Dungeons of Voidria cover
Dungeons of Voidria screenshot
Genre: Strategy, Adventure, Indie

Dungeons of Voidria

Introducing my next game: Tactics Below!

Hello everyone,

I am excited to introduce my next game: Tactics Below! It is a combat-focused, turn-based strategy roguelike where you assemble a party of 4 characters and defeat waves of enemies. It borrows and builds on some elements taken from Dungeons of Voidria.

Check out the store page for it:

https://store.steampowered.com/app/2605990/Tactics_Below/

Thanks!

v1.0.4

Shops can no longer locked
Added a visual cue for when Status: Restrict is preventing a Keyword from activating

Hopefully fixed audio bug where warping on Floor 1 would cause music to restart
Toggling Blobert's difficulty modifiers should now correctly save

Skill: Switcheroo now bypasses Bless/Curse for improved consistency/QoL

v1.0.3

Added an inventory icon
Added an option to increase movement speed

Labyrinth Model's effect should not longer persist when restarting from the same area

Typo fixes
Minor UI improvements

v1.0.2

Pack Pack now has 7 uses per battle
Potion Vending Machine values re-balanced
Bronze Arm Cuffs damage lowered from 4 to 3
Blood Shop prices are lower

Regen now correctly stacks
Blank now correctly trigger trinkets
Fixed bug with crafting: switching crafting recipes during animation
Grapes should no longer be usable more than once in battles

Minor typo fixed

v1.0.1 Beta

Balancing

  • Each class have been rebalanced slightly. This aims to make other classes' early game less punishing
  • The Neutron: HP increased from 65 to 70; SV lowered from 7-10 to 7-9
  • The Caster: Mana gain on battle start lowered from 4 to 3
    <*> The Brawler: SV increased from 7-7 to 7-8; HP lowered from 70 to 60; heal on battle end increased from 1 to 2
    <*> The Shopkeeper: SV increased from 7-8 to 8-8; bonus starting gold removed; more gold spawns per floor when playing as The Shopkeeper
    <*> The Voidling: HP lowered from 60 to 55; SV changed from 8-8 to 7-9
    <*> The Indigo: SV increased from 7-8 to 8-8
    <*> The Horned: SV changed from 8-8 to 7-9


  • Package skills have a small chance to never appear in a run if there were package skills last run
  • Health cores can no longer spawn on floors 4 and 7
  • Keeper enemies have lower starting Max Stun
  • Slates that require a key to craft will no longer need a Catalyst as well
  • Game now keeps track of number of times you've increased your SV. If you've increased your SV more than a certain number of times before certain floors, locked Void Potions will be replaced with a different potion. This threshold shouldn't be reached too easily, and is only intended to limit runs where the player managed to increase their SV more than average, and to smooth out the power curve

  • Snipe base damage decreased, matching status bonus damage up increased
  • Unload is now once per turn, damage increased slightly

  • Replicate now increases copied status' duration by 1 if applicable

  • Overflowing Goblet mana trigger threshold increased from 10 to 12

  • Minor enemy behaviour changes
  • The Debilitator's skills buffed


Bug Fixes

  • Status icons will now display relevant status details on hover
  • Mimicked Withdraw Fortified % in description is now correct
  • Frustration is now correctly once per battle
  • Potion Brewer description is now correct
  • Fixed bug with hovering over spell button and damage forecast becomes incorrect
  • Hopefully fixed bug with key value text's position being shifted slightly too high if player gains and loses a key rapidly

v1.0 Beta

Hello everyone,

We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!

Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.

Although I have done a much more thorough testing for this patch, I have decided to launch this update as "beta" to give some more time for any final bugs/polishing, just to make sure the v1.0 launch is as polished as I can make it. (Just to clarify, this update can be played like previous updates, and you don't need to change to the beta branch!)

I am planning to launch the game in its v1.0 release on the 28th of July.

Below are the patch notes for this update. I hope you'll enjoy it!

