Online co-op:
- Minions summoned by player should now work as intended.
- Enemies that disappear after killing all players (e.g. Champion of Youn) should no longer cause errors.
- Special level(s) can now be correctly entered.
- Other players will no longer run in place when reading a book.
Ogre Elite: Added a scimitar to left hand.
- Swift attack (new skill): Fast, short-ranged melee attack with left hand.
- Dash attack: increased dash speed.
Obsidian Reavers (new melee weapon): - Dual-wielded curved swords
- Bleeding Slash: Melee combo attack that inflicts bleed for 50% of damage over 2 seconds, stacking 5 times.
- Rend: Strike all enemies around self. Interrupts and inflicts bleed.
Gunman Hat (new helmet): - Similar to the ones used by gun-wielding bandits.
Shard of Nature (new helmet): - A green crystal that is attached to forehead.
Online co-op
All players now jump into the level change portal.
Co-op Difficulty
- Added +5% attack speed and +10% move speed to the co-op buffs for enemies.
Map
- Chapter 3: Updated tileset and props.
- Chapter 1 part 3: Minor changes to props.
Level change
New textures for level change portals in chapters 2 and 4.
Player’s fall on the start of level now destroys nearby props. Also there are sometimes extra breakable props below the fall.
UI
Clearing last level of a chapter now shows a “Chapter Completed” message.
Dragonpath Online - v1.1.0
Summary
Online Co-op added: Play online with up to 3 friends! It should already be possible to complete the game in this mode. Can also be played with the free demo (until end of Chapter 1).
Multiple save slots: Each new game is now saved in a separate slot. This allows for trying different builds as well as switching between co-op and singleplayer games without losing any progress.
Co-op fixes: Fixed a couple of serious bugs in local co-op mode.
Local co-op: Fixed issue that caused player 2 equipped items to disappear when loading saved game.
Local co-op: Fixed an issue where actions of one player could temporarily bug out when the other used a skill (happened after using items that had been traded items between players).
Fixed an issue where inventory item limit occasionally got smaller.
Fixed an issue where some settings could change even when the settings menu wasn’t active.
Online mode is bound to have quite a few new bugs.
Multiple save slots
- Each new game is automatically stored in an empty slot.
- Continue button in main menu now opens a selection screen where save is chosen.
- This also allows for switching between a local co-op and single player game without restarting the entire game.
Items
Health potions: - Increased cost at later levels.
Divine Spear (renamed to Lightning Spear): - Particles changed
- Basic attack: Increased cast time and damage
- Lightning Strike: Is now a single AoE at target, effect happens sooner during cast, animation changed
Storm Claws - Storm Strike (new 2. skill): Teleport a short distance and deal AoE damage. Doesn’t trigger global cd.
Sounds
New electricity sounds, used for Lightning Spear and Storm Claws.
Convenient Comboing - v1.0.1
Summary
Controls: Weapon switch and health potion buttons can now be held to do the action instantly after current cast.
Survivability: Scaling of absorb enchants changed (they now scale with max health, same as healing effects). Added a linear scaling with item level to all absorb & heal effects.
NewGame+: Added new NG+-only skills for bunch of enemies in chapters 1-3.
Fixed incorrect scaling of absorb enchants (they now scale with max health instead of item power multiplier).
Fixed bug where having the same keybind for a passive and active skill would cause the active skill to stop working.
Co-op resurrection after both players die now once again works correctly.
Fixed an AI issue that caused some enemies to get closer to player than they should.
Fixed issue where it was possible to get >100% damage reduction around item level 500.
Fixed incorrect interaction position for stealable chest in chapter 3&4 outposts.
Fixed a couple of bugs in intro scene.
Controls
Weapon Switch & Health Potion: The button can be held to do the action immediately after current skill cast ends.
Weapon switch happens before skill use if a skill button is held at the same time.
(This update allows e.g. holding weapon switch and secondary skill button simultaneously so that weapon changes -> secondary skill is cast -> instantly switch back for some epic plays.)
