- 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
- Hero FOV not being updated after they are pulled by golems
- Necromancer skeletons counting towards mob spawn limits
- New Tengu taking damage during phase 2 in rare cases
- Keybindings window not accepting unbound keys.
- fixed crash/freeze bugs involving spinners, mimics, and DM-300
- fixed ring descriptions to properly consider degraded
- fixed typos in some dart descriptions
- guard accuracy reduced by ~15%
- guard armor reduced by ~12%
- necromancer evasion increased by ~18%
- ripper demon spawn rate reduced by 20%
- demon spawners now have 120 health, down from 150
- demon spawners now resist damage past 20, down from 25
- regular enemies are slightly less common in demon halls
- wand of corruption can now inflict vulnerable and hex
- potions of healing now cure additional debuffs
- carpaccio and dreamfoil now cure the same debuffs as healing potions
- remove curse now cleanses degraded instead of weakness
- damage numbers now appear where a sprite is arriving if it is moving
- blob emitters can now have a defined bound within a cell
- tweaked hero level exit/entrance behaviour
- refactored game actions that are defined in GameAction.java
- Buying shop items now only triggers when hero walks onto them. This is for consistency with other item types
- Mimics are now alerted when they receive a debuff
- Teleportation now only plays sfx/vfx if the hero sees it
- Fixed logic for updating openSpace array when terrain changes
- Added a limit to how large chars and items are prioritized over cells
- Adjusted hero to appear behind mobs by default
- Fixed cases where movement keys would remain held incorrectly
- Improved vfx for falling enemies and items
- Fixed golem particle vfx lasting longer than intended in some cases
- fixed multiple bomb explosions killing characters many times
- fixed shops selling rarer thrown weapons instead of more common ones
- improved logic for shop bag selection. Now considers all bag-storable items and slightly favors velvet pouch
- fixed mimics spawning in treasury rooms on floor 1
- fixed poison dart traps not dealing updated damage in some cases
- items no longer spawn on top of enemies
- fixed blacksmith not accounting for curse infusion bonus
- fixed mimics attacking when time freeze is active
- fixed assassin prep attack not working on hidden mimics
- removed a bunch of unnecessary resistances and immunities from regular enemies
- fixed further issues with which tiles are considered open
- fixed keyboard input not working with loot indicator
- improved the behaviour for cycling enemies
- mimic surprise damage reduced by ~20%
- mimic outline opacity reduced by ~33%
- caves passive player vision up to 8 from 6
- DM-200 damage reduced by ~12%
- Ripper demon accuracy reduced by ~12%
- ankhs are now blessed when thrown into water of health
- demon spawners are no longer removed by unblessed ankhs
- golems now interrupt the hero when teleporting them
- fixed mimics not revealing themselves in some cases where they should
- tweaked when a space is considered open for large enemies
- fixed further AI weirdness with retreating characters
- mimics now have a weak outline when hidden instead of no outline
- mimics no longer hit heroes through stealth when opened
- added a hint to mimic descriptions
- fixed spinners not saving some info they should
- fixed rare crashes with ring of wealth and brutes
- blast wave and force cube no longer trigger tengu's traps
- fixed force cube not pressing on all cells in the AOE
- Tengu's traps now fade instantly much less often
- Bat damage reduce by ~10%
- Shaman melee damage reduced by ~13%
- Debuffs from red and blue shamans now last 20 turns, down from 30
- Brute melee damage reduced by ~6%
- Brute enraged melee damage reduced by ~9%
- Ghoul melee damage increased by ~6%
- evasion reduced slightly
- now have armor equal to depth/2
- damage increased by ~50%
- no longer give exp (same as other floor-independent mobs)
- now are visually different from chests, can be preemptively attacked
- will inflict bonus damage to the hero if they try to open them.
- potion of purity now clears tengu fire wave and smoke bombs
- fixed blacksmith upgrading incorrectly telling you your inventory is full
- fixed various bee AI errors
- fixed elemental ranged attacks not going on cooldown if they miss
- spinners now interrupt the hero is they shoot web around them
- fixed rare freeze bugs involving enemy ranged attacks
- fixed scroll of teleportation rarely placing the hero on an enemy
- fixed missing title case in stone of intuition window
- added bottom padding to WndInfoItem
- fixed some minor spelling/grammar errors in new text
- fixed webs not setting terrain to solid right as they spawn
- fixed armored brutes not raging properly
- fixed alerting effects incorrectly triggering on demon spawners
- fixed shamans incorrectly rolling to drop loot twice
- fixed rare crash bugs with spinners
- fixed minor debuffs working 3x as well as intended for wand of corruption
- fixed force cubes affecting an AOE when thrown onto chasms
- fixed floating text alignment issues with resized char sprites
- ring of elements and antimagic glyph not applying to new shamans
- game crash/freeze issues caused by inventory scrolls and new spellbook behaviour
- incorrect EmoIcon positions when sprites are scaled
- succubi and scorpios dropping scrolls of upgrade and potions of strength
- rare crashes caused by demon spawners spawning ripper demons onto pits
- demon spawners beig vulnerable to ai state debuffs when they shouldn't be
- Tengu being vulnerable to terror when he shouldn't be
- fixed class array bundling errors (JSON was loading full class references if it wasn't loading from file)
- various minor vfx bugs with goo when pump-up attack is interrupted
- brewing a potion with 3 of the same seed now auto-IDs it
- teleportation effects are no longer able to place characters onto a trap
- fixed wands which spawn upgraded not being fully charged
- fixed some allies being corruptable when they shouldn't be
- fixed storm clouds spreading water faster than intended
- fixed visual bugs with stealth and hourglass stasis effect
- fixed an exploit where unstable spellbook scrolls could be cancelled
- upgrading a stack of missile weapons now resets durability, just as upgrading a single one already did
- fixed visual bugs when tengu traps would be created and immediately removed by some effects
- foresight buff now lets the hero detect Tengu's traps
- fixed rare vfx/animation freezing errors with time freeze effects
- direct damage/healing numbers are now included in the description of transfusion.
- fixed wand of prismatic light rarely revealing areas it shouldn't
- fixed mobs sometimes not walking onto traps/chasms when they're flying"
- fixed minor visual bugs with items dropping in rare cases
- fixed target quickslot target indicator not following enemies
- "hide navigation bar" setting is now called "fullscreen" on all platforms
- wandmaker now cannot spawn adjacent to doors
- dried rose artifact now includes ghost's equipment in drescription
- beneficial darts now mention they that don't harm allies
- the title for WndBag is now multiline if it needs to be
- Goo's health bar not appearing in some cases
- Viscocity not considering sources of extra damage reduction
- Bolts from wand of warding not pressing tiles if they fail to summon
- shurikens not getting an instant attack in lots of cases
- dried rose appearing overcharged in quickslot sometimes
- rounding errors and incorrect debuff resistance values in corruption wand
- heap type not being preserved by teleportation traps
- traps on Tengu phase 1 incorrectly triggering right as phase 1 ends
- traps on Tengu phase 2 not being revealed by stone of clairvoyance
- music not playing if the player goes right to the changes scene
- caustic slimes having a slower attack animation than regular slimes
- one incorrect green pixel in furrowed grass for prison tileset
- can no longer directly attack invisible heroes
- can now use abilities on any hero he can't see
- Tengu abilities are now shown regardless of visibility
- damage slightly reduced on snakes, crabs, and slimes
- wand of corruption rebalanced, base power down, debuff power up
- necromancers summon skeletons at more health
- tengu is now less accurate, jumps slightly less far in phase 3.