You seek untold riches, eternal life, divine powers - it leads to this accursed temple, a seemingly-infinite labyrinth of bottomless pits, deadly traps, and monsters.
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Hello, Pretenders !
It’s here! The Eagle Temple is finally ready! The [b]EAGLE’S SPIRE[/b] update is now available on Steam. We have a lot to say, so have a good read (and have fun!)
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[h1]:: PATCH NOTES ::[/h1]
[h2]Version 0.22.0 - November 25th 2020[/h2]
🍉 = Community additions
[h3]New features[/h3]
[list][*] [b]The Eagle Temple:[/b]
+ New environments
+ New traps
+ 6 new foes with their elite versions
+ 2 new Champions
+ 1 new Temple Boss
+ 5 new Curses[list][*] Eternal Guardians
[*] 🍉 Dark Mines
[*] Biting Breath
[*] Sky Fire
[*] Chromatic Defense[/list]
[*] Have fun! Give us your feedback on our [url=https://discord.gg/curseofthedeadgods]Discord server[/url] or on the Steam forums 🍉[/list]
[i]Disclaimer: We had some problems with the writing of certain texts related to the Eagle Temple. What’s missing in this version:
- The bestiary notes for the Eagle enemies
- The introductory texts of the specific Eagle curses
- The mood text of the new blessing
These texts will soon be integrated into the game! Regarding the bestiary notes, please note that this does not prevent the unlocking of the entries in the Eagle bestiary (and the golden portrait version). The texts will be automatically updated when they are integrated into the game.
Also, we were not able to produce the secret weapons that can be obtained when defeating a Champion (under special conditions) in this update. Rest assured, these will arrive soon![/i]
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[h3]Balancing[/h3]
[list][*] 🍉 [b]Perception:[/b] The Perception stat now increases, in addition to the amount of gold found, the chance of killed enemies dropping a piece of equipment. Usually, one enemy per room can release a piece of equipment. Perception now increases the chance of two enemies releasing an item (or even more if you exceed 100% found treasure!)
[*] 🍉 [b]Cursed weapons & Dark damage:[/b] The Cursed weapons and the functioning of Dark damage have been reworked
+ Cursed weapons now have 2 exclusive affixes, 1 positive and 1 negative, randomly selected from the existing ones
+ Dark attacks now take advantage of the other 3 elements!
+ Dark attacks extinguish a flaming enemy and apply the ‘Weaken’ effect to them
+ Dark attacks inflict poison on a poisoned enemy
+ Dark attacks instantly trigger lightning on an electrified enemy.
[*][b] Revision of the damage formula[/b]: We have reworked the way we calculate the final damage of the main character's attack. The calculation is based on several factors:
• A: The basic power of the weapon (white number in its description sheet)
• B: The basic damage increase factor (final result in yellow numbers in its description sheet, including the dexterity bonus)
• C: The contextual additional bonus damage factor (e.g. additional damage to fire attacks, in the back damage bonus affixes)
• D: The movement factor (e.g. a charged sword attack inflicts 200% damage)
• E: The critical hit factor (+50% by default, increased by effects increasing critical hit damage)
• F: The weakened factor when hitting a weakened enemy (+50% by default, increased by the effects increasing the damage on weakened enemies)
Previously the calculation was as follows: A x B x C x D x E x F
The new formula is now: A x (B + C) x D x (E + F)
The purpose of this change is to temper the damage curve when the damage becomes very high. Previously, the formula was very explosive and allowed for final damage that was too high compared to the game progress curve when damage based synergies were created. Don't worry, it is still possible to inflict very heavy damage ;)
[*] 🍉 [b]Review of Blessings:[/b] Some of the blessings have been reworked to better balance them and offer more attractive effects.
