Loading screens: Now feature the player character in various equipment.
New weapons: Snipe away with White Death and break foes with Broken Blade.
A key: Now opens something
------
Intro level
-Added a small outside section and some props to the inside parts
-Door model changed, and it’s now larger
-Added sound effects to the Dragon’s arrival
-Music changes at some point
-Slightly slowed down texts near end of the scene
-Plus a few other changes.
Loading screen
New version featuring the player character. Has 9 variations.
Enemies
Final boss: Now summons fewer White Hounds.
Items
White Death (new gun, dropped by a boss in chapter 4)
-Desolate Shot: Long-ranged penetrating attack with low base damage. Deals double damage against targets beyond ~50% of max range.
-Black Talon: Long-ranged, slow projectile which increases damage taken by target hit for 1 second and slows.
Broken Blade (new sword, can be found in a treasure room. Has animated model.)
-Shard Slash: Basic combo attack with good reach
-Shattering Thrust: Long-ranged attack which increases damage taken by enemies
Key of Grod’Ul -Description and icon changed
-Added a constant particle effect
-Can now be used to open something
-Shifting Elements (new 2nd ability): Alternates between frost, fire and shadow spells with different effects.
Vestments of Legacy -Bloodthirst (new passive ability): restores some health when doing damage.
-Modifiers changed: +dmg done reduced, added +max hp.
Spawner Fragment -Can now be sold by vendors
Map
Added a special room to chapter 3 - part 4.
Bugfixes
Fixed issue where some light effects from abilities didn’t fade out correctly.
Small improvements
On-screen texts now fade in over a short duration instead of appearing instantly.
Enchant who? - v0.27.1
Summary
Knockback & -forth: Added knockback and pull effects to several skills, both for player and enemies.
Enchants: On-hit effects now have scaling, and a bunch of enchants got other changes.
Summon abilities: Now available to player in the form of a trinket which can be found in chapter 2.
*^*^*^*^*^*^*^*^*^*
Skill mechanics
Knockback (new effect): Push or pull target a set distance over a short duration. Pull is stopped when target is next to caster. Can also be used for moving the caster instead of the target.
Summon skills: Updated to work better when used by player. Damage dealt scales with gear power and health scales with enemy damage multiplier (so that the summoned creature survives roughly the same amount of hits regardless of level). The summon can also follow player through doors.
Damage-over-time effects: Updated so that they can be added to any skill.
Enemies
Slightly increased health of all enemies (to compensate for the enchant buffs).
Light now quickly fades from enemies upon death (regardless of how they die).
Some corpses and flesh pieces will now disappear upon player’s resurrection if there’s a lot of them around. The limit depends on graphics quality setting.
Chapter 1: Rogue Mage (boss):
-Added a knockback to the Shadow Nova ability
Bandit Machinist:
-Rending Chain: damage slightly reduced, but it now pulls and slows player on hit.
Master Machinist (boss):
-Dread Chain: Now pulls on hit.
-Land Mines: Duration reduced.
Chapter 2: Root Champion (boss):
-Back to the Roots: Now pulls target towards self over a short duration instead of instantly.
Root Soldier:
-Now has a ranged cone attack with a pull effect (similar to the boss)
Animations
Skill animations now gradually slow down after the effect has happened. This is only noticeable if the effect happens relatively fast (for example at 50% of the total cast time)
New animation: Fist weapon spin (used for player and Cult Zealot)
Items
New: Spawner Fragment (dropped by Root Broodspawner)
Summons an ally to attack enemies. Lasts 8 seconds.
Zealot Blades
-New secondary ability: Frenzied Spin
--Spin to win for 2 rounds. Long cooldown which can be reduced by both dealing and taking damage.
Acid Cannon:
-Acid Burst: now pushes player backwards a short distance.
Crossbow:
-Idle animation changed.
Great Hammer
-Ground Slam: effect happens sooner and stun duration increased, and added knockback.
