Balance patch in the Beta Branch

Source of Madness

Source of Madness is a side-scrolling dark action roguelite set in a twisted Lovecraftian inspired world powered by procedural generation and AI machine learning. Take on the role of a new Acolyte as they embark on a nightmarish odyssey.

Hi everyone! So I have done some balance work and tweaks based on feedback in the reviews. Mostly adressing early game cheese with some aoe weapons and nightmare difficulty boss hp. This patch is not live in the main branch but exist in the [b]patchtesting[/b] branch. The main part is that I have nerfed and reworked how much damage dealt to a limb is propegated back to the main body of the monster. Hopefully this will mean that it is harder to cheese monsters, but also that it will result in more body parts being blown off and a bit more challenging early on. On top of this I have removed the damage propagation on some aoe weapons that dealt low damage per attack but ended up being a bit too OP when you hit all of the different body parts at the same time. Though I did not nerf this on bosses and elite (big ones) because that would make the game too hard. I have lowered the hp and damage scaling in the two other difficulties and balanced the final boss HP for those difficulties. I have also lowered the HP of flying beam monsters. One big monster buff, is that I have increased the velocity and force of monster punches, this might break the monster in some cases if I have over done it. So please help me test it to find out if I need to dail it back. But I do think they are more fun to fight with these force values! To test it out, join the [b]patchtesting [/b]branch with this password "iwouldliketobeatester" in the properties -> beta section. Please give me feedback in this thread if you find broken things or if you simply like the update. Also check out and wishlist Midnight Horde. https://store.steampowered.com/app/864170/Midnight_Horde/ That is all, Cheers Per