Data saving & loading
Loading saved game: If player has too few level-up buffs for any reason, a set of new ones is added so that the total amount of buffs matches player level.
Combat
Stability now reduces duration of most debuffs (in addition to increasing the amount of damage that can be received before getting interrupted).
Enemy
Several enemy skills with very high damage (such as Void Ray) got bigger&meaner particles.
Root Broodspawner (boss) buffed up: - Small knockback added to all damage abilities
- Acid Burst: Uninterruptable, unreflectable, more projectiles. Cooldown up a bit and stun reduced.
- Phase 2 (new): Acid Volley - Basic attack changes to a channeled volley with a bit of tracking.
- Spawned Slitherer - Heal (new, NG+ only): Heal an ally for a significant amount.
Heal and absorb shield effects now scale linearly with item level (in addition to max health scaling), +1% per item level (so +100% at item level 100).
Changed scaling of item negative modifiers (e.g. dmg taken) and ensured that they will never reach -100%.
Soul Reaper: - Soulhunt: Added small-ish mana cost. Target hit receives -70% healing for 3 seconds. Improved target tracking.
Barrel Hammer: - Basic attack: Reduced base damage, increased max charge-up time and damage.
Great Hammer: - Ground Slam (renamed to Shockwave): Slightly reduced damage, reduced cost, changed particles.
Bandit Blade: - Basic attack: Animations modified.
- Rend: cooldown and cast time increased, move speed while casting reduced. Radius slightly increased. (Basic attacks are now needed to keep the bleed at full stacks.)
Atronach - Projectile hit effect changed.
Enchants
Absorb enchants now scale with max health instead of item power multiplier.
Absorb & Heal enchants: Effectiveness now increases 1% per item level (in addition to scaling with max health).
Gripping (new, slot: trinket): - Chance to pull target toward self on hit.
Map
Most wooden props in all special rooms are now breakable. (Unbreakable crates & barrels were total heresy).
Chapter 4: New outpost.
UI
Added a couple of new different division marks to signify higher chunks of enemy health. The amount of marks now stays at a sensible amount until about 100k health (which happens somewhere around NG+20).
Sounds
New sound effect for some buffs.
New soundset for Blink & Shadowstep skills.
Bugfixes & minor updates (v1.0.0a)
Early Access ends with this patch. Thanks for all the suggestions and bug reports that greatly helped improve the game during the last six months.
Summary
Balance: Fixed incorrect scaling of -damage taken on gear and slightly reduced enemy damage to compensate. Also tuned a few items and enchants.
Enchants: Scrolls can now be used to add up to 2 enchants to all enchantable slots.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Bugfixes
Fixed incorrect scaling of -dmg taken modifer on gear (they scaled much faster than intended).
Stun durations should now be more consistent.
Boss health bars no longer linger when re-entering the boss room.
Boss entry dialog will no longer show the previous boss text for a very short time (exactly one frame). Also fixed an issue with fade-out when closing the dialog.
Fixed issue where player animations bugged out when wearing a certain armor+helmet combination.
Fixed bug where enemies would run without moving for a short time after player died.
Enemies
Reduced passive light from several enemies.
Ogre Archmage: Updated effects for several skills.
White Hound: Increased cooldowns of some abilities.
Geas Caster: Increased cast time for a couple of abilities.
Map
Intro: - Added death splitting for the monsters.
- Slightly modified the scripted event.
Chapter 4: - Darkened tiles & props.
- Ground tentacle props can now be destroyed.
Balance
Slightly reduced enemy damage scaling to compensate for the damage taken modifier change.
Items
Full Plate (armor): - Added max health bonus.
- Absorbtion (new passive ability): Gain absorb shield when taking damage.
Chitin Plates (armor): - Slightly changed functionality and updated description.
One Goggle (helmet): - Added description.
Power Armor (armor): - Frost Burst: buffed slow debuff and added interrupt.
- Enchant scrolls can now be used to apply up to 2 enchants to all slots.
