The Labyrinth cover
The Labyrinth screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Labyrinth

Sorry for no Weekly Update, it's going to come soon!

Just wanted to make a quick post apologizing for no Weekly Update yesterday. I'm going on vacation starting Thursday and I've mentally been away from my game for a short while leading up to it. My vacation lasts until Wednesday the 26th, so there might also be a late Weekly Update that week as well.

I'm going to try to make a Weekly Update post either tomorrow or Thursday. It's going to be about Items and the Inventory! Stay tuned and thanks for your patience (:

Weekly Update: 9/10/2018 - Listeners

Alright time for a real Weekly Update! The last one was just a relatively short list of overall changes I've made, but the updates from now on are going to focus on specific things or things I've just finished.

This one is about listeners. A listener is something I use in the game that allows something to happen when something else happens. That's a very vague term, but it's the shortest way to describe every listener. Basically a listener "listens" for something to happen, and it applies its own event as a result either through modifying the event it's listening for, or creating a new event.

For instance, Damage Reduction through a Passive Spell or an Item is "listening" for when you take Damage, reducing the damage as a result. Pretty much every Passive Spell and Item Special uses listeners, and even some Status Effects apply their own listeners. They're incredibly modular, meaning they can serve an extremely broad range of scenarios, making them very diverse.

So what does this have to do with the Full Release Update? Well I've completely overhauled how listeners are applied and used. The old game had code that I manually put in for when listeners are supposed to activate. For instance, when I coded listeners that listen for a stat change, I then had to go into the stat change code and put in the stat change listener activation. I did that for all the other listeners, and when I had an idea for a new listener I had to go through that same process. It was very tedious and not very efficient. I'm now using Flash's built-in event system, which allows you to dispatch events when something happens and run code as a result. My listeners are now "listening" for when these events are dispatched, instead of manual code inputted where the listeners are supposed to activate. Hopefully that makes sense.

So with the new efficient listener system, I've been able to expand my listeners and create a wider spectrum to have the capabilities to make things I couldn't before. There's now listeners that do something when a Buff or Debuff is applied, a listener that applies a party-wide bonus when an item is equipped, and listeners that apply or modify a stat change utilize a new priority system that ensures there's no weird issues that arose before.

There was a problem before that someone noticed with the Shatter Debuff. This Debuff converts all damage taken into Divine Damage, which sounds good on paper. Unfortunately, the Shatter was converting before other damage modifiers were processed, meaning they would Attack the enemy and their Attack Buffs weren't processed because the damage was converted. This means they were dealing less damage overall than they would've dealt before the Shatter. So I created a new priority system that allows certain listeners to process before others, completely negating this problem. That's just one example of the old code acting a little strange at some points. I'm hoping with this rework that listeners become extremely efficient, diverse, and fun to work with as well as play.

Alright, I think that's a good stopping point. I hope I helped you better understand the inner workings of my game. I also hope that I made sense in my description of the listener code, it has a lot of moving parts and may be difficult to grasp without actually seeing it in action. Next week I'll try to tackle something that isn't as difficult to explain or understand, but I really wanted to talk about this since I'm proud of the changes! See you next week!

Weekly Update: 9/4/2018

Okay there was a bit of a delay but the first weekly update is here! In this update I'm going to do a rundown of all the major changes for the full release of my game. Subsequent weekly updates will have more videos/pictures than this one, so don't think each one is just going to be a wall of text!

The first, and most important, major change is the overhaul of every single playable class! All 16 classes have been completely redone in terms of their theme and playstyle. For the most part rogues have been buffed, and warriors have been nerfed. The warrior nerfs aren't traditional in the sense that their damage/buffs/heals/etc are reduced, but most warriors now have Health costs associated with their abilities. For the full rundown of every class change, check out my subreddit's posts: Warrior Reworks,Mage Reworks,Rogue Reworks,Archer Reworks.

Second, the whole game's aesthetic has changed! I completely overhauled the way the game looks, giving it a more pixellated look (again, check out my subreddit to see posts where I show off how the game looks).

Serialization (saving and loading) has been completely redone, making the game more efficient at saving/loading, allowing it to run faster and have multiple save files!

Item generation has been tweaked, with more conditions (broken, polished, flawless, etc) being added for even more permutations of items, more specials, and more types! More materials and types are available to make even more diverse combinations. I also added a new Archer Offhand, the Talisman. This grants a party-wide stat bonus as opposed to the Quiver which just grants the Archer a self-stat bonus.

