Playtest Update: Collection System

[h3]Collection System[/h3] Players are now able to see all the rewards available in the game and how many of those they have collected in their runs. It's also useful for theorycrafting since all tooltips from rewards will be available there. This system is a layer of the greater meta-progresison system we're planning and progress here will interact with other future layers. [img]{STEAM_CLAN_IMAGE}/43885588/20753a8057ff2598d188ae09edcd171482206d65.gif[/img] [h3]World Map Screen[/h3] We decided to add an initial version of the world map, which works as a zone selection screen before starting a run. It is from here that the new Collection is available and this also hints at how many environments and enemy sets will be there for the "campaign" content, which will be required to beat before going into the endgame. [img]{STEAM_CLAN_IMAGE}/43885588/879053230755a33e5f1ea2898771829ed5d90bc5.png[/img] [h3]Status Effect Visuals[/h3] All status effects that apply their effect over their duration now have a visual display each time their effects are applied, like each time a poison does damage. [img]{STEAM_CLAN_IMAGE}/43885588/6f3653aab963ce2b71147786e232d82bbf67b0e6.gif[/img] [h3]Balance Changes[/h3] Mostly about improving stat interactions for defensive layers. [list] [*]Health Loss and Shield Decay now increase 25% faster by default (from 10% to 12.5%). [*]Deadly damage now applies 100% Health Loss (from 30%). [*]Thorns now also deal Deadly damage. [*]Health Steal is now based from a percent of damage done (instead of health loss inflicted). [*]The Jaguar Helmet item now gives +15% Health Steal on Hit (instead of Armor on Wounded). [*]Increased Resistance values on characters and items by ~20%. [*]Traits and spells that give increased Resistances now grant ~40% more. [*]Slowed the diminishing returns of Damage Reduction from resistances by ~20%. [*]Suppression now grants +100% Damage Reduction from Resistances against Hits (instead of +50% Hit DR). [*]Block now grants +100% Damage Reduction from Attack Resistance against attacks (instead of +50% attack DR). [*]Increased Maximum Health, Armor on Wounded and Shield on combat start granted by traits by 25%. [*]Descreased Maximum Health, Armor on Wounded and Shield on combat start granted by items by 20%. [*]The Vitality trait now grants Maximum Health Regeneration (instead of a flat amount). [*]The Feast spell now grants increased Maximum Health (instead of a flat amount). [*]Increased Health Regeneration granted by items by 100%. [*]Increased the stat bonuses for lvl 2 player characters by 5%. [*]Burns now deal only 50% of damage to adjacent allies (from 100%). [/list] [h3]Spell Changes[/h3] [list] [*]Added a base Mana Regeneration of 1% of Missing Mana, with a new display of current Mana Regeneration besides the Mana brain. [*]Increased sources of Maximum Mana and Maximum Health on Passive Spells by 33%. [*]Rebalanced the values of some Active Spells due to the higher availablity of Mana. [*]The Smite and Lacerate spells now also deal Deadly damage. [*]The Target Practice spell now has a base Spell Radius of 3, but it's unaffected by modifiers. [/list] [h3]Map Changes[/h3] [list] [*]Removed rare spikes in the map generation that caused stray paths to be too long and too much combat areas appearing. [*]Discovered rewards are no longer locked after the map boss spawns, but completing areas afterwards no longer reveal map areas. [/list] [h3]Enemy Changes[/h3] Mostly about smoothing out the difficulty curve. [list] [*]Map boss appears with 1 less item per map (from 1->2->3 to 0->1->2), but her base Maximum Health was increased by 20%. [*]Increased the stat bonuses for lvl 2 enemies by 25%. [*]Lvl 2 enemies appear ~15% faster, but the amount per map remains the same. [*]Enemies can't spawn with duplicate items now. [*]Some enemy items now grant flat bonuses instead of scaling ones, lowering the ceiling of power gained while also raising the floor. [/list]