======= VERSION 3.5 ======= ============================== ====== race changes ======= - Goblin -- Magic kills now also award Magic Resistance - Human -- strong extra stat roll moved from digit 3 to 9 # classes like Conjurer sucked as Human due to a lack of Perception on early rolls, leading to unsatisfying early game struggles - Insectoid -- food restores EN by a slightly higher percentage of Max EN -- EN restoration caps for food increased (20 MP for bread/tomalley, 16 for cheese/creampie, 10 for apple, 24 for meat/fish, 20 for blood as accursed – else 10) -- players now receive a message and a sound when losing HP due to having no EN -- cast time for Acid Spray and Flutter is heavily decreased for Insectoids - Skeleton -- regeneration triggered through proximity deaths now also takes monster Max HP into account -- regen scaling is dampened: the higher the regen timer gets, the less additional kills feed into it - Vampire -- hunger required for magic resistance bonus increased to 100 from 50 ====== class changes ======= - Barbarian / Ninja / Rogue / Sexton -- spawn throwable items gain +1 blessing/curse depending on race # to make them not degrade (see new throwable system under miscellaneous) -- tomahawk spawns as servicable, daggers as excellent - Cleric -- now spawns with cursed water when playing as Succubus/Incubus -- adjusted Consecration's DMG calculation to be consistent with Smite's - Conjurer -- now spawns with 20 Blocking skill and 15 of all Weapon skills – Stealth & Ranged starting skills removed -- conjured Skeletons are not exempt from HC+'s passive CHR-based regeneration and damage capping anymore --- the Conjurer needs to be close by for the buffs to be active, however -- once reaching LVL 25, gains Empower Skeletons which applies Melee Resistance, Ranged Resistance, Magic Resistance and Stamina to conjured Skeletons --- requires 80 % of MAX MP to be kept active --- just like with the CHR buffs, requires the Conjurer to be in range -- conjured Skeletons can now move freely through walls, objects and monsters/players -- the Sentinel does not move backwards when approached -- the Sentinel now attempts to teleport behind enemies, shortly paralyzing them, when approached # this is on a short cooldown to minimize instances of him soloing enemies which can't reach him -- conjured Skeleton XP bonus factor nerfed from 1.6x to 1.3x -- conjured Skeletons' XP gain is lowered depending on the amount of party members in multiplayer -- conjured Skeletons don't block - Healer -- Invigorate spell cost scaling increased -- protects from the Weakened effect (unless inside the Insectoid Hive) -- the Relic healing now doesn't deal damage to the Healer if their target is already at full HP - Joker -- Present's RNG is now bound to the run, not to the floor # you can't savescum by reloading the save and using the present next floor anymore - Monk -- the final iteration of the Incapacitate combo causes the Stun effect as opposed to Paralyze # Stun works on ALL enemy types -- Power Punch has been replaced by Focus --- applies the Focus effect on both target and Monk --- to keep Focus on both target and yourself, attack a Focused target --- Players/Monster without Focus only deal 5 % melee DMG to a target with Focus --- Players/Monsters with Focus deal 150 % melee DMG to another target with Focus --- Players/Monsters with Focus deal 20 % melee DMG to a target without Focus - Rogue -- Similar to the Warrior, can inflict area Fear at CHR 35 (only on backstabs) - Shaman -- Rat Form is now neutral to Bats # consistent with monster behavior since Rats are neutral to Bats in HC+ - Wanderer -- Wanderer's strong stat rolls are now STR, CON and PER, with DEX and INT on weak rolls, no CHR growth -- Wanderers now replenish HP and MP upon entering a new floor (starting with floor 2) -- spawns with 4 scrolls of Magic Mapping instead of 6 # due to the Magic Mapping buff, forcing some scroll economy - Warrior -- you can now additionally hold SPACE instead of CTRL to trigger Taunt as a Warrior (for consistency, since clients can hold their defend/sneak key to trigger taunt even with a shield, lol) -- the Fear duration of the area Fear ability has been reduced to 70 % for the monsters not hit directly - Wizard -- Wizard has 0 CON growth now ====== monster changes ======= - Baphomet -- projectile speed is now randomized -- projectiles will now pass through non allied monsters and boulders -- will summon strong versions of Demons, Imps and Shadows as opposed to regular ones -- will summon a