Floor generation has been tweaked a bit. More room types such as the Dim Room which doesn't grant you access to the inventory, the Shop selling Consumable items like permanent stat bonuses and temporary bonuses for the next combat encounter, and overal more diverse generation parameters.

I just completely finished the inventory management today. You now start with only 8 item slots in your inventory, increasing the total slots by using a Backpack consumable. And now there's pages, where if you get more item slots than the current page can hold, you automatically get a new page and can theoretically hold an unlimited amount of items!

And that's just the gist of the largest changes to come for full release. I'll be sure to post more images and videos for future updates. I might edit this post if I remember anything else significant, but that's all for now! Hope you're as excited as I am for full release!

Weekly Update to come tomorrow!

Sorry for the delay today, I got side tracked with personal stuff! I'll post the weekly update tomorrow! Thanks everyone for your patience C:

Decided to start doing weekly updates!

Hey guys, I've thought about it for a bit and decided to start posing weekly updates so that you're not completely in the dark when it comes to progress on full release. I'll try to make the weekly posts every Monday at around 2PM CST.

Since my work schedule can be hit or miss on whether or not I'll actually be working at that time, the time or date might be pushed back a bit. But I'll try to stick to the 2CST as close as possible, if not definitely posting once a week even if it means posting on a Tuesday or Wednesday. If I have to push back the posting date I'll try my best to put a post saying there's going to be a delay.

I'll start doing this next Monday, September 3rd!

The Labyrinth is 75% off for the Summer Sale & v1.0 news!

For the Steam Summer Sale I put my game at a 75% discount! That means it's only $1.25, so if you've been wanting to check it out then now would be a good time to do so!

In other news, Full Release is the next update, and I've made very good ground. I post updates occasionally on my game's subreddit containing pictures of my progress. So far a good portion of the game's base code has been entirely rewritten, a new aesthetic has been applied to the game (I'm going for a more pixellated look), and I tweaked a bunch of the core concepts. I'm really excited for where I'm taking the game, and I do think patience will be rewarded if you bear with me. Since I have the base game to compare with when it comes to recoding, it takes much less time than it did originally because I'm not going in blind this time.

I'm aiming to release version 1.0 late this year, which is a massive stretch of time from my original plan when the game first came to Steam, but at the time I didn't expect that I'd basically start the coding over from scratch for full release. I really believe that a completely finished product that comes late is much better than a rushed project released on time, and I want to make sure the game is polished to a shine when it's done.

Again, thanks for your patience, and I'll post another update when I'm further down the development road!

Full Release is the next hurdle

Hello guys, I wanted to address something you probably already know: full release is the next update. This is what the last few years have led up to. The game started as a concept at best and turned into an actual game (again, at best).

I'm making this post to acknowledge the break in time between patch 0.9 and full release. There's going to most likely be a long stretch of time before I feel my game is a complete package. I wanted to let you know so that you don't get scared that full release is not coming, I'm telling you right now that it is. It's just going to take some time, and I hope the end product is worth it.

Now I'll go over a few things off the top of my head that are going to be in the final version. A new Archer boss, I won't spoil too much about it but its name is the Shadow Manifest, and its kit revolves around splitting into copies of itself. I also need to finish the remaining enemies: Cursed Mage, Cursed Rogue, and the Cursed Archer. I want to create new items exclusive to the Shop. I want to make another room, the Blessed Room. I want to balance Rogues to be more powerful and viable in a party, this probably also means scaling down the strength of Warriors.

Right now I'm working on updating more of my game's foundation, completely rewriting some very old code to bring it up to snuff as my programming skill has gotten much better since the game's inception. All this is going to take quite a long time, but I really hope the finished product is something I can be proud of. Thanks for sticking with me for this long, I'll update as more is produced!

Patch 0.9 is live!

Patch 0.9



This patch has finally arrived to the main branch! It was a long road, but we've arrived and now full release is just around the corner!

This patch overhauls a bunch of the back-end code. Due to the nature of this overhaul, old saves are not going to work. I apologize for the inconvenience!
The Knight has been reworked. He's more interactive, but a little less tanky, read below for full details!

