v0.19.0 - Content Update

v0.19.0 New: [list] [*] Character: [list][*]Shaman [/list][*] Weapons: [list] [*] Demon Totem [*] Eagle Totem [*] Frog Totem [*] Death Totem [/list][*] Players can now pick up and throw throwable objects. [list] [*] Players are throwable objects -- OHHH THE GRIEFING! [*] Placed/landed enemy bombs are throwable objects [*] More throwable objects to come in the future! [/list][*] Every weapon, excluding unique weapons, have had starting modifiers added to them, making them feel more unique/different from each other from the start [*] Modifiers: [list] [*] Add Tag Bleed [*] Add Tag Burn [*] Add Tag Weaken [*] Add Tag Poison [*] Add Tag Shock [*] Add Tag Chill [*] Add Tag Knockback [*] Add Tag Splash [*] Add Tag Lifesteal [*] Add Tag Explode On Death [*] Added Shrapnel [*] Added Shrapnel Damage [*] Added Shrapnel Chance [*] Added Counter [*] Added Counter Damage [*] Added Counter Chance [*] Added Summon Contact Damage [*] Added Melee Cooldown Restore [*] Added Player Reduce Cooldown When Hit [*] Added Player Gain Mana Chance When Hit [*] Added Player Free Cast If No Damage [*] Added Wall Ricochet Further Distance [*] Added Wall Ricochet Explosion [*] Added Wall Ricochet Regain[/list][/list] Changes: [list][*] Single weapon level up modifiers, excluding unique weapons, have been repurposed to be more generalized, either built directly into the weapon or made into a different modifier that add to more weapons [*] Regular enemies’ health % increased with difficulty [*] Regular enemies’ health % increased by (10% * (players - 1)) [*] Increased mid to end tier enemies’ health by 10-20% [*] Decreased cost to purchase weapons at the merchant from 75 gold to 50 gold. [*] Added Wall Ricochet tag every weapon with the Projectile tag as long as it didn’t also have the Orbit tag[*] Nudist:[list] [*] Dash Flame duration increased from 2s to 2.25s [*] Dash Contact damage increased from 10 to 15 [*] Dash Splash damage increased from 6 to 9 [/list][*] Crusader:[list] [*] Crusader has been overhauled and *most* of its previous unique weapons have been removed from the game. [*] Starts with Mage Summon weapon[/list][*] Mage Summon weapon from Crusader’s previous setup repurposed into its own weapon, poolable for every character and scaled accordingly. [*] Explode on Death now has its own tag - This helps make more clear what weapons can get Explode On Death [*] Life Steal now has its own tag - This helps make more clear what weapons can get Life Steal[*] Blacksmith:[list][*] Added starting ability Melee Weapons Start With Explode On Death Tag [*] Starting ability Melee Explode On Death chance increased to 50% changed to Starting ability All Explode On Death chance increased to 35%[/list] [*] Engineer:[list][*] Starting ability Totem Damage decreased from 25% to 15% [*] Starting ability Totem Attack Distance decreased from 20% to 10% [*] Starting ability Totem Charges increased by 3 changed to Ability Charges increased by 4 [*] Starting ability Totem Cooldown removed [*] Starting ability Mana Regen Tick increased by 0.2s added [*] Starting ability Mana Regen Amount increased by 1 added[/list][*] Shockwave Totem:[list][*] Explode On Death Tag added [*] Explode On Death Chance 30% [*] Area tag removed[/list][*] Death Aura:[list][*] Damage increased from 10 to 13[/list][*] Longsword:[list][*] Life Steal tag added[*] Starts with 1 Life Steal[/list][*] Zombie Sergeant:[list][*] Bleed tag removed [*] Poison tag added [*] Starts with 1 Poison Debuff on hit [*] Base damage decreased from 14 to 13[/list][*] Zombie Rogue:[list][*] Wall Bounce tag added [*] Damage increased from 8 to 10 [*] Bullet speed increased from 23 to 26[/list][*] Hand Cannon:[list][*] “Can’t shoot while moving” has been removed [*] Base damage decreased from 27 to 19[/list][*] Skeleton Rogue:[list][*] Base damage increased from 11 to 13[/list][*] Temporally removed “Toggle Player VFX Visibility” slider in the options. [*] Gold from kills in survivor mode no longer auto pickups for you. [*] Weapon names no longer display as a tag when hovering over weapons, but are still shown as tags on weapon specific upgrades [/list] Weapon Starting Modifiers: [list] [*] Sun Disc: Projectiles return to a random living ally. Restore 1 health to that player once finished returning. Has a 6 second cooldown until it can restore health again. [*] Throwing Knife: Every 6 attack(s) chain damage multiplier is increased by 2% to a maximum of 20%. Resets when you're hit or on clearing room. [*] Shuriken: For each projectile shot, shoot another one in the opposite direction, and two on the sides. These extra projectile(s) deal 50% damage. [*] Heavy Crossbow: Every 3 attack(s) has 10% more attack range and 1 increased chain. [*] Recurve Bow: Every 4 attack(s) shoots 2 extra projectile(s) along an arc. Increases to spread shot increase the amount of projectiles spawned. Projectiles spawned this way that still pierce or chain left over once reaching their final destination, chase the nearest target for 25% damage. [*] Ice Shard: Spawns 2 lesser ice shards on hit that deal 33% damage and travel sideways from target. [*] Hand Cannon: Projectiles destroy enemy projectiles on contact. [*] Rifle: Every 10 kill(s) increases splash radius by 0.05 to a maximum