Hello everyone, we've addressed nearly all the bugs reported over the weekend. Thank you for bringing them to our attention, and we apologize for any inconvenience. Here's the list of fixes:
Bug Fixes
Trinkets disappearing when merchant is visited -> fixed
Trinkets replaced when a new one is obtained if it was equiped -> fixed
Tooltips and info on buffs/debuffs in combat now properly shows.
Heritage tooltips and info now properly shows.
Fixed issue with some Heritage points were not clickable to buy
Act4 Soft-lock issue with Cornelius -> Fixed issue where his corpse was still interactable, Fixed his reseting endless cycle bug.
Act4 fixed to no longer providing rewards, this was not intended.
New Enemy Acsendant attack skill now properly works. He now gains +1 attack count every turn, it was +1 attack damage every turn.
Infinity mode New game button didn't work if there was a continue(previous saved game) available -> fixed
Max skill slots in combat UI was going over trinket slots if it reached 11 slots -> fixed
When Mastery perk is chosen, it doesn't show in character screen panel as an available new slot -> fixed
Radiance 13 did not work if it was obtained automatically after beating radiance 12 in the UI. It only worked if players manually chose the difficulty -> fixed
UI Bug, When mastery is added, it doesn't show on character info screen as a new slot -> fixed
"Setback" skill critical damage bonus was reseting every fight, it now works permanantly as intended.
"Cunning" wasn't replaced by "Critical Damage Increase" on the new UI -> fixed
Character stats in combat UI tooltip/info has been fixed
New Loading screen has been added.
The Unseen Resolve
Hello everyone! We're back with another major patch. You can expect improved UI, new enemies, a better new player experience, tutorial tweaks, adjustments to Radiance difficulty, ACT4 unlockable through Rivals and a good dose of balance changes. Let's dive into the details!
UI Rework
We're excited to introduce our comprehensive UI overhaul and hope you find it enjoyable!
Secret Act IV
Uncover Act IV through Rivals, then face three daunting battles against powerful forces.
New Enemies
New ActIII boss Grand Synod Cornelius the Luminary
Chloromancer
Arcanian
Ascendant
Radiance 13
A new difficulty level is added; Radiance 13: one random skill is silenced start of every turn.
Rivals
More Rival challenges have been added to act2 and act3. Rival now drop a secret trinket orb that holds the secret for Act4
Deredian has been added as a Rival
New Player Experience
Tutorials have been altered, the placement and amount of slides have been redesigned.
Rewards for the first 3 nights have been redesigned.
Every school now has a "Starter skill" pool of 14 skills, and the game will now use this pool for the first 2 nights skill rewards. These skills are chosen to be less complex and more basic to use.
Castle selection screen no longer shows up during first time game played.
Balance
All Villager enemies HP reduced by 40%. This is due to new reward system for first 3 nights.
Quadlimiel no longer has "Channel" ability where she skips turns. Attack Patterns altered. Rapid strikes hit 2 more times.
Grand Marshal Pentarei no longer has "Channel" ability where she skips turns. Attack Patterns altered. Number of attacks have been buffed.
Don the Thorny provides 10 thorns instead of 2.
Lord Archon Ezekiel Dobrand (Act2 Boss) Holy Severence Damage has been increased by 100%. Celestial Judgement now applies 5 burn and 5 daze instead of 1.
After Radiance 6, Act2 and Act3 enemies get bonus "power" stacks. After Radiance 10 Act3 enemies get further "power" stacks.
First Merchant now shows up night 5 instead of 3.
Improvements
Trinket and Minion Merge panel is merged.
Merchant now has inventory/sell tab where you can sell any item you want.
Changed Skill names seen as intents of many summoned units.
Plasma now has a tooltip
Coffin room walls have a red border to indicate that rooms importance.
Added indicator of the maximum night of an act during standart mode.
Added achievement for beating Act4
Translations
Spanish and Vietnamese languages have been added. We will create a steam discussion post for any feedback on the translations.
Dev. Diary 4 - Roadmap
Hello everyone, We wanted to share some details about what's coming next.
Roadmap:
UI Patch
Translations
Prologue
4th Playable School
Full Release
UI Patch
We are working on a major UI overhaul, aim is to make it look better, fill less space in the screen for clarity. This patch will also introduce:
Merges to decors, gather all the merges in one clear UI.