higher amount of monsters -- increased the amount of consecutive fireball attacks Baphomet will attempt - Cockatrice -- reduced stoneblood cast time and cooldown - Herx -- doesn't drop a Purple Orb anymore, the portal just opens when he dies -- at half HP, Herx will turn invisible when not casting -- at 1/4 HP, Herx will sacrifice all monsters in the arena and absorb their HP (a singular time) - Kobold Heretic -- hostile Kobold Heretics buff surrounding Kobolds. the buff type is chosen based on the Heretic's current HP. It's either Melee Resistance, Ranged Resistance or Free Action - Mercenaries -- now have passive HP regen - Minotaur -- the post-Bapho Minotaurs now have increased HP - Orb Bearers -- removed. the orbs have to be collected in The End now, purely for cinematic effect # I found the concept of the Orb Bearers a bit dated and also the possibility of missing them entirely is too high due to the chaos. they don't add anything to the fight imo - Shopkeeper -- will not stand still anymore when aggroed at long range ====== item & spell changes ====== - Beartrap -- does not trigger on physically floating enemies (like imps, shadows etc.) anymore # Levitation effect is not affected - Charm -- when used by a non-player which isn't a Succubus, can only Pacify, not recruit # this is to circumvent the interaction where you give a Magicstaff of Charming to a follower to basically get unlimited charms. for Succubi it's a boost to their innate ability. - Chef's Toque -- for Insectoids, increases EN gain from food; scales with blessing - Circlet of Wisdom -- now properly interacts with the new stat growth system, granting INT on strong rolls # due to how the HC+ system works, it interacts uniquely with every class. INT will mostly switch its role within the stat growth with the previous stats (STR, DEX or CON) - Creampie -- can now be eaten from the toolbar by holding ALT - Dash -- is now on a cooldown -- distance is affected by DEX; max possible distance nerfed -- crosshair turns red while on cooldown -- can be instant cast (see Casting) - Dominate -- can now only dominate one monster per type --- Mesmers are exempt from this --- Charmed monsters do not prevent another monster from the same type from being dominated - Flutter -- now increases backpedal and strafe speed -- can be instant cast (see Casting) - Magic Mapping (scroll & spell) -- now reveals all enemies on the map akin to a global Warning effect -- MP cost increased to 80 - Masquerade Mask -- increases the amount of passive HC+ CHR regen on Succubi/Incubi followers - Mouth Knife -- retaliation damage scales with player HP now # (calculation is (MAXHP/100+blessing)*2 instead of (1+blessing)*2) - Phantom Mask -- the Disoriented effect will override the HC+ Fear from charged hits mechanic # this is so that you don't disorient and fear enemies with a single hit, which feels like a "waste" of the fear effect. this way you can get the most of both stun types. - Pickaxe -- does not degrade when hitting undiggable tiles anymore - Weakness -- the spell now actually works and causes the Weakened effect -- magic traps can fire Weakness spells # Weakness is not normally attainable unless you use cheats or the Joker present - Wrench -- now costs 160 metal scrap and 160 magic scrap to craft -- costs 40 of both scrap types to repair accordingly -- the Weakened effect now extends to the overcharge cooldowns - Quivers -- can be scrapped with a Tinkering Kit – will not yield scrap, however # this is purely for QoL so they don't block you from scrapping the numerous items on the floor ====== map changes ======= - Hell Arena -- cannot Dominate or Charm enemies anymore -- refactored some aspects of wave progression to make clean it up - amount of monsters that spawn in the Crystal Caves increased - to escape the Hell floors, you don't need to destroy the block covering the exit manually anymore ====== mechanical changes ====== - Blocking -- Vanguard is now affected by the Stamina effect. --- Thresholds are moved to requiring only 1/5th of HP/MP to uphold Vanguard as opposed to 1/3rd --- base CON bonus is 35 as opposed to 25 - Casting -- certain spells now have access to "instant casting" – by holding CTRL and selecting the spell in the hotbar, it will be cast instantly without having to be selected first --- currently only Dash and Flutter have this functionality - Leadership -- when being told to move or interact, allies will ignore (other) enemies # this alleviates frustration due to allies aggroing whether the player wants