Thanks for everything,
Toblue



-

v1.0 Beta Patch notes

New Additions and Changes

  • Added the final Heart upgrade + ending cinematics
  • Added a new theme for the restored Lobby
  • The order in which Lobby NPCs appear have been rearranged
  • Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly

  • Added a new Lobby NPC that sells cosmetic items!
  • Added ~50 cosmetic items

  • Added 5 new Challenge Levels
  • Added a new playable class

  • Added 11 new spells
  • Added 14 new trinkets
  • Added 27 new skills
  • Added 3 new items

  • Added a new player upgrade: Synergy Pedestal
  • Added a new enemy upgrade: Roaming Enemies 2 (adds 3 new enemies)
  • Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a "Custom Run" mode
  • Added all mimic skills to the Compendium

  • Added 8 new interactable structures
  • Improved several interactable structures with more options; sprites improved
  • Added more optional room types


Other Additions

  • Added multiple save files support
  • Reworked title screen
  • Added an option to stop the game from running when in background
  • Added 4:3 aspect ratio support (though not everything will look ideal)
  • Added the option "Use Height Scaling" in the options menu (default off).
    !! This option is recommended to be toggled on for players with wide aspect ratios (21:9) !!


Improvements and Gameplay Changes

  • Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive
    Slightly detailed explanation because obviously everyone wants to know: If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4 turns after the second. This will improve clarity and responsiveness, especially for skills that inflict random debuffs
  • Skills that "transform" statuses will now try to replace the transformed status with the new status instead, rather than removing the transformed status and adding the new status at the end of the list of icons (again for clarity purposes)
  • Improved effects that transfer statuses
  • Effects that transfer/steal statuses will affect damage forecast if the number of valid statuses is equal or below number of statuses to transfer/steal

    Effects of some slates have been rearranged:
  • Detect Slate (blue) now reveals floor layout and all enemies and traps of this floor
  • Uncover Slate (red) now reveals hidden objects and secret passages in this room
  • Traverse Slate (yellow) now removes all water tiles and traps in this room
    This change is because of the conflicting effects of pre-change Uncover Slate, which was "Reveal all traps on floor" and "Reveal hidden objects in this room". For "Reveal all traps on floor", you'd want to use the slate asap. But for "Reveal hidden objects in this room", you'd want to save it until you see sparkles in a room. This made Uncover Slate really awkward to use, and this change aims to remedy this

  • Updated and improved the tutorial infographics
  • Improved consistency for stated status durations for all skills and trinkets e.g. "this turn" "next turn"
  • Keeper enemies can no longer have the "Numb" Passive
  • Voidling class is now unlocked when Heart reaches level 4
  • Reward for "Picky" achievement reworked
  • Sustain and Relocate Slate can no longer be crafted; Detect Slates crafting recipe no longer requires a key
  • Shops can now only sell up to 2 slates
  • Polished some status tooltips; tooltip damage will now update if player has effects that increase damaging statuses' damage
  • New recipes are added to the crafting table (if the items are unlocked)
  • Crafting Dispel Potion and Cleansing Potion now gives 2, down from 3
  • Reflected damage and self damage no longer count as damage from skills. This change is mostly for thorns damage to bypass effects that limit amount of damage received from skills per turn like "Numb" and "Terror Of The Void"
  • "Turn start" trinkets will now trigger when you are starting extra turns
  • Shop's carpet now scales with shop level, sprite updated
  • Optional rooms now start appearing after reaching the end of the dungeon at least once
  • You can now exit most menus by pressing Escape (adding new skill/spell/trinket)
  • Hovering over the "use/throw" button of some items will now update damage preview (similar to hovering over defend)
  • Hidden enemies will no longer be required to be defeated for floor clear
  • Locked Void Potions will now spawn in Stairs room if it failed to spawn
  • Keys are slightly less common, but shops are more likely to sell keys; key cost reduced slightly
  • Improved damage forecast when queuing skills with random elements
  • Reduced wait time after stunning enemy
  • General improvements, VFX improvements
  • Many sprites have been improved
  • Performance optimizations


Balancing

  • Shopkeeper class and Voidling HP increased by 5
  • Caster now gains 4 mana on battle start, rather than 1 mana at the end of each turn
  • Keeper enemies now have Resilient
  • Fairy drops more gold
  • Slates are more common on the first floor of each area
  • Unstable status damage lowered from 6% to 5%