- Buffed/nerfed/modified a few enchants and the slots they can be attached to.
- Slightly reduced on-hit enchant proc rate for crossbows.
- Updated particles for several enchants.
- Updated blue absorb shield particles.
Fully Charged - v1.0.0
Summary
Skill Mechanics: A few skills can now be charged up or channeled by holding down the button. Reflection damage now stays relevant in late game.
Two endings: Added a scripted event after last boss where player’s actions determine which ending happens.
Loots: Most previously lootless enemies now have loot. Also modified a bunch of weapons.
*^*^*^*^*^*^*^*^*^**^*^*^*^*^*^*^*^*^*
Skills
Added mechanics for changing skill effect if the skill button is held down during cast:
- Extend cast to charge up skill for higher damage and/or additional effect
- Quickly repeat skill multiple times
Descriptions: - Damage of boomerang attacks is now displayed as total damage from 2 hits.
- Channeled & charged up abilities display minimum & maximum cast times and powers.
Ranged projectile attack: damage is now determined upon launch instead of upon hit (so the damage isn’t changed if a damage modifier is lost/gained when projectile is mid-flight).
Reflection: Damage of reflected projectiles now scales with enemy max health multiplier (so the damage will stay relevant in late game).
Ranged projectile spam abilities: delay between projectiles is now affected by cast speed multiplier.
Player melee attacks are more likely to hit if target has moved during cast (as long as target is still within lunge range).
Ending
There are now 2 different endings. Added a scripted event after last boss where player’s actions determine which ending happens.
Models & Animation
Priestess of Geas: model updated.
Ogre Plate: model updated.
Chitinous Headguard: color changed to purple (to match the Chitin Plates armor better).
Added loot: Void Lord (boss), Root Soldier, Geas Caster, Geas Soldier, White Hound, Dark Hound, Priestess of Geas (boss)
Items
Reduced light from several skill effects and added light to some effects that didn’t have any, plus modified a bunch of effects in other ways (in continued effort to increase clarity in situations with a lot of effects)
Katana of Azuria (new, drops from final boss): - Basic attack: Melee with very long range.
- Hold & Lunge: Lunging attack that can be charged up for high damage.
Weakening Daggers (new, drops in chapter 3) - Weaken: Throw 3 daggers that interrupt and reduce move speed and damage dealt on hit.
Great Hammer: - Basic attack: Can now be charged up (+30% cast time for +60% damage)
Barrel Hammer: - Basic attack: Base damage and cast time reduced. Can now be charged up (+40% cast time for +80% damage).
- Ground Slam: Increased cooldown, now also slows enemy cast speed for 2 seconds.
Dwarven Hammer: - Basic attack: Base damage and cast time reduced. Can now be charged up (+40% cast time for +80% damage).
Crossbow & Carapace Crossbow: - Shoot: Reduced cast time
Dorven Rune Blaster: - Shoot: Base damage & cast time reduced. Can now be charged up (+40% cast time for +80% damage).
Inferno Staff: - Basic attack: Renamed to Fire Burst. Range and cast time reduced, cone width greatly increased.
- Inferno (new 2. skill): Hold to release a up to 5 delayed explosions.
Shadow Staff: - Basic attack: range increased, projectile changed
- Void Ray (new 2. skill): Hold to channel a beam of death with high damage.
Cursed Staff of Geas (renamed to Breaker Staff): - Modified description text, changed effects to red lightning
- Basic attack: increased explosion radius
- Seeker Orbs: Reduced damage, but can now be channeled to launch up to 6 orbs by holding button.
Void Crystal: - Debuff duration increased to 2 seconds and it now also slows attack speed by 20%.
Blinkstriker: - Model size increased
- Basic attack: Increased damage and range, slowed cast
- Blinkstrike: Reduced base damage, can now be charged up for +150% damage.
Obsidian Dagger: - Moved enchant attach position.
Scrolls of Immolatus: - Aura effect updated, sounds changed
Plus minor balancing for a few other weapons.