of 1.5. Resets when you're hit or on clearing room. [*] Death Wand: Attacks have a 2% chance to focus all projectiles towards the target at 75% damage. [*] Flame Aura: Hitting burning enemies has a 20% chance to deal 1 damage per 1 burn stack to other enemies in area radius. [*] Torch: 75% chance to apply burn stacks to enemies in area radius of primary target on hit. [*] Thunderbolt Staff: Every 4 attack(s) is guaranteed to follow up with a delayed attack. [*] Blowgun: Once per attack, create2 lesser blow dart(s) that spreads out along an arc on contact. Increases to spread shot increase the amount of projectiles spawned. [*] Static Trail: Every 4 kill(s) increases your next attack's area size by 1.5. [*] Javelin: Every 3 attack(s) has 1 increased wall bounce(s). When projectiles wall bounce, their travel distance is infinite. [*] Void Piercer: Every 6 attack(s) is guaranteed to multi hit. [*] Kite Shield: At the end of every 3 attack(s), knockback enemies and destroy projectiles in area radius around you. [*] Wrapped Fist: Each hit creates a projectile that deals 50% damage. [*] Long Sword: Every 3 attack(s) has 2.5 increased splash size. [*] Poleaxe: Every 3 attack(s) is guaranteed to double slash. [*] Bearded Axe: Every 5 second(s) attack range is increased by 5% to a maximum of 50%. Resets when you're hit or on clearing room. [*] Gem Wand: Kills have a 5% chance to spawn 1 gold. If you have more than 49 gold increase pierce by 1. If you have more than 99 gold increase chain by {5}. If you have more than 199 gold increase multi shot by 1. [*] Boxing Glove: Gain 1% more damage per 1 knockback. [*] Turret: Every 4 attack(s) has 1 increased pierce. [*] Skeleton Warrior: Every10 kill(s) gain 5% more movement speed to a maximum of 20%. Resets when you're hit or on clearing room. [*] Skeleton Enforcer: Attacks pull in non-elite enemies. [*] Throwing Axe: Once projectiles reach their final destination, they'll chase the nearest target at 30% speed for 1 second(s). While chasing, it can hit the same enemy multiple times with infinite pierce. [*] Green Skeleton Sergeant: For each projectile shot, shoot another one in the opposite direction for 60% damage. [*] Green Skeleton Mage: Whenever follow up attacks trigger, 20% chance to also trigger another one at the summons location. [*] Green Skeleton Warrior: Minions teleport to you when you are 9 distance away [*] Green Skeleton Enforcer: Every 5 second(s), deal 40% damage to enemies in area radius. [*] Bill: Every 10 kill(s) increases damage by 1 to a maximum of 10. Resets when you're hit or on clearing room. [*] Smith Hammer: Increase explode on death damage by 2% on every 5 kill(s) to a maximum of 20%. Resets when you're hit or on clearing room. [*] War Axe: Gain 2% more splash damage every 5 kill(s) to a maximum of 20%. Resets when you're hit or on clearing room. [*] Iron Ball Hammer: Every 3 attack(s) is guaranteed to crit. [*] Sabre: Increase bleed stacks on every 5 kill(s) to a maximum of 10. Resets when you're hit or on clearing room. [*] Hunting Bow: Every 3 attack(s), projectile(s) that still have pierce or chain leftover once reaching their final destination, chase the nearest target for 25% damage. [*] Death Aura: Every 15 kill(s) restores 1 mana. [*] Frost Aura: Attacks deal 15% more damage to enemies in water. [*] Nature Aura: Every 4 second(s), each projectile deals 25% damage in area radius. [*] Static Aura: Every 15 damage you take triggers an extra attack [*] Letter: 15% chance to double the amount of debuffs added on hit. [*] Scythe: Every 3 double slash attack(s) deals 30% more damage. [*] Handgun: Every 4 attack(s) has 100% increased spread shots and shoots along a circle. [*] Holy Mallet: Projectiles have a 20% chance to deal 50% damage to enemies in area radius on despawn. [*] Skeleton Archer: Every 4 attack(s) uses spread shots to shoot extra projectile(s) along an arc. [*] Holy Aura: When hitting 3 or more enemies in a single attack, restore 1 health to allies in attack radius. [*] Skeleton Sergeant: Every 4 attack(s) applies poison stack(s) to enemies in area radius. [*] Spirit Totem: Empower after 4 attacks. When empowered, gain 10% more time. [*] Mage: Every 5 attack(s) has 1 increased spread shot. [/list] Visuals: [list] [*] Added many new impact VFXs [*] Added trail effects to projectiles that previously didn’t have trail effects [*] Updated many old VFXs [*] Enemy projectiles updated and made clear which projectiles belong to enemies [*] Improvements of visibility to the dialogue container across different aspect ratios [/list] Fixes: [list] [*] Fixed an issue where matching tags and modifiers were being displayed twice in modifier names: “Chill Chill” [*] Fixed an issue that was allowing Bullet Size Multiplier to still be purchasable [*] Fixed an issue that was still displaying some elements as tags that were no longer in use [*] Fixed an issue that was preventing Green Skeleton Mages from triggering follow up attacks when getting the follow up power up [*] Fixed an error that was removing Death character from the camera viewport when turning into a reaper in multiplayer mode. [*] Fixed an issue that was failing to localize difficulty description when changing languages for the first time in menu screen. [/list]