or not, while simultaneously raising the skill ceiling, making setting up allies more consistent but also requires more different commands -- allies can now be told to move onto pits/liquids when holding CTRL during the move command - Elemental Resistance & Relic Fire Resistance -- now give 80 % resistance to Automaton explosions - Perception -- now only affects the damage of overcharged sentries --- tooltip does not display damage + PER anymore since it only affects overcharge - Scrap salvaging -- can now salvage functional bots for a scrap penalty -- salvaging broken bots now yields very little scrap -- scrapping bots will not award Tinkering skill -- salvaging cursed items now yield very little scrap - Stealth -- Stealth cannot be leveled off of allies, unallied tinkering machines and paralyzed/rooted monsters anymore -- after 60, Stealth can only be leveled by killing the enemy - Tinkering -- traps will no longer award Tinkering skill when used on allies or tinkering bots - Trading -- item price in shops increases dependent on current floor level; already high prices are not affected as harshly # secret floors with a high floor number are compensated -- increased impact of both status and blessings on item price -- after floor 5, Trading skill increase is now randomized when buying items over 100 gold – chance decreases with floor level - Throwing Weapons -- hold CTRL to throw held throwing weapons rapidly -- throwing weapons can spawn or be found in shops with any status now -- hitting enemies now degrades throwing weapons --- degrade chance decreases with Ranged skill --- blessed throwing weapons do not degrade (cursed for Succubi/Incubi) -- throwing weapon damage is now impacted by status -- throwing weapons (other than Boomerang) are repairable now ====== miscellaneous changes ====== - added a special floor tile which makes walls above unbreakable (replacing the various stalagmites that have previously been used to block areas off) # the tile is called "UNDIGGABLE.png", is a bit darker and has more contrast than the vanilla stone texture it's derived from - XP gain during Baphomet fight has been removed - global XP gain decreased from 55 % to 50 % to compensate for the increased amount of enemies ====== fixes and QoL ====== - unique class traits are now listed in the character sheet (under class growths) - when starting the game for the first time, the game now reminds you to check the README for an overview of HC+ content - fixed a bug where the Hunger Stone item didn't have a name - fixed a faulty calculation that caused Potions of Restore MP to grant abnormal amounts of MP to Insectoids - fixed an oversight where the Executioner's Hood would not grant MP regen when using the Manticore's Paws to cause bleed - fixed an oversight where Manticore's Paws would always spawn with the "Secret Levels always spawn" game flag active - fixed a bug where it was possible to inflict bleed or damage armor while wielding the Relic - fixed a bug where Bombers would destroy unintended objects - fixed a bug where Manticore's Paws would have an invalid model when casting magic - fixed a bug where the game would tell you the secrets would not spawn even though the "secrets always spawn flag" was enabled - fixed a base Barony bug where noclipping allies would be blocked off of moving onto coordinates with x = 1 or y = 1 - fixed an oversight where a monster's INT would not affect the Cold spell's damage - fixed an oversight where salvaging a Magicstaff of Poison would not yield gems. it can yield any gem now, just like Lightning - fixed an oversight where Invigorate could be applied to tinkering contraptions - fixed an oversight where the Weakened effect nerf applied to tinkering contraptions - fixed an oversight where Gauntlets of Strength would not increase throwing item velocity - fixed a bug where unfearable enemies would be affected by HC+'s CHR-based fear mechanic and played a sound/inflicted the Fear cooldown - fixed a bug where players would not be under the Weakened effect in the Insectoid Hive Lair Entrance - fixed a bug where sentries could be healed during overcharge - fixed a bug where AC would not be displayed properly on the character sheet - fixed a bug where Hatchlings in cocoons would take damage through roundabout means - fixed a bug where the Vanguard effect would not show for multiplayer clients - fixed a bug where monsters affected by area CHR Fear effects would not be checked for their Fear cooldown - fixed an oversight where you could apply Fear on allies