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Genre: Indie

Nomad Survival

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Hello, just a few bug fixes:


<*> Fixed issue where the Quickling's Weapon Skill could not critically hit.

<*> Another attempt at fixing issues with Relic selections sometimes cycling indefinitely.

<*> Another attempt at fixing issues where you would sometimes get offered the same Boss skill multiple times in one chest.


As usual, please let me know of any issues you find.

Minor Update 6



Hello!

Alongside some bug fixes, this patch introduces better saving and loading handling. I'm going to be looking into Cloud Saving very soon, as this new saving and loading method will make this more reasonably possible.

Deadzone issues are finally improved, as well.

The big change is that, if whatever reason your save file is corrupted, the game will now load the nearest backup and give you a message to inform you of that when you load the game, which is way better than the game just crashing.

Now, onto the patch notes!

Here they are!

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!

CHANGELOG




  • If, for whatever reason, your save file becomes corrupted, the process of loading up the nearest backup has now been automated. You can now also expect Cloud Saving soon.

  • Keyboard and Gamepad handling in the Level Up, Chest, and Invocation menus has been rewritten (again). Please do let me know if there's any more bugs with it.

  • Map event objects, such as the Crystalized Chest, can no longer be Entangled.

  • Increased the deadzone for moving the mouse cursor with the right joystick on Gamepads. Sorry this took so long.



BUG FIXES





  • Fixed issue where the game would crash when you leveled up as a Merchant with the latest patch (this was fixed immediately, but I'm including it in these patch notes).

  • Fixed issue where the Jackpot achievement was not being awarded.

  • Fixed issue where achievements regarding not opening chests were ignoring the fact that you actually opened chests.

  • Attempted to fix rare issue where the map event object in The Crossroads would sometimes instantly despawn. Please let me know if it continues to happen.

  • Attempted to fix rare issue where, when opening a chest from a boss enemy, you could be offered the Boss Skill, and then the Boss Skill again if you get a Bonus Relic choice. These don't actually stack. Please let me know if this happens ever again.

  • Attempted to fix rare issue where, when opening a chest, sometimes one of the displayed relics never lands on a proper result, and instead just keeps rapidly cycling through choices. Please let me know if it happens ever again.

  • Fixed issue where, should 2 chests ever overlap, you'd only open one if you ran over them even though both would disappear. They are now queued instead.

  • Fixed issue where, if the circumstances were just right, the Cultist's Weapon Skill would work on Boss enemies, instantly killing them.


Thank you for your patience as usual. Localization and translation integration is my next priority.

Major Update 1 - Part 2

Hello!

As promised, here is the 2nd part of Major Update 1 (there will be no other parts). This wraps up the changes for the Chest/Relic System. It doesn't mean I'll never ever make changes to them again, it's that the priority has now shifted to other things.

This should help take care of some complaints about the RNG nature of Relics while still keeping the spirit of them being, well, random. I won't be able to please everyone, so if you're still unsatisfied with the system, then there's probably nothing I can do for that. I apologize.

This patch introduces a new system when opening chests: Invocations. Invocations are a special perk (that isn't randomly chosen) you get to choose alongside having a Relic. They make opening Chests more strategical, as well as offering some bonuses that are useful without being overpowered.

Alongside this, a new Relic Reroll system has been introduced, where you can reroll the Relics you've been offered by choosing to spend Rerolls. The cost to Relic Reroll increases each time you choose to do it in a run, by double.

So, your first Relic Reroll would cost 2 Rerolls. Your next would cost 4 Rerolls, then 8 Rerolls, and so forth. You're supposed to use it sparingly, but there has also been a new (albeit expensive) Upgrade introduced which may help with that.

Did I say Relics? That's not a typo. You are now offered more than 1 Relic when opening a chest and you can choose which one you like. For now, you are offered 2 Relics. I'm going to see how the feedback is on the system to decide whether or not it should be increased, but to avoid going too crazy at the start, 2 options will suffice.

Here's the changelog:

CHANGELOG




  • Introduced new Invocation system when opening Chests. What does it do? How does it work? You should play and find out.

  • Introduced new system where you are presented more than 1 Relic to choose from when opening a Chest.

  • Introduced a Relic Reroll system where normal Rerolls can be spent to reroll your offered Relics, with an ever-increasing cost (resets each run).