Mining Pick
-Basic attack combo multiplier reduced from 3x to 2x
-Furious Mining: speed and width reduced, initial cast slightly slowed, cooldown and mana cost increased
Bandit Blade
-Basic attack (renamed to Rend):
--Base damage reduced, bonus combo damage removed.
--Now applies a bleed DoT which lasts for 1.5 seconds and stacks up to 3 times.
-Counter:
--Base damage reduced,
--now applies bleed to all targets hit.
Bloodrender
-Reduced base damage of basic attack
-Both abilities now apply a bleed which lasts for 3 seconds (doesn’t stack).
Twin-tip spear
-Impale: now has a short dash towards target.
Chain Mechanism:
-Now pulls targets hit towards player.
-Damage reduced
-Range and width increased, and launches blades in 3 directions.
Dwarven Armor:
-Force Wave (new skill): Deals low damage and knocks back enemies around the player. Triggers on damage taken, long cooldown.
Enchants
All offensive on-hit effects now scale with gear power (including enchants which increase power).
Defensive on-hit effects (heal, absorb shield) scale with max health modifier.
Note: this is because gear power modifier grows much faster for player than damage does for enemies.
New enchant: Repelling (for boots and trinkets):
-Push an enemy back a short distance.
Changes to on-hit enchants: Shielding, Wrathful, of Blasting, Lifegiving, Rejuvenating: Proc chance increased
of Assassination, of Fireballs: Proc chance reduced
Efficient, of the Endless: Can no longer appear on boots.
of Disruption: Proc chance reduced, can now only appear on weapons
Bugfixes
Inventory: Equipping an item when inventory is full no longer causes the un-equipped item to be dropped to the ground.
Fixed bug where enemies would teleport to the middle of room after ending up outside the walls (the logic was updated so that the enemies are now instead moved next to the wall).
The Sound of Foot - v0.27.0
Summary
v0.27.x patches: Now that pretty much all enemies have been overhauled, the next few patches will be mostly convenience and cosmetic changes & additions. Some new items may also appear.
Footsteps: Now with sound and visual effects.
Inventory: Inactive weapon is now displayed in the equipment bar, weapon comparison updated and a few other changes.
Bosses: Aggro ranges greatly increased. Some of them are now also more threatening during the dialog. Scary!
-'-'-'-'-
Controls
Mouse: Right-click no longer issues a move order (it’s now used only for basic attack).
Note: Attacks are auto-targeted, so in most situations it’s not necessary to click towards the target anyway.
Footsteps
Added sound and particle effect to footsteps. Different boots have different effects.
Footsteps are disabled on 2 of the lowest quality settings.
Enemy
Aggro range of bosses greatly increased. They will now usually aggro a couple of seconds after the boss dialog is closed even if player stays still.
Note: Aggro range of most enemies grows from 0 to max over a couple of seconds when entering a room or after the boss dialog ends.
Several bosses now have a “threatening” animation during the boss dialog.
Inventory
Removed the “Can be used to block attacks (shift)” text from weapon descriptions. The descriptions are long enough without that.
Both melee and ranged weapons are now always shown to be equipped in inventory view. Inactive weapon can no longer be dropped.
Melee weapons are now always compared against equipped melee weapon (and ranged vs ranged).
Owned gold is now displayed in bottom left corner of the inventory (in addition to the bottom left corner of the screen next to inventory button).
Bugfixes
Fixed an issue where Wings of Wrath (passive ability from level up) activated much more often than intended.
Fixed a couple of issues with music changes before & after boss encounters.
Very large amounts of money (4+ digits) are now displayed properly on the UI.
Fixed an issue where singleplayer didn’t start properly after returning to menu from a co-op game.
Possibly fixed a weird bug where inventory capacity could get decreased.
Rise of the Dwarves - v0.26.4
Summary
Dwarves (Chapter 3) and Geas Minions (Chapter 4): Plenty of changes to abilities and base stats.
Late game balance: Item modifiers increase slower at high item levels (NG+ and onwards)
Loading screens: Added text to most loading screens which didn’t have any yet.
NewGame+ starting bugs: NG+ can now be started without going to main menu. This should help avoid all the bugs related to saving & loading.
