Choose one of four heroes and explore the Garden, an astral prison guarded by 12 powerful mystical bosses: the Zodiacs. Challenge them with dozens of unique spells and faithful friends by your side to unfold the story of this platform roguelite with lightning fast combat.
[img]{STEAM_CLAN_IMAGE}/37710613/6242ded5473885a37513cb08a5f0e84b1dacae9e.gif[/img]
⭐[i][b]Changes inspired by our community![/b][/i]
[h2]Major Features[/h2]
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[hr][/hr][*][b]New Hero Spells: [/b]37 new hero spells for a total of 20 per hero
[hr][/hr][*][b]Auras upgrade: [/b]Some auras can now be upgraded to a rarer tier version of itself through a new special loot added to the game
[hr][/hr][*][b]Zodiacs reward: [/b]Changed loots given on big chest from Zodiac reward. Now it spawns a pool of different auras to choose from
[hr][/hr][*][b]New Effects added: [/b]We added several new effects to the game: Meteor(Poison), Toxic explosion(Poison), Ice sword(Ice), Thunder strike(Electric), Fireshield(Fire)
[hr][/hr][*][b]Gambit Addition: [/b]We created several new gambits using the new effects
[hr][/hr][*][b]Gambit Rework: [/b]We reworked the older gambits to have different triggers and % chances, overall all gambit have been buffed from their previous version
[hr][/hr][*][b]Co-op Loots: [/b]Balanced the amount of loot given during single player and co-op mode in multiple places - 2 npc summons, 2 auras in yalee kingdom, 2 loots for exploration rooms/boss/minibosses, merchant cost less quartz in co-op too
[hr][/hr][*][b]New auras: [/b]More than 240 new auras added to the game. This is accompanied by other major rework from auras system and it should enable players to experiment with a big amount of build varieties
[hr][/hr][*][b]New unlock order: [/b]Reorganizing of unlocking new elements with XP points on death recap
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[h2]Small Features[/h2]
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[hr][/hr][*]Applying ignition to a enemy now refresh the effect duration instead of triggering the effect again
[hr][/hr][*]Combustion, and Spark doesn't add burn and electrify effects when hitting enemies
[hr][/hr][*]Fight and Exploration room have cooldown after picked a certain amount of times to prevent often picking the same room types
[hr][/hr][*]Cetus gambits categories have changed and the rarities of spawned gambits now depends of current world
[hr][/hr][*]Changed the order of unlock for some NPCs on hub
[hr][/hr][*]Declining a Zodiac challenge on Challenge room doesn't make Zodiac leave the room anymore
[hr][/hr][*]Changed Ayla's signature spell trigger for NPC summon effects (Summoning Kiran, Octave or Calie) so the summon happens after the teleports
[hr][/hr][*]During co-op, players shouldn't be able to interact with Aura altars and other loots such as Gambit or Spell at the same time
[hr][/hr][*]You can now see the spells & gambits icon before opening the loots
[hr][/hr][*]If you have found all memory fragments in your run, a small chest appears with currencies instead of nothing
[hr][/hr][*]Improved Barbecue UI to better fit the new quantity of Auras
[hr][/hr][*]Ice Fragments now go through enemies by default
[hr][/hr][*]Spirit Swords now work with number of hits instead of time and we have removed the Spirit Sword spell to keep it as a neutral effect
[hr][/hr][*]The ability from Zim-Zim that can make spells spawn with higher levels doesn't work on itinerant merchant spells anymore. This is so it doesn't affect intended prices for spells sold there
[hr][/hr][*]Spells & Gambits icons are now visible even when they are closed
[hr][/hr][*][b]More death recap levels: [/b]Added new unlock levels to a max of 114 (previously 38)
[hr][/hr][*]Some currencies are auto collected if players leave the room without picking them or before it spawn animation finishes - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
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[h2]Balancing[/h2]
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[hr][/hr][*][b]Loot scaling: [/b]Auras and gambits quality scale with world progression
[hr][/hr][*][b]Mini-boss loot change: [/b]With the Echos isles change, the loot of mini-boss has been adjusted as follow: 1 slot unlocker and 1 gambit between 3 gambits
The quality of those gambits is improved compared to regular gambits loot
[hr][/hr][*]Effects that deal damage over time (poison, ignition and frostbite) can't trigger critical hits or prevent enemies to finish their movements
[hr][/hr][*]Increased the amount of destiny fragments needed to unlock a destiny level in NG+
[hr][/hr][*]Zim-Zim healing summon now heals more
[hr][/hr][*]Co-op revive now grants more HP to revived player
[hr][/hr][*]Co-op revive time is smaller, its increase between death is smaller and the increase per death is reset at the start of each room
[hr][/hr][*]Lot of changes on spells damage
[hr][/hr][*]Various changes of HP on Zodiacs, Minibosses & enemies
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[h2]Level Design[/h2]