  • Immaterial Cloak, Ascension, and the Quickling's Weapon Skill no longer continue to play their SFX when the game is paused.

  • When killing Boss enemies, if you don't have the achievement for obtaining their Boss Skill yet, an internal variable will be increased by 1 each kill. When this variable reaches a certain number, the Boss Skill is guaranteed.

    - This should help for all of the people who are achievement hunting and are getting stuck having to grind out bosses to try and get their skills. This guarantee only happens if you have never gotten the skill before. The number of kills varies, but doesn't go higher than 10 kills.

    - NOTE: Boss kill tracking has only been implemented with this update. Unfortunately, all past kills you've done will not count towards this number.

  • Ascension no longer stacks on itself if you have a lot of cooldown reduction and duration increases, which creates unintended results when the old Ascension expires while the new one is still active. You can still have Ascension up at all times, but it'll no longer behave incorrectly.

  • The visual aesthetic of opening a chest has been changed. The slot machine visuals did not particularly suit the theme of Nomad Survival and has been changed in favor of something more toned down.

  • When leveling up and choosing between skills, when using a gamepad or keyboard to navigate, you might've noticed that the mouse cursor takes priority. This has been changed. If there's no movement detected in the mouse cursor, it will be ignored in favor of using a keyboard or gamepad to make a selection.

  • The enemy that leaves behind the black pool during the Moonlight phase in The Crossroads now has a distinct outline.

  • Lowered the SFX volume of Crusader's Weapon Skill.

  • The corridors going east and west in The Crossroads has been widened to be closer to the size of the north and south corridors.
    - This was not done just for sake of consistency. The paths going east and west were so small that they were causing problems with portals (which are bulky spawns).


BUG FIXES




  • Fixed issue where map event objects, such as the Crystallized Chest, would continuously play SFX of them being damaged while the game is paused. They wouldn't actually be taking damage while paused, merely the SFX would loop.

  • Fixed issue where boss enemies could have less than 0 HP. This would display a visual bug with their HP bar that was confusing.

  • Fixed issue where enemies visually looked very stuttery when playing on Normal Speed.

  • Attempted to fix the issue where Crystalized Chests could be knocked back. Let me know if it still happens in your playthroughs.

  • Fixed issue where the line indicator of the Golem boss (and the final boss) of The Dry Marsh would be colored black if Infernal Ray was active


WHAT'S NEXT



Wow, that Upgrade screen is starting to look very cramped! I'd like to rework some of the UI in the future, but it's low priority for now.

What I want to work on next is finishing up localization efforts for the game, so that -- thanks to our lovely translators in Discord -- Nomad Survival can be enjoyed by a more global audience. It won't be ALL of the planned languages, only what's available right now based on ready translations. To our Chinese-speaking friends, we hear you, but the Chinese translation is nowhere near finished. We may explore options of getting this done through other means. Thank you for your patience.

After localization is done, I'm probably going to start working on the a new, third map.

A new map will take time, so please be patient. Once localization efforts are complete, I'll be implementing translated languages into the game as they're finished and begin working on the map right after.

I'd also like to make the keyboard/gamepad experience more consistent. It's long overdue being fully compatible with the game. So much to do yet!

As always, thank you all for your continued support. I hope you enjoy the changes!

Optimization Update - Hotfix 1

Hello!

Changing some things around with optimization had a few unintended results. This slipped past our testing because we tested with having as many skills on as possible to test performance. As you could imagine, nothing really survived for us to notice these bugs. I apologize for overlooking this.

Here's the changes:

  • Fixed issue were boss enemies were moving unusually slow.

  • Fixed issue where pots would damage you if you ran into them.

  • Fixed issue where map event items (such as the Crystallized Chest) would damage you if you ran into them.

  • Fixed issue where enemies would retain their hurtbox even while dying.

Optimization Update

Hello!

I decided to dedicate today to trying to optimize the game a little better. Optimization is a difficult and endless struggle, so it's not going to be perfect, but you should have better FPS, even if it's just a little bit.

That said, everyones PC setup is a little different, so it's my hope that nothing behaves incorrectly for anyone. Please do let me know if it feels like performance has gotten worse.

With this done, I'm going to be working towards Part 2 of the Major Update. Thank you for your patience!