+ [b]Tamok's Breath:[/b] Your physical attacks (non-elementary) have a 50% chance to turn into fire attacks
+ Indomitable: Restore 50% max health after defeating a non-optional Champion or Boss
+ [b]T’amok’s Bones:[/b] Gain 5 Constitution at the start of your exploration and 1 Constitution at the beginning of each room if your health is below 50% of its maximum
+ [b]Skillful Adaptation:[/b] After defeating an enemy with your Main or Secondary weapon, your Two-Handed weapon deals 50% more damage and vice-versa
+ [b]Gust of Agility:[/b] Gain 5 Dexterity at the start of your exploration. Any Perfect Dodge triggers Haste (increased movement speed for 5 seconds)
+ [b]Sich’al’s Treasures:[/b] Gain 2 Perception each time you make a Gold Offering
+ [b]Favor of Sich’al:[/b] Gain 1000 gold and 5 Perception at the start of your exploration
+ [b]Gift of Transmutation:[/b] Sich’al’s Trove has been replaced by Gift of Transmutation: any healing that exceeds max health is turned into gold
+ [b]Reptilian Hunger:[/b] The maximum damage bonus is now 50% (instead of 100%)
+ The costs and conditions of unlocking have been adjusted for certain blessings. For long-time players who have already unlocked these blessings, they will now be re-locked and will have to be purchased again. Crystal Skulls previously invested in these blessings will be re-credited to you.
[*] [b]Removal of relics:[/b] Some relics were removed, either because they did not provide enough benefit to the player, or because their effect was too circumstantial, or because their effects were introduced into the redesign of blessings.
+ Crystal Shards
+ Crystal Orb
+ Crown of Purgation
+ Jewel of Transmutation
[*] [b]Relic - Temple’s Heart:[/b] Healing effects increased to 4%/8%/12% (instead of 3/6/9)
[*] [b]Relic - Torture Ring:[/b] Healing effects increased to 3%/6%/9% (instead of 2/4/6)
[*] [b]Relic - Humble Tiara:[/b] Healing effects increased to 6%/12%/18% (instead of 5/10/15)
[*] [b]Lightning:[/b] The time during which enemies are electrified is increased to 8 seconds (instead of 5 seconds)
[*] [b]Weapons altars:[/b] Once the altar's upgrades are achieved, the chance of common weapons (with special effects) appearing on the weapon's altars is now 75% (instead of 100%)
[*] [b]Locked defense windows:[/b] In the past, certain movements such as charged attacks prevented the use of dodge or parry for a short period of time. All of these locking windows have been removed, except for heavy two-handed weapons where they remain in place on each attack
[*] [b]Whips:[/b] The charged attack with whips now requires only one point of stamina (instead of 2)
[*] [b]Shields:[/b] The distance traveled by the character during a charged attack with a shield has been reduced by about 10%
[*] 🍉 [b]Seeker’s Mace:[/b] Now grants +5% basic damage per level of transported relic (instead of 2%)
[*] [b]Curse - Gold Puncture:[/b] If gold is paid, now restores 10% of maximum health (instead of 5%)
[*] 🍉 [b]Prophetesses:[/b] The prophetesses in trance will no longer trigger their counterattack if they are hit by the environment
[*] 🍉 [b]Titan Skulls:[/b] Adjustment of the life span of the spinning blades sent by the Titan Skulls
+ Normal version: the lifetime reduces to 2.5 seconds (instead of 3.5)
+ Elite version: lifetime increases to 4.5 seconds (instead of 3.5)[/list]
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[h3]Visual changes[/h3]
[list][*] [b]FX:[/b] Addition of electric impacts on the ground for heavy two-handed weapons[/list]
[h3]Fixed bugs et QoL[/h3]
[list][*] 🍉 [b]Graphic options:[/b] Graphic options: We have added an option to remove the SSAO and replace it with an outline; and an option to enable or disable the bloom
[*] [b]Damage:[/b] Damage that breaks the enemy's guards does its damage correctly
[*] [b]Shadows:[/b] Fixed a bug that did not make the shadows disappear once an object was destroyed[/list]
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[h3]Known bugs[/h3]
[list][*] Champions and Bosses slip out of their arenas, preventing you from finishing the fight
[*] It is possible to die at the same time as a Champion or a Boss, preventing the display of the victory or defeat screen[/list]
[h3]What’s cooking in the Temple[/h3]
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