Overhauls



  • The Listener code, which basically powers a grand majority of the game, has been overhauled. This was a huge endeavor but ultimately worth it. Just so you understand how much work went into this overhaul, over 400 classes has been changed in my code! This code is much better now and allows for me to work with it better in the future


Reworks



  • Reworked the Knight. He felt pretty boring with his generally passive kit. His spells granted a ton of passive damage reduction which wasn't that fun. I've made him more interactive, a bit less tanky, but retained his core kit. More details on his rework below

  • Forceful Impact Before: Cost - 25 Mana; Cooldown - 3 Turns
    Unlock: Deals 115% Attack Damage plus bonus Attack Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +10% Initial Damage
    Upgrade: +5% Maximum Health Damage

  • Forceful Impact After: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Deals 100% Attack Damage plus bonus Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +5% Maximum Health Damage
    Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance

  • Defend the Flanks Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: +12% Damage Reduction for 3 turns, increased by 4% for each Enemy still alive
    Upgrade: +10% Initial Damage Reduction
    Upgrade: +3% Damage Reduction per Enemy

  • Defend the Flanks After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: +10% Damage Reduction for 3 turns, increased by 5% per Enemy still Alive
    Upgrade: Additionally grants +7.5% Health Regen for the duration
    Upgrade: If Fortress is active this grants an additional +20% Damage Reduction

  • Fortress Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: Forces enemies to target the Knight for 2 turns, gaining 20% Damage Reduction for the duration
    Upgrade: +15% Damage Reduction
    Upgrade: Additionally the Knight gains 10% Health Regen for the duration

  • Fortress After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: Forces Enemies to target the Knight for 2 turns, gaining 50% Debuff Resistance for the duration
    Upgrade: +15 Mana Cost but the duration increases by 1 turn
    Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn

  • On Your Feet Before: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Heals an Ally by 20% of the Knight's Maximum Health
    Upgrade: +15% Maximum Health Heal
    Upgrade: Additionally Heals the Ally by 15% of their Missing Health

  • On Your Feet After: Cost - 10% Health (10 Minimum); Cooldown - 3 Turns
    Unlock: The Knight spends 10% Health to Heal an Ally by 10% of his Maximum Health plus bonus Health equal to the Health spent
    Upgrade: +5% Maximum Health Heal
    Upgrade: Amplifies the total Heal by 50% if the Ally is below 35% Health

  • Reinforced Armor Before:
    Unlock: +15% Damage Reduction
    Upgrade: +10% Damage Reduction
    Upgrade: +35% Divine Damage Reduction

  • Reinforced Armor After:
    Unlock: +20 Bonus Armor
    Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
    Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of every 5

  • Spells not changed (or minorly changed in the Buffs/Nerfs sections): Battle Wounds, Defensive Stance, Titan, Plated Armor


Bugfixes



  • Fixed the Options menu still displaying the Snowflakes toggle even though snowflakes have been disabled

  • Fixed the Duelist's description saying it was for the Marauder

  • Fixed Conversion multipliers over 100% going into the negatives (for instance if you had a listener that converted 150% of Attack Damage Dealt to Pierce, 50% of the Attack Damage would actually Heal the target)

  • Fixed Clubs never getting any multipliers other than 5%

  • Fixed some Bosses never spawning with their unique items

  • Fixed the Arcane Mage's Deeper Knowledge Passive Spell incrementally lowering Maximum Mana with each load

  • Fixed the Arcane Hunter's Soul Shatter Active second upgrade not using the correct value and messing up the game

  • Fixed the Shaman's Revive Active Spell second upgrade not showing the proper description

  • Fixed the Blood Mage's Soul Tap Infinite Spell having issues with reducing your Health Regen with reloading

  • Fixed the Blood Mage's Blood Training Passive Spell not changing his Active Spell's, Hemorrhage, Health cost multiplier

  • Fixed the Hunter's Beast Hunter Active Spell second upgrade Crippling after the Damage applied even though it specifically states the Cripple applies before the Damage

  • Fixed the Ninja's Final Strike Active Spell second upgrade activating even if he wasn't below the Health threshold

  • Fixed the Duelist's Assault Active Spell stacking up to 10 times instead of the displayed 5

  • Fixed the Incinerator's Incinerate Active Spell bonus Damage dealing much more Damage than it was supposed to

  • Fixed a small issue where conversion listeners would apply even if they're converting to the same type. For example if you had a listener that converted Attack Damage Dealt to Pierce Damage, the conversion would apply even if you originally deal Pierce Damage (basically converting Pierce Damage to Pierce Damage)

