, you can give it a play here for free!

But don't worry, I'm back in the groove of things and wanted to push out a quick patch to update you guys on the current state of things!

Added migration support for spells

There's not much on the user-end of this update, but the one thing I added will allow all future updates to be a lot smoother for you guys! I added migration support for spells. That way if I change the way a spell works, change its values, or otherwise rework it in some way, your old saves with old functionality will be able to migrate to the new functionality!

Before this update, spells would overwrite any new changes I made to a spell in an update. This is frustrating on old saves since it means you aren't guaranteed to have new functionality as I rework and change spells. But now spells have a backbone for migrating over to new updates, allowing them to update and inherit any new changes, giving old saved spells the capability to update to new versions.

This will cut down on the amount of times you have to restart the game since significant changes to spells would often mean old saves would not work at all. I will begin using this system immediately to reduce the number of times you'll have to restart the game.

Here are the only other changes in this update:
  • Bosses that spawn alone are now guaranteed to be Instant Kill Immune instead of having a 50% chance
  • Fixed an issue with the Dragon Slayer's Active, Slay, first upgrade increasing the wrong multiplier for Tunnel Vision, which would subsequently cause the game to crash if you tried to use Tunnel Vision

Spell refactor update is live on the beta branch!

Notes
  • This is a really big update! A couple major gameplay changes have been made. The status effect code has been refactored to fix some issues that were cropping up.
  • The first major change was to Active Spells. Any spell that has a base cooldown of 0 does not end your turn when you cast it. This is primarily used for contextual spells, such as the Blood Mage's Hemorrhage (reduces Max Health for increased Spell Damage Dealt).
  • One reason for making this change was to allow there to be a difference between spells with a cooldown of 0 and spells with a cooldown of 1. These two cooldowns acted the same before, but now a spell with a cooldown of 0 does not end your turn and a spell with a cooldown of 1 does end your turn.
  • Another reason was to make these 0-cost spells more appealing to use. Hemorrhage, for exmaple, was a spell I saw myself never really using in my playtests of the game. The incremental spell damage could be good but the cost of using that spell in favor of one of the other more powerful spells was too great. Now as a Blood Mage you can spend your turn using Hemorrhage a few times and then finishing with Infusion.
  • The next major changes was to most player classes. I've tweaked some abilities, reworded the descriptions, and changed some interactivity. I go into more detail in the update breakdown. Generally enemies are a bit stronger and players are a bit weaker
  • The blacksmith room is still disabled in this update, it's coming back soon though!
  • Old saves will not load properly with this new update. I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.


Spell Changes - Anything crossed out was removed, anything bold was added
  • Warriors
    • Berserker
      • Actives:
        • Channel Anger: Grants 35% Damage Dealt 35% Maximum Health and 100 Attention for 3 turns
        • Upgrade: Additionally grants 35% Damage Reduction for the duration -2 Cooldown
        • Upgrade: Additionally grants 35% Lifesteal 10% Health Regen for the duration
        • ----------
        • Raging Strike: Deals 100% 75% Attack Damage plus bonus Damage equal to 25% 20% of your Missing Health
        • Upgrade: +15% +25% Initial Damage

      • Passives:
        • Berserk: The Berserker gains +1% Damage Dealt per 1.5% 1% Missing Health
        • Upgrade: Additionally grants +1% Crit Chance per 2.5% 2% Missing Health
        • Upgrade: Additionally grants +1% Lifesteal per 3.5% 3% Missing Health

      • Infinites:
        • Blood Absorption: +0.75% Target's Missing Health returns as Health on Basic Attack per level +1% increased Healing Taken from Self, but -0.5% Healing Taken from Allies per level


    • Templar
      • Actives:
        • Smite: Deals 100% 75% Spell Damage plus bonus Damage equal to 20% of the Target's Maximum Mana
        • Cost: 35 50 Mana
        • Upgrade: Additionally bypasses Debuff Resist, increasing the Silence duration by 2 if it were to get Resisted
        • ----------
        • Blessing: Provides each party member with 50% Spell Damage Reduction for 3 turns
        • Cost: 35 65 Mana

