Challenger Update
Hello again Wizards! This update focuses on the challenge system, adding a plethora of outlandishly difficult new game modes to test your wizarding abilities against. Full notes follow.
Game Modes:
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Added Archmage Trials. Trials have various mutators that make the game much more challenging, generally in a way which drastically alters the balance of the game and encourages different builds. Each challenge has a corresponding steam achievement unlocked upon completion. There are 14 challenges.
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Added Weekly run. Weekly run is a randomly generated challenge. It has a random set of mutators, some of which are from archmage trials, some of which are unique to weekly runs. The weekly run uses a seeded levelgen system based on the current week, so the run itself will be identical for all players attempting it.
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Reworked main menu a bit to make it more obvious when a run is about to be abandoned.
UI:
- The UI is now much more liberal with displaying spell, item, and skill icons. Overall I think this gives the game a more colorful and inviting vibe.
Content:
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Added Silkshifter upgrade: Makes you a web spewing spider, refunds translocation spells that target webs.
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Added redcaps, mid level fire mushroom tossing monsters and distant cousins to gnomes
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Necromancers now raise living units rather than non undead, bringing their reanimation passive in line with player reanimation spells
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Clay hound cost 3->6
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Reincarnation now stuns the reincarnating unit for one turn
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Renamed '-1 LOS' upgrades to 'Blindcasting' upgrades
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Summoned Bloodbears are now properly tagged as demons
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Secondary explosions caused by the spreading flame upgrade no longer consume charges. If you somehow gain charges via flame burst (demonbane shrine for example), you can now keep them.
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Fixed crash that occurred when putting White Candle shrine on Blue Lion
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Choir of angels now properly uses minion damage bonuses
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Mordred is no longer stun immune, but gains stun immunity after recovering from stun, just like the wizard
Misc Bugfixes:
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Fixed bug where damage bonuses were not applied to melee attacks (including but not limited to bloodhound bloodrage)
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Fixed several bugs which led to damage being attributed to the wrong source, or to 'unnamed buff'
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Fixed a bug where fleeing vampire bats would try to swap position with lairs, swapping them into chasms and crashing the game
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Fixed a bug where clearing a level and dying on the same turn would cause an infinite loop, crashing the game
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Fixed a bug which wrote spurious 0 damage entries to the combat log
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Fixed crash that occurred when pressing m while the message log was already open
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Fixed a pointless delay while aborting portal peeks
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Added little spell (and item, and skill) icons to the character sheet and shop screen
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Made shrine tooltips slightly clearer
A note on savefiles: if you have an old save file, it might not be compatible with the new game version. If you run into crash-on-load, try setting your beta version to "Upgrades Upgraded" until you finish your current run.
And as always, if you have questions or feedback about the game, or if you just want some tips for defeating the weekly challenge (this weeks is certainly on the high end!), be sure to visit the official discord.
Happy casting!
-Dylan
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