  • Fixed NG+ not fully Healing and Restoring your party


Changes



  • Changed the achievements that use the red X. I made the X transparent so you can properly see the icon behind the X

  • Made spell loading/creation a bit faster. This should make saving/loading faster as well as spawning enemies faster too

  • Changed the Arcane Mage's Spell Strike Infinite Spell. Instead of giving a chance to deal bonus Damage equal to 25% of his Current Mana on Cast, the bonus damage is now equal to 20% of his Maximum Mana

  • Changed the Ninja's Elusive Passive Spell. Instead of giving a chance to Shroud when taking Damage below a percentage of Health, the chance is lowered but can activate at any time regardless of his Health. Its second upgrade changed from Healing 15% of his Maximum Health to Healing 20% of his Missing Health if the Shroud activates when he's below 50% Health

  • Changed the Assassin's Mercy Active Spell. Its first upgrade no longer grants bonus Damage to targets below 50% Health. It now has its first upgrade's 20% Health Threshold increase, and its second upgrade now increases the Kill Chance by 15% (for a total of 35%). As a result its initial Kill Chance was lowered from 25% to 20% and its Cooldown increased to 5 turns from 4

  • Changed the Dragon Slayer's Slay Active Spell. It no longer has any of its old functionality, since I felt it was too similar to Intimidation. It now grants the Dragon Slayer 30% Lifesteal and Soulsteal for his next 3 attacks, upgradable to 50% for 5 attacks

  • Moved some numbers around for the Lifebreaker's Lifebreak Passive Spell. The Instant Kill Chance on Death is reduced to 25% (15% initial + 10% upgrade) from 35% (25% initial + 10% upgrade). The second upgrade Revive now has a 50% chance of activating as opposed to being guaranteed, but the Revive multiplier increased to 40% from 25%

  • Changed the Smoke Dweller's Smoke Screen Active Spell second upgrade. Instead of granting a 35% Heal on Damage that's Negated, it instead grants a 50% chance increase to Negate Damage but reduces the duration of Smoke Screen to 1 turn

  • Changed the Chrono Keeper's unique items. Time Ebb, his Weapon, is now one-handed instead of two-handed. This is so he can also equip his unique Offhand, Stopwatch, which grants +2 Cooldown Reduction but decreases Attack Damage Dealt by 50%. He now always spawns with his unique Weapon and Offhand


Additions



  • Added a new particle effect if an Instant Kill is applied when the target is immune to Instant Kills (a gray shield). A new sound effect also plays to designate the target not getting killed

  • Added a new Statistic for being denied an Instant Kill from a target that's immune to Instant Kills (and an achievement if you're denied a Kill this way)

  • Added charges on Listeners, allowing for new spells that grant a large bonus for a few charges, for example a spell that grants Lifesteal for the next 3 Attacks

  • Added priority on Listeners, allowing certain ones to be processed before or after others (is used to just process them in the order they were applied)

  • Added the Mana Thorns Armor Special, granting a 35% Chance to 35% Mana Bleed for 2 turns when Dealt Spell Damage

  • Added the Spellsteal and Spiritsteal Weapon Specials. These grant 35% Health when you deal Spell Damage and grant 35% Mana when you deal Spell Damage respectively

  • Added the Double Spell Damage Weapon Special. This grants a 10% chance to double Spell Damage Dealt. It's slightly more rare than it's Double Attack Damage counterpart

  • Added the Perfect Strike Weapon Special. This grants a 15% chance to Instantly Kill when dealing a Critical Strike. This is one of the rarer Weapon Specials

  • Added the Weakening Weapon Special. This grants a 50% chance to 25% Weaken for 2 turns on Attack


Buffs



  • Increased the Damage Restore Armor Special multiplier to 35% from 25%

  • Increased the Unluck Weapon Special Crit Chance Debuff to 50% from 35%

  • Reduced the rarity of the Stunning Weapon Special

  • Increased the Stunning Weapon Special Stun Chance to 20% from 15%

  • Increased the Shaman's Spirit's Blessing Infinite Spell Cast Reduction to 100% from 50%

  • Merged the Attack and Spell Exposing Weapon Specials into one Exposing Special

  • The Ninja's Concealment Passive Spell bonus Damage while Shrouded now includes Shrouds from Attention (like Damon's Fortress)