Add a sell tab to merchant where you can sell anything you want.
A new Act3 Boss.
New enemy units that are a variation of existing ones with different set of skills.
A secret Act4 which unlock if you can solve a mystery about an orb trinket, clue lies on Rivals. Act4 is intended to be very hard, there will be no more perk or skill rewards and its aimed for those who really want to push it further with their builds complete with end of Act3.
Clan Basarab will be added as Rival, there will be more rivals appearing in Act2 and Act3.
Translations
We are also working translating the game into many languages. The languages that we will hopefully add in time are:
Spanish
Italian
French
German
Polish
Portuguse-Brazilian
Turkish
Czech
Hungarian
Romanian
Thai
Korean
Japanese
Vietnamese
Chinese
Russian
Ukrainian
Prologue
Next Major patch will be a Free to play Prologue. Our plan is to make our tutorial better with this patch, espacially for new players.
Last Playable School
Our last major content before full release will be the Darkness Disipline. We are focused on making this school work fundamentally differently than other ones to make it feel unique. We are very excited to show this one to our players.
Extras
We have other minor patch content ideas that we want to spread in between major patches. We also have some ideas such as a full new game mode however we aren't sure if we can fit in our current roadmap, nothing official yet, but we are working on something :)
Hotfix
General Changes
"Cunning" has been renamed to "Critical Damage Increase".
Gather skill has been changed from increase base crit damage to 300% to increase Critical Damage Increase by 150%
Demon Blood potion has been changed from increase base crit damage to 300% to increase Critical Damage Increase by 150%
Damage reduction stat in combat ui now shows Physical and magical reduction as a number.
Damage multiplier stat in combat ui now shows as a number.
Balance
Deredian
Level 15 talent "Boon of our Sire" now gives 1AP everytime lord skill is used. (was 2AP)
Blood
"Setback" has been reworked. We want to keep setbacks unique ability to reduce its cooldown everytime lord crits, however in order to avoid infinite turn issues it can cause we decided to remove blood gain from it. In order to keep this skill still fun we are applying the change below.
Fixed an issue with constitution and stamina gained with Clan Deredian were not saving properly.
FaF perk was giving 20% dodge instead of 2%, this has been fixed and tooltip has been corrected.
Golem's kinetic charge should give power correctly now.
Balance Hotfix
Balance
Deredian
Deredian Shatter: This skill now shatters and destroy 50% of current physical armor after use.
Deredian Shadowplate: Physical and magical armor gained increased to 15 from 10. Constitution no longer affects this skill.
Perks
We are changing every perk's stats. Perks are scaling the player way more than how enemies are scaling, it is one of the reasons why at the end of act1 players feel way stronger than the enemies, espacially in standart mode where players can obtain power from multiple other sources.
Bearskin 1 const. 1 block every 5 turns > 1 block every 5 turns
Clan Deredian
New Playable Vampire Lord: Deredian
Here are the new talents for Clan Deredian
Battle-Hardened - Level 3: Start every combat with 20 physical armor
Ancient Armor - Level 6: Start every combat with 20 magical armor
Retribution of the Fallen - Level 9: Every time you lose a minion in castle, gain 1 fortified
Progenitor's Blessing - Level 12: Every time Lord skill is played gain 1 power rest of combat
Boon of our Sire - Level 15: Every time Lord skill is played gain 2 AP
Progenitor's Vengeance - Level 18: Every time Lord lose HP gain 5 strength permanently
Ironclad Loyalty - Level 21: If Lord has more than 200 physical armor at the end of a turn, gain 1 strength permanently
Bloodthirsty Protector - Level 24: If Lord has no block at the end of turn, gain 5 power rest of combat
Level Cap raised to 24
Here are level 24 talent capstones for each clan:
Pahlen 24: Drenched Coins - For each 1000 gold at the end of every night, gain 2 power permanently
Vorodys 24: Predatory Heritage - Start each combat with extra 5 strength and 5 intelligence, this effect stacks per each combat in an invasion.(infinity mode gain +1 stre +1 int perma end of every night)
Tyranasz 24: Bloodweave Mastery - Gain strength equal to current lifesteal end of every turn for the rest of combat.
Sandreanni 24: Absolute Dominion - First time Lord skill is used in combat, the target instantly dies.