*Updates will slow down*: Dragonpath will be updated once every 2-4 weeks from now on (because life gets in the way).
-------------------
Late game balance
Gear modifiers now increase slower at high levels (during NG+).
80% of initial increase rate after item level 35
60% of initial increase rate after item level 70
Loading screens
Added text to all loading screens of all levels which didn’t have it yet.
Credits / NG+
Now starts NewGame+ directly from credit scene after clearing the game.
Hotkey texts for actions are now correctly updated.
Enemies
Chapter 1: Bandits Bruiser (boss)
-Dash: Increased cooldown
-Arc Smash: reduced cooldown and slightly increased its cast time
-Move speed reduced
Chapter 3: Dwarves -Reduced hitbox size for most dwarves
-Changed animations of a few abilities
Shooter
-Reduced cooldown and cast time of Flash Step.
-Rapid Fire now correctly increases attack speed.
-Increased move speed.
Shield
-Increased base hp from 70 to 80
-Increased move speed.
-Removed Dwarven Bombs and Leather Boots from possible gears.
-Now gets a skill which is randomly chosen from these:
--Shockwave: Line of explosions with fast cast and a short delay before the effect. Uninterruptable.
--Earthen Guard: A weak absorb shield which explodes if broken. Can be cast on allies.
Berserker
-Melee attack now strikes twice and swings slightly faster
-Berserk:
--Reduced strength (to +20% move speed and +10% attack speed)
--Cooldown reduced and duration greatly increased, and it stacks
-Bladestorm
--Now spins 3 rounds
Champion (boss)
-Base health increased from 250 to 300
-Cripple:
--Projectile changed, hitbox radius reduced and cone angle increased
--Increased cooldown
-Flash step:
--Range and cooldown reduced
-Shockwave (new skill):
--Similar to the Shield Dwarf skill
-Hack’n’Slash
--Renamed to Hack’n’Smash
--Increased cooldown.
--Now uninterruptable, and the boss rotates towards player while channeling this.
-Phase 2: Blastshield replaced with Earthen Guard:
--Explodes when broken instead of when expiring.
Grand Warlock (boss)
-Weaken (new skill):
--Ranged cone attack, slows on hit. Channeled 3 times. Low cooldown.
Removed Mend Flesh (heal)
-Blink: Increased cooldown.
-Summon Dwarf:
--Now used from the start of fight instead of below 80% hp
--Reduced cooldown
-Summoned Dwarf:
--Melee attack now strikes twice
--Now looks more orange-ish
--Bladestorm now hits more often but deals less damage per hit, and has an exhaustion duration when it ends
--Added a dash attack ability with long cast and long range
-Submission Chain (new skill for 2. phase):
--Launch projectiles in 5 directions which stun and slow on hit.
Chapter 4 White Hound
-Increased move speed.
-Melee attack: speed and reach increased, width reduced.
-Cooldowns now get advanced when the hound hits with an ability
-Dash is now a baseline ability
-Random damage skill options:
--Removed Shadow Howl
--Dash attack (new skill option): Dash forwards and do damage
--Obliterate (new): Delayed explosions ability, short cast time
--Desolate: Reduced range, increased projectile width. Now applies a small slow.
Dark Hound:
-Base health increased from 55 to 70
-Shadow Bark (new basic attack): A short ranged but wide cone attack with a long cast.