  • Increased the Chrono Keeper's Start The Clock Active Spell Damage Reduction to 85% (65% initial + 20% upgrade) from 75% (50% initial + 25% upgrade)


Nerfs



  • Nerfed the Power Orb's average Spell Damage Dealt increase per level to 0.475% from 0.6%, and reduced its Spell Damage Dealt cap to 65% from 75%

  • Reduced the Stun Weapon Special duration to 1 turn from 2

  • Increased the rarity of the Burn and Freeze Weapon Specials

  • Increased the rarity of the Enchantment and Barbarism Weapon Specials

  • Reduced the Ninja's Concealment Passive Spell Attack Damage increase while Shrouded to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)

  • Reduced the Ninja's Concealment Passive Spell second upgrade Shroud duration increase to 1 turn from 2

  • Reduced the Assassin's Weak Point Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%

  • Reduced the Sharpshooter's Steady Aim Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%

  • Reduced the Knight's Titan Infinite Spell Maximum Health Damage Mult to 0.5% per level from 0.75%

  • Capped the Arcane Mage's Absorption Active Spell Mana Return to the total cost of the spell

  • Changed the Blood Mage's Health Fountain Infinite Spell Max Health increase to 20 per level instead of granting +1 bonus Maximum Health per Constitution per level

  • Reduced the Tower Knight's Hew Active Spell second upgrade Stun duration to 1 turn from 2

Patch 0.9 for the Testing Branch has a new update!

So this is a small update to patch some major issues as well as changing just a couple things before I release this to the main crowd!

Bugfixes



  • Fixed multiple issues of the game soft or hard locking when fighting specific enemies (Smoke Dweller, Deathbringer, Hellbringer, and Jester)

  • Fixed conversion Listeners applying their conversion before the parent change (for instance, if you convert a portion of Damage Taken to Health, the Heal event would process before the Damage event)

  • Fixed Status Effects that applied their own Listeners (for instance, Damage Reduction) being removed if you applied any other effect

  • Fixed the Dragon Slayer's Drink their Blood Passive Spell second upgrade decreasing the Lifesteal by 10% instead of increasing

  • Fixed the Dragon Slayer's Open Wounds Infinite Spell dealing Damage to himself instead of the enemy


Changes



  • The Dragon Slayer's Intimidate now states each enemy that gets Stunned instead of saying a general message if any enemy gets Stunned

  • Changed the Shield Wall's Overshield Active Spell second upgrade, it now provides 35% Spell Damage Reduction for the duration instead of Healing for 35% of Attack Damage Taken

Patch 0.9 is live on the Testing branch!

It's been a long road, but the patch is finally here! I'm releasing it only on the Testing branch for now until I can iron out some small issues as well as seeing if anyone else encounters other problems. Here's the breakdown of the patch (I'll repost this when I release 0.9 on the main branch too).

This patch overhauls a bunch of the back-end code. Due to the nature of this overhaul, old saves are not going to work. I apologize for the inconvenience!

The Knight has been reworked. He's more interactive, but a little less tanky, read below for full details!

Overhauls



  • The Listener code, which basically powers a grand majority of the game, has been overhauled. This was a huge endeavor but ultimately worth it. Just so you understand how much work went into this overhaul, over 400 classes has been changed in my code! This code is much better now and allows for me to work with it better in the future


Reworks



  • Reworked the Knight. He felt pretty boring with his generally passive kit. His spells granted a ton of passive damage reduction which wasn't that fun. I've made him more interactive, a bit less tanky, but retained his core kit. More details on his rework below

  • Forceful Impact Before: Cost - 25 Mana; Cooldown - 3 Turns
    Unlock: Deals 115% Attack Damage plus bonus Attack Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +10% Initial Damage
    Upgrade: +5% Maximum Health Damage

  • Forceful Impact After: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Deals 100% Attack Damage plus bonus Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +5% Maximum Health Damage
    Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance

  • Defend the Flanks Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: +12% Damage Reduction for 3 turns, increased by 4% for each Enemy still alive
    Upgrade: +10% Initial Damage Reduction
    Upgrade: +3% Damage Reduction per Enemy

  • Defend the Flanks After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: +10% Damage Reduction for 3 turns, increased by 5% per Enemy still Alive
    Upgrade: Additionally grants +7.5% Health Regen for the duration
    Upgrade: If Fortress is active this grants an additional +20% Damage Reduction