      • Passives:
        • Retribution: Silencing additionally Blinds by 35% for 3 turns Silences for 1 turn on Basic Attack
        • Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health Additionally applies a 35% Blind for 1 turn on Silence
        • Upgrade: Silencing additionally permanently reduces the Target's Maximum Mana by 20% Additionally deals Spell Damage equal to 10% of the Target's Maximum Mana on Silence

      • Infinites:
        • Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level -0.5% Maximum Mana to Target on Basic Attack per level


    • Dragon Slayer
      • Actives:
        • Sacrifice: Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
        • Cost: 15% Health (10 25 minimum)
        • ----------
        • Tunnel Vision: Deals 115% 100% Attack Damage, increased by 15% per use of Tunnel Vision. All stacks are lost at the end of Combat
        • Upgrade: Additionally grants 10% Pierce per stack -2.5% Health Cost
        • ----------
        • Slay: Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
        • Cost: 50 65 Mana
        • Upgrade: Additionally grants Slay a permanent 1% Pierce per Kill Additionally increases the initial Damage of Sacrifice and Tunnel Vision by 1% if this Kills the Target
        • ----------
        • Bloody Death: Grants all Allies with 25% Lifesteal and Soulsteal for 3 turns If you are Killed in the next 3 turns, Instantly Kill the Source
        • Cost: 35 50 Mana
        • Upgrade: Additionally grants 25% Spellsteal for the duration Additionally increases Attention by 100 for the duration
        • Upgrade: Additionally grants 25% Spiritsteal for the duration Additionally Revives by 10% if activated

      • Passives:
        • Onslaught: Kills grant a 20% chance to Refresh all Cooldowns 2 times per Combat, all Cooldowns are Refreshed on Kill
        • Upgrade: +15% Chance +1 Refresh Charge
        • Upgrade: If Onslaught activates, your next Damaging Spell deals +50% Initial Damage Each activation increases the Damage of your damaging spells by 20% for the rest of Combat
        • ----------
        • Dragon's Blessing: Killing Enemies with more Maximum Health than you grants a permanent 30 Maximum Health Grants +3 Bonus Damage on Kill
        • Upgrade: +20 Maximum Health Gain +2 Bonus Damage gain
        • Upgrade: Additionally grants +2 Bonus Damage per Kill Additionally grants +35 Maximum Health when you Kill Enemies with higher Maximum Health than you

      • Infinites:
        • Dying Breath: +1% Maximum Health revive on Death once per Combat per level +2% Revive Healing Taken per level


    • Knight
      • Actives:
        • Forceful Impact: Deals 75% Attack Damage plus bonus Damage equal to 10% of your Maximum Health
        • Cost: 15% Health (15 25 minimum)
        • Upgrade: +25% Initial Damage Deals an additional 10% Maximum Health Damage if brought below 50% Health after cast
        • ----------
        • Defend the Flanks: Grants 10% 20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
        • Cost: 25 35 Mana
        • Upgrade: +20% Damage Reduction if more than 2 Enemies are Alive +2.5% Damage Reduction per Alive Enemy
        • Upgrade: Additionally grants Critical Strike Immunity for the duration, converting Critical Damage Taken into Attack Damage Additionally Negates Critical Damage Taken for the duration

      • Infinites
        • On Guard: +2% Damage Reduction for the first 2 turns in Combat per level +2.5% Damage Reduction and +5 Attention for the first turn in Combat per level



  • Mages
    • Arcane Mage
      • Actives:
        • Absorption: Deals 100% 75% Spell Damage and Steals 15% 25% of the Target's Mana
        • Cost: 35 50 Mana
        • Upgrade: +10% Mana Steal Additionally Mana Cripples by 25% for 3 turns
        • ----------
        • Arcane Form: For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form)
        • Upgrade: Additionally gain 35% Damage Reduction for the duration Additionally grants 25% Spellsteal and Spiritsteal for 3 turns


