Added hitflash for visual feedback when damaging enemies that don't stagger.
Elite enemy projectiles are scaled up.
Cursed elites now explode into a lingering cloud that inflicts curse.
Cursed elite projectiles are now outlined purple.
Updated vfx for getting hit by curse.
Demonic elite fireballs now apply ablaze.
SEALERS
Bard can now reverse his evasive ability.
Exile will now ground jump instead of wasting his double jump if jump is pressed a few frames before landing.
Arbalist's blink slash no longer bonks on ceilings.
All Sealers collision boxes are now 1 pixel taller.
The use of active items has been restricted to following player states: general, attacking, casting, stagger.
It was a bit insane that you could use items at ANY point (even in the death animation!). This is just removing some possible jank, you likely won't even notice this change.
Now instantly fires a ranged blast of ki energy that Stuns and deals 400% Magic Damage to a single target. Shoots at a downwards angle if used in the air.
Ability type changed to Attack (now applies on hit effects).
Still costs 1 Ki and has no cooldown.
Runewarden
Runic Evocation (Earstan):
Attack 1 massively increased attack speed, reduced damage from 110% to 100%.
Attack 2 increased end lag, updated animation, increased damage from 110% to 140%.
Increased projectile speed.
Updated vfx & sfx.
NERFS
Armor
Damage reduction from Armor now only applies to Armor shield.
Blocked attacks no longer benefit from Armor damage reduction.
For those of you who aren't familiar, each point of Armor used to passively reduce damage taken by 1% (capping at 50%), in addition to generating a recharging shield. This reduction now only applies if your Armor isn't broken, aka it doesn't apply to health damage. So stacking Armor still makes your Armor more resilient but when it's broken you're more vulnerable. Additionally, Blocking the attack (and thus reducing incoming damage by a minimum of 50%) now overwrites any reduction that would be granted from Armor, as it's always equivalent or higher.
Health Regen
Arbalist, Pyromancer, Bard, & Specialist have had their base health regen reduced from 10 to 8.
Last update these Sealers had their regen doubled. This was a little too much.
ITEMS
Strength Jewel:
Physical Damage reduced from 5 to 3.
Greatsword:
Physical Damage reduced from 10 to 6.
Added 10% Attack Damage.
Essence of Blood:
Physical Damage reduced from 5 to 3.
Ogre's Club:
Physical Damage increased from 6 to 10.
Removed Attack Damage.
This item will likely be reworked into something cooler later.
Intellect Jewel:
Magic Damage reduced from 5 to 3.
Sorcerer's Cap:
Magic Damage reduced from 10 to 6.
Added 10% Skill Damage.
Essence of Space:
Magic Damage reduced from 5 to 3.
Apprentice's Staff:
Cooldown Reduction reduced from 8% to 5%.
Utility Belt:
Item Damage reduced from 30% to 25%.
Crystallized Heart > Crystal Heart:
Renamed.
Pocket Repeater:
Proc chance reduced from 50% to 34%.
Damage increased from 50% to 70%.
Updated bolt behavior & visuals.
Necrotic Lantern:
Damage heavily increased from flat 5(+2.5) damage to 75%(+75%) of your Magic Damage.
Range reduced from 40(+20) to 30(+15).
Health restored changed from 33% of damage value to 30% of actual damage dealt.
CHAOS TRIALS
Added new modifier: Hellfire.
Added new modifier: Gilded.
Item Insanity has been renamed to Item Chaos. Relic items are now properly randomized. Fixed shop tooltips.
Shrine Insanity has been renamed to Chiseled. It no longer effects keystone drop chance or golden shrine chance.
Shop Insanity has been renamed to Informed Buyer.
Curse of Fortune description updated from "+1 Luck" to "Find higher quality items". This modifier was sort of bugged, the way luck works has been updated.
Iron Flesh Max HP increased from 10% to 25%. The Armor nerf made this super modifier punishing.
Updated hud modifier icons & behavior.
BUGS & MISC
Unlock challenges are now displayed under locked sealers.
Added failsafe for getting stuck out of bounds.
Fixed getting stuck in a zone after a boss fight.
Fixed an oversight that allowed void replicators to choose keystones as their item.
