Changelog
VOA 2.1.0-pre -- //--- Alright Folks, it's time for some more Monolithic changes! In this update, the Market Dungeon is no more. Instead meet the Monolith! A 20+ Floor battle tower spanning almost 200 blocks tall! Don't worry, the Market Dungeon isn't gone, it's merely expanded to it's new full size!
This update was so large I decided to release it early as it's going to be released in multiple parts.
The Trail Chambers still need to be implemented. Right now the Fear Alter/Plates are merely placeholders. -Thus the Pre version.
Anyway, that's enough rambling, below are all the changes, as well as a ton of badly needed bug fixes. --///
Additions:
Thornfall Armor. -A new set of Diamond Armor which can be found in Manor/Monastery Loot Chests.
Pike - Attack Speed Sword. -Additional Dual Wield Speed -Can rip through enemies. -Can be obtained in Manor/Monastery/Market Dungeons.
Gladiator Mob - “Mini” Boss -The toughest non boss mob in the game. -200HP -A true threat to players. -Goated Loot Drops.
Champion Challenger - Effect Sword. -Grants the user a variety of buffs when they receive damage. -The more damage the user takes, the more buffs they receive! -Can scale some crazy combos. -Obtained as a rare drop from the new Gladiator Mob. -Possibly the strongest sword in the game.
Market Dungeon >> Turns to Monolith Dungeon! -The Market Dungeon is no more. -The old Market Dungeon Size VASTLY expanded. -12 additional floors of content were added to this dungeon. -The Monolith dungeon is considered a “Mega” dungeon. -Takes multiple hours to complete. -Tons of traps, rooms, and content added to this dungeon. -Added “Fort” rooms to the Monolith dungeon, similar to the Monastery! These massive rooms generate differently every time. -Still very much a WIP, but we are getting there!
Fear Alter/plates - This will be the “trail chamber” area in this dungeon. -similar to the other dungeons, you can now find Fear plates in the dungeon. -There are two separate trial chambers, one lesser, and one elite.
-Currently the trail chambers mechanics don’t do anything, and are merely placeholders. -I plan on adding those in the very near future.
Changelog: Loot Tables
Increased Chance of receiving diamonds across all dungeon loot tables.
Medium Loot Pool - Manor/Monastery
Added Thornfall Armor.
market/Monolith Loot Pool
Totemic Armor Enchantments have been restored. Fixed an issue where the tome re-use was not triggering.
Manor Loot Room
Now has a chance to spawn Plates of Wealth
Flower Boss Fight:
Fixed Potion Attack not damaging players. Phase2 Fixed Lucky Bat Attack Added a particle effect to the teleport attack, making it seem less like you just randomly glitch across the map.
Willowbee
Buffed Willowbee buffs, now 3 minutes of Absorption & Regeneration.
Ethereal Enemies: -Reworked All ethereal Enemies;
Now have “ranks” - Similar to their Monastery Dungeon counterparts (Brutes, Vault Guardians, etc.) Rank Rundown: -Red Trim = Lowest -Gold Trim = Mid Tier -Diamond = Toughest Enemies made it more difficult. -Scallywags are made more “Tanky” depending on tier. -Privateers have a more lethal shot depending on tier (Higher tiers are also quicker). -Buccaneers now carry different potions - higher tier rank buccaneer potions HURT. The higher the rank, the tougher the enemy. -Higher Tiers are quicker. -Higher Tiers do more damage. -Higher Tiers have more health. Ethereal Citizens: Now grant a slight slow effect to nearby players. Now it has a particle effect.
Reaper:
Fixed an issue where the Reaper attack damage was not applied. Changed reaper sound - No more “Eiggghhhhee!~<3” << Very Demure of the Reaper.