
⭐Changes inspired by our community!
Major Features
- New Hero Spells: 37 new hero spells for a total of 20 per hero
 
- Auras upgrade: Some auras can now be upgraded to a rarer tier version of itself through a new special loot added to the game
 
- Zodiacs reward: Changed loots given on big chest from Zodiac reward. Now it spawns a pool of different auras to choose from
 
- New Effects added: We added several new effects to the game: Meteor(Poison), Toxic explosion(Poison), Ice sword(Ice), Thunder strike(Electric), Fireshield(Fire)
 
- Gambit Addition: We created several new gambits using the new effects
 
- Gambit Rework: We reworked the older gambits to have different triggers and % chances, overall all gambit have been buffed from their previous version
 
- Co-op Loots: Balanced the amount of loot given during single player and co-op mode in multiple places - 2 npc summons, 2 auras in yalee kingdom, 2 loots for exploration rooms/boss/minibosses, merchant cost less quartz in co-op too
 
- New auras: More than 240 new auras added to the game. This is accompanied by other major rework from auras system and it should enable players to experiment with a big amount of build varieties
 
- New unlock order: Reorganizing of unlocking new elements with XP points on death recap
 
Small Features
- Applying ignition to a enemy now refresh the effect duration instead of triggering the effect again
 
- Combustion, and Spark doesn't add burn and electrify effects when hitting enemies
 
- Fight and Exploration room have cooldown after picked a certain amount of times to prevent often picking the same room types
 
- Cetus gambits categories have changed and the rarities of spawned gambits now depends of current world
 
- Changed the order of unlock for some NPCs on hub
 
- Declining a Zodiac challenge on Challenge room doesn't make Zodiac leave the room anymore
 
- Changed Ayla's signature spell trigger for NPC summon effects (Summoning Kiran, Octave or Calie) so the summon happens after the teleports
 
- During co-op, players shouldn't be able to interact with Aura altars and other loots such as Gambit or Spell at the same time
 
- You can now see the spells & gambits icon before opening the loots
 
- If you have found all memory fragments in your run, a small chest appears with currencies instead of nothing
 
- Improved Barbecue UI to better fit the new quantity of Auras
 
- Ice Fragments now go through enemies by default
 
- Spirit Swords now work with number of hits instead of time and we have removed the Spirit Sword spell to keep it as a neutral effect
 
- The ability from Zim-Zim that can make spells spawn with higher levels doesn't work on itinerant merchant spells anymore. This is so it doesn't affect intended prices for spells sold there
 
- Spells & Gambits icons are now visible even when they are closed
 
- More death recap levels: Added new unlock levels to a max of 114 (previously 38)
 
- Some currencies are auto collected if players leave the room without picking them or before it spawn animation finishes - ☄️ hotfix  0.42.2
 
Balancing
- Loot scaling: Auras and gambits quality scale with world progression
 
- Mini-boss loot change: With the Echos isles change, the loot of mini-boss has been adjusted as follow: 1 slot unlocker and 1 gambit between 3 gambits
 The quality of those gambits is improved compared to regular gambits loot
 
- Effects that deal damage over time (poison, ignition and frostbite) can't trigger critical hits or prevent enemies to finish their movements
 
- Increased the amount of destiny fragments needed to unlock a destiny level in NG+
 
- Zim-Zim healing summon now heals more
 
- Co-op revive now grants more HP to revived player
 
- Co-op revive time is smaller, its increase between death is smaller and the increase per death is reset at the start of each room
 
- Lot of changes on spells damage
 
- Various changes of HP on Zodiacs, Minibosses & enemies 
 
Level Design
- Andromeda fusion with merchant: Andromeda room now welcomes a merchant at the end and merchant room has been removed from the regular room pool (Andromeda room will still appear 1 room before bosses)
 
- Echos isles join the regular pool: Echos isles will no longer only be accessible after defeating a mini-boss but instead will appear randomly like other special rooms
 
Music & SFX
- Saplings now do sound design only if enemies around
 
Interface
- Improved all Perks texts
 
- Improved all glossaries texts
 
Visuals
- Shockwave at the end of levels (portals spawning) are now looking better
 
- Visuals polish on most game effects - Combustion, Saplings, Freeze, etc
 
- Changed order of display of most effects in the game, now most visual FX are behind enemies/players for better lisibility
 
- Removed a visual particles on slimes that was never destroyed
 
- Improved visuals loots on gambits
 
- Sagittarius summon ultimate is now behind everything - ☄️ hotfix  0.42.2
 
- Kiran base spells and some other elements like Pavo's particles would be in front instead of behind - ☄️ hotfix  0.42.2
 
- Some replaced colors were not working like Leo's yellow hair when ultimate - ☄️ hotfix  0.42.2
 
Bug Fixes
- Fixed some glitches that could make a move from Scorpio not work correctly during the boss fight
 
- Added a behavior that should make it harder to have player stuck in solids
 
- Leo jump attack could not show red feedback on ground if he was back to a side wall
 
- Spell preview for itinerant merchant altar would not be auto-disabled after releasing the previous input
 
- community inspired ⭐ Max waits crash reported
 
- Minibosses HP were not impacted by NG+ and Co-op HP increases
 
- community inspired ⭐ Wrong sign when using Aquarius spell & challenge room
 
- Quests could activate before the end of a dialog (during game tutorial)
 
- community inspired ⭐ Aquarius challenge used to crash the game
 
- Aquarius summon would leave rocks particles on field 
 
- Pufferfish would never look left
 
- community inspired ⭐ Dev message layout was glitching on large width screens
 
- Trails following projectiles were sometimes too big
 
- Challenge room Zodiacs icons were too big compared to normal
 
- community inspired ⭐ Octave and Calie were sliding on ground when picked in main Hub
 
- NPCs could have icons saying they have an important dialog while they did not
 
- community inspired ⭐ Some weird events could appear very randomly like Andromeda challenge being completed
 
- It was possible for some skill unlocks to get skipped during death recap - ☄️ hotfix  0.42.1
 
- Calie basic spell could wrongly spawn as a new spell during runs - ☄️ hotfix  0.42.1
 
- Purchase value of spells could have wrong numbers on itinerant merchant
 
- Andromeda could wrongly repeat the ""refresh drinks"" animation if player go far away and then near her again
 
- community inspired ⭐ Coop lifesteal going to player dying would make dead player stuck
 
- community inspired ⭐ Barbecue would always say something is new if you unlocked a specific Aura that was missing from Barbecue interface - ☄️ hotfix  0.42.2
 
- Aquarius challenge would not work properlly if triggered by player 2 during co-op mode - ☄️ hotfix  0.42.2
 
- Game camera would sometimes not unzoom to default value after spawning the big chest reward from Zodiacs fights - ☄️ hotfix  0.42.2
 
- The Hibernian Workshop Team
 
 
 
 
Changed files in this update