Thanks to all who joined the v1.9 beta. It's now fully live.
v1.9 introduces an explosive new branch plus many new spells and abilities. A huge number of small tweaks and improvements have been included.
v1.9 summary:
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New branch GREAT HALL: tons of goblins and explosions
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Three new spells: VORTEX, FETTER, and QUILLS
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Six new abilities: AURA, SHRED, WRING, GUZZLE, ASSASSINATE, and FRENZY
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Abilities now take 0 turns and can be chosen out of 3 options
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Changes to Officer, Apothecary, Assassin, Commander, and Challenger disguises
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UMBRA has been properly nerfed
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Improvements to BLINK, TEMPEST, WARD, LEVITATE, and BLAST
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Options menu reworked. Custom input delay option added to fix numerous control issues.
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Tons of bug fixes, gameplay tweaks, and UI improvements
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Noise system revisited and now shown on UI
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Secrets?!?
Full changelog:
New Content
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New branch GREAT HALL: tons of goblins and explosions
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New monster Goblin Hurler: throws bomb
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New monster Balaur Hatchling: an early game version of the Balaur but this one is completely blind.
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New spell VORTEX: pulls monsters in and around you and damages flying/floating monsters
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New spell FETTER: binds a monster in magical chains that cause levitation and prevent movement
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New spell QUILLS: gives you a magical shield based on your missing health that reflects melee attack damage
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Vampire abilities now take 0 turns and can be chosen out of 3 options just like spells
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New ability AURA: a rapidly shrinking aura of immunity that can be used to shield yourself or allies
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New ability SHRED: damages monsters near you and adds Bleeding
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New ability WRING: causes non-bleeders to become bleeders
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New ability GUZZLE: collects all nearby blood
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New ability ASSASSINATE: teleport next to the closest enemy and give them stunned and vulnerable statuses for 1 turn
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New ability FRENZY: sets your HP to 1 and gives you a quills shield equal to your missing health
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New Legendary Grimoire that gives more spell options or more mana
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New MALLEABLE MODE. All spells, abilities, stat upgrades, etc. are chosen for you.
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Added 4 new entrances to the hotel
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New item Hunter's Lens: improves your critical hit chances
Graphics changes
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The explosion animation has been redrawn to look a lot better
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Chests now explode their items onto the surrounding tiles instead of just being a menu
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One turn illumination from spells now draws instantly
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Bats added to the title screen
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Added fadeouts to a few spell animations like FIRESTORM
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Primers have been colored blue to more clearly distinguish them from grimoires
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Now drawing blood behind torches... it looked really weird before
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New chair obstacle with 4 direction sprites
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Camera zooms in when talking to friendlies
Gameplay & UI
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Noise is now displayed on the main UI. Many actions that were missing noise now have them and the system has been rebalanced.
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Commander now starts with AURA, Assassin with FADE, and Alchemist with WRING
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Apothecary given another extra poison resist level
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Officer now gets a full HP/MP heal on level up
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Challenger now starts with an ability when starting as vampire
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Significantly buffed weekly challenge archenemies (they were real pushovers before)
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Raised the chance for Challenger to start as vampire to 50:50
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UMBRA has been nerfed. It should still be a great spell but not so good it trivializes the game.
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UMBRA minions are sped up but weaker, so you don't have to wait on them so much.
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No more UMBRA healing on Revenant
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Hotel stairs can now collapse. Collapsed stairs require an extra turn to climb.
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Allied vampires no longer steal your blood unless they need it and you don't
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Stun and frozen moment now reduce evasion to 0
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Fixed a bug with Vulnerable inadvertently reducing Defense. With this change, Vulnerable should cause slightly less extra damage.
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Critical chance is shown on the character sheet
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Werewolves have been reworked: They now have a huge crit chance and heal/satiate on crit
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SWAP has been folded into BLINK (if a monster is in that direction, you swap)
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TEMPEST is now a lot more consistent
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BLINK has been made more accurate with further guaranteed distance
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WARD cost reduced
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BLAST can now destroy walls starting at level 2
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QUAKE damage now requires line of sight
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LEVITATE speed up increased by 1
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Big sludge XP cut in half (because you also get XP for the spawned sludges)
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Ice House monsters are now immune to cold so they won't die in the icy water
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Spiridus has been made flying
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Demon Blood potions are again guaranteed in every run
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Bleeding now does 1 damage in Easy, 3 in Despair
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Monsters will now stay in the same relative position when climbing stairs with you if possible
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Reduced Magma Golem chance per turn to create magma
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Bounty Potion payout is now purely based on turn count which should be way more consistent
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Tooltips added to small disguise buttons
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Message added if user tries and fails to use diagonal movement for various reasons
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Moroi and Samca are now vulnerable to moonlight
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Hunter gets QUILLS now instead of ENRAGE, which wasn't really something you could play around
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Added the times when you changed form to the morgue
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Goblin Anarchist now only combusts with a 1 tile radius regardless of if they blow up before or after death
Options & Controls
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The option menu has been reworked: options are now grouped by subheaders
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All options now have detailed descriptions
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Added visible values to slider options
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Added a custom input repeat option that fixes a slew of horrible control issues for some people (this includes accidentally flying across the map if you hold down a movement key or shooting the revolver 10 times in a split second and ruining the tutorial)
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Added the ability to bind some arbitrary keys that were not supported before (e.g. Alt)
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Option added to disable xp sound
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Added a button to open the minimap
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Added a button to open the hotel map
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The "center" controller button is now mappable
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Added playstation controller icons
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Ability direction selection has been improved
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Right click now works for examine in keyboard examine mode
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The player can no longer "shoot themselves" which previously did nothing but wasted a bullet
UI
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Spell and ability names are greyed out when unusable
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Broken windows are highlighted on the minimap
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Hunger status is now shown for non-human forms like bat form
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Low level human spell casters now show all possible spells on description so you don't have to examine each one
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Resistance tooltips now have precise detail
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Shadow Form description now shows total values instead of per level values
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Added success rate chance to CHARM failure messages
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Next Page indicator on books
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Added a death tip about examine
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Added a death tip if you die with Vulnerable
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Death tips now have red highlighting on important words
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Added a note on fountain descriptions to say they might identify the associated potion
Bug fixes & Tweaks
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Fixed several display issues with the player or monsters falling in pits
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FINALLY fixed the generation of ugly doors, I think
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Fixed some display issues with the health bar
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Fixed a bug with Samca and frozen moment
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Fixed a weird display message involving Holy Water
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Fixed some dash bugs
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Fixed river portal sprite
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Fixed several ASCII display issues
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Fixed a display issue with commander and firefly
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Fixed a bug with pushing Samcas through sunlight while vulnerable
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Fixed some bugs with shadow minions dying to sunlight
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Fixed an issue with Goblin Anarchist allies hurting you, which was annoying
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Fixed some staircases not spawning far enough from boss
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Fixed a double death message from Goblin Anarchist
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Fixed a bug with talking to bats, which you can now properly do
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Fixed a bug with allies refusing to swap with you if near water
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Clarity reworded, for clarity
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Fixed a bug with tooltips overlapping hotel map and other menus
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Fixed some issues with low screenshake values overriding higher ones
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More clarity on staying in the SHADOWS in the tutorial
Changed files in this update