Montoku 24: Family Oath - Perks being rare and epic chance increased by 10% and 5% respectively
Basarab 24: Voices from Below - Every time Nether Blast is used, it increases its base damage by 20% for the rest of that run.
UI
We are working on a big patch where we will rework the entire UI of the game. More news on this in future updates!
New Heritage
We added a new heritage: Veterancy: Experience gain increased by 25%/35%
Balance
We worked on enemy balance and their skill patterns. The goal here is to make enemies more fun to fight, and have a more meaningful variety of challenges they bring while also changing up some of their passives to make it more clear what their purpose is.
Here are the changes:
Act I Rogue -> Now has 60% dodge every turn. Every time vampire lord plays a skill, reduce this chance by 5% Rogue -> New passive: Gain 2 strength every time rogue dodges. (old passives removed) Rogue -> No longer casts evasion buff, attack pattern altered Ranger -> twin arrow -> 5x3 to 8x2 damage Ranger -> volley -> now applies 2 daze Ranger -> focus fire -> Instead of putting a debuff now deals 30 physical damage Ranger -> band aid has been removed VPriest -> priest attack now applies Burn instead of Daze VPriest -> holy nova no longer heals -> deal 20 magical damage aoe and apply 2 burn VFootman -> rally skill removed VFootman -> No longer spawns squires VFootman -> ulti skill changed-> attack equal to current physical armor VFootman -> now starts with 10 plated armor VFootman -> armor up changed, now gains plated armor equal to current strength VFootman -> skill patterns changed
-Act II VPaladin -> ulti -> morale gained changed from 35 to 50 VPaladin -> new passive ->all skills now deal double damage if morale is higher than 100 Golem B -> power up 1 -> now gives 10 power -> power up 2 now gives 20 power Golem B -> char attack pattern changed Golem C -> is now stunnable. if stunned gain 1 vulnerable Golem C -> Every 30th attack in combat stuns the golem. This stack resets after a stun is applied Golem C -> Self Repair -> now starts working at 40% to heal 5% HP every turn Golem C -> Upgrade 5 fortified changed to gain 5 power
Pylon HP no longer scales with radiances. They have set 6HP.
Patch v0.5.1.0421
Hello everyone! Our next patch is out.
Castle Bonuses
We are adding a castle bonus to each castle, this bonus is unlocked if all upgrades of that castle are obtained through heritage. These bonuses apply to every castle. Here are the bonuses:
Castle Nazmyr: Visitor chance is increased by 5 % when all of Castle Nazmyr unlocked(this buff effects all castles)
Castle Vellar: Heal equal to current coffin HP at the start of every night when all of Castle Vellar unlocked(this buff effects all castles)
Castle Loudau: Gain 5 max HP whenever you add a new room to castle when all of Castle Loudau unlocked(this buff effects all castles)
Radiances
We are making a change in how to unlock radiance levels. We received feedback that unlocking radiances one by one for each lord felt grindy, and there are instances where your account gets stronger via heritages, so a lord you haven't played before is stronger and you want to quickly jump to radiance 8 with it.
From now on, once the player defeats radiance 0 (base difficulty) on a lord, they will be able to access any radiance level they want.
Elite enemies now also show up in radiance 5 6 7 8 with a chance of %5/10/15/20 respectively
Mastery
We increased the max skill slot available in game by 1.
The auto-skill slot increase the game provides is now limited to 6 (including 2 starting skills); anything further has to be gained through the mastery perk.
Infinity Mode
Every enemy now gains 1 power each night; this buff stacks for each night. Dev note: Enemies HP and attack in infinity mode were not on the scale we wanted them to be; an enemy having a million HP but hitting for 20 damage was just not challenging enough. With the addition of 1 skill slot, we want players to think a bit more on their defensive side during infinity runs.
Balance
Necrolord stack heals has been reduced from 3/6 to 0.5/1
Bone armor "Sundered Marrow" heritage multicast chance reduced from 3% to 1%
Quadlumiel Massacre: Damage reduced from 50 to 40, hits 2 times instead of 1. Applies 3 daze per hit.
Quadlumiel Rapid Strike: base damage increased from 3 to 5.
"Blow": Increase damage by 5 for each 10 blood accumulated this combat. now requires 20 blood accumulated.