Fixed a bug where a player would get stuck dying while holding a depleted divinity ichor.
Fixed essence items descriptions on stats menu item tab.
Fixed boss health visual bug.
Enjoy :) - Logan
The Undergrowth — v0.11
Greetings Sealers! It's update time again. I've been working extremely hard for the last two months cooking up this update (I swear I'm almost done polishing old content!). I'm excited to share these improvements, but really excited to be *this* much closer to working on spicy new content in the coming months. Have fun deciphering the frantic scribbles of a mad game designer reading the patch notes! - Logan
General:
Recoded interaction system:
It's no longer possible for a single interact press to do multiple things (like pickup an item and activate the boss seal at the same time).
What you're interacting with is now based on distance, you'll always select the closest available interactable.
Multiple players can no longer interact with the same thing at the same time.
Various other changes. This was a lot more work than it should have been but hey adding more interactable in the future will be easy.
Active Items:
Player huds now display your 4 bound active items.
Consumables are no longer deleted when out of charges.
You can now discard active items from the item wheel.
Added a new potion shrine that refills one use of every potion in your inventory.
All potions now have a 1 second cooldown.
Cooldowns and uses now shown in compendium.
Updated lots of active items, see item changes below.
Added zoom scale option!
High resolution monitors can now select render scales beyond 4x.
Updated default settings to 4x render & 1.25x zoom.
Polish:
Updated general vfx.
Updated particle rendering (lots of particles are now processed on the gpu).
Updated rooted status effect vfx.
Updated players taking damage vfx.
Updated void replicator & brewer sprites.
Updated shop sprites.
Updated chest open vfx & sfx.
Updated item pickup vfx & sfx.
Updated gold pickup sound.
Added vfx and sfx for spending gold.
Updated hud health bars.
Updated hud cooldowns.
Updated fonts & UI elements.
Updated compendium.
Optimizations:
Optimized off-screen things.
Optimized interactables.
Optimized magic missiles.
Optimized trail effects.
Optimized damage numbers.
Optimized enemy health bars.
Tweaks:
Duplicate buff icons now stack.
Some buff icons show power level now.
Damage numbers can now stack together into one.
Damage numbers below 1.0 are no longer rounded down to 0. They now display as smaller text with two decimal accuracy e.g.,"0.12".
Healing numbers no longer draw if the target is at full health.
Sealers now draw over many vfx.
Downed sealers are now taken to the boss seal upon activation.
Added/updated some tutorials.
Boss Sealed state timer increased from 60 seconds to 120 seconds.
Buff duration cap increased from 1 minute to 10 minutes.
Cooldown Reduction cap increased from 80% to 95%.
General enemy health and damage scaling slightly tweaked.
Adjusted enemy spawn lists.
Economy:
Keystones are no longer converted to gold at the end of the zone.
Updated gold prices for all interactables to a new consistent system.
Enemy gold drop scaling and price scaling should match now.
In co-op, Each player now has their own gold and keystones to spend.
Collected gold is given to all players equally regardless of who picks it up.
Keystones are not shared, whoever picks up the item receives the keystone.
Gold costs are now increased by 50% per additional player.
Shrine uses are now increased by 1 for each additional player.
Decimal gold drops updated from rounding to random chance.
Because gold could only exist in integer values there was some weirdness with how drops scaled. If an enemy's base gold drop was 1 and the prices were scaled up by 40%, the gold drop value becomes 1.4. This value used to be rounded (in this case down to 1) so a 40% increase wouldn't increase gold drops at all. Now it drops 1 gold and then has a 40% chance to drop another 1 gold.
Normalized item drop randomization.
Combat+ Update — v0.10
IMPROVED COMBAT
IMPROVED SEALERS
IMPROVED VISUALS
IMPROVED UI
IMPROVED PERFORMANCE
General Changes
Update Save File Format
Miscellaneous
Economy & Itemization
Enemies
Compendium
Items
New basic stat rings.
Fleshing out some common items.
Updated Block Items.
Updated Magic Missile items.
Shard trio adjusted.
And the rest of the item adjustments.
Sealer Updates
Arbalist
Ahh the Arbalist, the first Sealer. Surprisingly well designed. They didn't need a ton of work for the Combat+ update, the global changes did a lot of good here. That being said, there was room for some polish.