Here's the changes:


  • Enemy pathing has been reworked for better performance. As a player, you shouldn't notice anything different.

  • The method used to flash the player (and enemies) when taking damage has been changed. You might notice this is less bright and visually impactful, but it was a big FPS save to do it in this new manner.

  • The maximum amount of allowed damage popups has been decreased from having no limit to 80. Once you start having a ton of skills firing off all over the place, this really started to eat up the resources. This number will be adjusted if it's deemed as being too low, but if you have some instances where you're hitting tons of mobs all at once and some don't have damage numbers pop up, this is why. They're still taking damage, though.

  • Energy Wave no longer has an afterimage effect. Due to how this sprite could get so big, this resulted in a costly performance hit whenever you had the Size Doubled Relic for this skill.

  • Patched a memory leak involving Lightning Strike. If it felt like your FPS was slowly getting worse and you leaned heavily into Lightning Strike, that's why.


Thanks again for your continued support, everyone. As usual, let me know if there's any bugs.

Major Update 1 - Part 1



Hello!

This is the promised Major Update which overhauls the Relics, but it's only half of what I have planned. Too many pressing bugs and necessary game changes have popped up (thank you everyone for your reports, especially on the Discord!) where it would've been unfair to players if I held off for too long before addressing them.

None-the-less, this is still a big update. Almost every Relic in the game has been reworked with more interesting and bold effects. I want to introduce an entirely new system that will take place when opening chests, so that you get a Relic and whatever this new system has to offer. It'll be a secret for now, but it's the next thing being worked on and will be inside Major Update 1 - Part 2.

So, if you're still not satisfied with opening chests, a new system is coming alongside the Relics that I think everyone will find very interesting.

Here's the list:

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!

CHANGELOG




  • When obtaining the Relic of an ability, the first effect for that ability will always be the same. For example, if you're in a run and you get a Relic for "Great Divider", it will be the effect of "Speed Doubled". If you do another run and get a "Great Divider" Relic again, it'll be "Speed Doubled".
    However, if you get the Relic twice in the same run, the 2nd effect is different, much more potent, and will require the ability to be Level 10 for it to be benefited.

    In order to make this more appealing, many of the first Relics you get for these abilities have been enhanced to have more interesting effects and higher impact.

  • New Relic effects for the following skills:
    - Dancing Dagger
    - Magic Missile
    - Immaterial Cloak
    - Spectral Sword
    - Fireball
    - Entangle
    - Ascension
    - Energy Wave
    - Curious Wisp
    - Colorless Glyph
    - Icicle Barrage
    - Chain Lightshock
    - Purifying Circle
    - Lightning Strike

  • EXP Orbs now merge with nearby EXP Orbs. Their color changes depending on how much EXP is stored, up to an extent. EXP Orbs do not have an EXP storage limit, and can merge and stack together infinitely.

  • Coins now merge with nearby Coins. Their color changes depending on how many Coins are stored, up to an extent. Coins do not have a Coin storage limit, and can merge and stack together infinitely.

  • When leveling up, excess EXP is now properly carried over instead of your EXP being reset to 0 every time.

  • Updated the visual effect of Chain Lightshock.

  • Updated the visual effect of Lightning Strike.

  • More tweaks to skill depth. Skills such as Colorless Glyph, Energy Wave, and Purifying Circle should now always draw under other effects. Drawing depth of skills will continue to be improved with time.

  • More optimization improvements.

  • Generic hit SFX has been decreased. This should help alleviate the wall of noise that inevitably comes when you're damaging large waves of enemies all at once.

  • Energy Wave now only plays its SFX once. Increased Amount no longer plays additional SFX.
    - Please let me know if there are other sounds that stand out as particularly loud in comparison to everything else.

  • Purifying Circle's size has been shrunk and its initial rate of attack doubled. It inflicts more damage to compensate.
    - This should help with Purifying Circle causing serious FPS drops when its attacking several enemies.

  • Spectral Bow's Level 5 effect has been changed. This ability has been consistently overpowered, so I'm going to start by removing one of its bonus bows to see how that helps balance it out.

    - OLD Effect: Conjure 2 additional bows.

    - NEW Effect: Conjure an additional bow.