Bug fixes
Lineage choices will now appear correctly after player starts a new game without closing the game first.
Lineage choices will now appear correctly after forfeiting and starting a new game
Thorns gained from "Razorback" skill will no longer overwrite previous thorns stacks.
Villagers heals now also gets effected by intelligence.
Radiance 9-12 achievements will now be correctly obtained
Improvements
Dodge chance cap is now writen in character panel tooltip.
typo: inquisitor malevolence -> the correct text should be "If Vampire Lord does not cast", instead of "casts"-fixed
typo: treasure room desc -> the word "decor" is with an ACCENT on the e, which is not correct- fixed
typo: on the Grand Herald's attack, on its tooltip, the text "damagetwice" is linked together, it should be a space in between-fixed
typo: en garde status desc -> the word should be ""received", not "recieved"-fixed
Support Golem intent no longer shows the wrong number of attack
Major Patch
Hello everyone! Our next major patch is out. This patch contains a lot of changes to balance, together with some additions that should spice up the gameplay
Lineage
We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds.
This feature becomes available once the player has defeated Act I on any character or school.
The player is given three options, two of which are lineage choices, and the third is decline and play standard.
The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon.
There will be six different lineages for each school; here is a list of upcoming lineage choices:
Blood:
Your AP regeneration per turn is reduced to three, but gain 1 immortal lineage and maximum blood is increased by 10 permanently at the end of every night
Everytime you deal critical damage, you gain 1 fortified and crystalize in combat, lose 20% of your max HP.
Start the combat with 20 crystallize, lose 30% dodge chance
Gain 2 intelligence end of every night, start the combat with -20 strength
Gain 2 strength end of every night, start the combat with -20 intelligence
Lose 50 blood start of every turn, gain 1 power for every AP used in combat
Ferocity:
Start every combat with 50% of your max HP, gain 5 strength every turn in combat
Gain 5 fortified and 5 thorns but lose 2 strength every turn in combat.
Weak can not be dispelled
Gain 2 finesse at the end of every night, lose %30 of your max HP
Start each combat with 20 intelligence and 1 vulnerable
Your AP regeneration per turn is reduced to 3, gain 3 strength everytime an AP is used during combat
Necromancy:
Decay is undispellable.
Necrolord no longer does aoe damage but gives 1 power to all minions per stack.
Immune to burn and frostbite, start with -1 max AP
Every minion is summoned with 1 HP remaining, gain 10 intelligence every turn in combat
Every minion is summoned with 1 block and 20 power, start the combat with -30 intelligence
New visitor events
There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples:
Gain 1 stre and 1 int every night, lose 30% maxHP.
Merchant prices rise by 100%, but gain 5 power permanently.
Every night, you lose 10 maxHP but gain 15 int and 15 stre.
Double current strenght but lose 10% MaxHP.
Current HP becomes 1, but gain 10 power permanantly
Gain 10 MaxHP for every empty room in castle
Perks
Perks will now have common, rare, and epic rarities.
New Radiances
Radiance 9–12 is now available.
We have tuned Radiance 1-8 so that the difference in difficulty between the radiance feel more meaningfull.
Enemy HP scale per night changed from 1.07 to 1.10
Traps Rework
We have worked on a traps overhaul; goal was to make them more viable.
Traps now work against bosses aswell, however only the traps in the room your lord is placed effect the boss.
Elite Enemies
We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them.
We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances.
Elites appear from radiance 9-12. Radiance 9 having 25% chance to spawn a nomal hunter as elite, and each radiance after that increase that chance by another 25, which becomes 100% on Radiance 12.
Here are passives elite units have
Elite Knight: Gives 20 strength to all allies on death.
Elite Priest: Heals all allies to max HP on death.
Elite Footman: Gain 1/2/3 blocks every turn.
Elite Mage: On death, silence two random vampire lord skills.
Elite Huntsman: This units attacks always deals critical damage
Elite Villager: If you kill it in the first turn gain 1 lifesteal, if not villager will gain 5 strength
Elite Spearman: Everytime this unit takes damage gains 2 strength
Elite Pikeman: Starts with 10 thorns
Balance
Merchant prices in Castle 2 now costs double, and 2.5 in Castle 3
"Riposte" base damage increased from 6 to 9
Cavalary HP has been increased
Scarlet revenge trinket cooldown increased from 2 turns to 5
Heart of pestilence cooldown increased from 4 to 5 turns
Golem enemies attack patterns has been changed
Quadlumiel HP has been increased, she now gets 1 turn immunity everytime she changes phases. She only casts her ultimate ability after a certain HP treshold. Rapid strikes hit 2 additional times
"Blow" no longer resets its count after used and between turns.