Made less powerful but easier to use and up more often.
Made slower and more powerful. Executes are more consistent.
Marksman
The original design goal for the Marksman was to create a slow and calculated ranged sniper that was effective from distance and strong against big single targets. They were supposed to be the “Ranged | Physical | Attack” Sealer (as opposed to say the Pyromancer which is “Ranged | Magical | Skill”) which is why their skills were originally designed to support Charge Shot and spend most of their time on cooldown.
As Seals of the Bygone has evolved, it's become clear that the Marksman feels very out of place. Sealers are faster and smoother than ever, and this kit feels antiquated. Charge Shot was simply boring to use most of the time. Hunter's Mark and Focus Strike were "good" but they took up half the Sealer's kit and were effectively passive in terms of skill expression. This meant you spent most of your time playing Marksman standing still and holding the attack button.
It felt like a wasted opportunity to have the bow character (which tends to be a highly loved character archetype) be so… boring. So it's time for an update!
New Core Skill. Don’t worry, Hunter's Mark lives on in the new Omega Ability.
Monk
Swordsman
The swordsman has evolved into the ultimate physical melee fighter. With 4 new attacks and a variety of new ways to move and combine them, his potential has finally been unlocked.
Specialist
The Specialist is capable of doing massive bursts of aoe damage from a safe distance. This remains the identity of the Sealer, they are however becoming a bit more vulnerable outside of this burst window. Skilled players will be rewarded for clever use of positioning and smart resource management.
The full list of changes is too long for Steam! You can read the rest of the patch notes HERE
Enjoy :)
v0.9.1
- General -
Increased Gift of the Lich damage from 180% to 225%. Updated Blink Slash ability description to say "Omega Evasive Skill" to reflect it's unique properties in-game. Shops now randomly have between 2-4 items for sale. Added Pyroclasm Chaos Trial Modifier. Changed the amount of gold that drops from crates from 2-5 to 1+(Zone*0.5)-3+Zone. (Reduced gold in zones 1-2, increased gold in later zones)
- Swordsman -
"Nudging the Swordsman's power away from Whirlwind and Rupture and into attacks and movement." Reduced Base Health from 350 to 325. Reduced the damage of Whirlwind from 75% to 60%. Increased cooldown of Rupture from 4 to 5.5 seconds. Reduced lag and end lag of Rupture. Reduced cooldown of Dodge Roll from 2 seconds to 1.25 seconds. Improved the speed and feel of moving while attacking on the ground. Increased hitbox size on all three longsword attacks.
"Newer Sealers had cooldown power creep. Making some adjustments and adding value to CDR as a stat."
- Runewarden -
Increased the cooldown of Earstan from 3.5 seconds to 4 seconds. Increased the cooldown of Sielceor from 4 seconds to 4.5 seconds. Added sound when healing from thorn whip.
- Exile -
Increased the cooldown of Fan of Knives from 3.5 seconds to 4.5 seconds. Increased the cooldown of Eviscerate from 5 seconds to 5.5 seconds. Casting Recall now resets the cooldown of Eviscerate.
- Audio -
Updated sound for Vestigial Arm. Added a sound and visual when Ring of Regen procs. Added a sound and visual when Tonic Vial procs. Added sounds to tons of healing effects across the game.
- Bugs -
Fixed Cloak of Ruin crashing when used on non-Exile Sealers. Fixed Gift of the Lich fireballs despawning when opening the pause menu. Fixed Sealer cloning bug. Fixed Weaponsmith arrows having wrong hitbox. Fixed multi-boss fights (after looping) dropping more items than intended. Fixed a bug that caused Exile dagger hitboxes to linger if recalled while tossed by Eviscerate. Updated Compendium (thanks Adsalor).
Updates two weeks in a row?? ;)
Return From Exile — v0.9
General:
A new Sealer, the Exile has been added.
Halloween mode has been enabled.
Items:
Added new item Bracer of Thieving.
Added new item Gift of the Lich.
Gameplay:
Boss item drop rates increased from 25% to 30%.
Added a larger coin worth 5 coins to reduce lag later in runs.