Intro
Updated the Priestess flash image.
Books
Added 2 new books to chapter 3.
Camera
Now rotates more when zooming up close (to get a better view of the player character).
UI
Inventory: - Health potion amount is now displayed next to gold instead of as an item.
- Changed order of equipment slots
- Added a scale-up effect for gold and healthpotion texts when getting more gold&potions.
- Colors for heavily enchanted items are now lighter.
Damage numbers: - Added a scale-up effect for when a damage number is created or added to.
- Reduced maximum font size of number
- Changed how the duration works. Additional damage now increases the remaining duration up to a maximum of 2.5 seconds.
Sound
Updated healing spell sound for a few enemies.
Map
Final level: - Added a vendor to the first room.
- Added an interactable object that allows filling health potions to 5 for free (it’s hard enough with a few potions)
Bugfixes
- Fixed an issue where too many enemies could spawn in the final level if player died during the pre-boss event.
Enchants for Everything - v0.28.3
Summary
Enchants: Scrolls for all item slots can now be bought from vendors.
Customization: Hair style can now be changed and added new color variations.
Extra bosses: Added a new miniboss and fixed issues with Ghostblade and Void Walker achievement bosses.
NewGame+: A few enemies in chapter 1 get updated skills in NG+.
New:
- The Pact (gained after intro level)
- Return Post (kill enemies by reflecting projectiles back at them)
Combat
- Enemies are now knocked back a short distance when their poise is broken.
- Velocity for all knockback effects now fades over time (durations and distances unchanged).
Models & Animation
Player - Added ears to model.
- Slightly modified existing hair colors.
- Hair style can now be changed in the Storage Room within tutorial level.
- Added 3 new hair color variations (for a total of 9).
- Added a particle effect after choosing the level-up bonus and changed the sound effect.
Enemies - Cult Zealot: Added a few tentacles
- Root Inseminator - death splitting: flesh chunks are bigger and added a blood explosion effect
- Ogre - death splitting: flesh chunks and bones are now bigger (ogres are not fat, just big boned)
Enemies
Chapter 1: Bandit Healer
- Heal: Channeled 3 times in NG+
Bandit Bruiser (boss)
- Ground Pound: Increased range and faster tracking in NG+
Rogue Mage (boss)
- Void Ray: Now launches 3 rays in a cone of in NG+
Master Machinist (boss)
- Dread Chain: Amount of chains increases to 7 in NG+
Chapter 3: Forgotten King:
- Changed ability set.
Chapter 4: Geas Caster (new)
- Ranged caster enemy with some similarities to Hope boss
Duskblade (new miniboss)
- A floating blade that drops itself as an item on death
Items
Swift Shoes
- Dash: range reduced
Metal Boots:
- Slide Kick: range reduced
Obsidian Dualblade
- Animations changed and model modified
- Basic attack: Range reduced, speed increased
- Blade Dance (new 2. skill): Spin-to-win with low damage. Move at full speed while casting.
Bandit Blade:
- Skills renamed to Bleeding Strike and Rend
- Bleed DoT: duration increased to 2 seconds
Duskblade (new)
- Dark Slash: Slow basic attack. Restores health on hit.
- Blood Guard: Absorb shield that explodes when depleted. Restores health on hit.
Enchants
- Enchants for ranged weapons, boots and trinkets are now also available at outposts. The slots are randomized, but melee&ranged weapon enchants are more common.
Sound
Melee:
- 3 new swing sounds for light and heavy melee weapons.
- Lowered pitch of hit sound for light edged weapons.
Added a sound for finding secret stuff.
Added a sound for crate breaking
New soundset for hound enemies (chapter 4)
Map
Tutorial:
- Improved signs for rooms and added new character customization stuff to Storage Room.
Chapter 2:
- Added a special room with plenty of void-ish stuff.
Chapter 3:
- Dwarf ghost room: Increased size of room. (The special encounter should also now work correctly)
- Vault room: added a few markings similar to those on the Key and added an interactable object which gives a hint.