    • White Mage
      • Actives:
        • Restoration: Heals a party member equal to 30% of their Missing Health
        • Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
        • Upgrade: +20% Heal on Targets below 50% Health
        • Upgrade: Additionally Restores 35% of the Target's Missing Mana
        • Burst Heal: Heals a party member by 20% Missing Health, this can only be cast once per turn
        • Cost: 50 Mana; Cooldown: 0 Turns
        • Upgrade: +15% Healing Dealt
        • Upgrade: Heals by Maximum Health instead if the Target is below 50% Health
        • ----------
        • Energy Blast: Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
        • Upgrade: +15% Initial Damage Dealt +10% Missing Mana Damage
        • Upgrade: +10% Missing Mana Damage Every second cast deals bonus Damage equal to 10% of the Target's Maximum Health
        • ----------
        • Energy Shield: Grants each party member 30% 50% Damage Reduction for 3 turns
        • Cost: 65 25% Mana (100 minimum); Cooldown: 6 5 Turns
        • Upgrade: +20% Damage Reduction +25% Damage Reduction if there are at least 3 Alive Enemies
        • ----------
        • Haste: Buffs an Ally for 1 turn, making their next Spell Cast not go on Cooldown Buffs an Ally for 1 turn, setting their Cooldowns to 0 for their next Spell Cast



  • Rogues
    • Marauder
      • Actives
        • Laceration: Deals 100% Attack Damage and Bleeds the Target by 25% 20% for 2 turns
        • Upgrade: +20% +25% Initial Damage
        • Upgrade: Hemorrhages instead of Bleeds, but reduces the multiplier by 5% +1 Turn Duration
        • ----------
        • Deep Cuts: Deals 75% Attack Damage and, if Laceration's Debuff is applied, Shatters the Target for 2 turns, converting converting all Damage Taken into Divine Damage Basic Attacks Taken into 25% Maximum Health Divine Damage
        • ----------
        • Sunder: Deals 100% Attack Damage, increased by 12.5% per Debuff on the Target
        • Cost: 35 50
        • Upgrade: Additionally grants the Damage 10% Pierce per Debuff Additionally increases the Damage Dealt by +10% per Buff on the Target


    • Assassin
      • Actives
        • Mercy: Deals Attack Damage equal to 30% of the Target's Missing Health
        • Upgrade: Additionally Exposes by 35% for 3 turns Additionally immediately Reduces the Cooldown of Assassinate by 2
        • ----------
        • Assassinate: Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing 100% Attack Damage). Against Bosses this instead deals Attack Damage equal to 100% of their Current Health
        • Cost: 25% Mana (50 minimum) 75 Mana
        • Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity Allows Assassinate to be cast at any percent Health with a chance to Instantly Kill proportional to how close the Target's Health is to the current threshold (against Bosses this chance reduces the Damage Dealt)

      • Infinites
        • Instill Fear: +1% chance to reduce Attention by 75% for 1 turn on Kill per level -1% Attention for 1 turn on Kill per level


    • Ninja
      • Actives
        • Shadow Strike: Deals 100% Attack Damage, increased by 50% with 65% Pierce increased to 200% if you're Shrouded if you're Shrouded. Removes all Shrouds on you



  • Archers
    • Sharpshooter
      • Zero In: Deals 100% Attack Damage and, if at least 2 Enemies are Alive, Exposes the Target by 30% 50% and forces Ally Attention on them for 2 turns
      • Cost: 40 50 Mana; Cooldown: 4 5 Turns
      • Upgrade: +20% 25% Expose
      • ----------
      • True Shot: Deals 100% Attack Damage, removing all Blinds from you each party member and making you Immune to Blinds for 2 turns
      • Cost: 35 50 Mana
      • Upgrade: +20% Initial Damage Additionally deals +15% bonus Damage per total Blinds removed
      • Upgrade: The bonus effects apply to each party member instead of just you Additionally makes each party member Immune to Blinds for 2 turns



Changes
  • The minimum cooldown an Active Spell can have with Cooldown Reduction is 1 turn, unless the spell has a base cooldown of 0 to begin with. This is to prevent normal spells from having a cooldown of 0, and thus allowing you to cast them as many times as you want on your turn
  • Changed the background lightness filter to not clash with monitors with higher resolution than 1920x1080
  • Changed the tutorial text in combat to reflect the changes with 0 turn cooldown spells


Bugfixes
  • Fixed immunity effects not removing status effects properly
  • Fixed the issues with some spells I found that did not apply their effects properly


Buffs
  • Increased the base stats of all enemies by a little bit. I felt the game was a little too easy (I play on Hard and have absolutely no issues) so I hope this adds a little more tension to combat!