-Dash: range reduced. Now summons a slowing trap when starting the dash
-Randomly chosen skill:
--Shadow Howl
---Radius and cast time reduced
---Casting particles updated to show the radius better
--Void Ray (new skill option): Similar to that the Rogue Mage boss ability
--Desolate removed
Soldier:
-Visuals: Left hand is now always on fire
-Base health increased from 70 to 80
-Basic attack: speed increased, width reduced and cooldown removed
-Random damage skill:
--Modified Flame Burst from a ranged cone to a series of explosions which are cast forwards
-Enrage (new passive ability):
-Gains movement and attack speed from damage taken for a few seconds
Guardian (boss)
-Visuals: Left hand is now always on fire
-Melee attack: Cooldown removed, range increased, width reduced
-Enrage (new passive ability):
--Gains movement and attack speed from damage taken for a few seconds
-Fire Strike (new ability)
--A series of explosions which is cast towards player. Short cooldown
-Flame Burst:
--Projectile speed increased
--Reduced damage
--Is now uninterruptable, unreflectable and unevadeable (can still be blocked as normal though)
-Phase 2: Blastshield
--Explosion radius reduced
--Absorb amount increased
--Explosion particles modified
Bleakfang (boss)
-Updated entry dialog
-Increased hitbox size
-Passive health regeneration removed
-His cooldowns now get advanced when the he hits
-Dash: Cast time reduced
-Dash attack (new skill): Dash forwards and do damage
-Basic attack: Range increased, damage reduced
-Desolate: Damage and stun duration reduced, projectile width increased
-Howl of Death:
--Radius reduced
--Casting particles updated to show the area better
--Is now uninterruptable
Items
Health potion: description changed to tell that how it is used.
Fluff texts of a couple of items modified.
Enchants
Added 2 enchants with a chance on hit to reduce all remaining cooldowns.
Bugfixes
Fixed bug where items could sometimes lose enchants when loading a saved game.
Fixed bug where right-clicking items in inventory could drop/sell the wrong item.
Possibly fixed a bug where the player could get an extra copy of the secondary weapon when loading a saved game.
Fixed bug where channeled abilities didn’t benefit from attack speed correctly.
Bugfixes & minor updates - (v0.26.3a)
Summary
Now that NewGame+ can be started, it’s time to start fixing the bugs related to it.
Also fixed an issue with some gamepads and made a few other minor changes.
------
Bugfixes
Probably fixed bug where NewGame+ could be advanced by two steps at a time (going from NG to NG+2 for example). If this still happens (or if you have an old save where this happened), see end of these notes for a fix.
Fixed bug where enemies gained much too high bonuses in NG+2 and onwards.
Fixed an issue with starting a normal new game when NG+ was ready to start.
Fixed bug where Spinning Blades (trinket) didn't get saved and would be lost when loading a save.
Controller change
Reduced the amount of keys which can change controller from gamepad to keyboard (to Enter, Space and Return).
Note: Buttons/sticks on some gamepads could register as keyboard controls. This change was made to reduce the chances of that happening.
Save file
Reordered variables in the save file to make it easier to tweak. Old saves do still work thanks to the magics of xml.
Enemy healthbars
The division mark changes to represent a 4x higher amount of health after 600 max hp (which will happen for most enemies during NG+).
Items
Brutal Flamestaff
-Flamethrower
-Reduced damage and range (they were way too high)
-Changed ability icon
Scripted events
Increased the duration of texts.
Main Menu
Continue button now shows the amount of NG+ in save (e.g. Normal+2). Also it now shows “Continue” as the text if NG+ was started but first level wasn’t cleared after that.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
How to fix an incorrect NewGame+ number
Quit game.
Go to game local folder (you can find it by right-clicking the game in Steam library, then selecting Properties -> Local Files -> Browse Local Files)
Go to Dragonpath_Data/SaveData folder.
Open GameState_0.sav with any text editor (e.g. NotePad).
Find the line 2 and change the number in the middle to the correct value (1 for the first NG+). Remember to save changes to the file.
Restart game and press Continue.
Dance of the Ogre - v0.26.3
Summary
Ogres (chapter 3): A bunch of ability & gear changes.
Modifier view: All modifiers (+dmg, +speed etc.) can now be viewed in a neat table format through inventory.
Lots of bugfixes: NewGame+ works once again, levelup bonuses work after quitting&restarting and more.
-----------------
Enemies
Chapter 3 - Ogres Parts 1-2: Added several new Ogre encounter types, and dwarf encounters are much more rare.
Shield:
Now gets one of 5 random weapons (up from 2)
Increased base hp from 60 to 80
Added a short-ranged, wide cone attack which interrupts & slows
Now gains absorb shield on damage done (similar to shield bandits)
Mage:
Increased base hp from 60 to 70
Reduced heal spell base amount (from 25 to 17)
Added a delayed explosion ability which fires in bursts of 2 and has pretty big radius.
