Hi everyone, new patch with a variety of balance changes and quality of life changes going live!
Enemies
Woundwort Chair Hurler and Capulet Reflector have reduced defense
Kitchen Slimes health reduced
Bulky Friend has increased defense
The champion feral cat should properly spawn, but will still be super elusive
Enemies no longer phasey about thorns
The Frozen Few should no longer blow you out of the room
The glacial spike will now damage Sudsy the Inanimate every time he runs into it
Goneril does reduced damage in Normal Mode
Only two spiky globes upon death of the globe building in Hard Mode
Friendly Foot Stools scaling base speed increased, footstool speed decreased in Hard Mode, overall just as friendly
Virtuoso chair now made of adamantium
Attempted another fix to The Brick Pile deciding to move around while immune
A Buoyant Double now spawns her friends more often
Bloodfather achievement extended to 13 health
Better Cordy achievement changed to only basic attacks
Due to generous funding, Administrator should properly bomb during portal phase on Hard Mode
Krass-skull, Conqueror of Legions and Eater of Limbs, now creates confusion clouds on hit. Still trying to fix bug where he spawns on early floors...
Items/Perks/Lessons
Remaining life before fragile items break should now be shown on the item
Chalk will no longer destroy spiked globes
Sharp Pointy Gift text changed + price reduced in vending machines
Edgewood Hall Pass increased in price
The Weeping Plant and Shoddily Copied Coin decreased in price
The Weeping Plant should no longer hit invulnerable enemies
The Ghostly Marble should properly be added to the spawn pool after completing The Imaginaries
Van de Graaff Playset re-enabled with old graphics (no longer breaks game), no longer requires Hard Mode Regan kill to spawn
Item damage scaling has been modified (some items such as My Manuscript! are stronger early but do not scale as well)
Some trade-off perks have been improved (still intended to be situational)
Schadenfreude and Merit should correctly trigger on bosses (no longer triggers on minions)
Fog should spawn the cloud on top of the player regardless of how fast she moves
New Patch is Now Live (v430)
Hey everyone,
We're pushing a sizable number of changes to live in this patch that we've been testing over the last week+ on the test branch. Overall, we are aiming for more item diversity, greater variety of viable character builds, and a faster paced game. Some enemies have learned new tricks, credit gain has been increased, and a number of floor characteristics have changed a bit to provide the player more of a choice.
There's definitely still more to do... for example, a certain scrappy champion cat appears to be ultra rare at the moment, but we're working on it.
Good luck in Edgewood!
Patch notes below... [beware spoilers]
Items/Lessons/Perks
Lifesteal items returned to the game and now restore % life per 5 kills
The Emblem has been increased in power
The Weeping Plant now scales with dodge/resist
Van de Graaff Playset disabled for now
Coris' Goggles should should now reduce 75% instead of 25% damage
Dodge has been capped at 75% (much sad, wow)
Losing Fragile Roly Poly in certain instances should no longer set your dodge to 0%
The Phony Symphony now plays in Adagio rather than Allegro
Foam has gotten 50% foamier
Whispers crit bonus now properly reflected in character sheet
Crowns has been reduced to 50% chance of extra champion spawn
Vanishing has been tweaked some more... let us know if you are still warping into the void
Vanishing CD should now reset on a failed teleport
Being Scared rebalanced and now also provides an innate move speed increase
Tier 4&5 lesson cost has been reduced
The Tell-Tale Extra Heart now reduces 25 health
Enemies
Various regular enemies have been tweaked slightly
Some upper floor rooms have been tweaked slightly
Players can no longer run behind The Woundwort Fortress
Cyndar's Timekeeper now has proper feet hitboxes
Status effects will reset properly when traveling to the next floor after the Virtuoso
The Brick Pile should no longer reset his walk animation if you have high DPS
Dr. Bloodfather's attack arc range has been reduced
The Administrator spawns should no longer give XP
The Administrator solo portals should stick around a bit longer and fire faster
Krass-skull, Conqueror of Legions and Eater of Limbs, now reflects 50% of damage dealt with basic attacks when shielding
Other
Even Edgewood is not immune to grade inflation.. report card grades requirements reduced
Floor characteristics have been rebalanced so there are more interesting choices...
Counselor should no longer eat your credits if you pay him and then exit the game immediately
Archivist should consistently stay an ambi-turner (rather than moving only right in some cases)
Enemy Health UI should no longer disappear randomly
Cordy's Health UI should no longer disappear randomly
Base move speed has been increased slightly
Base roll speed has been decreased slightly
Various* typos now properly fxied
Coin/Chalk/Juice Boxes now function under progressive percentage drop rates reducing RNG
Coin/Chalk/Juice Boxes drop rates also increased
Challenge rooms have been significantly increased in frequency
Some secret/coin rooms in upper floors reduced in frequency
Steam Trading Cards!
Hey everyone,
Steam Trading Cards are live! They're probably the absolute best thing in the world except of course for physical ODP playing cards, and we can't make those because we're scared they'd come to life. Collect them! Trade them! Marvel at your menagerie of Edgewood denizens!