Chapter 4:
- White Hound room: Now contains a miniboss
- Fixed issue where Forgotten King (secret boss in chapter 3) couldn’t be summoned.
- Fixed issue where a cultist special room was missing in chapter 2.
- Ghostblade and Void Walker achievements can now be earned as intended (as a result of the above fixes).
- White Hound special room (chapter 4) can no longer appear twice
- Focusing and Inspiring enchants are now correctly displayed as prefixes instead of suffixes in item names.
Books & Brains - v0.28.2
Summary
Books: Combined most multi-part books, added a couple of new ones and updated reading UI. Books can now also be read in main menu.
Enemy AI: Some enemies flee at low health and most healers now run next to the wounded target before casting the heal.
Other: - Reward for 7. level is now chosen from 3 special buffs.
- Added dual-wielded swords & axes with new animations.
- Reduced beefiness of most tanky enemies.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Books
Updated book UI and added a sound for page turning.
Books are no longer split across multiple levels, so their stories/lore should be much easier to follow.
Books can now also be read in main menu, though they are hidden until the chapter they’re in is reached.
Added a couple of new books and modified the contents of several existing ones.
Chapter 3 book (The Rangers) temporarily removed.
UI
Changed healing floating number color.
Skill descriptions: Mana, cooldown and cast time values are now colored light blue for values greater than zero and gray for others.
Level 7 levelup reward is now chosen from these special buffs:
- Execute: Attacks exceeding 70% of remaining enemy hp deal +50% damage.
- Lunge: Land melee attacks from further away.
- Death drain: Increase health restored from kills by 40%.
Melee basic attack lunge range is slightly longer by default.
Enemy AI
Updated AI system to allow behaviours which temporarily override normal AI.
- Fleeing: Run away from player for a couple of seconds when at low health.
- Run to target -> use skill: Enemy runs to a target in order to cast an important skill on it (e.g. go heal an ally).
Enemies
Shield-using enemies: removed a 10% damage reduction modifier from shields and reduced max health from some of them.
Chapter 1: Bandit Shield:
- Base movement speed increased
- Block is now an active ability used after taking damage. The buff slows movement speed.
Bandit Shooter: Flees at low health
Bandit Bruiser miniboss (p3&p4)
- Reduced max hp
Bandit Healer:
- Heal: Range reduced and the healer will now run to wounded targets in order to help them
Bandit Bruiser (p1 boss):
- Ground Pound: Projectiles launch from further away (so they won’t hit when player is standing near his flank)
- Phase 2 - Ground Slam: Added a short exhaustion after cast
Chapter 2: Root Giant Tentacle (new encounter): A huge tentacle that summons more tentacles
Root Mage (new encounter): An immobile humanoid-ish Root creature summons tentacles and bombards the player with orbs
Root Slitherer: Flees at low health
Cult Initiate:
- Heal & Shadow Barrier: Range reduced & caster runs to wounded allies
Chapter 3: Ogre Captain
- Tremors: Projectiles launch from further away (same as Bandit Bruiser)
- Dash attack: cast time slightly increased
Ogre Mage:
- Heal: Range reduced & caster runs to wounded allies
Chapter 4: Dark Hound:
- Flees at low health
Other: Champion of Youn:
- Encounter can trigger sooner.
- Can now be killed only once per playthrough.
Models & Animation
BF Sword: New textures
Crossbow: Improved fading between animations
Player character - new animations:
- Left-handed 1h attack
- Dual-wield stand
- Dual-wield spin
- Dual-wield heavy attack (using both weapons)
- Gun/crossbow stand
Crossbow:
- Shoot: Damage greatly increased, but cooldown increased to 5 seconds
- Reload (new 2. skill): Reset cooldown of Shoot.
Carapace Crossbow (new, available in Chapter 2):
- Skills similar to Crossbow, but with higher damage and slower casts.
Dwarven Axe (renamed to Berserker Axes)
- Added a second axe, changed animations to dual-wield and modified flavor text.