Elite:
Bloodrender removed from weapon options (replaced with Obsidian Slayer).
Trinket options are now Spinning Blades or Land Mines.
Movement skill is now chosen from these 2:
- Dash (short range, short cooldown)
- Dash attack (similar to Bandit Elite)
Berserker:
Added 2 items to loot table (helmet and fist weapons).
Increased base hp from 50 to 60
Captain (boss):
Now always has Bloodrender (and drops it)
Bladestorm:
- Increased move speed during cast (from 35% to 50%)
- Slightly reduced time before first hit
Tremors
- Initial cast is slightly slower, channel is faster and reduced number of waves to 3
- Slightly increased damage
- Updated projectile particles
Berserk (phase 2)
- Self-buff now correctly increases move&cast speeds.
Chapter 3 - Dwarfs Champion (boss): Changed main weapon to Bloodhunter Glaive
Reduced move speed while spinning-to-win from 100% to 70%
Skullhunter Scythe
Increased move speed while spinning-to-win from 0% to 70%
Land Mines (trinket):
Increased radius
Is now thrown instead of being placed instantly
Bloodhunter Glaive
Dash attack range reduced
Attack trail particles changed
Ability bar
Block is now shown on the bar (to remind players of it’s existence and keep track of powerblock cooldown)
Health potion icon changed to a potion. (Who would’ve guessed?)
Inventory
Added a display for modifiers (attack speed, max hp etc). It shows all of them in a table with columns for base, gear, levelup and total values.
The display is activated by holding down the sprint/target lock button.
Settings: Hotkey rebinding
Should now work better with controllers.
Added a button for resetting default inputs.
Small Improvements
Reduced brightness on second room of the main menu dungeon showcase
Bugfixes
Starting NewGame+ should work properly once again.
Fixed bug where the same boss could appear twice during a playthrough if game was quit and continued later.
Fixed a bug where the some enemies could become much stronger after dying against them.
Fixed bug where stability buff modifier didn’t do anything.
Fixed a bug where some helmets didn’t show up in inventory view. The ponytail still disappears after equipping a helmet which hides the hair though. That makes some sense so it’s actually a feature, not a bug!
Possibly fixed a bug where the map display could be in a wrong place on some monitors (uncertain because we couldn’t reproduce it).
Level up bonuses are now correctly setup when loading game.
Fixed issue with the projectile hitbox of Spinning Blades trinket (it was spinning along with the projectile).
Fixed a bug where powerblock cooldown was inconsistent.
Probably added a couple of new bugs.
Trading cards added
Dragonpath now has trading cards featuring various weapons (6x) as well as the badge, emoticons and backgrounds.
Next patch is also coming soon-ish.
Potions for everyone - v0.26.2
Summary
Health potions: Now drop more often and are cheaper to buy.
Bugfixes: Inventory comparison now works and a few gamepad issues were fixed.
Health potion drop rate increased, but it’s now tied to the drop rate of other items
(note: item drops decrease the drop rate, and killing enemies increases it).
Slightly increased experience gains after first chapter.
NewGame+: Experience and gold gains greatly increased (they used to be very low).
Inventory
Item comparison is now working as intended.
UI
Tip UI: Shown tips now get automatically hidden after a set duration (35 seconds).
Dialog UI: Now has a help text for closing it with gamepad.
Enemies
Reserve encounters: Arriving enemies now have a 1 second delay before they can use abilities.
Summoned enemies now also have a small delay before they can use abilities.
Chapter 1: Bandit Healer: attack speed reduced.
Bandit Bruiser boss: Ground Pount cast speed and range slightly reduced
Map
Chapter 1 Level 1:
Outpost changed to a small basic room. The vendor can’t be aggroed in it.
Treasure room: Changed the possible item drops (note: don’t worry, Blinkdagger is still one of the options). Power level of treasure item reduced.
