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Here is the list of what's this patch has changed:



Feature: Difficulty

-Opened up the "Hard" and "Very Hard" difficulty for those of you who like a tougher challenge. They are available at level 10 and 20 respectively, and grant more experience. We don't garantee they are balanced or fair yet.

QoL:

-Improved the readability and clarity of the map menu.
-Improved the readability of what monster you are currently targetting.
-Improved the readability of which dead monsters you can rez, based on available control slots and range.
-Improved the AI of all monsters. They should now less ping-pong between target and focus more on doing damage.
-Clarified in Monster Control rewards what the maximum is. We will improve on this so getting this reward when you already have maximum control will give you something else instead.

Bugfixes:

-Fixed monsters being stuck in Shrines / Portals
-Tweaked default settings to make for a better experience.
-Added a visual indicator showing you the direction of the Room Portal after you have finished a room.
-Improved the contrast of the Room Portal against bright backgrounds.
-Fixed an issue that allowed the player to close a menu when commited into a choice (such as picking elites modifiers or new spells)
-Fixed an issue that would cause new spells acquired during a run to be wrongly saved in some cases.
-Fixed Awaken Fury triggering on lesser monsters.
-Fixed Wreath of Pain being considered a debuff and being dispelled by your own sources.
-Fixed Wreath of Pain double-dipping on both damage and monster health. Now only scale on monster health.
-Fixed Sow the Seeds now triggering properly on Seed of hope.
-Fixed Bone Spears projectiles tracking where the tooltip says they shouldn't.
-Fixed Collective Stasis not working.
-Fixed some instance of typos/misleading texts in tooltips. Non-English languages will follow later.

What we're working on:


In the short term:
-Investigating and fixing the degrading performances over the course of a run.
-Instance of crashes when fighting the last encounter.
-Rebalancing the event rewards so they are more meaningful.
-Fixing the case of fatigue healing reward in events is sometimes not applied.

In the long term:
-Reevaluating the whole balance of the game. Balance has not been the priority because we were focusing more on creating new content, bugfixes and improving performances.
-Improving on the meta-progression: giving the player more customization options and better things to unlock.
-Improving the map system with more room types and features.
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