while holding the Relic - refactored and fixed some Skeleton MP shield related bugs (e. g. invisible hands for clients, boulders not being blocked ...) ======= VERSION 3.23 ======= ============================== ====== monster changes ======= - added the "bomber" Automaton enemy type -- spawns in the Caves and the Citadel, explodes after minor damage, dealing immense damage in a big radius - buffed regular Cockatrice STR to 100 - Crystal Scarabs now absorb their target's MP and heal from it when attacking - unarmed monsters now deal half damage to Herx, Erudyce, Orpheus and Baphomet # the unarmed damage multiplier let many allies melt bosses too easily. this change is meant to nerf this specific interaction ====== miscellaneous changes ====== - outside of the Insectoid Hive, the Weakness effect multiplies damage taken by 4 instead of 100 ====== fixes and QoL ====== - Sentries should now properly display DMG dependent on user PER - fixed a bug where the hunger stone item IDs were corrupted # mainly relevant for mapping and modding - fixed a bug where the skeleton groups in the Mines would spawn an unreasonable amount of shields - fixed a bug where the Insectoid Hive warning could be triggered by adjacent pressure plates instead of the lever - fixed some instances where enemies that need to be killed to proceed could be dominated/charmed - fixed a bug where the Manticore's Paws would degrade - fixed an oversight where Manticore's Paws would apply negative effects to allies ======= VERSION 3.22f1 ======= ============================== ====== class changes ======= - Sexton -- Sleep, Locking and Opening are now innate spells ====== monster changes ======= - Vampire Summoner -- only applies Weakness in a radius now when the targeted entity is a player ====== item & spell changes ====== - Opening -- increased minimum floor level for spellbook drop from 4 to 11 -- increased difficulty to 60 -- increased cost to 20 # Spell of Opening is ubiquitous and makes items like the lockpick quite obsolete 99 % of the time. this is a shadow buff to other means of opening and increased utility for Sexton and other dedicated casters ====== map changes ======= - Gated the Insectoid Hive entrance behind a warning # it kinda sucks going there on accident expecting a chill time lol ====== miscellaneous changes ====== - replaced the "Classic Mode" game flag with a "Secret Levels always spawn" game flag, making it so secret levels always spawn regardless of game time # for practice purposes ======= VERSION 3.21 ======= ============================== ====== map changes ======= - Bram's Castle -- adjusted the boss room so players spawn directly into the fight # the fight initialization was not fit for multiplayer parties - Gnomish Bazaar -- the exit requires the Purple Orb to be opened ====== fixes and QoL ====== - fixed the alternate version of Jungle Temple not having an appropriate savegame image - fixed the Manticore's Paws not being properly accessible in the Hall of Replicas - fixed a bug where Dash bonus damage would not be velocity-based outside of backstabs - fixed an oversight where Cursed Corpses were always forced to be hostile even after recruiting - removed Salvage spell telling the player LVL 3 is required to scrap gems from staves - added to the tooltip instead - adjusted Ring of Conflict tooltip due to text overlaps ======= VERSION 3.20 ======= ============================== ====== map changes ======= - the Gnomish Bazaar now leads into Minetown - reach the Jungle Temple in below 30 minutes to find the Manticore's Paws - there is now a gate in the spawn area of SkyTown # this is to make entering SkyTown with followers less stressful since there is no way to prevent them from attacking the townspeople - the Hall of Replicas in SkyTown now includes the Manticore's Paws - decreased size of most secret level entrances # now that their appearance is dependent on play time, it'd be very lame for them not to spawn due to their size. this should decrease the probability of that happening - the reward for beating the Insectoid Hive is now a couple of random goodies instead of the Manticore's Paws (the true reward is knowing you are a professional Barony gamer) ====== miscellaneous changes ====== - XP penalty over time removed # replaced with the following mechanic - Secret Level entrances only spawn when the respective floor is reached under a certain time -- Gnomish Mines: 30 minutes -- Minetown: 45 minutes -- Jungle Temple: 1 hour 30 minutes (reach below 30 minutes to find the Manticore's