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Changelog
Important!
In order to make the animating effects in the gui work for this version, you need the game to not pause when you go into your inventory, this can be done by pressing "Open to LAN" in the pause menu
Changes
Challenges
- True Swordsman - Win the game without picking up a single item
- Dungeon Expert - Reach floor 10
- Maniac - Win the game in death mode
Multiplayer exclusive
- How did we get here? - Stand on top of the soul lanterns
Features
- Added random props to rooms
- Added Knockback to all weapons
- Added Armor which reduces damage by x% capped at 80
- Lifesteal has been changed to heal x% of the damage you deal
- Added four upgrade rarities to better balance prices and odds
- New upgrades
- Mirror Guard - Parries reflect enemy projectiles
- Boxing Glove - Increase attack knockback
- Stronger Venom - Improve poison duration and damage
Balancing
Parries now block 95% damage Upgrade sell value at the start of a run 10 -> 15 Reroll chance is now capped at 90% Less big rooms appear now
Developement
- Entirely rewrote the dungeon generation, making it not rely on structure blocks and instead only using functions. This improves the performance and creation of rooms a lot better on top of variated hallways being possible now
- Working on adding comments to all functions where it is needed
- Heavily improved translation support
- Updating the game does not clear statistics no more
For this update i really focused on optimizing the Developement workflow. A lot of new dev functions have been added on top of optimizing the outdated systems. This does means that it does not contain that many features compared to the amount of time i spent on it, but when i get to the feature heavy updates i can pump out stuff much faster.
Details
Licensed Apache-2.0
Published 7 months ago
Updated a day ago