Level 2: Dwarven house room: Treasure chest - added an item drop and reduced gold
Vendor
Vendors now have 1 more item for sale in early game
Health potion base price reduced from 8 to 7, and the price now increases much slower.
Bugfixes
Fixed several issues where gamepad controls didn’t work with UI elements (such as books and boss dialogs).
Fixed an animation glitch which happened when attempting to stun an enemy who was casting an uninterruptable spell (it’s was an “unstoppable force vs. immovable object” situation)
Fixed bug where the secondary weapon sometimes wasn’t displayed in inventory.
Chapter 2 last boss: Fixed issue where his self-buff didn’t actually do anything.
Cultists & Co. - v0.26.1
Summary
Cultists: All cultists got ability changes/replacements/additions.
Chapter 1: Most bandits went on a diet and now have slightly smaller hitboxes.
Bruiser Boss:
Ground Pound projectiles can no longer be reflected.
Mage Boss:
Shadow Nova:
- Now can’t be reflected (it can still be blocked normally though)
- Projectile modified to make the explosion area more clear.
Bandit Swordsman
Replaced ranged cleave attack with Spin-to-Win.
Bandit Elite (the one with fist weapon)
Melee attack: speed increased, damage slightly reduced and it now comboes (3. hit in a row deals 2x dmg)
Dash attack: range and cast time reduced
Bruiser Miniboss
All damage dealt slightly reduced.
Added short ‘exhaust’ stun after Ground Pound and Whirlwind.
Whirlwind now spins 3 times instead of one.
Chapter 2: Cultist Healer:
<*>Shadowstep range increased
<*>Basic attack was replaced by a delayed small radius AoE blast skill.
<*>Support skill is now either:
- Heal or
- Absorb shield (strong but with short duration)
Cultist Stabber:
Blinkstrike animation fixed
Movement skill is now either:
- Shadowstep or
- Shadow rush (a dash attack)
Cultist Zealot (the one with fist weapons):
Gains health on every successful hit.
Base move speed reduced
Berserk buff is now stronger but has shorter duration. Also the window of opportunity to use it after getting hit is shorter.
Cultist Big
Basic attack is now a cone of 3 projectiles, but range is shorter and it has a cooldown
Second ability is either:
- Void Ray (pretty much the same as Bandit Mage boss) or
- Void Rune which is a mine.
Cultist Boss
Now gains absorb shield when he deals damage
Now throws around mines in bursts of 3
Gains an AoE spell which is centered on player at 50% hp.
Hope
Modified entry dialog.
Increased cast times of a couple of abilities.
Root soldier:
Basic attack: Removed cooldown, increased speed and reduced hit width.
Chapter 3: Ogre Captain
Tremors: is now unreflectable and uninterruptable. Amount of waves reduced by 1 and damage reduced.
Bladestorm: Now uninterruptable. Radius increased and the boss can now move slowly while spinning.
Tremors and Bladestorm cooldowns increased (they were way too low)
Ability AI priority order improved
Items
Void Staff: Secondary skill now costs mana and looks different
Geas Staff: Secondary skill now costs mana
Enchants
Power of all attack speed enchants reduced.
Best cooldown rate enchant reduced from +40% to +30%.
Co-op
Controller selection:
Disabled automatic selection system for coop.
Controllers are instead now assigned to players by pressing a button on the controller once the game has started (player1 first, then player2).
A help text is displayed at start of game until all players have selected their controller.
Map
Chapter 1: Part 3: The blue-ish special room
Entering text modified.
The timer for .. something .. now starts immediately upon entering the room instead of when the text is closed, but the timer is a bit longer (so there’s time to read the entering text and decide what to do before something fun happens).
UI
Main menu: Changed title of hardcore mode toggle from ‘Hardcore’ to ‘1 life only’ for clarity.
Demo
Disabled NewGame+ option for demo.
Modified Hardcore mode clear credit screen for demo. (“You show great promise. Most of the quest is however still ahead, and full of dangers... “)
Bugfixes
Tutorial: Fixed bug where the starter NPC talk texts were displayed incorrectly if player went to the tutorial rooms before the NPC finished talking.
