Time for an update! This one mostly consists of fixes and improvements, a couple new features here and there, but nothing major in terms of brand new content. I expect the focus to switch between these things as I move ahead with each individual update.
[b]Note: Due to the extensive changes to the save system, old saves won't be compatible this time around. Sorry for the inconvenience![/b]
[u][h1]NEW:[/h1][/u]
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[*] Added Save Slots, allowing for up to five characters!
The player can now name their characters as well.
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[img]{STEAM_CLAN_IMAGE}/34995442/907f90a76251758a937e0d78683ecdaa4a088399.jpg[/img]
Added [b]Relic Tiers[/b], and the Accursed Reliquary.
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[*] All relics can now be upgraded to increase the potency of their effects. Many relics have been given new, additional effects to allow for this. For this first implementation, upgrading relics will be easier and faster than what is to be expected in later versions.
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[*] Added a new enemy: [spoiler]Mimic[/spoiler]
[*] Added 15 new armor pieces (Mostly footwear)
[*] Added a quick-stack button [R] for storage chests
[*] Added Sprint [hold Space] to reduce the need for dashing outside of combat.
[*] Items sold by the player are now added to the shop inventory, and can be bought back for no extra cost until the shop is refreshed (e.g. starting a new dungeon run)
[*] Shops now generate new items to sell between dungeon runs
[*] Resources like wood and stone can now be gathered by breaking down stones found on the surface, and chests within dungeons.
[*] Added a new system for casting aimed spells
[*] Aimed spells can now be cancelled [Right-click]
[*] Added a new song for the main menu, and 3 new songs to the Forgotten Tunnelways
[*] Added status effect "Slow" which limits movement, but unlike "Chill" does not affect attack or animation speed.
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[u][h1]CHANGES:[/h1][/u]
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[*] Rebalanced most relics to account for the new tier system
[*] Items in belt (hotbar) slots are now considered equipped and will not be lost upon death
[*] Item and spell cooldowns are now displayed as countdowns
[*] Added new dialogue for the Forgotten Tunnelways NPCs, replacing the old lines
[*] Added a 2.5s cooldown to using entrances when enemies are nearby
[*] Magic Missile is no longer guaranteed to be one of the starting spells
[*] Magic Missiles now continue in a straight line once they have reached the center of their target
[*] Charged slime variants now move and attack faster
[*] Armored skellies now attack more often
[*] Adjusted boss behavior to reduce the viability of a certain cheese strat
[*] Added subtle camera movement based on the position of the mouse, and the direction the player is facing
[*] Player recovers slightly sooner after parrying
[*] Made it less easy to quit the game accidentally
[*] Sigil of Safety activates slightly faster
[*] Added a smarter ID generation method for chest inventories
[*] Visual improvements to the Bleeding Brothers NPC
[*] Added a new background for the Woods
[*] Visual overhaul for the Firebolt
[*] Adjusted shop visuals
[*] Updated health bar visuals for bosses
[*] Updated the look and sound of doors
[*] Enemies that join the fray from the background now display their HP as soon as they can be attacked
[*] Enemies now walk through open doors instead of behind them
[*] Added a visual afterimage effect for the player's weapon when it is charged
[*] Tweaked some weapon stats
[*] Slightly buffed relics that depend on collecting drops of blood
[*] The "Bleeding Antler" -relic no longer allows you to inflict Bleed on Skeletons.
[*] Frozen Heart no longer benefits from Clover Charm
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[u][h1]FIXES:[/h1][/u]
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[*] BUGFIX: A door could be heard opening when entering the dungeon after having been to the boss room.
[*] BUGFIX: The "Axe Head" -relic was not granting attacks 'cleave' as intended.
[*] BUGFIX: Illusory enemies were able to deal damage
[*] BUGFIX: Dropping an item by dragging it outside of the inventory triggered the player character to attack
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