  • Fortress Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: Forces enemies to target the Knight for 2 turns, gaining 20% Damage Reduction for the duration
    Upgrade: +15% Damage Reduction
    Upgrade: Additionally the Knight gains 10% Health Regen for the duration

  • Fortress After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: Forces Enemies to target the Knight for 2 turns, gaining 50% Debuff Resistance for the duration
    Upgrade: +15 Mana Cost but the duration increases by 1 turn
    Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn

  • On Your Feet Before: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Heals an Ally by 20% of the Knight's Maximum Health
    Upgrade: +15% Maximum Health Heal
    Upgrade: Additionally Heals the Ally by 15% of their Missing Health

  • On Your Feet After: Cost - 10% Health (10 Minimum); Cooldown - 3 Turns
    Unlock: The Knight spends 10% Health to Heal an Ally by 10% of his Maximum Health plus bonus Health equal to the Health spent
    Upgrade: +5% Maximum Health Heal
    Upgrade: Amplifies the total Heal by 50% if the Ally is below 35% Health

  • Reinforced Armor Before:
    Unlock: +15% Damage Reduction
    Upgrade: +10% Damage Reduction
    Upgrade: +35% Divine Damage Reduction

  • Reinforced Armor After:
    Unlock: +20 Bonus Armor
    Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
    Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of every 5

  • Spells not changed (or minorly changed in the Buffs/Nerfs sections): Battle Wounds, Defensive Stance, Titan, Plated Armor


Bugfixes



  • Fixed the Options menu still displaying the Snowflakes toggle even though snowflakes have been disabled
  • Fixed the Duelist's description saying it was for the Marauder
  • Fixed Conversion multipliers over 100% going into the negatives (for instance if you had a listener that converted 150% of Attack Damage Dealt to Pierce, 50% of the Attack Damage would actually Heal the target)
  • Fixed Clubs never getting any multipliers other than 5%
  • Fixed some Bosses never spawning with their unique items
  • Fixed the Arcane Mage's Deeper Knowledge Passive Spell incrementally lowering Maximum Mana with each load
  • Fixed the Arcane Hunter's Soul Shatter Active second upgrade not using the correct value and messing up the game
  • Fixed the Shaman's Revive Active Spell second upgrade not showing the proper description
  • Fixed the Blood Mage's Soul Tap Infinite Spell having issues with reducing your Health Regen with reloading
  • Fixed the Blood Mage's Blood Training Passive Spell not changing his Active Spell's, Hemorrhage, Health cost multiplier
  • Fixed the Hunter's Beast Hunter Active Spell second upgrade Crippling after the Damage applied even though it specifically states the Cripple applies before the Damage
  • Fixed the Ninja's Final Strike Active Spell second upgrade activating even if he wasn't below the Health threshold
  • Fixed the Duelist's Assault Active Spell stacking up to 10 times instead of the displayed 5
  • Fixed the Incinerator's Incinerate Active Spell bonus Damage dealing much more Damage than it was supposed to
  • Fixed a small issue where conversion listeners would apply even if they're converting to the same type. For example if you had a listener that converted Attack Damage Dealt to Pierce Damage, the conversion would apply even if you originally deal Pierce Damage (basically converting Pierce Damage to Pierce Damage)


