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Update #43 - Small update

Hi! Today we're releasing a small update with a number of balancing changes and bugfixes that should improve the overall experience:

Gameplay changes:

  • Decreased amount of Summoners spawned in a fight

  • Made it so guardians will be spawned in a room that matches the style of the fight (more open, or with more cover).

  • Slightly changed the layout of a couple boss rooms.

  • Increased initial and per-floor charges of Amulets that use charges.

  • Reduced cooldown of most amulets with unlimited charges.

  • Decreased power/duration of most amulets with unlimited charges. We think that amulets with unlimited charges felt a bit too powerful in short fights, were a single use of the amulet is always available right away. Reducing their power and cooldown makes them useful tools, available more often, but not overpowered.

  • Increased a bit effectiveness of Argo's Resolution.

  • Decreased effectiveness of Carina's Unmatched Talent.

  • Slightly decreased enemy damage boost on missions with higher threat levels.

  • Decreased power of the skills that increased weapons' damage per level.

Improvements:

  • Increased enemy spawn sound volume a bit.

  • Decreased TAA (Used when Antialiasing is set to "Very High") blurriness a bit, should mitigate the "seeing double" problem.

  • On Scavenge fights, a few shards will be spawned right away.

  • Made cutscene texts more readable in Japanese.

Bugfixes:

  • Should have fixed a bug when entering a boss room and trying to leave right away while the intro cutscene is being loaded.

  • Fixed bug in the random room generation algorithm that allowed several repeats of the same room type to be spawned on specific circumstances.

  • Fixed minion bar switching too soon to "X Minions remaining".

  • Fixed double purchases when using a controller in the skill tree.

  • Fixed Forge being always shown in the map key.

  • Fixed Mana Shield being half as effective as intended.

Читать в Steam ↗

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