Changelog v0.4.4


Major

Nerfs

I have nerf a lot of things, because when the characters are level 1 in their passives, I feel like the game is perfect. But at level 5, this is way too op. Also, near the end of a game, you are op, that’s the goal, but you’re too much op. So I’m trying to reduce a bit this. I hope the game will not become too frustrating.

New enemies skin

All enemies, allies and dummies have an animated sprite now ! And thanks to Plazukie and Lioad, the game artist working on the game, it’s beautiful :heart:

  • Idle and attack animations
  • Hit animations for dummies
  • A lot of new textures for everything

Steam

I’ve added 57 achievements for the demo and the support for cloud saves.

Added

  • 3 new boss relics
  • 1 new colorless relic
  • 1 new epic weapon
  • Added red arrows to spot enemies out of screen
  • Added Unstuck button in case you’re blocked
  • Added info button on Him class to explain how it works
  • Added a new settings that limit max speed of the player to 15m/s (a room is less than 15m large) equivalent to +200% speed, by default enabled
  • Added Blindness room modifier, increase rewards by 1 and reduce a lot the global light
  • Zeus Thunder weapon has been revamp, now it just spawn thunder around the mouse, it works with level 3 yellow and green effects

Quality of life

  • Display rarity level on relics and weapons
  • Make a water shader for the one in the hub
  • Make a tree leaves shader for the ones in the hub and tutorial

Improvements

  • Add shadow to trees and improve them a bit
  • Improve a bit the color aura
  • Clarify attack speed minimum gain from Electrified boss relic
  • Improve the rarity level of weapons sold by weapon merchant but increase their price
  • When a boss die, all enemies are slain at the same time
  • Use the mouse direction for the passive Waver of the Samuraï instead of the shoot direction
  • Change save selection visual to display color shards, weapons discovered and play time
  • Freeze DPS when there are no more more damage done (like in Terraria)
  • Improve visually the trails of projectiles and some can have custom colors now
  • Changed completly effect of Odin Helmet relic to shoot a spark when hitting with a thunder aoe
  • Changed the effect of weapon upgraders to improve better the weapon with the same rarity as the upgrader

Balancing

  • Balance all passives (level 2 to 5) and reduce the cost of the upgrades, most of the time, boost the first level and nerf the later ones
  • Balance all relics, buff for some the level 1 and nerf a bit the 2 and 3
  • Balance all weapons, mostly reduced their damage/buffs
  • Nerf yellow altar tier 3 that launch thunder towards 1-3 enemies -> just 1 enemy now
  • Nerf attack speed stats gained with the rune and altar tier 1
  • Refactor Holy Aura
  • Remove Magic Thief relic from boss rarity and move it to rare instead, decreasing his base effects
  • Remove Dopamine relic from boss rarity and move it to epic instead
  • When picking up Holy Mantle, Firestorm and Free Reroll relics, gains the effect/collectible instantly
  • The sacrificial altar now ignore invulnerable effect from the player, but block effect and dodge can still be used to prevent damage
  • Reduce difficulty of Thunder Incarnation boss

Fixs

  • Major: bonus gold were not given to the player and the gold gain used was wrong
  • Major: weapons with more than 3 same colors in it didn’t receive the level 3 effect of it
  • Falling projectiles with bounce were bouncing infinitely
  • A lot of fixs with the tutorial
  • Thunder Spirit enemy pattern fix
  • Show altar upgrade arrow only if you have enough shards to buy an upgrade
  • Fixed a priority bug where block effect trigger before the immunity to thunder of the thundering heart

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