Reduced elite keystone drop chance from 20% to 10%.
Cloak of ruin now throws daggers instead of shooting bolts. This change is related to the new sealer.
Added +25% Boss Health on hard mode.
Polish:
Added a sound to the menu logo animation.
Added thunderstorm ambience on the main menu.
Updated ability descriptions for all Sealers.
Frostgard:
Updated sound effects on all abilities!
Increased the damage of frost axes by 25%.
Increased base armor from 5 to 8.
Added a small forward dash to shield bash and updated it's animation.
Shield bash now starts blocking attacks on frame 1 instead of 5.
Specialist:
Updated sound effects on all abilities!
Sealer color has changed from purple to gray.
Reworked basic attack.
Attacking now costs ammo. The specialist passively stores up to 3 shots at once.
Now shoots nearly instantly after pressing attack and attacks cancel into each other.
Ammo reloads over time (improved by Attack Speed).
Bugs:
The Marksman's caltrops now correctly procs cloak of ruin again.
Added a lot of periods.
Fixed some compendium typos.
Fixed some bubble related bugs.
Fixed a bug where the healing from nest of many eggs was not effected by medical pouch.
Normalized out of level boundaries across zones and fixed various collision issues.
It's been 337 days since the last update, and this update isn't as big as I would have liked. I can't tell you what the future of this game looks like, but I think it still has one. Thanks for sticking around.
Enjoy :)
- rologfos
Halloween Event - v0.8.1 Update
Happy Halloween! For a limited time, candy filled Jack-O'-lanterns have replaced crates!
Hey all! It's that time of year, spooky season! Enjoy the candy before it's gone!
In addition, version 0.8.1 features an update to Health Regen, buffs the strength of enemies, and reworks the gem shard items.
Since original Early Access launch, every sealer has received at-least one buff and many items have been buffed. The game is overall slightly easier than intended. To combat this, enemies are receiving a base health increase, and will get slightly stronger as each zone. Do not despair! Sealers are also receiving a massive increase to base Health Regen.
The goal of these changes are:
Make the early game less punishing.
Slight increase to the difficulty of the mid game to compensate for the many buffs since v0.7.
Large increase to the difficulty of the late game to massively reduce the number of "average" runs reaching double digit zones.
Continue to make passive items more interesting and nuanced.
I'll be keeping an eye on how these changes play out. If the game is too difficult, I'll be looking at potentially reducing the quantity of enemies, rather than reducing their stats.
General Changes
Increased the base Heath Regen of all sealers from 1 to 5.
Health Regen now procs every quarter of a second, but the healing rate is the same.
Increased the base health of ALL ENEMIES by about 10-15%.
Very slightly increased the health and damage scaling of enemies per zone.
Reduced the base damage of Winter Spirits from 10 to 8.
Reduced the base damage of Bone Archers from 14 to 11.
Increased the base damage of Scorpions from 5 to 7.
Increased the global buff duration cap from 30 seconds to 60 seconds.
Sealer Changes
Weaponsmith
Adjusted Quickstep to improve feel.
Fixed an oversight where Longspear was halting horizontal momentum in the air.
Item Changes
Ruby Shard
Reduced flat Attack Damage from 20% to 10%.
Now increases your Attack Damage by up to 100% over 8 seconds while not dealing damage.
The bonus decays down to 0% over 2 seconds after dealing damage.
Sapphire Shard
Reduced flat Skill Damage from 20% to 10%.
Now increases your Skill Damage by up to 50% over 8 seconds while not dealing damage.
The bonus decays down to 0% over 2 seconds after dealing damage.
Emerald Shard
Reduced flat Health Regen from 20 to 5.
Now increases your Health Regen by up to 100% over 8 seconds while not dealing damage.
The bonus decays down to 0% over 2 seconds after dealing damage.
Bloodied Fang
Changed healing from a flat 3 to 1% Max HP.
(with a minimum of 3 for those Mark of Corruption runs ːsteammockingː).
An item being out-healed by base health regen felt bad. Now it scales much better.
Decorative Armor
Reduce gold gain on armor break from 100% Armor to 20% Armor.
Updated item compendium entry to be more descriptive.
This item was just completely busted, so yeah it's being taken down a notch.