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[hr][/hr][*][b]Andromeda fusion with merchant: [/b]Andromeda room now welcomes a merchant at the end and merchant room has been removed from the regular room pool (Andromeda room will still appear 1 room before bosses)
[hr][/hr][*][b]Echos isles join the regular pool: [/b]Echos isles will no longer only be accessible after defeating a mini-boss but instead will appear randomly like other special rooms
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[h2]Music & SFX[/h2]
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[hr][/hr][*]Saplings now do sound design only if enemies around
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[h2]Interface[/h2]
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[hr][/hr][*]Improved all Perks texts
[hr][/hr][*]Improved all glossaries texts
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[h2]Visuals[/h2]
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[hr][/hr][*]Shockwave at the end of levels (portals spawning) are now looking better
[hr][/hr][*]Visuals polish on most game effects - Combustion, Saplings, Freeze, etc
[hr][/hr][*]Changed order of display of most effects in the game, now most visual FX are behind enemies/players for better lisibility
[hr][/hr][*]Removed a visual particles on slimes that was never destroyed
[hr][/hr][*]Improved visuals loots on gambits
[hr][/hr][*]Sagittarius summon ultimate is now behind everything - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
[hr][/hr][*]Kiran base spells and some other elements like Pavo's particles would be in front instead of behind - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
[hr][/hr][*]Some replaced colors were not working like Leo's yellow hair when ultimate - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
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[h2]Bug Fixes[/h2]
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[hr][/hr][*]Fixed some glitches that could make a move from Scorpio not work correctly during the boss fight
[hr][/hr][*]Added a behavior that should make it harder to have player stuck in solids
[hr][/hr][*]Leo jump attack could not show red feedback on ground if he was back to a side wall
[hr][/hr][*]Spell preview for itinerant merchant altar would not be auto-disabled after releasing the previous input
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Max waits crash reported
[hr][/hr][*]Minibosses HP were not impacted by NG+ and Co-op HP increases
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Wrong sign when using Aquarius spell & challenge room
[hr][/hr][*]Quests could activate before the end of a dialog (during game tutorial)
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Aquarius challenge used to crash the game
[hr][/hr][*]Aquarius summon would leave rocks particles on field
[hr][/hr][*]Pufferfish would never look left
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Dev message layout was glitching on large width screens
[hr][/hr][*]Trails following projectiles were sometimes too big
[hr][/hr][*]Challenge room Zodiacs icons were too big compared to normal
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Octave and Calie were sliding on ground when picked in main Hub
[hr][/hr][*]NPCs could have icons saying they have an important dialog while they did not
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Some weird events could appear very randomly like Andromeda challenge being completed
[hr][/hr][*]It was possible for some skill unlocks to get skipped during death recap - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.1[/b][/i]
[hr][/hr][*]Calie basic spell could wrongly spawn as a new spell during runs - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.1[/b][/i]
[hr][/hr][*]Purchase value of spells could have wrong numbers on itinerant merchant
[hr][/hr][*]Andromeda could wrongly repeat the ""refresh drinks"" animation if player go far away and then near her again
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Coop lifesteal going to player dying would make dead player stuck
[hr][/hr][*][i][b][u]community inspired[/u][/b][/i] ⭐ Barbecue would always say something is new if you unlocked a specific Aura that was missing from Barbecue interface - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
[hr][/hr][*]Aquarius challenge would not work properlly if triggered by player 2 during co-op mode - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
[hr][/hr][*]Game camera would sometimes not unzoom to default value after spawning the big chest reward from Zodiacs fights - ☄️ [i][b]hotfix[/b][/i] [i][b] 0.42.2[/b][/i]
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- The Hibernian Workshop Team
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[*][url=http://discord.gg/hibernian-workshop][b]Discord Server [/b][/url]
[*][url=https://twitter.com/HibernianWS][b]Twitter Account[/b][/url]
[*][url=https://astral-ascent.backerkit.com/hosted_preorders#store][b]Official Store[/b][/url]
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