Paws) -- Haunted Castle: 2 hours -- Ancient Tomb: 3 hours -- Minotaur Maze: 3 hours 30 minutes -- Mystic Library: 4 hours -- Bram's Castle: 4 hours 30 minutes -- Cockatrice's Lair: 5 hours -- Insectoid Hive: always spawns -- Ozyx' Domain: 6 hours -- SkyTown: 6 hours 30 minutes # this kinda does the same thing the XP penalty was meant to do (reward quick players while also making it so that players who take their time lose out on some XP) but in a more elegant way ======= VERSION 3.19 ======= ============================== ====== class changes ======= - Rogue -- Can now inflict Fear with any ranged weapon ====== fixes and QoL ====== - fixed a bug where the sniper shot multiplicator would go lower than 1 and thus decrease damage instead of increasing it - fixed a bug where leaving Invaded Hamlet would send you to a Warp Zone before entering the Underworld - fixed XP gain not being disabled in the Insectoid Hive Queen's Lair Entrance - changed a (imo weird) Barony mechanic where the DEX buff from Speed would overwrite the DEX buff from Vampiric Aura. instead now the Vampiric Aura buff is not impeded by Slow/Speed. the Speed DEX buff stacks properly now too. ======= VERSION 3.18 ======= ============================== ====== class changes ======= - Ninja -- Lethal Strike requirement dropped to LVL 50 instead of 75 # seems excessive after the recent changes to the mechanic ====== map changes ======= - boulders in the Insectoid Hive Queen's Lair Entrance refire infinitely ====== item & spell changes ====== - Ring of Conflict now continuously drains MP, the drain being slowed with higher CHR skill - Punishers are exempt from this # Conflict is one of the strongest tools for HC+'s deadly late game, having little to no drawback. this at least makes it so players need to be more mindful of its use ====== fixes and QoL ====== - allies should not aggro on their leaders in the Insectoid Hive's last levels anymore - fixed a bug where Automaton gem buffs would either go beyond the stat limit (host/singleplayer) or reset the stat (client) - fixed a bug where the tradeoff Automaton gem buffs would not be nerfed for unidentified gems - fixed a bug where hunger rate would be slowed in Invaded Hamlet - fixed an issue where Khrysalaketos' Legendary bonus would allow arrows to hit on the same frame and thus lead to double XP gain on kills -- in the same vein, reverted a previous change that gave every arrow a unique velocity ====== monster changes ====== ======= VERSION 3.17 ======= ============================== ====== monster changes ====== - Adjusted some monster XP rewards in the swamp - Vampire Summoners do not spawn as followers of Dark Magi in Hell anymore # this was an oversight that made it so you would inadvertedly (and unfairly) be affected by their spell of Weakness in the Hell area - Queen Nexri cannot be Polymorphed anymore # this broke the boss fight in multiple regards ====== race changes ====== - Automaton -- Diamond, Jacinth, Ruby, Emerald and Sapphire skill increase buffed to 2 from 1 -- Opal proficiency increase nerfed to 2 from 3 ====== item & spell changes ====== - Sharur -- MP return mechanic removed -- New mechanic: monsters dying in the user's proximity grant MP. scales with monster's Max HP. (minimum 1 MP or MaxHP/50) ====== mechanical changes ====== - refactored the INT MP bonus system -- INT now doesn't reduce cost of spells, it returns MP similar to the old Sharur mechanic # this was done to address some issues with the old system. now it should work more consistently (also in regards to the Scepter) # the downside is that the spell's tooltip will show the static spell cost, not the lower spell cost you get from your INT. Also, spells still require their base MP to cast. - the skill increase bonus for fully charged hits has been increased to 50 % # going for fully charged hits should now yield the same chance of leveling your weapon as going for a lot of normal hits in the same time ====== fixes and QoL ====== - fixed a bug in the Insectoid Hive where a slowness debuff would not apply correctly to players ======= VERSION 3.16 ======= ============================== ====== monster changes ====== - Vampire Summoners apply Weakness to nearby players and allies when aggroing ====== race changes ====== - Automaton -- Diamond, Jacinth, Ruby, Emerald and Sapphire now only increase the respective skill by 1 as opposed to 5. When unappraised, they do not increase the stat at all. - Goblin -- slightly increased chance to level Ranged skill (again) - Incubus -- MP