"Mirror" skill has been changed to: deal damage equal to current crystalize x2, empowered x4
"Vampiric embrace" now gives 1 stre or 1 int for every 20 blood in blood pool.
"Blood Armor" now gives +3 crystalize when empowered
"Thirst" empowered now gives +3 damage per 10 blood
New "Rupture": if AP is at 0 deal 35 damage, has 20 blood cost. empowered 60 dmg
"Blood for blood": deal damage equal to current thorns x3, empowered x5
"Slam" now does 3 weak instead of 1
"Wake" no longer removes weak stacks on target
"consecutive pummeling" changed into: if target is 0 morale do x4 times damage
"rapid gash" hits 1 additional time
Pirate boss gamble skill now gives more strength
VIking boss eagle now applies 1 vulnerable, his wolfes HP has been increased and they give 1 vulnerable stack to boss on death
Squire HPs now also scale
Archon lord all attacks strike 1 additional time
Inquisitor HP has been increased, he casts exterminatus every 4 turns now
Pikeman call to arms now gives 5 fortified and 5 crystalize to all allies.
Seduction Rework
The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1.
Some levels now give crystalize stacks.
Able to seduce people has been moved to 18th level instead.(which makes it sooner than other reputation equivalents.)
Improvements
new combat ui -> skill bar, trinket bar and end turn button
Tooltips improved, extra status effects explanations show up as a second tooltip box.
Enemy units now show their names if you hover them with mouse
Set all and Remove all buttons has been added for decors,traps and minions.
Added an icon under HP bar showing what lineage choice buff is on, This icon also shows if theres a permanant buff gained from a random visitor event
Combat ability log screen now has tooltips.
Every skill now has a button that shows what their empowered versions do
Buffs under units now has a priority order when they are shown.
Castle select button no longer shows if selected castle is not unlocked from heritage.
Added an icon when traps and minions hit Bosses
Status effects that cannot be dispeled now shows in tooltip that they are undispellable
You can now see your castle layout during merchant screen if you press "m" button
Bug fixes
fixed an issue where empty room sizes UI would show up on nonempty room after save and load
Quadlumiel now gives her achievement even when she shows up in act2
Fixed an issue where enemies would still show up on the UI on the right even after they are terrified, seduced or bribed.
Combat ability log screen
Enemies beaten by bond links now properly die.
Trinkets and perks bought from merchant now proplery show on character panel
Bosses that have multiple phases now properly scale their HP in their second/ third forms in infinity mode.
The "1 free room" heritage trait is completely useless on the smallest map because it keeps giving me rooms larger than my largest room slot.- steam discussion -> this has been fixed. You now always get room that match castle room sizes.
Fixed an issue where movement speed is buged after succesfully seducing an enemy group
Berretal Meadlion now properly stuns.
Dev Diary 3
Hello everyone, We have been working on a major content patch, and we wanted to share some details about it with you.
The release date will be announced in the future!
Lineage
We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds.
This feature becomes available once the player has defeated Act I on any character or school.
The player is given three options, two of which are lineage choices, and the third is decline and play standard.
The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon.
There will be six different lineages for each school; however, we wanted to show you two for each as an example:
Blood:
Your AP regeneration per turn is reduced to three, but your maximum blood is permanently increased by ten at the end of the invasion.
Every time you crit, you gain 1 fortified and crystallize in combat. Start with -20% max HP.
Ferocity:
Every battle begins with 50% of your MaxHP, but you gain 5 strength every turn in combat.
Gain 5 fortified and thorns but lose 2 strength per combat turn.
Necromancy:
Decay is undispellable.
Necrolord no longer does aoe damage but gives 1 power to all minions per stack.
New visitor events
There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples:
Gain 1 stre and 1 int every night, lose 30% maxHP.
Merchant prices rise by 100%, but gain 5 power permanently.