  • Colorless Glyph now attacks slightly more often (60 frame delay between hits -> 50 frame delay between hits).

  • You can no longer pause the game while opening a chest, which would cause weird issues where the game would run while the chest overlay is still active.

  • The Divine no longer has a magnetization effect while casting. This Character has proven to be very strong and does not need such an effect.

  • The Divine's post-cast iframes have been reduced from 60 to 20. This Character has proven to be very strong, but it is almost entirely thanks to the amount of iframes they get. This should make them slightly more risky.

  • The rate in which Necromancer Mage summons would cast their spells has been reduced by 4x. This means they cast 25% as often.

  • The SFX of Necromancer's Skeleton Archers has been changed so that it's not playing the sound effect for every arrow it fires (it fires 3 at a time, so as you can imagine, this ended up being pretty loud and repetitive).

  • The rotation speed of the Blood Orbs used by the final boss of The Crossroads has been further decreased. This should help make the chaos of the situation more manageable.


BUG FIXES




  • Fixed issue where some description text would show as "undefined". This was a bit of mess from making the game localization capable, sorry about that!

  • Patched small memory leak involving Infernal Ray.

  • Fixed issue where Colorless Glyph's damage delay was based on real-time instead of game-time.

  • Fixed issue where getting the "Nomad Idle" (All Passive skills) Achievement was not firing properly.

  • Fixed issue where Colorless Glyph wasn't getting double damage from the Berserker Heritage.

  • Fixed issue where the Relic that doubled the rate of attack for Colorless Glyph was not properly being applied.

  • Fixed issue where you couldn't level up beyond Lv. 100.

  • Fixed issue where the Nomad Heritage was getting an additional reroll if they had 0 rerolls on level up.

  • Fixed issue where Necromancer's Skeleton Archer and Skeleton Mage summons would be shown as running in place if no targets were nearby.


WHAT'S NEXT



As outlined above, the second part to this update is what's coming up next. Once Major Update - Part 2 is implemented, I'm going to be looking into implementing the translations we currently have available (thank you to all of the translators on our Discord!). Not all languages are ready yet, but a few are.

Thank you all for your continued support! We have over 300 members in our Discord and the game has well over 200 reviews now! You're all super awesome and I really appreciate your patience while I improve the game and fix the bugs (which I'm sure are very annoying) that get reported.

If a bug you reported wasn't fixed, it's because I haven't had time to look into it yet. I make note of every new bug I see.

I'm working as hard as I can for everyone, so I apologize if anything is taking too long.

Thanks again, and please keep the posts about stuff you feel is overpowered/underpowered coming. Balancing a game like this is complex and it'll take a while to get it right, but I won't know if stuff is overly amazing/terrible if I'm not told! Keep on posting in the Steam Discussion boards and the Discord.

Save Backup System

Hello!

Unfortunately, it seems like some people are having their save files corrupted. This seems very, very rare so far. Typically, this happens when the game was improperly shut down. Attempting to recreate this issue resulted in failure - I was never able to corrupt my own save file no matter what crazy stuff I did.

However, as annoying as it is, it seems like there's always some people who are victim to this sort of problem in pretty much every game ever made, so instead of saying there's nothing that can be done, I'm pushing this patch as a quick backup system to help the people who may run into issues in the future.

I seriously hate to say this -- but for those of you who have corrupted save files right now, your progress is lost. Nothing in Nomad Survival itself should be causing these corruptions, so I'm really not sure how it's happening for some of you.

What this new system does is create backups. A backup called "backup1" is created every time you load the game, and a backup called "backup2" is created whenever you start a run. This two-prong approach should make sure that if something ever happens to your save file, you'll have SOMETHING to fall back on.

I'll be creating a pinned post in the Steam Discussion board about how to load backups if for any reason your save file becomes corrupted after this patch. If your save file is currently corrupted, the only way to play again is to delete your save file, as you wouldn't have any backups. You can learn how to do that in the same pinned post (which I will be making right after posting this announcement).

With this new system moving forward, anyone who gets a save file corruption will have 2 backup files.

I apologize for this having happened. It looks like save file corruptions were very, very rare, but it even happening once is not something I like to see.

Minor Update 5 - Hotfix 2



Hello!

Hope you're all doing well. This patch changes a few quick things and handles many bugs which were present in the latest patch.