gain from dealing damage is doubled when the target suffers from bleeding, poison or burning - Succubus -- MP gain from taking damage reduced from 50 % to 40 % of damage taken -- MP gain from taking damage is increased when the player suffers from bleeding, poison or burning (adding up to a total of 65 % of damage taken) # more pain, more gain ... ====== item & spell changes ====== - Salvage -- Gems salvaged from magic staves are not appraised anymore ====== mechanical changes ====== - fully charged melee strikes (weapon is shaking) have a 30 % higher chance to level weapon skill (not on dummybots) # full charges have historically not been very useful - the damage bonus compared to slight charge is negligible, slight charge already gives you all bonuses associated with charged strikes - this now makes it so there is an incentive to sometimes go for fully charged strikes - stringing together sniper shots in quick succession (~2s) yields a 5x higher chance to level ranged skill ======= VERSION 3.15 ======= ============================== ====== monster changes ====== - buffed the XP gain from killing a Cursed Corpse (again) ====== race changes ====== - Goblin -- when STR is higher than DEX, STR replaces DEX in the ranged damage calculations # tried to give Goblin something unique that mixes up build possibilities -- increased chance to level Ranged skill - Incubus -- when using Arcane Mark, it now applies the effect in an area around the target # this gives the Incubus a unique support tool to deal with resistant enemy hordes ====== class changes ====== - Barbarian -- Rage now nerfs CON instead of buffing it -- Healing Potion nerf during Rage slightly weakened # Barbarian has consistently been one of the strongest classes in HC+. his nature was always meant to be high-risk burst DPS, not exactly that of a tank ====== fixes and QoL ====== - worked on some item descriptions, pushing some of the longer descriptions into the "Details" tab - fixed an oversight where the death of a Conjurer's skeleton would trigger the Skeleton race's regeneration system - fixed a bug where using the Relic would make other players' allies aggro on the Healer - fixed a bug where player hotbars would be empty on spawn ======= VERSION 3.14 ======= ============================== ====== monster changes ====== - buffed the XP gain from killing a Cursed Corpse - Chronomancers are now part of the Skeleton squads in the ruins, not spawning separately anymore - to compensate for the Vampire changes (see race changes), enemy Vampires now have the magic resistance effect - slime stats only scale according to 3.13 changes after the Swamps # oversight ====== race changes ====== - Insectoid -- can only heal through food when EN is full - Skeleton -- MP shield does not work when suffering from the Weakened effect # only currently relevant in the Insectoid Hive -- reduced MP shield invincibility frames to 25 ticks as opposed to 50 # they were only supposed to kick in when attacked in very quick succession (i. e. by multiple enemies) - seems like an oversight - Vampire -- base magic resistance decreased from 50 % to 20 % -- gain the magic resistance effect when starving, increasing it to 60 % ====== class changes ====== - Mechanist -- Wrench --- overcharging now only adds 2 to the durability counter as opposed to 5 --- overcharging now doesn't damage sentries anymore - instead they are Weakened for the duration of the Overcharge, meaning they take enormous melee damage ====== fixes and QoL ====== - fixed the Cursed Corpse's headdress facing the wrong way - fixed a bug where a freshly crafted Wrench would instantly degrade again (hopefully) ======= VERSION 3.13 ======= ============================== ====== miscellaneous changes ====== - starting on floor 25, regular floor boulders now deal 200 instead of 80 damage - starting on floor 25, regular floor boulders are now twice as fast - decreased the amount of scrap items give across the board - starting at a playtime of 5 hours, global XP gain will decrease -- -10 % at 5+ hours -- -20 % at 6+ hours -- -30 % at 7+ hours -- -40 % at 8+ hours -- -50 % at 9+ hours -- -70 % at 10+ hours -- -80 % at 11+ hours -- -90 % at 12+ hours -- at 13+ hours, you gain no XP at all anymore # an experimental change to punish playstyles which go for very drawn out strategies ====== monster changes ====== - slime stats (except HP) now scale slightly more as the game progresses - buffed certain monster types ====== race changes ====== - Insectoid -- Elemental Resistance toned down from 