Changes



  • Changed the achievements that use the red X. I made the X transparent so you can properly see the icon behind the X
  • Made spell loading/creation a bit faster. This should make saving/loading faster as well as spawning enemies faster too
  • Changed the Arcane Mage's Spell Strike Infinite Spell. Instead of giving a chance to deal bonus Damage equal to 25% of his Current Mana on Cast, the bonus damage is now equal to 20% of his Maximum Mana
  • Changed the Ninja's Elusive Passive Spell. Instead of giving a chance to Shroud when taking Damage below a percentage of Health, the chance is lowered but can activate at any time regardless of his Health. Its second upgrade changed from Healing 15% of his Maximum Health to Healing 20% of his Missing Health if the Shroud activates when he's below 50% Health
  • Changed the Assassin's Mercy Active Spell. Its first upgrade no longer grants bonus Damage to targets below 50% Health. It now has its first upgrade's 20% Health Threshold increase, and its second upgrade now increases the Kill Chance by 15% (for a total of 35%). As a result its initial Kill Chance was lowered from 25% to 20% and its Cooldown increased to 5 turns from 4
  • Changed the Dragon Slayer's Slay Active Spell. It no longer has any of its old functionality, since I felt it was too similar to Intimidation. It now grants the Dragon Slayer 30% Lifesteal and Soulsteal for his next 3 attacks, upgradable to 50% for 5 attacks
  • Moved some numbers around for the Lifebreaker's Lifebreak Passive Spell. The Instant Kill Chance on Death is reduced to 25% (15% initial + 10% upgrade) from 35% (25% initial + 10% upgrade). The second upgrade Revive now has a 50% chance of activating as opposed to being guaranteed, but the Revive multiplier increased to 40% from 25%
  • Changed the Smoke Dweller's Smoke Screen Active Spell second upgrade. Instead of granting a 35% Heal on Damage that's Negated, it instead grants a 50% chance increase to Negate Damage but reduces the duration of Smoke Screen to 1 turn
  • Changed the Chrono Keeper's unique items. Time Ebb, his Weapon, is now one-handed instead of two-handed. This is so he can also equip his unique Offhand, Stopwatch, which grants +2 Cooldown Reduction but decreases Attack Damage Dealt by 50%. He now always spawns with his unique Weapon and Offhand


Additions



  • Added a new particle effect if an Instant Kill is applied when the target is immune to Instant Kills (a gray shield). A new sound effect also plays to designate the target not getting killed
  • Added a new Statistic for being denied an Instant Kill from a target that's immune to Instant Kills (and an achievement if you're denied a Kill this way)
  • Added charges on Listeners, allowing for new spells that grant a large bonus for a few charges, for example a spell that grants Lifesteal for the next 3 Attacks
  • Added priority on Listeners, allowing certain ones to be processed before or after others (is used to just process them in the order they were applied)
  • Added the Mana Thorns Armor Special, granting a 35% Chance to 35% Mana Bleed for 2 turns when Dealt Spell Damage
  • Added the Spellsteal and Spiritsteal Weapon Specials. These grant 35% Health when you deal Spell Damage and grant 35% Mana when you deal Spell Damage respectively
  • Added the Double Spell Damage Weapon Special. This grants a 10% chance to double Spell Damage Dealt. It's slightly more rare than it's Double Attack Damage counterpart
  • Added the Perfect Strike Weapon Special. This grants a 15% chance to Instantly Kill when dealing a Critical Strike. This is one of the rarer Weapon Specials


Buffs



  • Increased the Damage Restore Armor Special multiplier to 35% from 25%
  • Increased the Unluck Weapon Special Crit Chance Debuff to 50% from 35%
  • Reduced the rarity of the Stunning Weapon Special
  • Increased the Stunning Weapon Special Stun Chance to 20% from 15%
  • Increased the Shaman's Spirit's Blessing Infinite Spell Cast Reduction to 100% from 50%
  • Merged the Attack and Spell Exposing Weapon Specials into one Exposing Special
  • The Ninja's Concealment Passive Spell bonus Damage while Shrouded now includes Shrouds from Attention (like Damon's Fortress)
  • Increased the Chrono Keeper's Start The Clock Active Spell Damage Reduction to 85% (65% initial + 20% upgrade) from 75% (50% initial + 25% upgrade)


Nerfs



  • Nerfed the Power Orb's average Spell Damage Dealt increase per level to 0.475% from 0.6%, and reduced its Spell Damage Dealt cap to 65% from 75%
  • Reduced the Stun Weapon Special duration to 1 turn from 2
  • Increased the rarity of the Burn and Freeze Weapon Specials
  • Increased the rarity of the Enchantment and Barbarism Weapon Specials
  • Reduced the Ninja's Concealment Passive Spell Attack Damage increase while Shrouded to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)
  • Reduced the Ninja's Concealment Passive Spell second upgrade Shroud duration increase to 1 turn from 2
  • Reduced the Assassin's Weak Point Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%
  • Reduced the Sharpshooter's Steady Aim Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%
  • Reduced the Knight's Titan Infinite Spell Maximum Health Damage Mult to 0.5% per level from 0.75%
  • Capped the Arcane Mage's Absorption Active Spell Mana Return to the total cost of the spell
  • Changed the Blood Mage's Health Fountain Infinite Spell Max Health increase to 20 per level instead of granting +1 bonus Maximum Health per Constitution per level
  • Reduced the Tower Knight's Hew Active Spell second upgrade Stun duration to 1 turn from 2