Here's the list:

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!

CHANGELOG




  • Boss enemies now have a yellow outline instead of white when "Enemy Outlines" is enabled so that they stand out more.

  • Boss enemies are now always drawn infront of everything else, with boss summons being an exception.

  • Max level has been increased from 100 to 300. It cannot reasonably go any higher than this for the time being. I already thought 100 was pretty high, but it seems some of you wanted more, so here it is.

  • The "Calculated" Achievement can now also be acquired by having over 100,000 current coins. This should stop people from being locked out of the achievement if they've bought all of the Upgrades and Unlocks.

  • The HP Bar of the Player is now drawn above everything else.

  • An option to disable damage popups has been added to the Options Menu.


BUG FIXES




  • Fixed issue where pots were not spawning in The Crossroads.

  • Fixed issue where some buttons could be clicked behind the Options Menu.

  • Infernal Ray and Shard Ray (boss variations) now draw under enemies and the player. There were some instances where it was not doing this despite already supposedly being changed in a previous patch. This should fix it 100%.

  • Fixed issue where the Shard Ray (boss ability in The Crossroads that looks like Infernal Ray) would still be aimed directly at you if the boss spawned to your left. Not entirely sure why this was the case, but it's been fixed.

  • Fixed issue where the "Lv." icon would stop displaying if you were at max level.


This will likely be the last hotfix so I can start focusing on the upcoming Major Update.

As usual, let me know if there are any more problems!

Thank you everyone.

P.S: Translations continue to be worked on. They will not be rolled out until after the next Major Patch. Please be patient.

Minor Update 5 - Hotfix 1



Hello!

Hope you're all doing well. This patch changes a few quick things and handles many bugs which were present in the latest patch.

Here's the list:

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!

CHANGELOG




  • The Divine has been changed. Despite the description, items still magnetize to them while casting. The Divine no longer gains SP while invincible. This change had to happen as it was impossible to properly balance The Divine due to their invincibility.

    OLD Description: Temporarily lose control, damaging nearby foes. While casting, you become immune to damage. Items slowly move towards you while casting, as well.

    NEW Description: Temporarily lose control, damaging enemies. While casting and for a short time after. Cannot gain SP while invincible.

  • Lightning Strike has had its cooldown increased from a 1.4x multiplier to 2x. It was noticeably too strong with 1.4x

  • EXP Orbs, Coins, and Hearts no longer despawn after a period of time off-screen. Rare items, such as Magnets, never despawned and that is still the case.

  • Mindflayer summons now draw over all skill animations. Hopefully, you never lose track of them again.

  • Necromancer summoning circles have been changed from red to a white that fades blue. This should help with the overall consistency where blue is typically a friendly color and red is not.

  • The Shardsoul and final boss of The Crossroads have had their Shard Ray (the white Infernal Ray-esque boss skill) behavior changed. Now, when these bosses first spawn, these rays will always start facing 90 degrees away from you, so that they'll never spawn in such a way that their beam is right on top of you.

  • When an Upgrade in the Upgrades Menu is maxed out, the visual indication has been made more distinct so you can better see it's maxed out at a glance.

  • The game version now displays to the top-left in the Title Screen (this was actually done with Minor Update 5, but I forgot to include it there!).

  • Added button sound effect to the Game Speed modifier and "Back to Title" buttons (same sound you hear when clicking every other button).

  • Infernal Ray's Level 10 description has been modified to be more clear as to what it actually does.

    OLD Description: Create a single, never-ending ray. No other rays will be created. +5 Base Damage

    NEW Description: Both of your rays never end, but no other rays can be created. +5 Base Damage


BUG FIXES




  • Minions no longer stretch vertically when acquiring Skill Size modifiers.

  • Fixed issue where the game would crash when having Player Blood disabled in some certain situations.

  • Fixed issue where, when playing as The Divine, Spectral Swords were also displaying the screenwide flash (which was also overwriting the new Divine Dark Mode option).

  • SP Regen Booster no longer provides 20 seconds of real-time effect, but instead 20 seconds of in-game effect, as it should be.

  • The max level Lightning Strike effect now properly adds to the Lightning Strike damage/DPS instead of Chain Lightshock.

  • Fixed issue where tips in the Pause Menu would display the same message no matter which tip is shown.

