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Major Change: New level - Holy Sea New level - Nuclear Nile Nation New level - Zero Sum Singularity (the final level) Enemy Heal intents New enemy abilities system Players incoming damage prediction Balance changes (3 fountains in the first level, most bosses have been made harder, elite groups are also harder) Added in Credits (Incomplete) Minor Changes: 30+ New tricks and some trick Tweaks Changed up trick pools to improve variety in rare drops Hotkeys ("Esc" for settings, "I" for inventory, more to come) Added round counter display Added new item notification system for the encyclopaedia both in main menu and sub menus Animation tweaks Fixes: Fixed gambits not being castable sometimes Fixed incorrect damage prediction when an enemy would be frozen Fixed wrong character upgrade text (Tom raised this) Fixed XP bar min fill speed (prevents taking ages if you have like 10 xp) Fixed Sometimes cant hover over boss tricks. Fixed Enemy health bars turning green at incorrect times Fixed Tutorial text clipping Fixed Peirce allowed for selecting targets when its supposed to be random Fixed Freezing multiple dice was causing strange behaviour Fixed Quantum Rerolled sometime rerolling to the wrong pool Fixed Generating dice once all dice are used didn't reenable the auto attack button Fixed Rotten gambit showing freeze VFX instead of wither Fixed Being able to unlock multiple characters in a run Fixed Broken Ghost Pepper, causing soft crash Fixed Incoming damage prediction not accounting for dead by poison Fixed Show purchase buttons sometimes causing an error Fixed Flying agaric mine Fixed blood fountain heal value not calculating correctly Fixed blood fountain being disabled before last enemy was defeated Fixed Isvindar gambit causing wrong elemental damage Fixed Effervert enemy group giving way to many gems Fixed starting new run in the wrong level in certain scenarios Fixed buzz knob not having an outline Fixed Pristine Dicewarp being able to target unusable frozen dice. Fixed Russell's Teapot not triggering from withered dice damage. Fixed Cold Feet's usability conditions. Fixed Sneak Attack's VFX/SFX playing on subsequent rounds after it triggers. Fixed numerous instances of stackable modifiers not applying the new modifier value. Fixed instances of Faultless Defence preventing subsequent hits after it triggers. Fixed level based chests breaking There are still plenty of changes and improve coming soon but this marks an important milestone. Pretty much all the base content has now been implemented
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