- Hack’n’Chop: cooldown and mana cost reduced, but no longer automatically stuns (the damage it deals is often enough to stun an enemy anyway)
Bloodrender (renamed to Bloodrenders)
- Is now dualwielded
- Bloodbath: cooldown increased, but the cooldown is now reduced by dealing damage. Radius also slightly increased.
Steel Claws:
- Modified trail particles, and the trails are now only visible when attacking.
- Leap attack: Leap begins earlier during the cast. Base mana cost reduced to 10. Trail color changed.
Younae:
- Deceiving Strike (new 2. ability): Long-ranged melee attack. Leap to optimal distance before attacking. (Distance is long enough to avoid most melee attacks, but the gap can be closed with the short leap that player melee basic attacks have).
Lighting & Effects
Reduced some lights:
- Reduced light from several effects&projectiles.
- Reduced player lighting outside inventory view.
- Reduced flashiness of player kill heal effect.
Added an effect for poise break (stun that happens by dealing enough damage).
Map
Chapter 1 - part 2:
- Reserve encounter: Reduced total enemies to 2.
Bugfixes
Leap attacks: Fixed a few of issues about them (including: leap can no longer end up behind target and melee basic attack leap is more consistent).
Summoning skills: Fixed bug where death of a summoned ally could greatly slow down the game until the next room was cleared if camera zoom on kill was enabled. Also disabled camera zoom on kill for summoned units (except for summoned bosses).
On closer inspection - v0.28.1
Summary
Secrets: Several new things that are somewhat hard to find. One of them may be a special level that might contain something with horns.
Kill camera: Boss kills and room clears now have a camera zoom & time slow effect. This can be toggled from settings.
Models x Animation: Bandits got a bunch of changes, and a few new enemy have appeared.
Added a camera zoom & time slow effect to boss kills and room clears. These can be separately toggled from Settings>Graphics menu.
Models & Animation
Skill animations can now start from the middle instead of always starting from the beginning. This is used for a few skills.
Added a system for transparent effects which are cover the player’s body with a small offset. This is now used for player resurrection and kill heal effects.
Items Cultist Robes:
- Fixed model so that feet are connected to legs.
- Changed textures to match Summoner’s Mask.
- Combine with mask for an authentic cultist look!
Summoner’s Mask: Updated model to include a hood.
Power armor: Added a faint glow-y effect.
Enemies Bandit Shield: Now wears Leather Armor.
Bandit Stabber: Now wears a hat and carries more daggers around his body.
Bandit Elite:
- Weapon changed to a single Steel Claw.
- Added a throw animation for Glaive Toss and improved 2 melee animations.
Bandit Bruiser:
- Now wears Full Plate armor.
- Updated some particle effects.
Rogue Mage:
- Changed gear to Leather Longcoat, changed color of hood and added cool glasses as well as a couple of scrolls. Entry dialog also got changed.
Bandit Big Boss:
- Now wears Spiky Armor.
- Textures slightly modified.
Enemies
Bandit Elite:
- Increased basic attack speed.
- Steel Claws added to possible loot (and removed it from Bandit 2h loot).
Furnace Golem (new)
- Appears in a special room in chapter 3.
- Has a repertoire of fiery attacks.
Forgotten King (new boss)
- A fairly tough hidden boss which allows only one attempt per playthrough.
Crystal Shaper (new miniboss):
- Met in a random encounter which can happen after doing something in chapter 3.
Void Floaters (3 new enemies):
- 2 basic enemies and a boss which can be found in a strange place.
Items
Slightly altered stat bonuses of a bunch of headgear.
Crystal Launcher (new gun, dropped by Crystal Shaper miniboss):
- Crystal shot: Long-ranged attack with a DoT effect.
- Slurp: Short-ranged attack that restores some health on hit.
Soul Lantern (new trinket, dropped by a ghost):
- Soulburst: large AoE around user, gain an absorb shield if at least one enemy is hit.