  • Siphoning Orb effect changed to "Increase Max HP by 1 for every enemy you've defeated, up to 10. On battle end, heal 1 HP." Increasing Max HP will now heal current HP for amount increased
  • Trap Anklet heal increased from 1 to 2
  • Metal Detector gold gain increased from 1 to 2
  • Coffee Beans now trigger on turn 1 and turn 3
  • Recycling Machine unspent AP requirement lowered from 10 to 7
  • Mini Transmutator health cost lowered from 8 to 6
  • Manaworm can now only trigger up to 2 times, mana trigger threshold reduced from 65 to 60
  • Voodoo Doll: damaging statuses deal 1.3x more dmg, down from 1.5x
  • Curse Symbol: damaging statuses deals 1.7x more damage, down from 2x
  • Cursed Heart: Max HP reduction increased from 30 to 45

  • Many Spells have their cost reduced

  • Many skills now have Cooldown instead of Once per battle
  • Concussion damage reduced from 1x to 0.8x enemy current stun
  • Bolt Down sealed duration increased to 2
  • Vacate cost lowered from 2 to 1
  • Rime now has 2 uses per battle
  • Bide and Reserve Power have been reworked
  • Reworked several synergy skills


Bug Fixes

  • Leprechaun Hat and Sustain Slate will no longer drop loot if enemy fled
  • Skill: Pin stated status duration is now correct
  • Fixed bug with skills with cast counters being reset to 0 on reset action
  • Fixed bug with inconsistency with some enemies' loot drop
  • Fixed bug with Restrict on enemies triggering on purple skills
  • Fixed bug with incorrect damage forecast on spell hover
  • Fixed visual bug related to changing luck
  • Fixed bug with having no skills on the first battle after restarting a run
  • Fixed UI bugs related to adding new skills
  • Fixed bug with being able to move during battle if you step on an item with full inventory and trigger battle at the same time
  • Duplicate skill packages appearing in consecutive runs should no longer happen
  • Frozen Hand is now correctly triggers once per battle
  • Chilled trigger damage is now correct
  • Values like "number of debuffs expired last turn" will no longer carry over to the next battle if debuff was removed outside of battle
  • Hopefully fixed bug with being able to queue skills at the start of battle by spamming clicks
  • Fixed minor audio bugs
  • Fixed minor sprite clipping issues


(<3)^2

v1.0

Hello everyone,

We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!

Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.

Below are the patch notes for this update. I hope you'll enjoy it!

Thanks for everything,
Toblue



-

v1.0 Patch notes

New Additions and Changes

  • Added the final Heart upgrade + ending cinematics
  • Added a new theme for the restored Lobby
  • The order in which Lobby NPCs appear have been rearranged
  • Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly

  • Added a new Lobby NPC that sells cosmetic items!
  • Added ~50 cosmetic items

  • Added 5 new Challenge Levels
  • Added a new playable class

  • Added 11 new spells
  • Added 14 new trinkets
  • Added 27 new skills
  • Added 3 new items

  • Added a new player upgrade: Synergy Pedestal
  • Added a new enemy upgrade: Roaming Enemies 2 (adds 3 new enemies)
  • Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a "Custom Run" mode
  • Added all mimic skills to the Compendium

  • Added 8 new interactable structures
  • Improved several interactable structures with more options; sprites improved
  • Added more optional room types


Other Additions

  • Added multiple save files support
  • Reworked title screen
  • Added an option to stop the game from running when in background
  • Added 4:3 aspect ratio support (though not everything will look ideal)
  • Added the option "Use Height Scaling" in the options menu (default off).
    !! This option is recommended to be toggled on for players with wide aspect ratios (21:9) !!


Improvements and Gameplay Changes

  • Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive
    Slightly detailed explanation because obviously everyone wants to know: If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4 turns after the second. This will improve clarity and responsiveness, especially for skills that inflict random debuffs
  • Skills that "transform" statuses will now try to replace the transformed status with the new status instead, rather than removing the transformed status and adding the new status at the end of the list of icons (again for clarity purposes)
  • Improved effects that transfer statuses
  • Effects that transfer/steal statuses will affect damage forecast if the number of valid statuses is equal or below number of statuses to transfer/steal

    Effects of some slates have been rearranged:
  • Detect Slate (blue) now reveals floor layout and all enemies and traps of this floor
  • Uncover Slate (red) now reveals hidden objects and secret passages in this room
  • Traverse Slate (yellow) now removes all water tiles and traps in this room
    This change is because of the conflicting effects of pre-change Uncover Slate, which was "Reveal all traps on floor" and "Reveal hidden objects in this room". For "Reveal all traps on floor", you'd want to use the slate asap. But for "Reveal hidden objects in this room", you'd want to save it until you see sparkles in a room. This made Uncover Slate really awkward to use, and this change aims to remedy this

