Buffs:
- Ward/sentry energy cost reduced by 1, wand of warding energy capacity also reduced by 1
- Wards/sentries are now inorganic
- Vision range up to 4/5/6/7/8/9 from 3/4/5/6/7/8
- Zaps per ward tier increased to 1/3/5 from 1/3/4
- Upgrading a sentry now always grants it the largest possible health boost (18/22)
- Regular Sentry healing up to 8/10/15 from 6/8/12
QoL:
- Ward sprites now visually darken as they use up charges
- Sentries now show how much they are being healed by wand of warding
Massively reduced cases of "can't place ward here":
- wards can now be adjacent to eachother
- wards can now be summoned out of FOV if nothing is in the way
- wards now spawn adjacent to an enemy/wall if shot at one
And two that are more adjustments/nerfs:
- Lesser sentries now start with 4 less HP for each zap they used as a ward
- Attack speed changed to .5x/.5x/.5x/1x/1x/1x from .5x/.5x/.67x/.67x/1x/1x
- Bright and dark fist damage down to 10-20 from 12-24
- Yog laser damage down to 20-30 from 20-35
- Burning fist now evaporates slightly more adjacent water tiles
- sniper's mark now lasts 4 turns, up from 2
- further increased distance-based damage scaling on sniper shot
- assassin preparation now maxes at 11 turns, and becomes stronger faster
- preparation now executes enemies below a health threshold, rather than dealing more damage at low enemy HP.
- Knockback effects (blast wave, elastic, repulsion) now close doors if the knockback target was inside one.
- Swiftness now requires no enemies within 2 tiles, up from 1 tile
- Camouflage now applies regular invisibility, but duration scaling is halved
- Flow speed multiplier increased to 2 + 0.25*lvl from 2.
- Antimagic defense reduced by ~20%
- Thorns proc rate scaling with level reduced by ~50%
- Corrupting proc rate scaling with level increased by ~20%
- Chilling and Shocking proc rate reduced
- Shocking no longer harms allies
- Sai blocking reduced to 0 from 0-2
- Roundshield base dmg/block reduced to 3-10/0-4 from 3-12/0-5
- Greataxe base dmg reduced to 5-40 from 5-50
- Greatshield base block reduced to 0-6 from 0-10
- Gauntlet blocking reduced to 0 from 0-4
- Enemies now have up to 5x corruption resistance at full HP, up from 3x.
- Wand of Disintegration base range increased to 6 from 4.
- Wand of lightning no longer harms allies, self-damage down to 67%.
- Wand of Frost damage reduction per turn of chill reduced to 5% from 10%.
- Battlemage wand of frost proc now only freezes at 10+ turns of chill, rarer than at 2-10 turns based on chance
- fixed levitation applying occupyCell effects before it actually ended
- fixed ascend/descend working while rooted
- fixed FOV not updating sometimes when hero is interrupted from resting
- fixed rare errors with tengu's bombs not being visually destroyed
- fixed gold wall vfx rarely showing on city walls in DM-300's arena
- fixed items/characters being able to be inside of a wall in DM-300's arena
- fixed an error where Tengu's fading traps could visually layer
- fixed a bug where the Tengu fight could freeze due to new trap logic
- fixed tengu being able to place traps right beneath characters
- fixed fading traps disappearing immediately on load
- fixed scroll of remove curse not being usable while degraded
- 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