  • Enemies cannot hit you for less than 1 damage. Fixed issue where damage taken display (shown at the end of a run) would display damage that incorrectly went below 1, resulting in wrong numbers if you had defense which exceeded an enemies damage.

  • Fixed issue where sometimes the Necromancer would summon nothing at all.

  • Fixed issue where you should not have more than 5 active Summons as a Summoner (this limit doesn't count for Necromancer's summons).

  • Fixed issue where if you somehow managed to open a chest while paused (leveling up also counts), you wouldn't get the chest rewards.
    NOTE: Please let me know if there continues to be issues with chest behavior.

  • Fixed issue where Poxbringer Heritage damage-over-time would go by 1 real-time second and not 1 in-game second.

  • Fixed issue where Poxbringer Heritage damage-over-time would work while paused (but only one tick). It's not supposed to do anything while paused, of course.

  • Fixed issue where Poxbringer Heritage damage-over-time would work while you're dead, which allowed weird situations where you could simultaneously lose and win a level.


As usual, let me know if there are any more problems!

Thank you everyone.

Minor Update 5



Hello!

Thank you for all the continued support and feedback. I've done some changes based on that feedback and many bug fixes. The way text is handled has been rewritten in order to make the game possible to be translated. This took up a lot of dev time, so I apologize if this patch is underwhelming. Check the "What's Next" section towards the bottom if you want to see what's next in the pipeline.

The support from the community has been insane! Particularly from the German, French, and Chinese-speaking crowd. You're all awesome and your kind words have been a huge motivator!

As of this posting, we just hit 10,000 sales! We hit a peak of over 800 people playing the game simultaneously, which is really crazy to think about! Also as of today, Nomad Survival has been available on Steam for a week! I could've never dreamed of this much love for the game, none-the-less in its first week! I could say "thank you" all day, but let me move onto the good stuff: the patch notes.

Here they are!

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!

CHANGELOG




  • Nomad Survival is almost entirely ready to be translated. You can now help translate! We use a website called Localizor for translation efforts and I've done my best to explain the process (it's not complex) on our Discord (you can click on the Discord image above to join) in a dedicated #translation-help channel. Please do check it out if you're interested in helping localize Nomad Survival for other languages. Thank you.

  • Localization framework is 90% complete. See above for details.

  • Improved visual clarity of GUI icons for Level, Coins, and Enemy Kills.

  • Some things are a little hard to see, so the following changes have been made based on the top complaints:

    - Bats now have a brighter contrast to their coloring so they stand out more.

    - The Cursed weapons in The Crossroads (or, as some people call them, the "forks" lol) have a brighter contrast now, too.

    - Blood Orb (Boss Skill, used by the Wendigo in The Crossroads), note that the player version of this ability is unchanged.

    - Mindflayer Summons (Boss Skill, used by the Mindflayer in The Crossroads), note that the player version of this ability is unchanged.

    - Let me know in the Discord or in the Discussion board if there's other enemies that feel like they're hard to see!

  • Visibility in the Darkness Phases within The Dry Marsh has been increased. It will most likely not be increased any further, so I hope it helps those of you who felt it was unfair before, and for those that are still not satified, I apologize and hope you understand that it'd be impossible for me to please everyone on this.

  • HP of the Final Boss (Froghemoth) within The Dry Marsh has been reduced by 30%. This way the fight is still challening, but it's less of a total slog for players that are building defensively and/or don't have many upgrades.

  • All bosses now have an HP Bar over their sprite, similar to how the player has their HP bar. It's slightly taller and more of a purple-y magenta color to properly differentiate it from the players HP bar.

  • PASSIVE: Shield has had its base cooldown increased by 2 seconds.
    This skill was ridiculously overpowered at max level. This should keep it being strong while not being totally broken.

  • SP Regen Booster item has had its duration increased from 5 seconds to 20 seconds. This way, the item should feel a bit more impactful for it being in the same pool as the Magnetic and Skull.

  • Cleaned up some descriptions for better consistency.

  • You can now view the level of your owned skills in the Pause Menu. A message is now displayed to the bottom-left informing you that you can do this by hovering (your cursor) over the skills.
    NOTE: More information is planned for the Pause Menu. I know another request is a stat overview, such as how much Movement Speed or Critical Chance you have, etc.