  • Updated and improved the tutorial infographics
  • Improved consistency for stated status durations for all skills and trinkets e.g. "this turn" "next turn"
  • Keeper enemies can no longer have the "Numb" Passive
  • Voidling class is now unlocked when Heart reaches level 4
  • Reward for "Picky" achievement reworked
  • Sustain and Relocate Slate can no longer be crafted; Detect Slates crafting recipe no longer requires a key
  • Shops can now only sell up to 2 slates
  • Polished some status tooltips; tooltip damage will now update if player has effects that increase damaging statuses' damage
  • New recipes are added to the crafting table (if the items are unlocked)
  • Crafting Dispel Potion and Cleansing Potion now gives 2, down from 3
  • Reflected damage and self damage no longer count as damage from skills. This change is mostly for thorns damage to bypass effects that limit amount of damage received from skills per turn like "Numb" and "Terror Of The Void"
  • "Turn start" trinkets will now trigger when you are starting extra turns
  • Shop's carpet now scales with shop level, sprite updated
  • Optional rooms now start appearing after reaching the end of the dungeon at least once
  • You can now exit most menus by pressing Escape (adding new skill/spell/trinket)
  • Hovering over the "use/throw" button of some items will now update damage preview (similar to hovering over defend)
  • Hidden enemies will no longer be required to be defeated for floor clear
  • Locked Void Potions will now spawn in Stairs room if it failed to spawn
  • Keys are slightly less common, but shops are more likely to sell keys; key cost reduced slightly
  • Improved damage forecast when queuing skills with random elements
  • Reduced wait time after stunning enemy
  • General improvements, VFX improvements
  • Many sprites have been improved
  • Performance optimizations


Balancing

  • Shopkeeper class and Voidling HP increased by 5
  • Caster now gains 4 mana on battle start, rather than 1 mana at the end of each turn
  • Keeper enemies now have Resilient
  • Fairy drops more gold
  • Slates are more common on the first floor of each area
  • Unstable status damage lowered from 6% to 5%

  • Siphoning Orb effect changed to "Increase Max HP by 1 for every enemy you've defeated, up to 10. On battle end, heal 1 HP." Increasing Max HP will now heal current HP for amount increased
  • Trap Anklet heal increased from 1 to 2
  • Metal Detector gold gain increased from 1 to 2
  • Coffee Beans now trigger on turn 1 and turn 3
  • Recycling Machine unspent AP requirement lowered from 10 to 7
  • Mini Transmutator health cost lowered from 8 to 6
  • Manaworm can now only trigger up to 2 times, mana trigger threshold reduced from 65 to 60
  • Voodoo Doll: damaging statuses deal 1.3x more dmg, down from 1.5x
  • Curse Symbol: damaging statuses deals 1.7x more damage, down from 2x
  • Cursed Heart: Max HP reduction increased from 30 to 45

  • Many Spells have their cost reduced

  • Many skills now have Cooldown instead of Once per battle
  • Concussion damage reduced from 1x to 0.8x enemy current stun
  • Bolt Down sealed duration increased to 2
  • Vacate cost lowered from 2 to 1
  • Rime now has 2 uses per battle
  • Bide and Reserve Power have been reworked
  • Reworked several synergy skills


Bug Fixes

  • Leprechaun Hat and Sustain Slate will no longer drop loot if enemy fled
  • Skill: Pin stated status duration is now correct
  • Fixed bug with skills with cast counters being reset to 0 on reset action
  • Fixed bug with inconsistency with some enemies' loot drop
  • Fixed bug with Restrict on enemies triggering on purple skills
  • Fixed bug with incorrect damage forecast on spell hover
  • Fixed visual bug related to changing luck
  • Fixed bug with having no skills on the first battle after restarting a run
  • Fixed UI bugs related to adding new skills
  • Fixed bug with being able to move during battle if you step on an item with full inventory and trigger battle at the same time
  • Duplicate skill packages appearing in consecutive runs should no longer happen
  • Frozen Hand is now correctly triggers once per battle
  • Chilled trigger damage is now correct
  • Values like "number of debuffs expired last turn" will no longer carry over to the next battle if debuff was removed outside of battle
  • Hopefully fixed bug with being able to queue skills at the start of battle by spamming clicks
  • Fixed minor audio bugs
  • Fixed minor sprite clipping issues