Bugs & Misc
Fixed minor seals "exploding" for a very long time late into runs.
A single seal can no longer contain more than 35 enemies.
Persistent effects no longer constantly trigger Zinet's triangle.
The Runewarden Update — v0.8 Patch Notes
MAJOR ADDITIONS
<*> Added new Sealer: Runewarden. <*> Added new Zone: Igneous Spires. <*> Added new Enemy: Arctic Spirit. <*> Added new Boss: Goblin Marauder. <*> Added new Boss music for Barren Cliffs, Glacial Thoroughfare and Igneous Spires. <*> Added new Item: Augur of Thorns. <*> Added new Item: Opportunist's Charm. <*> Added new Item: Blastboot Shell. <*> Added new Item: ??? <*> Added new Item: ??? <*> Added new Item: ??? <*> Added new Item: ??? <*> Added 5 New Challenges
GENERAL CHANGES
Golden Shrines
Shrines have a small chance to spawn as a golden shrine.
Golden reforge shrines reforge items into a higher rarity.
Golden item shrines drop epic, legendary, & relic items.
Golden healing shrines permanently increase Max HP.
The Shrine Insanity Chaos Trial modifier now also increases the chance for golden shrines.
Item shrine drop chance increased from 50% to 60%.
Healing shrines explode after 2 uses like other shrines.
Healing shrine heal amount capped at 1000 (reached at zone 10).
The "rooted" status effect has been added which prevents enemies from moving (they can still attack).
Augur of thorns, the Runewarden, and Lady's Wrath can apply this status effect.
Base Armor recharge time increased from 8 to 10 seconds.
Armor recharged a little bit too quickly considering it also grants passive damage reduction.
Reviving a downed sealer takes 1.5 seconds down from 2.
Increasing the viability of a revive mid boss fight.
Void Flame requirements to level up increased at higher levels. <*> Level cap increased from 25 to 100. <*> Signs stop granting stat ups past level 25, but you still get the general +1 Physical and Magic damage increase.
This change allows on level up items to proc late into a run, while shifting the power curve around a bit (mid-game should be slightly harder).
Elite Hordes
<*> Number of elites reduced. <*> Elite health increased.
Elite hordes felt either too easy or completely overwhelming. These changes should reduce the variance a bit.
Hard Difficulty
<*> Enemy damage bonus increased from 50% to 75%. <*> Removed reduced healing effectiveness.
Healing items being less viable on Hard was not fun or interesting.
SEALER CHANGES
Bard
Increased the cast speed of Blast Chord by 8%.
Increased the damage of Blast Chord from 125% to 140% Magic Damage.
Reduced the end lag on Sundering Melody.
Increased the damage of Sundering Melody from 175% to 200% Magic Damage.
Increased the cast speed of Arpeggio by 20%.
Increased the stun duration of Mass Stun from 3 to 3.5 seconds.
Speeding up the strummy boi.
SIGN CHANGES
Mark of The Assassin
Added +10 Max HP.
Mark of The Warrior
Max HP reduced from 25 to 20.
Mark of Earth
Max HP reduced from 40 to 35.
Mark of Kingship
Max HP increased from 20 to 25.
Mark of Queenship
Max HP increased from 20 to 25.
Mark of Corruption
Increased Physical Damage from 3 to 4.
Increased Magic Damage from 3 to 4.
ITEM CHANGES
Buffs everywhere! Tuning up some of the more underwhelming items.
Ruby Shard
Increased Attack Damage from 15% to 20%.
Emerald Shard
Increased Health Regen from 15 to 20.
Tonic Vial
Removed healing capping at 50% Max HP.
Healing changed to a linear +15% Max HP per additional stack.
Life Ring
Increased Max HP from 25 to 40.
Kingsbud
Increased healing from 50 to 100.
Spiked Pauldron
Increased damage from 500%(+250%) to 1000%(+500%).
Void Rifle
Increased damage from 33% to 45%.
Ice Lance
Increased damage from 100% to 140%.
Tri-Stone
Added +40% Skill Damage.
Added a visual indicator for when your next skill cast will proc the effect.
Lady's Wrath
Added a 20% chance for vines to apply the rooted status effect for 2 seconds.