  • Player hitboxes have had their height reduced. Many enemies have also had their hitbox tightened up to allow for more wiggle room when trying to dodge them.

  • Lightning Strike cooldown multiplier reduced (2.8x -> 1.4x). This means the skill will cast roughly twice as often by default.
    This is an effort to try and give love to underpowered skills. If you think there are other skills that could use some treatment, let me know in the Discord or in the Discussion board here on Steam!

  • Lifespan of Summoner Heritage summons has been doubled.

  • Removed log obstacles from The Dry Marsh. Enemies and objects were having difficulty given how small these obstacles were and they really didn't add anything to the map.

  • The delay between Infernal Ray hits has been slightly reduced.

  • Rare items (Magnet, Skull, SP Regen Booster) have had their scaling increased by 100%. This should make them more visible when you're in the fray.

  • The game now saves whenever the Options Menu is closed.

  • An option for making the cursor more visible has been added to the Options Menu.

  • An option for making the Weapon Skill of The Divine to be "dark mode" has been added to the Options Menu. I totally get that some people don't want to deal with such a bright flash so constantly, so now you can opt to have it be a dark flash instead!

  • An option to disable the blood particle effect when taking damage has been added to the Options Menu.

  • When hovering over options in the Options Menu, a text box now displays to explain what that option does.

  • The hitbox of the moon beams during the 2nd Moonlight Phase in 'The Crossroads' has been tightened up. You should now no longer get hit by them even though you were technically a pixel or two outside of its animation.


BUG FIXES




  • Fixed issue where, in specific circumstances, text would disappear.

  • Fixed issue where if you obtain certain boss skills, their damage will count towards normal abilities (i.e; a boss skill might be giving you Great Divider DPS in the game over/victory screen).

  • Fixed issue where if you were using the Merchant Heritage (which gives +1 Amount as part of its perks) and have the Ascension skill, it would also remove the Merchant's +1 Amount bonus whenever Ascension's effect ended.

  • Fixed issue where Curious Wisp could not Critically Hit.

  • Fixed issue where only 18 Passive Skill slots were being drawn when there's actually 19.

  • Fixed issue where the light source provided by Lightning Strike in the Darkness Phase of The Dry Marsh would sometimes persist after the skill ends. This is why you might've sometimes seen big blue light kinda just chilling in the dark.

  • Fixed issue where the music would sometimes glitch out when fading out in preparation for new music (typically between Phases).

  • Fixed issue where pots would spawn out of bounds within The Dry Marsh.

  • Fixed issue where rats and zombies being respawned due to spawning in illegal areas was counting towards the "Kill 1,000 Rats" and "Kill 1,000 Zombies" achievements, resulting in players getting these achievements way faster than they should.

  • Fixed issue where hitting max level (100) would result in EXP orbs continuing to be spawned but unable to be picked up, resulting in significant FPS drops. Enemies no longer drop EXP Orbs on death when you're at max level and all existing EXP Orbs are destroyed.

  • Fixed issue where The Divine had less iframes in Normal Game Speed after casting their Weapon Skill vs. +50% and +100% Game Speed modes. All Game Speeds are now equal.

  • Fixed issue where when playing as The Divine and having Spectral Sword, the Spectral Sword would continue to cast its Weapon Skill while the game is paused (this would do no damage and waste its effect).

  • Fixed issue where the "Nomad Idle" achievement was being given if you had 18 Passive Skills. Problem is, there's 19 of them. So, now you need 19/19, not just 18/19.


WHAT'S NEXT



The Chest and Relic system! No contest, this is the most complained about in the game so far. I could've done a quick change to them that'd make them "better", but I figured... why not take a moment on them? I have some big changes in mind for chests and it's going to be what I'm working on next. You all deserve good, quality changes and not sloppy quick fixes to problems.

The issue is actually two-fold. It sucks to get Relics you don't want, and some of the Relics you do want aren't even that good!

Expect an overhaul to the Chest and Relic System in the next patch. This will be our first Major Update! After that's done, I'd like to explore either making a new map or introducing an Endless Mode. I haven't quite decided which one yet!

Thank you all so much for your patience. There's so much to be done yet. Please keep reporting bugs and posting suggestions, it's been very useful!