
Shadow Curse
- Regular enemies no longer cause curse with their attacks, attacks from shades will still cause curse.
- Added cursed floor traps to Crypt, Dungeon, Barracks and Courts trap rooms in New Game+.
- Added Cursed Chests and Resource Caches when playing in New Game+, these spawn both rewards and shades.
- Reduced the amount of shades in citadel shortcut.
- Increased shades HP and Armor.
- Cultists no longer summon shades.
- Changed the Shadow Curse Gain stat to be multiplicative instead of additive.

- Added Elixirs that give permanent attribute increases. Every NG+ reached unlocks 3 elixirs to be found for each of the 5 attributes (str/dex/int/foc/vit). These Elixirs can be found in cursed chests and caches, and are awarded for killing the final boss, however you need to be playing a high enough NG+. To find the first 3 elixirs you need to be playing NG1 or higher, for the next 3 you must be in NG2 or higher, etc.

- Added rerolling of skill spheres and trinket pickers. When reaching New Game+ you will receive an accomplishment that awards a reroll charge, these can be used at skill spheres and trinket pickers in order to get new choices, at the cost of some curse.
Courts
- Updated Courts theme lighting, generation and some visuals.
- Reworked Courts trap rooms to use cursed floor traps as well as beam traps.
- Added braziers to Courts in New Game+ for purging curse.
- Courts archer no longer shoots triple arrows when you're nearby in melee range.
- Added Symbol of Zeal, Symbol of Deflection, Symbol of Rejuvenation and Symbol of Piercing trinkets in a set - Symbols of Fate.
- Changed Blackjack, Throwing Stars and Kyras Quiver to deal a percentage of Main Hand Weapon damage instead of fixed values in order to scale better with your character.
- Parry Medal trinket now also triggers a riposte when parrying which returns 200% Main Hand Weapon damage.
- Changed final 5-piece bonus of Soldiers Uniform trinket set to give Life Leech on Weapon Crit.
- Added Shield Mastery to weapon mastery trainer for increasing block amount on shields.
- Life leech now heals at double the rate, but the pool of life leeched is now reset when reaching full health, so you can no longer overheal and "store" it.
- Enemy groups no longer spawn with multiple different bannermen. This should lead to roughly the same amount of enemies buffed by a banner, but much fewer being buffed by multiple different banners.
- Fix for healing banners healing faster in multiplayer.
- Made the Troll Ruler enemy in Dark Caves more common.
- Dark Halls skull "mines" no longer spawn so they overlap.
- Updated Accomplishment tooltips in the Guild Halls menu to be a bit more clear.
- Improved collision with bottomless pits in Dark Halls so it's less common to be pushed into them.
- Fixed issue with players who have very high damage reduction sometimes getting wrongfully hit with massive damage numbers.
- Fixed Hand Crossbow not always properly applying armor penetration.
This patch changes curse from a combat mechanic to a risk/reward mechanic, and because cursed chests can contain an extra cursed trinket the potential rewards of doing a curse run should be higher. The addition of Elixirs should help with long term scaling of equipment requirement which can feel a bit too steep when you get higher in levels, Elixers being found mostly in Cursed Resource Caches along with crystals and dust gives a nice reward for taking on a fight with some shades.
Changed files in this update