85 % to 65 % - Skeleton -- Potions of Healing, Extra Healing and Restore Magic are only 80 % effective for Skeletons # increase Skeleton's need for resource management -- slightly stronger buffs as Accursed since the buffs' dependence on HP makes Skeleton-Accursed innately more risky than any other Accursed combo ====== class changes ====== - Healer -- Invigorate --- when repleneshing HP via Invigorate, it will trigger a 3 minute cooldown during which the player cannot be invigorated again - Mechanist -- Wrench --- Wrenches are now craftable (requires a Tinkering skill of 80 and 80/80 metal/magic scrap) --- the Wrench will degrade now when a counter hits 100 (repairing adds 1, overcharging 5) --- overcharging sentries now damages them (dummies are exempt from this) --- cannot repair machines anymore while they are overcharged ====== item & spell changes ====== - Parashu -- slow duration decreased from 25 ticks (0.5 s) to 15 ticks ====== fixes and QoL ====== - fixed a bug where the AC calculation for non-shield off-hand items is incorrectly unnerfed from vanilla compared to shields - fixed an oversight where Automaton wouldn't apply buffs dependent on boiler level as Accursed - fixed an oversight where Crystal Ammo would deal damage to allies ======= VERSION 3.12 ======= ============================== ====== monster changes ====== - Cursed Corpses now also become intangible when closing in on a player, regardless of whether they are being looked at or not - allied Cursed Corpses lose their intangibility ====== fixes and QoL ====== - fixed the Cursed Corpse's torso model missing ======= VERSION 3.11 ======= ============================== ====== monster changes ====== - cannot farm blood vials off of Blood Bats anymore - Cursed Corpses now do not become intangible when the player is blind or using telepathy ====== fixes and QoL ====== - fixed an issue where the exit to Queen Nexri's fight wasn't blocked off, so both the boss could teleport there (soft lock) or players could teleport there (skipping the fight) - fixed charm monster not working correctly - fixed Parashu's slowing bonus not working correctly ======= VERSION 3.1 ======= ============================== ====== map changes ====== - the shopkeeper in the Gnomish Bazaar is friendly to monster players now ====== monster changes ====== - added and adjusted various monster types ====== fixes and QoL ====== - shopkeepers now stop approaching their target at a certain point # their relentless approaching caused players to get stuck which was frustrating - fixed a bug where Merchant's INT growth displays as average even though it should be poor - fixed a bug where followers regenerating HP due to the CHR bonus or Invigorate, or tinkering creations being repaired by a Wrench would not update HP correctly on a multiplayer client's HUD - fixed a bug where Ring of Rage would not be put into death boxes properly after death - fixed a bug where holding an unidentified gem with a Relic would display the gem's function on screen - fixed a bug where invisibility would not work properly for certain monsters from a multiplayer client's perspective ====== VERSION 3.0 ====== ============================== ====== miscellaneous changes ====== - the stat weight system has been completely reworked -- stat weights are now a mix between randomized and fixed # this change is being experimented with due to RNG impacting the effectiveness of many builds too much -- most builds do not level CHR at all anymore # due to its relative uselessness for most builds # EXPLANATION OF STAT GROWTH SYSTEM LVLs ending on 3, 6 and 9 are 'weak rolls', the rest are strong rolls. On strong rolls, your class' good stats are guaranteed, on weak rolls the weak stats are guaranteed (or sometimes only 50 % when they are very weak). Some classes have 0 growth on certain stats (gray X), some have extra strong growth (golden arrows) which signify 2 stat increases on strong rolls for that stat. - global weight impact has been changed to 70 from 100 # since movement speed is attached to the STR and DEX stats, this change was implemented so that classes which lack both stats can compete. also, HC+ usually requires its players to hoard a lot of items which lead to frequent inventory bloat and movement speed grievances which are basically never fun for the player - global XP gain decreased from 65 % to 55 % - XP gain for multiplayer parties increased # in the experience of many, the XP penalty starting at parties of 3 players was too much and made the experience disproportionally difficult - INT now grants a MP cost bonus to spells. 