Clever enough enemies will avoid dangerous spells persisting on the ground, as well as their own bomb explosions. Goblin Sappers, rejoice!
AI that set traps will do a better job of interacting with them.
AI now knows they can't hit through an altar.
Blinded AI will no longer attack, even if they were about to when they were blinded.
AI no longer report getting angry at themselves. 😂
AI will no longer evacuate their position for a potential friendly who they're mad at.
AI with a master will now get angry at otherwise-friendlies for the sake of their master getting hit.
Enemies are no longer immediately fooled by players who transform into a friendly monster type in front of them.
Autonomous spells target more accurately, particularly with defensive effects.
More various small improvements.
New upgrades:[expand type="spoiler"]
Blob Hunter upgrade gives you stats for killing blobs!
All Items Revitalize gives you an additional option in your inventory menu to sacrifice any item for health and energy!
Find Traps 2 upgrade makes you find traps with near certainty!
[/expand]
Add two new types of rare destructibles: urns that contain a bunch of ether, and golden chests that always contain a bunch of money.
Traps no longer stack, and the overwritten one will trigger immediately if already armed. If not yet armed, the overwritten trap will fizzle!
Persistent spells of the same type will no longer stack. Goblin Sappers, mourn.
Added new loading screen tips and separated them based on the control type detected.
Reword "Demon" category to "Horror", to disambiguate with the monster also called "Demon".
At some point, bombs stopped giving useful logs. Fixed!
Patch Notes v0.1.31
Character customization is now saved! Your character is no longer randomized on its own, and the name is no longer reset to "Player".
Changed to a different system for generating spell types and upgrades, and in doing so rebalanced the appearance rates. Common types are seen much more often now.
Improved spell auto-identification so that it's more generous and helpful. Trap spells and other indirect spells will now identify their effects properly if the effects are ultimately seen. Some spell attributes will auto-identify as well now.
The effect type dropdown in the manual identification menu now only shows effects that you've seen before (starting now). This makes the screen less confusing for new players.
Upgrades for elemental spells have been reworked.
You can now only choose one elemental Specialty upgrade, and each one instead makes that element more common and stronger for you.
The Specialty can then be followed up by an additional, Elemental upgrade, which grants the previously-known extra effect to your spells, as well as making your wizard actually take on that elemental type!
Changed how Shared Blood Costs and Borrowed Blood Costs upgrades work, and they now split the cost up among all characters.
Spell combination (which happens via altars) is now more generous, trending more toward the higher of the two strengths/durations, and toward more attributes, especially if both the combined spells share one.
Add missing sounds for software keyboard shortcuts.
Made enemies spawn more often under some circumstances, as later levels had become a bit too easy.
Fixed animation crashes under some obscure situations.
Fixed "angry" AI sometimes delaying a turn before acting upon their anger.
Fixed Blink trap spells, which had stopped working.
Fixed ownership of summons with a dead parent (like Bloblings) who would sometimes fight each other.
Fixed Treasure Golbins being basically invincible. That was probably frustrating.
Patch Notes v0.1.29
Added a new dropdown to the manual identification menu, making some spell types, like Summon, take up less space in the effects dropdown.
Fixed scrolling on dropdowns on the manual identification menu when using a controller.
Made menus more responsive when using a controller.
Fixed Summon type mismatch between actual and what it identifies to (Wall vs. Blob).
Fixed some weirdness in Transform spell generation, which made the spell type less common.
Patch Notes v0.1.28
Lots of new Summon and Transform spell types! Get transformed into a golbin!
Summoner enemy uses some of the new summon types.
Added secret shops! Some secret areas will hide a shop, even if it's not the right level to find one.
Lots of fun, new upgrades added! Including: [expand type="spoiler"]
Make friends with blobs!
Several more branches for Melee Attack upgrade tree!
Find secrets easier!
Improved poison!
Improved blood magic!
Free partial spell identification!
[/expand]
Added a rarity system to upgrades, along with a small overhaul to the Choose Upgrade menu. Generally useful upgrades like health, energy, and inventory space are now more common.
New icons for some upgrades.
