We've got the 2 main features hitting the game from our roadmap today - Rerolls and Monster passives, as well as a new mechanic for class actions! These features are focusing on giving you more control, and making the game more nuanced and difficult, and balancing some of the classes. Lets dive into the details and let you know what's been changed.
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Rerolls:

Rerolls are used inside of the the Relic and Level up screens, and are used to generate a new reward. These rerolls are a limited resource in the run, so you'll have to choose carefully when you want to use them. You'll start off with 5 rerolls by default, but can find a reroll on each of the Delver Trees that you can unlock to add to your pool - so you'll end up with 20 rerolls if you unlock all of them.
While unlocking relics and skills from the Delver trees gives you more options, it also dilutes your pools. Rerolls are a way to allow you to roll through what's coming out as rewards, and more easily control what you're picking up from a run.
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Monster Passives:

With how powerful Delvers are, firing off multiple moves in a turn, the monsters have been feeling a bit easy to handle up till now. The Monster passives are being introduced to bring the balance back into the monsters favour.
The passives are super varied, and you'll have to load into the game to see, but we'll put a couple of examples to let you know how they work.
- Prey on the Weak - Scorpion Passive: When a Delver has a curse, the Scorpion gains +5 Damage on all Attacks.
- Unstable Mutation - Bruiser Passive: If the Bruiser is under 50% health it applies a Random Curse on every hit.
- Twisted Pair – Scorched Bruiser Passive: If a Flaming Blaster dies, then the Scorched Bruiser becomes Fortified for the rest of combat.
- Twisted Pair – Flaming Blaster Passive: If a Scorched Bruiser dies, then the Flaming Blaster gains +5 damage on attacks for the rest of combat
Each Monster has their own passive either geared towards making them more dangerous or pairing them with other Monsters. We've really enjoyed making and testing this system, and we hope you all will like it as much!
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Class Actions and Charges:
We found that some of the class actions were really good (maybe too good), while some were a bit under utilised. We've added charges to some of the class actions to give us some more levers to help us balance them, making some more powerful without unbalancing the game.Charges are a new resource that only regenerate between fights, and are a hard limit on the number of times you can cast a class action inside of one combat. Charges work per individual action, so they will only go down when you use that action, and only limit that action's use when you run out.
Class Actions:
- Heal: now has 2 charges, but has the same effects as before
- Rally: now has 3 charges, but has the same effects as before
- Recover: Now has 2 charges, but has been buffed to only cost 2 AP to give 2 AP to another Delver
- Guard: Has no charges, as it would remove too much control from the game
- Cleave: Has no charges, as once 1 Monster is killed it becomes more efficient to use 2 attacks
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Quality of Life Changes:
- We've added in functionality to show when a Monster Move have had its status effect duration changed
- We've brought in the positives and negatives to the skill trees
- Minor lighting tweaks across the game
- Healthbars now sit more directly over the Delver's heads
- You can now see and use your spells by small icons next to your spellbook
- Monsters and Delvers now has a Type associated with them - Flying beast, Undead, Delver, etc. which some passives use
- We've tightened up some of the timings for Monster moves, making it more streamlined
Bug Fixes:
- Fixed an issue where some runs had a empty/blank relic as a reward
- Fixed an issue with some errors on ability descriptions
- Fixed an issue where hovering on the delver trees would bring up the wrong hover panels
- Fixed an issue on some of the spell descriptions
- Fixed an issue where is a Delver died to thorns, then the game would soft lock
- Fixed an issue where the Paladin's Mace relic was not stacking correctly
Changed files in this update