- The fight now starts when a player approaches a pylon, not when they leave the entrance
- Increased the speed/intensity of the environment spark particle effects
- Made several changes to DM-300's dialogue, and swapped the current hint for a new one
The goal of these changes is to make the goals of the fight more intuitive
- Removed phase 2 entirely, replaced with a brief pause before phase 3 (now phase 2)
- Increased the intensity of traps in phase 1 to compensate
- Fixed a bug that could let high damage builds skip some Tengu jumps
- Reduced Tengu's accuracy a bit in melee range to help melee characters
- Fixed warlocks not dealing normalized damage with their magic attack
- Fixed Yog-Dzewa fight glitching in rare cases where the eye and last fist are killed at the same time
- Fixed Bright/Dark fist very rarely teleporting into enclosed spaces
- Yog's fists are now considered bosses, not minibosses
- Yog's deathgaze damage down to 20-35, from 20-40
- Soiled fist now spreads furrowed grass slightly more often
- Soiled fist now resists burning
- Rusted fist damage up to 22-44 from 20-40
- Bright fist blind durations down to 15/30, from 25/50
- Dark fist ranged damage down to 12-24 from 15-30
- water of health being used up when uncursable items are thrown into it
- rare crash bugs involving brutes, items dropping from alchemy, and character sprite movement
- golems being able to teleport immovable characters
- armored statues appearing in faith is my armor challenge
- Yog fight able to set viewdistance to 0 if into darkness is enabled
- large enemies being able to move into enclosed spaces when vertigoed
- infinite loop bug when attempting to teleport DM-300
- terrain being overridden at the end of Tengu's boss level
- Fixed crash bugs
- Fixed bees attacking bosses while they are invulnerable
- Fixed DM-201s attacking the hero through walls
- Fixed golems rarely teleporting to enclosed spaces
- Fixed viscocity glyph not accounting for sniper shot
- Fixed a typo in spirit bow description
- Ripper demons now telegraph their leap even if they aren't visible
- Updated gradle build tools version
- Fixed webs not always clearing properly
- Fixed doors being hidden on floor 2 in some cases when they shouldn't
- Fixed Yog and its minions ignoring bees
- Added back the name of an item when it can't be grabbed.
- removed path lookaheads, characters now only check the next tile for validity
- the hero is now interrupted if their path is broken and replaced by a much longer one
- added pathfinding functionality to ignore characters
- significantly improved hunting enemy pathfinding when a route is blocked
- improved enemy logic for switching targets if current one is unreachable
- Added a hint to DM-300's supercharge phase
- Reduced DK's damage and accuracy slightly
- Slightly slowed down summons on phase 2 wave 3 of DK fight
- The first warlock/monk on DK's final phase is now the 3rd summon, not 1st
- Reduced the damage of both bright and dark fists (bright moreso)
- slightly increased the cooldown of Yog's laser and summoning
- Yog's fist now take 4 turns before acting, up from 3.
- added newlines to hero level up messages
- succubi now have a proper variable cooldown for their blink
- evil eye beam cooldown increased slightly
- The DM-300 fight now starts slightly farther from the entrance stairs
- increased the rate of well particle VFX for better clarity
- now referred to as invulnerability, with standardized logic for all chars
- chars now ignore enemies who are invulnerable
- combo no longer builds on invulnerable targets
- allies can now target Yog's eye when it is vulnerable
- The game now flashes red when the hero is seriously injured, this replaces the old screen shake when injured effect
- Yog, ripper demons, and DM-300 are now less punishing to slower builds
- Yog's fist summons are now based on the levelgen seed
- velvet pouch can now hold goo blobs and metal shards
- wand of disintegration now breaks webs
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- Ghouls rarely moving into chasms as they get up
- Golem teleportation not being blocked by antimagic
- piranhas playing no death animation if they die on land
- ripper demons failing to move off their leap target in many cases
- various freeze/crash bugs with Yog-Dzewa
- player not be able to place items into their main bag if a sub bag is full
- DM-300 rarely spawning ontop of the exit stairs
- rare levelgen hanging bug when placing enemies
- spawner warning playing on floor 26
- rare crash bug involving DM-300
- rare crash bug involving update notification
- typo in bright fist's description
- added missing properties to rippers and spawners
- fixed rippers having long visibility range, increased their damage by 11%
- reduced the bleed damage from new ripper leap
- rippers now interrupt the hero when leaping
- adjusted candle positions in Yog's boss level
- added more text (including warnings) for demon spawners
- adjusted the positioning of Yog's sprite
- fixed cases where angled visuals would be incorrectly not visible
- removed redundant declarations from Ring of Elements, it now copies from AntiMagic
- crashes when ghoul life link is attached to a ghoul which hasn't acted yet
- darts and unidentified toolkit being usable in alchemy window
- lava vfx persisting when lava is removed
- rare freeze bugs if a sniper enters DM-300's arena with magical sight
- Torch duration reduced to 250 turns from 300
- Torches from imp shop reduced back to 3x1 from 2x2
- Demon halls floors now each contain 2 torches, up from 1.
- Glowing from Shattered's banner getting cut off by one pixel
- Imp shopkeeper spawning after items (should be before)
- items spawning ontop of characters in the level when they shouldn't
- various minor text errors
- fixed rare crash bugs with crystal mimics
- fixed items landing in DK's throne if he dies there
- fixed DK using abilities through paralysis
- fixed doom debuff messing with phases 2 and 3 of DK fight
- fixed ghouls acting instantly when they shouldn't in some cases
- fixed some visual layering issues with one part of DM-300 arena
- fixed rare deadlock crashes caused by health indicators
- added a hint to snakes if the player misses them many times
- fixed a typo in DM-300 description
- changed ghouls back to have regular 'defeated' text
- fixed a hanging newline in dried rose description when it is known to be uncursed
- Dwarf King's fight not starting if his entrance door was burned down
- Dwarf King rarely teleporting into walls
- Dwarf King being movable in his 2nd phase
- Dwarf King 2nd phase getting stalled of minions are polymorphed or corrupted
- Rare freeze errors when Dwarf King dies
- Various minior errors caused by floor 21 now being a demon halls floor
- Necromancers playing vfx/sfx when they are not visible
- Mimics rarely spawning ontop of eachother
- fixed various rare crash bugs
- fixed the locked floor buff not adding time correctly for DK
- fixed DK unintentionally dropping armor kit on his throne
- tweaked the text ghouls display when downed
- wards now trigger traps if placed on top of them
- reduced the frequency of water and exposed wires in DM-300's arena
- improved two cave layouts that were unintentionally harder than the others
- increased the speed of the hint particles when DM-300 becomes supercharged
- reverted unintential commit of debug stats for ghouls
- fixed ghoul life link not transferring correctly in some cases
- mobs now retain their max level for xp between save/load
- fixed DM-300 incorrectly being immune to rooting