Health and energy upgrades rebalanced, making the flat increases more attractive.
Spell strength/duration upgrades no longer apply to non-spells.
Blood magic and Reduced Attack Cost upgrade now synergize.
More Charges upgrades now apply their effect instantly to all scrolls.
Reduced enemy respawn rates. This should make the earlier levels quite a bit easier.
Reduced upper bounds of generated level complexity and size. This will especially make the first few levels much less complicated on average.
Reduced the number of memorization slots, now that the upgrade for it is more commonly found. You will no longer start with a spare slot.
Reduced destructible wreckage jittering against walls.
Throwing Key Stones no longer destroys them, which trapped you on the current floor. Have fun tossing it around!
Adjusted item appearance rates: More Power Stones, fewer utility potions.
Spell identification on cast no longer tells you the effect in cases where you couldn't see anything happen.
Fixed some summoned monsters not properly belonging to their caster.
Fixed some 1-turn duration spells to feel more impactful on the player.
Fixed the crash on the "A Long Time Later" screen.
Patch Notes v0.1.26
Fixed a bug where some menus, like the shop menu, wouldn't close properly when closed.
Added menu sounds to the start menu, which had gotten left out.
Patch Notes v0.1.25
Added tons of new or improved sounds, including for all menus, spells, and enemies!
Spells that hit in the dark now make (muffled) sound.
Added well-known software keyboard button shortcuts for ease of use.
AI will now sometimes get angry at friendlies who hurt them, even potentially breaking Charm.
Player is now shown on status page.
Most runes now activate upon throwing them.
Ambush runes improved to show enemies falling from the sky!
Fixed Amnesia rune crash.
Fixed an error that broke Summon spells.
Fixed a crash when selling your last item.
Fixed some enemies who were meant to drain life on melee hit.
Patch Notes v0.1.24
Changed sounds to be more consistent in presentation, and to position them in stereo.
Made sounds get quieter in the dark or when further away.
Fixed Trample Destructibles upgrade (it broke in the last patch or so).
Fixed broken Transform spells. Melee attacks now work again while transformed.
Fixed music on initial level load (before moving) to reflect presence of enemies.
Fixed crash on using an Identification Glass with no other items in inventory.
Patch Notes v0.1.23
Varied invisible code streamlining to speed up gameplay by a bit.
Shop item descriptions now expand when hovered, accommodating spell scrolls and some other items with longer descriptions.
Fix some buggy interactions between "autonomous", "persistent", or "trap" spells and some spell modification upgrades (Double Durations, Wild Magic, etc.).
Adjust Doom spawn timer based on the level (should give you enough time to beat the more difficult levels now).
Patch Notes v0.1.21
Software keyboard added while using a controller! This should finally enable controller-only play.
New cosmetic spell effect types! Added a couple of silly spell effects that only change targets cosmetically.
Spell effects now appear at different rates, making normal damage or healing spells a bit more likely, and crazier (or useless) spells a bit more rare.
Added new Replacing Scrolls upgrades
Ether Runes scale with floor number
Spell identification popup now offers a dropdown for durations instead of a freeform field
Fix some glitches around Doom spawning
Fix broken interaction between Frozen and Undead statuses
Fix bug when overwriting equipped spell
Fix ironic infinite loop (game freeze) in infinite bad status escaping sequence
Some bug fixes to shop and altar menu controls
Patch Notes v0.1.20
We're back! After a long hiatus for personal reasons, I'm finally updating again, starting with this big, graphical, catch-up update.
Various UI design changes and tweaks
Shop overhaul! The shop menu and the merchant himself have both been updated with awesome new graphics from Nicholas Acheff! The shop now also works completely via the menu, which is hopefully more intuitive and generally better.
Many more new monster sprites from Nick! The Sapper Golbin, Spectre, Zombie, Demon, Cave Creature, Rogue, Driller, Serpent, Fuzzy Wuzzy, and Golem enemies all have new sprites!
A couple of completely new, rare enemies! The Shoggoth and Adorable Critter have now been added to the game. (They are rare finds, though. Good luck!)