Ghostblade (new sword, dropped by another ghost):
- Fast weapon with good reach and high combo damage.
- Is pretty hard to get.
Cultist Robes:
- Insight (new passive ability, triggers on damage dealt): Advance all cooldowns by 1 second. 4 second cooldown.
Shadow Amulet:
- Renamed to Void Crystal.
Map
Slightly modified a Cultist special room in chapter 2.
Hidden level (new): May contain something with horns.
Chapter 3: - Changed the level of a few of special rooms.
- Modified the fire trap room.
- Modified treasure room to include potential hazards.
- Modified dwarf ghost room.
Achievements
4 new achievements for killing 4 different hidden bosses (btw there’s a total of 5 extra bosses now).
Revealed a few formerly hidden achievements: Cratebane, Haunting, The Vault.
UI
Interaction text for stealing from chests at outposts is now displayed in red.
Updated UI for boss fight start dialog.
Sound
Reduced volume of “Take Damage” sound for periodic damage.
Smoothly Achieving - v0.28.0
-- Update (21.4.2016): fixed a startup crash issue --
Summary
Steam achievements: Added 11 of them to the game.
Combat smoothness: Player move speed now fades out over a short time when starting a cast (instead of stopping instantly). Skill animation transitions are also smoother.
*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*'*
Steam Achievements
11 achievements can now be achieved in game.
Skills
Player move speed now fades out over 0.2s or 50% of skill effect time (lower of the two) when cast is started.
Target tracking speed for enemy skills can now decay over the cast duration (not used for many skills yet).
Animation
Skill animations now fade in over 50% of the skill effect time (clamped between 0.1s - 0.4s) instead of always fading in over 0.1 secs. This makes animation transitions ~smoother~ especially for slow skills.
Added a simple animation to weapon switching.
Random Encounters
Added a mechanic for special encounters which can happen later in a normal room after doing something (e.g. kill a vendor -> face the consequences later).
Map
Treasure chests are now easier to see in special rooms of chapters 1 and 2 (their material was brightened).
Enemies
Vendors now leave after getting their righteous revenge on the player.
Bandit Stabber:
-Animations changed
Bandit Sworder:
-Dash range and cast time reduced
Angry Spirit of Chapter 1:
-Changed some sounds
-Added a death effect
-Basic attack: Width reduced, but now tracks target (with decaying speed). Combo damage multiplier reduced to 3.
-Berserk: Now correctly increases attack & move speeds. Particles changed.
Champion of Youn (new)
-A mini-boss who comes to greet you if you do something. Wields a cool sword.
UI
Boss health bar visuals updated.
Player health bar now flashes when healed.
Bugfixes
-Fixed issue where leap attack abilities could have much higher effective range than intended.
Colour of Idling - v0.27.3
Summary
Character customization: Hair color can now be changed within the tutorial level (6 options)
Animation: 4 new ways of idling and a couple of new attack animations. Wings are now also animated.
Other: Player face texture updated, sound effect added to death, minor changes to a bunch of items
+-++-++-++-++-++-++-+
Launch menu
Changed splash image.
Models & animation
Skills with 2 animation variations now revert to the first variation if the skill hasn’t been used in a short time.
Player:
-Face texture updated
-Hair color can now be changed (6 color options). Vats of dye used for the coloring can be found in a new room within the tutorial level.
-Added 4 new idle animations which occassionally play when standing still outside combat.
New melee 2h animations: Upward swing, basic smash
Wings of Wrath (Blessing): Modified model and added animations
Gear
Changed some animations for a bunch of melee weapons.
Improved attachment points for a couple of Blessing items.
Obsidian Dagger:
-Lunge: Cast time increased.
Carapace Cleaver:
-Shadow Wrath (new 2nd ability): Launch projectiles in all directions, knocks enemies back on hit.
Great Hammer:
-Basic attack: increased speed when used by player
-Ground Slam: effect happens a bit later during the cast
Divine Spear:
-Lightning Strike (new 2nd ability): A line of lightning, interrupts on hit.