Chaos Unyielding
Chaos Unyielding was the most boring legendary item despite having a cool name. Now it's immensely powerful and rewarding if you can stay in the fight!
New Visual.
Removed Health on Kill.
Removed Attack Damage.
Added: On hit gain +1 charge. Each charge grants +2% Attack Damage and Lifesteal. Charges are lost if you do not hit for 3 seconds.
Bottomless Purse
Item Rarity changed to Relic.
Drops off the new Goblin Marauder Boss.
BUGS & MISC
The Specialist's grappling hook now spawns slightly above him. If it collides with terrain on the first frame it's out, he will be boosted upwards.
Feedback has been added for Readying Up at the Boss Seal.
Giant slimes will no longer draw behind shrines and chests.
The traveler can appear in a new spot and will now always appear if they can.
Fixed a bug where the Pyromancer's Meteor damage was not being effected by Omega Shard.
When returning to the title screen after a run the menu music will start further into the song.
Fixed a bug that caused Void Vials to be infinite use when combined with the Manasick chaos trial modifier.
And that's the update! I appreciate the support and the patience while I worked on this. Apologies for the lack of communication and the delays. COVID-19 impacted me in a way I never could have prepared for. Hopefully this marks a return to more frequent updates. Enjoy! :)
Version 0.7.9
General Changes
Demonic fireballs have been reworked a bit: They now ignore terrain. They now slowly accelerate instead of starting at top speed. They fire more infrequently. They have slightly increased range.
Fighter has received new sound effects and has been renamed to Weaponsmith.
Increased the base Health of Bard and Monk by 100. Increased the base Armor of Bard and Monk by 5. These Sealers now match the bonus defensive stats of other "melee" Sealers.
You now have to press Interact to bubble to a friendly sealer while off-screen. You can now press Interact while close to your bubble destination to pop it. Added sound effects for bubbling.
The post run screen now displays your game mode, signs and sealers.
Armor Rework
Armor has changed from flat damage reduction to percent damage reduction. Armor damage reduction is now capped at 50%.
Example: If you have 25 Armor and an attack deals 30 damage you will take 22.5 damage (previously 5). If you have 25 Armor and an attack deals 300 damage you will take 225 damage (previously 275).
This makes Armor much more relevant late game, but heavily nerfs it early. To compensate a new mechanic has been added:
Armor now generates a temporary barrier equal to 1% of your Max HP per point of Armor. After 8 seconds of not taking damage your barrier will recharge.
Damage taken is dealt to the barrier before your health, and it does not overflow.
If you have just 1 barrier point the next attack will break your barrier, but not deal any damage to your health.
As a result of this change most Armor sources have been tweaked:
Reactive Cuirass: Each hit now stacks 3 seconds onto the duration of the buff, instead of overwriting it. This gives your barrier a chance to reform with the bonus Armor if you take a couple of hits. Now properly effected by buff duration modifiers like Bard's Earrings (this was a bug).
Unknown Alloy: Removed Armor on hit. Added +8 Armor. Added Increases Armor recharge rate by 25%.
Augmented Carapace: Reduced Armor gain from 40 to 35. Now instantly recharges your Armor on use. Cooldown increased from 30 to 40 seconds.
New Armor Item! Spiked Plating (Rare Passive Item): +5 Armor. Whenever your Armor breaks, damage nearby enemies for 500% Armor.
Reduced the Armor granted by the Bard's buff song from 12 to 10.
Removed Max HP increase on Mark of Fortitude. Added 3% Skill Damage to Mark of Fortitude.
Bug Fixes
Fixed crash when scrolling up on the stats menu item list.
Fixed multiple boss death weirdness.
Version 0.7.8
Combat Updates
Demonic elites added.
Boss encounters can now spawn a horde of elite monsters in place of a normal boss.
Multiple bosses will now spawn after looping.
Item Changes
Forest Cat’s Claw:
Wall jump height from each stack reduced.
Removed wall jumping on the stage borders.
Bottomless Purse:
Increased cooldown from 40 to 60 seconds.
Boots of Agility:
Speed and jump height increase reduced from 33% to 20%.
Effect hard caps at 5 stacks.
Speed increase changed, see below.
