New Feature:
- Leveling up gives you access to random rewards with different tier of rarity.
Gameplay:
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Leveling up no longer give health or mana back
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Challenge room now have a 50% chance to give gold instead of an active item.
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Monster spawn generation: randomized the monster density: -30% to +30%
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Dodging close combat attack should feel more straightforward, because the attacks casting time are
now consistent for a given monster. Therefore dodging the first boss is now less unfair. -
Green Blob have an animation of attack
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Green Blob attack now push the player back
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Red Blod attack now push the player back
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There is no longer a random bonus or malus to the drop rate of individual items.
Visual:
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Updated visual SFX of First and Third boss Mana Reg. debuff.
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Frenzy sound and animation slighlty improved
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Added one frame to Demon attack.
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Added one frame to Wolf Boss close combat attack.
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Improved the head close combat attack.
Balance:
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Hard difficulty: Nerfed clear blood heal power: +45% -> +30%
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Buffed ant's projectile damage: +15% DPS
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Buffed worm's projectile damage: +15% DPS
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Curve of gold given by boss augmented (0.2 to 2) -> (0.2 to 3)
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Rooms generation: greater chance to have small room
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blood received is higher in Normal and Easy difficulty (+25%)
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blood received lowered during frienzy ultra (-30%) and frienzy max (-50%)
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Dumbell buff: strength per enemies stun +10% -> +15%
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Slippers buff: attack speed per enemies loosing friction +16 -> +20
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Removed room with only a active item chest ( to compensate for the level up rewards new feature )
Engine:
- Optimizations on the entities drawings. Should help gain framerate on lower end hardware
Bug fix:
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Fixed crashe that occured when dying as the same time of gathering an item
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Launching clear blood when the timer for frenzy is almost expired will now correctly launch frenzy
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Easy difficulty: blood dosen't degenerate super fast anymore (whoops).
Changed files in this update