Edit: 28th July Update:

  • You can now use items on the ground when your inventory is full
  • Chests found in secret rooms are no longer locked
  • Skill rooms are now locked on floors 8+, rather than 7+

  • Salvage Slate gold drop increased
  • Skill: Conclude now costs 0 AP

  • Double Up no longer increases cooldown more than expected
  • Bless Potion bless duration is now correct
  • Hopefully fixed visual bug with status icons not appearing


(<3)^2

v0.93.1

  • Added "Optional Rooms". These uncommon rooms contain an assortment of pickups and objects, but usually require a resource to access e.g. keys or slates. These rooms start generating once you've reached the end of the dungeon at least twice

  • Enemy sprite improvements, Sound Bat sprite reworked
  • Shop item details now display item's crafting component type(s)
  • Some statuses that last for battles will now stack durations when added multiple times. E.g. Previously, Cursed for 1 battle + Cursed for 1 battle = Cursed for 1 battle, now = Cursed for 2 battles

  • Crescent Bracelet damage lowered from 4 to 3
  • Eye For Opening is now once per turn, uses per battle increased from 3 to 4

  • Theme music for "The Void" polished


Bug Fixes

  • Hidden items should no longer spawn on top of other objects
  • Skill: Recycle normal queue now correctly gives 2 stacks of Volt rather than 3
  • Relocate Slate no longer allows you to fight an enemy again
  • Volt will now only trigger once if stacks is greater than 2 times trigger threshold
  • Enemy stun text will now overflow when value is very high
  • Fixed bug with Fossilized Flower stacking its effect when crafting items
  • Skill: Cascading Strike Exhaust damage is now correct
  • Witch's Sigil is more consistent with statuses inflicted by trinkets
  • Endless Deck now works correctly with skills with no uses remaining
  • Fixed bug with Grapes being disabled permanently
  • Fixed bug with Traverse Slate not removing water tiles in some rooms
  • Fixed rounding inconsistencies
  • Fixed missing status tooltips for some skills

Update v0.93

Hello everyone,

Below are the patch notes for this update! The next update will likely be the last content-focused update, as the game is approaching its 1.0 update (though I am still planning to update the game further after its full release!). Stay tuned!

Thanks for playing,
Toblue



-

v0.93 Patch notes

Note: Quicksaves will likely not be compatible with this update, so finish any unfinished runs first!

New Additions and Changes

  • Overhauled the Challenge Options mechanic (now named Challenge Level). Each Challenge Level adds 1 difficulty modifier to your run. Upon finishing a run, rewards for that level will be unlocked, and the next level will be available. All difficulty modifiers have been re-balanced and are generally less punishing. New difficulty modifiers are designed to encourage more decision-making by the player, rather than simply increasing enemy stats and drawing out battles. Currently, 5 Challenge Levels are implemented (5 more planned!)
  • Each active Challenge Level gives +5% EXP bonus
  • More details of each level:
    <*> Lvl 1: Damaging statuses deal +1 damage on you (down from +2 damage)
    <*> Lvl 2: Traps are slightly more common and can occasionally obstruct paths (0-2 traps more for floor < 6, 1-3 for floor 6+) (15% to obstruct path, one per floor, always revealed)
    <*> Lvl 3: Gain a random non-damaging debuff on floor start (debuffs are now less severe and last shorter)
    <*> Lvl 4: Shop prices are higher
    <*> Lvl 5: At the start of boss battles, remove one random buff on you (down from two random buffs)


  • The following are related to Challenge Level rewards:
  • New Player Upgrade: Shop Chests
  • New Player Upgrade: Choice Pedestal
  • New Enemy Upgrade: Roaming Enemies Pack 1 (added 3 new enemies)
  • New Playable Class: The Indigo (with 15 unlockables from levelling up!)
  • Added 12 new skills
  • Added 4 new trinkets
  • Added 1 new item
  • Added 1 new spell


General Changes

  • Enemies unlocked through Blobert (Enemy Pack 1, Enemy Pack 2, Roaming Enemy Pack 1) are now slightly more likely to drop loot

