Update #21 - Themed rooms and more!
Hi! In today's update we're giving the dungeons a bit more personality with themed room layouts, specific to each dungeon type. We're also fixing a number of bugs and doing a small balance pass to most game elements.
Improvements:
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Changed "Extra Fire Rate" visual boost effect so it's not mistaken with taking damage.
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Added more variations to the menu loading screen background.
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Connector, starting and platforming rooms are now theme specific.
Gameplay changes:
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Breakable decorations can now drop mana crystals when destroyed. Limited to specific rooms (connectors and combat rooms), and limited to a small amount (1 on connector rooms, 2-6 on combat rooms, depending on room size).
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Special effects that provide additional drops won't be applied to summoned missions to prevent farming.
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Capped the strength of knockback the player can receive, so they can't be sent too far when hit by a few of them at the same time.
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Daily Challenge: Enemy damage increases on every floor, on top of the other difficulty modifiers. Decreased speed boost in higher levels.
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Scavenge rooms: Decreased number of items required.
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Enemy balancing:
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Igneous Nightmare: Reduced amount spawned
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Burning Soul: Reduced amount spawned
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Ironclad: Slightly reduced walking speed
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Carrots: Slightly increased health
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Hollow Warrior and Frozen Warrior: Slighlty increased damage and health
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Bronze Warrior: Increased health
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Reanimated Soldier: Increased health
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Weapon balancing: Small changes to damage/mana usage of primary and secondary attacks of most weapons.
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Character balancing:
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Carina: Increased push damage
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Glyndor: Increased Syphon duration
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Jacob: Small speed penalty while using Sacrifice
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Perk balancing:
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Black Market: Increased amount of shields earned
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Arcane Summoning: On top of getting an amulet, you get an additional perk if you already had one.
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Channeling: Stronger effect.
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Bugfixes:
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Fixed job perks showing up on the shop in Daily Challenge.
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Fixed Status effect sound not sounding on higher framerates.
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Fixed issues with freezing jumping enemies.
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Increased range at which enemies start jumping up/down a ledge. Should help with big crowds getting stuck.
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