Fixed bug where player could become unable to get more health potions.
Fixed bug where poison DoT enchant dealt twice the intended damage.
Small improvements
Added a particle effect to player death (to represent dissolving into raw essence or something like that).
Blood stains slightly improved.
Health potion can no longer be used from inventory (modified description text to tell this).
Death Penalty - v0.26.0
Summary
Added several penalties to death: New encounters sometimes appear to cleared rooms, some experience is lost and resurrection happens at 80% hp.
Hardcore mode added: With the usual permanent death.
Mid-late game balance: Enemies have more health later on, and the hero's damage increases slower. Enemy healing abilities now also scale with level.
-------------------------------------
Death
All previously visited basic enemy rooms now have a 20% chance to have a new encounter after death (except for the room where the death happened).
The hero now resurrects with 80% health instead of 100% (which can be restored to max by killing enemies or using a hp potion).
20% of current experience is now lost on death. (This is not very much at start of the game, but becomes more significant later).
Hardcore mode
Option to enable hardcore mode added:
Upon defeat, credits screen is loaded and save file gets deleted.
Credit screen is slightly different from the one used for non-hardcore game clear.
Note: In co-op games defeat happens only when both players are dead. The other player is resurrected when combat is over (naturally the only way to leave combat is to kill all enemies, and they are tougher than in solo so good luck with that).
Items
Weapons Note: most of these changes are small, about 5-10% of the value.
Armors & helmets Reduced haste from several items and replaced it with other stats.
Leather Longcoat (starter armor): removed max hp, added +damage and cooldown rate (so that max hp is a nice, round 100 at start of game).
Plus a few changes to stats of several other items.
The hero
Levelup:
Attack speed buff reduced from +7% to +5%.
Damage buff reduced from +10% to +8%.
Mana cost reduction buff buffed from -20% to -25%
Skills
Healing & absorb abilities now scale with +dmg modifier (enemy support abilities didn’t previously scale with anything).
Enemies
Health scaling increased: enemy healths at starts of chapters are increased from before by roughly:
Chapter 1: 0%
Chapter 2: +10%
Chapter 3: +20%
Chapter 4: +25%
Damage scaling changed to linear. Approximate values at chapters starts are now:
Chapter 1: 100% (note: can’t go below 100%)
Chapter 2: 120%
Chapter 3: 145%
Chapter 4: 170%
Aggro range of most enemies increased by about 30%.
Chapter 1: Bruiser boss
Arc smash cast time increased
Boss start dialog typo fixed
Chapter 2: Root Artillery
Basic attack is now uninterruptable, and it fires in bursts of 3 while rotating slowly towards player.
Second ability is now picked from these 2:
- Launch a randomly rotated line of bombs (long range)
- Launch bombs in a circle formation if player is close.
Root Soldier
Base health increased
Attack speed increased and damage reduced.
Root Slitherer
Cleave blasts skill cast time reduced, but added delay to explosions
Increased base health of most cultist enemies
Chapter 3: Ogre Archmage
Now has 4 different name variations
Now gains Fire Aura at 90% hp instead of at start
Fire Blast cast is faster, but the detonation now has a delay
Flamethrower is now uninterruptable, but deals slightly less damage (it can still kill the player in one cast)
Added a Fire Nova skill (large AoE centered on boss) which is usually cast right before Flamethrower.
Boss names can no longer change when returning to boss room after death.
Music
Changed boss music.
Modified music volumes a bit.
Settings menu
Divided the menu to 3 tabs: Sound, Video and Controls.
Added the option to set resolution manually from Video tab.
Names of stuff
Renamed ‘Haste’ to ‘Attack speed’ for clarity.
Bugfixes
Fixed bug where the game stayed paused if “Remain” was clicked with mouse on level change UI.
Fixed bug where the tip UI sometimes displayed a tip which should’ve been shown earlier.
Small improvements
The hero will now stop running when level change UI is opened.
Intro level: Reduced delay before player can move at start of the event.