Every night, you lose 10 maxHP but gain 15 int and 15 stre.
Double current strenght but lose 10% MaxHP.
Perks
Perks will now have common, rare, and epic rarities.
New Radiances
We are adding radiance 9–12.
Traps Rework
We are working on a traps overhaul; more information on this will be available later.
Balance
We read every piece of feedback on the general balance of the game. Currently, our main focus is on the difficulty balance of enemy hunters and fixing the issues with some veterans being way more dangerous than some bosses and having deadlier mechanics. We are not only adding new radiances but also reworking the difficulty on every level as well. This includes tweaking the hit counts, HP, and mechanics of bosses. The goal is to keep radiance 0 somewhat constant but increase the incrementing feeling of difficulty faster as the radiances increase.
New enemy type: Elites. We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them.
We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances.
Some examples of elite passives to come (these are subject to change and not certain yet):
Elite Knight: Gives immunity for 1 turn to all allies on death.
Elite Priest: Heals all allies to max HP on death.
Elite Footman: Gain 2 blocks every turn.
Elite Mage: On death, silence two random vampire lord skills.
Elite Huntsman: Each attack causes one wound stack.
Seduction Rework
The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1.
Bug fixes
There will be many bug fixes, as usual.
Ho Ho Hotfix
Hello everyone! Our new patch is out!
To get into the holiday spirits, we've added a one-time-only chest gift to everyone. Event is up until January 6th.
Claim your gifts and gain 50 Heritage points!
Achievements
We added some new achievements to the game:
Achievements for every defeated a Boss for the first time.
Achievements for beating the game on Radiances 1-8.
Achievements for reaching nights 100-150-200 on infinity mode.
Achievement for reaching 2000 Heritage points.
Infinity Mode
When no more skills are available in the skill choices, players will instead gain 25 maxHP per choice.
When no more legendary trinkets can be obtained from boss kills, players will instead gain 50 maxHP.
Bug Fixes
Fixed an issue where if game is closed during credits, it would cause game to no longer load after.
Fixed an issue when game is closed during infinity mode combat and continued after, rewards wouldn't be acquired.
AP gained from events no longer go over the AP cap.
"When you see the credits after a run end pressing "Quit Game" won't close the game but will direct you to the main menu" This is fixed, quit game now closes the game.
"When you have multiple pages of skills mousing over a blank spot on later pages shows the tooltip for what was there on a previous page". This is fixed.
"Obliterate's initial cost is 4 AP but after first use and till the end of a battle it becomes 5 AP". Fixed, should always be 4AP cost now.
"The magical armor you get from the "No Mercy" Skill in the Ferocity School does not add up to your magical armor ! instead it replaces it ... which basicly makes you loose magical armor". This is fixed.
Trinkets
New Trinket "Vorodys Vigor Idol": All summoned minions during combat start with 10/15/30 maxHP
New Trinket "Scarlet Revenge": Double/Triple current thorns on self.
New Trinket "Heart of Pestilence": Double/Triple Decay stacks on target.
Ferocity
"Pummel" skill's damage increased from 2 physical damage to 5.
"Vicious Strikes" empowered now gives +2 recast to all skills if target dies from this skill.
"Execute" skill has been reworked.
New "Execute": Deal 30 physical damage to target, if target is below 50%HP also apply one stack of "executed" debuff. Targets with executed debuff take 30 additional damage from "Execute" skill per stack. Empowered applies 2 stacks of this debuff.
Blood
"Untouchable" armor increased from 5 physical and if 60
Necromancy
"Evolve Minion" skill now carries all previous buffs of minion to the evolved version.
Decors
New Decor "Cage with Sacrifice": All summoned minions during combat start with 5/10/20 maxHP
Visitors
Reworked an event: "Pay 800 gold to undo the curse or lose 20 max HP." It now requires 500 gold, however, and any amount below that will no longer work.
Improvements
Fixed Empowered "Pummel" skills' description.
Fixed overlap in "Prognosis" skill lore.
"Rubedo Jewel" trinket now has the right icon for epic version.
Cunning numbers can now fit properly even in high numbers.
Treasure room level 2 description is fixed.
Added tooltip to multicast to inform that max multicast cap in one turn is 6.
"Pericyte Barrier" empower now correctly mentions that it gives physical armor bonus to Gargoyle Skin.