Coming Next
  • Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
  • Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game

New update! It's been a while

Notes
It's been a really really long time! I really apologize for the delay, but I've been a little overwhelmed recently with work/school/daily life. All that on top of an item bug that I could not fix got me really discouraged to program.
I spent some time refreshing my mind and making little side projects until I felt ready to tackle the problem. I came back with the idea to rework the item generation to both fix the issues and strengthen the code!
The Blacksmith Room has been disabled for now. It need to be updated to accomodate the item generation overhaul and it will take some time. I chose to disable it to get this update out quicker.
Old saves will not load properly with this new update. I'm really sorry for this, I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.

Bugfixes
  • Fixed the issue with Quivers and Talismans not adding/removing their bonuses properly when swapping them in the inventory


Overhauls
  • Overhauled the item generation code. The old code was rather rigid in its design and didn't quite allow me to do what I wanted. I've overhauled it to be more modular and allow much more flexibility


Additions
  • Added different icons that better show why an item is restricted. There are icons now for an item's level being too high, an item being two-handed while you have an offhand equipped, and more!
  • Added a new rarity beyond Mythical: Perfect Mythical! This rarity has extremely good multipliers and can only be acquired from two sources. The first is through the Repair Room (not implemented yet) and the second is beyond level 100 where enemies may start spawning with Perfect Mythical items!
  • Added Damage Consume and Defense Consume weapon specials. These give 3 bonus damage and 1 bonus defense on kill, respectively
  • Added an armor special called Behemoth. This grants +35% Maximum Health but increases Damage Taken by 20%
  • Added three offhand specials: Luck Damage, Luck Defense, and Level Refresh. Luck Damage grants +1 Bonus Damage per 3 Luck, Luck Defense grants +1 Bonus Defense per 6 Luck, and Level Refresh fully Heals and Restores you on Level Up
  • Added 4 new potions! Potion of Mana Costs (increases Mana Cost Reduction), Potion of the Void (grants Battle Veils), Elixir of Health (Heals you out of combat), and the Elixir of Mana (Restores you out of combat)
  • Added potion conditions, this is to work with the new gradient potion system that allows potions to generate within a range of values


Changes
  • Spaced out the text on item descriptions and made the icon larger
  • Re-added the feature for item specials that make them more likely to generate the higher Luck you have
  • Streamlined the Health Regen and Mana Regen armor specials, instead of granting regen based on Constitution/Intelligence, they each give a flat +10%
  • Streamlined the item descriptions, I made them slightly less verbose to not take up too much space when hovering over an item
  • Made potions generate within a range of values instead of flat values per rarity level. The generated number is determined by the potion's hidden multipliers that are created when it generates, better multipliers means better potions!
  • Gave a shorthand to Backpack Fittings. They're still refered in game as Backpack Fittings but their description when you hover over just says "Fittings" to keep the name short


Buffs
  • Increased the Master Archer's Perfect Shot total Damage from 250% (200% initial + 50% upgrade) to 400% (300% initial + 100% upgrade)


Coming Next
  • Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
  • Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game


Future Ideas
  • Change the way Shatter works. Right now Divine Damage conversion occurs after all previous damage modifiers. This means ANY damage reduction/weakness/negation on the enemy's part will activate before the Divine Damage is taken. Changing the conversion to occur before all damage modifiers is also a problem since that won't activate any of your damage increase effects that you may have. This means in either scenario it's possible to deal less damage when the Divine Damage is converted. My idea to change Shatter is to convert Divine Damage after damage modifiers, ignoring any negative ones. So if you're Weakened for example, that negative multiplier will not apply to the Shatter conversion


Known Issues
  • Effects that make you immune to status effects are not working. I want to overhaul the effect code so for now the bug is going to stay
  • Some spells aren't applying certain effects properly. It's hard to keep track with what's not working, but the problem seems to be due to the way status effects are applied/removed. I'm thinking on overhauling this code to fix potential problems