  • Sustain Slate loot pool improves with floor; Lesser Life Potions are slightly more likely to drop
  • Salvage Slate gold per trap increased from 1-3 to 2-3
  • Create Slate now creates 4 random objects; is now affected by luck
  • Item: Stock List now also increases discount chance when used
  • Blood Shop prices are lower
  • Loot drop from salvaging chests improved; now gives more diverse loot overall; now more likely to give healing potions when you are low on HP
  • Salvaging Cursed Trinkets will now give better loot

  • Spike Trap damage lowered
  • Weakened and Exposed trap duration lowered from 3 turns to 2

  • Keeper Skeleton will now only queue Heal up to twice per battle
  • Keeper Treant heal and regen lowered
  • Thornbug Poison Spikes usage frequency reduced

  • Added a display for luck value
  • Added an option to let trinkets with Active effects blink during battle (on by default)
  • Added a sprite for multiple keys
  • Minor improvements and optimization
  • Minor sprite and VFX improvements


Status Changes

  • Added a new debuff: "Sealed"
  • Silence on enemies now have the effect: "Future blue and purple skills are replaced with Weak Attack"
  • Restrict on enemies now have the effect: "Red skills' effects and conditions are ignored."
  • Shackled on enemies now have the effect: "-15% skill value."
  • Reworked icons for Unstable and Enduring
  • Chilled damage increased from 9% to 10%, increased to 18% with Frostbite (on player)
  • Deflect now increases deflected statuses' turn duration by 1 (if applicable)


Spell Changes:

  • Preserve reworked; now extends buffs by 2 turns (if applicable); cost lowered from 28 to 16
  • Magic Bolt cost increased from 7 to 8
  • Surge cost lowered from 20 to 18
  • Double Up cost lowered from 24 to 20
  • Embrace Chaos cost lowered from 8 to 7
  • Aftermath cost lowered from 14 to 12
  • Stockpile cost lowered from 14 to 12
  • Conversion cost lowered from 26 to 20


Other Changes:

  • Trinket: Tome Of Chaos now gives +2 AP, up from +1 AP
  • Trinket: Soul Lantern enemies defeated requirement increased from 8 to 9
  • Trinket: Crescent Bracelet effect changed to "On your turn start and after your attack, deal 4 damage per unique status on you."
  • Skill: Mimicked Bind and Hex now inflicts Restrict
  • Skill: Inflame now has 2 uses per battle, rather than once per battle
  • Enemy Passive: Undying revive HP reduced from 15% to 10%
  • Enemy Passive: Last Hope regen duration lowered from 4 to 2


Bug Fixes

  • Enemy Passive: Stun Bounce will no longer trigger if stun is at 0
  • Fixed bug with Gemmed Chestplate where stacks were added inconsistently
  • Fixed bug with Magic Bolt bypassing Undying
  • Statuses from traps should no longer affect "debuffs gained last turn"
  • Fixed tooltip HP threshold typo for Berserker's Helm
  • Fixed bug with incorrect damage forecast on damaging enemy skills that inflict Exposed
  • Fixed bug with spamming spells and having your mana go below 0
  • Reduced delay if enemy is defeated by spells/active trinkets
  • Hopefully fixed lag spike when opening Compendium for the first time in a new launch
  • Ending a battle with spells/active trinkets will now reset your skills, rather than executing them
  • Fixed bug with Trinket: Trap Blueprint where beneficial traps aren't more common
  • Fixed minor visual bugs


<3

v0.92.1

The Glacier has been visually updated

Tri Strike base damage reduced slightly (3.3x dmg with 3 casts)
Sheer Force damage increased slightly (3.6x dmg)
Trinket: Zephyr Ribbon is now once per turn, rather than once per battle
Trinket: Mana Gem now has 2 uses per battle
Trinket: Guardian Angel now triggers when HP is below 20%, down from 25%; now gives Blessed for 3 turns as well
Trinket: Golden Sword triggers at 4+ unspent AP, up from 2+
Trinket: Trap Anklet effect changed to "Spike traps' damage is greatly reduced. When you step on a trap, heal 1 HP. 3 uses per floor."

Shops now sell a wider range of items
Create Slate and Salvage Slate spawn animation improved

Attack+ and Stun+ should now correctly quicksave
Fixed bug with Compendium initialising twice when levelling up Heart
Trinket: Soda's description now matches its effect: "On turn 3 and 6, Refresh all your skills."
Items should no longer occupy the same tile
When starting extra turns, one-turn statuses are now removed correctly