Speed increasing effects like Boots of Agility, Vestigial Arm and Frostgard's banner now also effect top speed in the air.
Sealer Changes
Arbalist:
Increased the damage of Shank’s third hit from 120% to 140% Physical Damage.
The Arbalist needed a little more incentive to get in.
Fighter:
Increased the damage of Shortsword’s second sword swing from 130% to 150% Physical Damage.
Solidifying the role of Shortsword as the Fighter’s highest DPS move if you can commit to multiple swings.
Frostgard:
Added a chilling nova when placing a frost banner.
Frostgard is in a pretty good spot right now. This change gives her a reason to use her omega even if you haven’t moved outside it’s radius. It also chills nearby enemies making it easier to charge the banner.
Marksman:
Changed the ability type of Caltrops from a Skill to an Attack.
Caltrops damage reduced from 25% to 20% Magic Damage.
Caltrops tick rate now increases with Attack Speed.
This is a bit of a weird change but the Marksman’s caltrops have been applying on-hit effects which usually only attacks can apply. Rather than remove this, I’m solidifying it as a part of the game and making Caltrops an attack. This means Caltrops scales with Attack Damage and Attack Speed now. This is a slight (but welcome) nerf to Focus Strike oriented builds because it no longer scales with Skill Damage.
Tip: Remember to cast Caltrops while you have the Focus buff now for increased tick rate!
Pyromancer:
Reduced the damage of Firebolt’s projectile from 50% to 40% Magic Damage.
Currently the Pyromancer is a bit overtuned. These minor nerfs should bring them slightly more inline with other Sealers. Firebolt stacks ablaze so quickly that it’s just doing too much damage. To put the nerf into perspective, a single tick of ablaze does 20% Magic Damage so this is barely a decrease in overall damage.
Increased the cooldown of Volcanic Rune from 4 to 6 seconds.
Volcanic Rune is potentially the best evasive ability in the game, and it makes the Pyromancer too safe overall. Pyromancer players should have to think more about their usage of the ability.
Reduced the cooldown of Flame Cannon from 6 to 5 seconds.
Flame Cannon was underperforming and needed a slight bump in uptime.
Note: Meteor’s slow cast animation is a core design element of the character and is not being adjusted as of now.
Swordsman:
Dodge Rolling in the air now causes the Swordsman to hover for a bit.
Dodge Roll can now be combo’d into abilities in the air.
Dodge Roll can now be combo’d into abilities much earlier in the roll.
Increased the size of the hitbox on the upwards swing when Longsword is combo’d.
These changes should improve the Swordsman’s mobility and overall feel.
Adjustments & Bug Fixes
Reduced camera shake in co-op games.
Slightly increased the spawn rate of Shrines.
Reforge Shrines now break after 2 uses.
Reforge Shrines no longer reforge into other active items.
There is now an infinite use Reforge Shrine in Destination Omega.
Speedrunner challenge time requirement increased from 14 to 15 minutes.
You can now scroll down the passive item list.
Revived sealers are now placed briefly into the bubble state.
Falling off the map now puts you in the bubble state are returns you slowly to your last position.
Increased the damage taken by falling of the map from 10% to 20% Max HP.
Items dropped at the bottom of a stage by enemies falling off the map now spawn at the boss seal.
Leaving Destination Omega sets your gold to zero.
Health regen on stats menu now displays value modified by your healing power (ie Medical Pouch).
Revitalizing Elites heal less frequently and receive 75% less healing from other Revitalizing Elites.
Reduced the damage of all Elites from 150% to 140%.
Increased the health of Elite monsters (not bosses) from 175% to 225%.
Reduced drop rate of Keystones from Elites to 20% (was 25%).
v0.7.7
Adjustments:
Added ability damage types to sealer select screen.
Sealer details closed by default, button prompt added.
Sealer select menu now uses A/B on controllers rather than jump/interact.
Removed Chronobent from the chaos trial modifier pool.
Game performance should be much better.
Balance:
Increased the base HP and armor of the Swordsman, Frostgard and Fighter.
Slightly reduced the base spawn rate of enemies.
Slightly reduced the number of enemies that spawn during boss encounters.
Very slightly reduced the health and damage scaling of enemies.