For this monthly update we wanted to address the "death spiral" effect regarding missed rewards. We also improved the quality of life when using the forge and added a simpler way of crafting items.
Map Portal
Our intention is that you have an amount of mistakes you can make before losing a run, this is where things like the Life system comes from. Currently you recover all missing Life after completing a map, and this is intended to reset that amount of available mistakes. We like this because it releases the tension from the previous map, which is especially felt when you were struggling to complete it, and now you can feel hope about turning things around with new rewards from the next map.
The problem was that once you complete a map you instantly move to the next one, so if you missed any rewards they're gone forever, creating the death spiral effect. We like how map navigation works, where based on how you explore you may not find all rewards before fighting the boss. What we don't like is the permanent penalty of not being able to get the missed rewards before moving to the next map.
Here's how completing a map now works:
- Instead of moving instantly to the next map after beating a boss, a portal now appears in the board and the whole map is revealed.
- Before entering the portal, you are able to freely navigate the map to pick any rewards you missed, but uncompleted combats are kept locked.
- You can go the next map by crossing the portal.
Enhanced Items
The forge was introduced as a way of crafting items by combining 2 different ones. This has a high power ceiling, but has downsides like needing 2 good items to combine, having to prepare a fourth item to equip once the merged item frees up a slot, or centralizing the power of your items in fewer characters. So it requires a bit of knowledge and planning to truly shine.
We added another way of crafting items at the forge, with the goal of providing a simpler option you can use to gain instant power:
- The forge now provides 2 different ways of crafting items, "Merge" which is the previous one, and the new "Enhance" option.
- Merging items works the same as before, you create a new item by merging 2 different ones.
- Enhancing an item grants it an additional random stat modifier based on its Attributes.
Merging will still have its high power ceiling, but Enhancing now provides a higher power floor, to better balance this, Forge Uses have been reworked to "Forge Fire":
- The forge starts with 3 Fire.
- Each forge option has a different Fire cost. Merging costs 3 Fire, while Enhancing costs just 1.
- You can sacrifice any amount of Experience to gain an equal amount of additional Fire.
In addition, the forge now also shows the currently equipped items on your characters while opened, and you're able to drag them from there instead of having to close the forge to unequip them first.
Balance Changes
- The Sleight of Hands spell now has "+5 Mana Cost to spells per time they are used in combat".
General Changes
- The attribute wheel on character tooltips now also appear for items and spells, but only if the tooltip details are toggled on.
- The x2 speed now only applies during combat.
- Saved runs are automatically deleted if you open the game on a different version than the one used when that run was saved (This will delete any saved run from previous demo versions).
Fixes
- Fixed the "Round X" combat transition appearing below tooltips.
- Fixed being able to drag characters during the map area movement transition after toggling the pause menu.