Sincerely,
Your Caring Friends at Avidly Wild Games
Version 413 is now live!
Latest build is now live. We're still looking into performance/stability issues, but this should address a few bugs and some balancing concerns as well. Hope you enjoy it!
General
Bramble in the Terrace should change states more frequently
Certain Tesla coils should no longer turn off and refuse to turn on
Skelebirds will now come back and annoy you faster
The Velveteen Cabinet should now properly grant 10% attack speed
Increased challenge room spawn rate slightly
Edgewood Plans now also reveals the boss on the level select screen
Goblet of Yesterdayers cooldown increased by 1s
Thorned Clover is now 100% thornier
Criticism reduced to 2.5x bonus crit damage
Line-cutting may get you just short of where you want to go!
Regan's Lunchbox reduced to 50% bonus damage
Champion Capulet Swirlers have one less chair in Regular Mode
10 win-streak and 5 game wins achievements should be fixed
Music/sounds should now play according to your volume settings on the level select screen
Some of the Gifted XP levels adjusted upwards slightly
Woundwort Globethrower attack speed reduced in Regular Mode
Paper-warped rooms will now only appear in Hard Mode
Bosses
Reduced hitbox on Candelabra so it is easier to walk behind it
Reduced horizontal oscillation on Sudsy slightly
The Obsolete Operator no longer moves the elevator before starting the fight
The Cauldron of Yesterdayers now has less life
The Disciplined King will only spawn two chess pieces in Regular Mode and has slightly reduced HP
The Virtuoso may or may not hit you in the face with its bench now
The Brick Pile should no longer wander around while his minions are alive
Regan's Lightning clone will cast less frequently in Phase 3
The Malady Ward has undergone a budget cut... times are tough.
Dr. Bloodfather's blood aura now 100% deadlier
The Administrators will now reset fake portals after destroying a real portal
Hard Mode Obsolete Operator spawned enemy difficulty has been reduced
Krass-skull, Conqueror of Legions and Eater of Limbs, now has semi-homing shots with 200% base damage in Hard Mode
Other
Implemented a code fix that hopefully solves input lock for firing shots
Vanishing now travels a consistent distance when moving diagonally (hoping this resolves the warp out bug)
Vraious typos fixed
Some of the items restricted to Hard Mode have been changed/moved to Regular Mode to diversify early game play
New Experimental Patch is Now Accessible (v395)
Hey guys,
So, wow, this is a bit overwhelming. We're really excited to see so many people playing and talking about the game! This is our first game and before last year, none of us had ever dreamed this was even possible.
To everyone who has played the game, supported the game, and/or given us thoughtful critiques -- thank you so much. We've had a great launch and we're excited to keep making the game better.
We've been in closed beta for months and months, but there are still plenty of things that have surprised us as we've seen people play since launch. Many of these come from seeing so many first-time players, whereas our testers developed experience over time. So without further ado..
Incoming Update
We are about to push through an update to the experimental branch of ODP which you can access via Steam by right-clicking on Our Darker Purpose in your library > Properties > Betas tab > and opting into the Test branch. (No beta access code is necessary, you can ignore that). Assuming all goes well, we'd like to push this live tomorrow!
Upcoming changes:
Significant changes to all environmental hit boxes to reduce Cordy getting caught on terrain
A number of balance tweaks across bosses mainly with some adjustments to items, perks, and champions (here's looking at you Woundwort chalk clapper!)
A font fix (for those without some of our game fonts installed, the game should now look closer to what we were envisioning)
A Few More Things...
We also wanted to address a few common concerns that people have raised:
Cordy gets caught on stuff // Hitboxes feel weird -- The new patch should improve hitboxes somewhat. We're going to keep looking at it. Note most standard enemies + Cordy have hitboxes that go from their feet to their neck to keep in line with the art perspective.
Cordy feels too slow at the beginning -- This is intentional. The core gameplay is designed around balancing shooting and rolling. Without rolling, Cordy is completely over-matched.
The game is too hard -- Yeah, it's pretty challenging. That's also intentional. :) But it gets easier, we swear! Partially thanks to lessons and the counselor. And if you're really good, you'll eventually be able to beat it without lessons at all...
Item X is OP -- If you're talking about the Fedora, yeah, we're nerfing it a bit.
Restarting the game after each Chapter is annoying -- This is also intentional and part of the story! Still excited to see if anyone will solve the mystery behind Edgewood....
This feels a lot like Binding of Isaac -- Yep, we totally love that game, and nothing else out there is ever going to match it! Don't Starve and FTL were also huge influences, as well as mainstream classic games like Diablo and Zelda: A Link to the Past. We just hope that we've brought enough new content/features that makes Our Darker Purpose enjoyable on its own.
We want Steam achievements // Gamepad support // Mac Linux -- We really want to implement all of these things too. In general, throughout our Kickstarter campaign and beyond, we have tried to never make a promise that we are not sure we can keep. There are a number of technical issues to solve here, but that said, if we can get there, we will.