Patch 1.4.0 brings improvements to enemy behavior that will make them move more and a bit smarter and well as balancing changes to even things out.
GAMEPLAY CHANGES
Melee enemies are now strafing more and will periodically retreat from the player.
Increased minimal distance to player a bit so they won't feel like they are cliping through that much.
Ranged enemies have more consistent and longer repositioning and are slowly backpedalling when player is too close to them.
BALANCE CHANGES
Increased certain enemies melee attack range to compensate for greater minimal distance to player.
Increased players attack range a bit.
Reduced all enemy damage by ~10%.
Increased attack windup for Skelemental and Knightmare's shadow bolt.
Added 0.2s global cooldown for enemy attacks.
Frostbolt damage type changed from point to small aoe (akin to Fireball).
Fireball and Frostbolt now have slight homing capabilities (you do need to have the crosshair on the enemy at the time of the cast).
Boogieman can now move while throwing pumpkins.
VISUAL CHANGES
Increased camera shake when player is hitting enemies with the sword.
Added camera shake when fireball or frostbolt hits an enemy.
Added small glow on collectibles to increase visibility.
Added small light to memoralias so they are easier to spot.
FIXES
Fixed collision inside a pool in ruins on Broken Village (Werewolf is no longer stuck there).
Moved Werewolf memoralia on Broken Village so its easier to spot.
Hitting world objects will no longer produce multiple hit sounds.
Patch 1.3.1 is out!
- Added Italian localization.
One Year Discount
This week marks a full year since the release of the game in April 2023, so in that name there's a record low discount on Lichenvale as well as free demo with no expiry date.
Lichenvale is hitting one year anniversary and I have decided to re-release the demo to the public. You'll be able to fight your way through the first level, collecting powerups, memoralias and lore books as they are in the main game, no alterations whatsoever! Hope you enjoy it!
Power Overwhelming - Patch 1.3.0 is out now!
Player feedback is really important and I've decided to implement some balancing changes in regards to it. Patch 1.3.0 brings new features, balance changes and bugfixes.
FEATURES
Red Power Orb now additionally gives permanent 10% additive melee damage increase per pickup.
Purple Power Orb now additionally gives permanent 10% additive spell damage increase per pickup.
(There are in total 5 power orbs of each type across levels for total of 50% increased melee & spell damage. Existing saves will have these bonuses applied!)
BALANCE CHANGES
Reduced the amount of enemies across levels 4-6.
Increased spawn delays of enemies across levels 4-6.
Added more health potions across levels 4-6.
Added Red and Purple Power Orbs on level 4.
Increased cooldown of Werewolf Brute's pounce and bite attacks.
Increased Medusa's health by 100.
Increased Skeleton King's health by 200.
Fireball's radius is slightly increased.
FIXES
Fixed an issue where player would start new level on normal difficulty with 50% health at most.
Fixed an issue where player would get stuck in spike / lava pits with no way out.
Enemies will no longer get confused when coming from out of bounds areas on level 4.
Patch 1.2.2 is out!
- Knightmare, Medusa and Skeleton King will now properly shoot at where the player is headed. - Reduced friendly fire damage for bosses from 3.5x to 2.5x. This affects reflected projectiles as well. - Reduced hitbox width for charged fireball. It should now be easier to chuck it in enemy group center.
Patch 1.2.1 is out!
- Player can now leave the elevator underbelly if they get stuck there somehow. - Player should be less prone to fall through elevator.
Difficulty settings is out now! - Patch 1.2.0
Patch 1.2.0 brings difficulty settings as well as some bug fixes.
FEATURES
Added difficulty settings, players can choose from following:
INITIATE: Enemies take 33% more damage, deal 33% damage less and are 10% slower (both movement and attacks). Health potions heal for 33% more. Player starts with 5 lives.
ADEPT: Everything is at a baseline. Player starts with 3 lives.
MASTER: Enemies take 33% damage less, deal 33% damage more and are 10% faster (both movement and attacks). Health potions heal for 33% less. Player starts with 1 life.
FIXES
Fixed an issue where player could get 255 lives when doing save / load when dying and 0 lives left.
Fixed an issue where monsters would have 0 health and be alive on load after saving while the death animation is playing.
Patch 1.1.3 is out!
- Fixed death screen closing after pressing ESC and leaving player in a stuck state - Repositioned some of the floating trees on Broken Village - Removed floating grass on cliff edges on Broken Village - Fixed broken LOD lightmaps on beggining of Broken Village
Patch 1.1.2 is out!
- Fixed power orbs getting displaced after loading a save