30 INT equals 1 less MP spent ====== race changes ====== - monster races do not spawn with polymorph potions anymore # to address the powercreep of monster races, polymorphs have been made more rare, especially in early game. this is meant as a shadow buff for humans (unfortunately also buffing automatons I guess) - Automaton -- consuming Gems now yields a variety of different permanent buffs -- effectiveness of the buff is decreased when consuming an unidentified Gem | Gem Name | Function | | ---------- | -------------------------------- | | Garnet | Increases Max HP by 10 | | Ruby | Increases STR by 3 | | Jacinth | Increases PER by 3 | | Amber | Increases CHR by 5 | | Citrine | Sets EXP to 99 | | Jade | Converts 2 STR → 2 DEX | | Emerald | Increases DEX by 3 | | Sapphire | Increases INT by 3 | | Aquamarine | Increases Magic Resistance | | Amethyst | Increases Max MP by 10 | | Fluorite | Converts 2 STR → 2 INT | | Opal | Increases all proficiencies by 3 | | Diamond | Increases CON by 3 | | Jetstone | Converts 2 DEX → 2 PER | | Obsidian | Converts 2 STR → 2 CON | -- the Salvage spell now allows you to transmute gems from staves | Staff Type | Gem Drop Chances | | ---------------------------| ------------------------------------------------------ | | MAGICSTAFF OF FIRE | 50% Garnet, 50% Ruby | | MAGICSTAFF OF SLEEP | 30% Sapphire, 30% Aquamarine, 40% Amethyst | | MAGICSTAFF OF COLD | 50% Aquamarine, 20% Sapphire, 30% Fluorite | | MAGICSTAFF OF LIGHT | 50% Jetstone, 50% Obsidian | | MAGICSTAFF OF LIGHTNING | Equal chance for all 15 gems (Garnet to Obsidian) | | MAGICSTAFF OF LOCKING | 20% each: Jacinth, Citrine, Jade, Jetstone, Obsidian | | MAGICSTAFF OF OPENING | 20% Diamond, 30% Emerald, 50% Jade | | MAGICSTAFF OF DIGGING | 50% Emerald, 50% Jade | | MAGICSTAFF OF MAGICMISSILE | 80% Opal, 20% Fluorite | | MAGICSTAFF OF SLOW | 20% each: Opal, Aquamarine, Garnet, Amethyst, Obsidian | | MAGICSTAFF OF CHARM | 20% Amber, 20% Aquamarine, 60% Citrine | | MAGICSTAFF OF STONEBLOOD | 20% each: Diamond, Ruby, Sapphire, Emerald, Jacinth | - Goblin -- the duration of kill buffs scales with LVL (LVL * 30 = additional ticks (50 ticks is 1 second)) - Human -- gains the Zeal effect upon leveling up, granting one minute of buffs to every stat --- duration is 60 seconds + LVL*30 in ticks (50 ticks = 1 sec ; example: at LVL 50, you gain 1m30s of Zeal) -- Human followers gain extra XP, speed and resistances when their leader is Human -- LVLs ending with the digit 3 grant Humans a strong stat roll as opposed to a weak one - Skeleton -- does not regenerate HP and MP at all by default -- the regeneration on kill mechanic was changed: now all mobs dying in proximity of the Skeleton will trigger regen, no matter the Skeleton's current HP/MP stats --- base duration has been lowered to 100 ticks from 150 --- the duration of regen scales with LVL (level * 2 = additional ticks (50 ticks is 1 second)) # in multiplayer, Skeletons were dependent on getting last hits for their regeneration to kick in which was awkward and unfun -- magic kills still let you gain MP regeneration on kill # this guarantees you get rewarded for magic kills without having to be too close. rangers do not get a similar buff due to ranged attacks not requiring resources -- player skeletons innately negate 100 weight -- has a higher overall base speed -- can attain higher max speed ( up to 30 % more ) -- life saving removed - when no HP is available, 20 % of MP (minimum of 50 is needed) will be used to shield against DMG --- whenever MP shield is activated, gain 1 sec invulnerability --- MP shield is less efficient when shapeshifting # Skeleton kind of fell behind, having what is an early game crutch at best, and a very gimmicky, barely useful race bonus in life saving. this gives them a more unique set of strenghts to play around with - Insectoid -- hunger system reworked, food now returns both HP and MP -- when low on HP, EN will be converted to HP. Lose HP when no EN available -- Maximum MP scales with INT starting at 50 INT -- at LVL 25, unlock Elemental Resistance --- as long as HP and EN are higher than 70 % respectively, gain extreme resistance to fire, lightning and cold -- Ring of Slow Digestion for Insectoids: --- slows the rate of HP loss without EN - Succubus -- Mace weakness increased from 10 % to 20 % -- Axe weakness increased from 10 % to 20 % -- Polearm weakness added: 20 % -- Ranged weakness increased from 10 % to 20 % - Vampire -- Vampiric Resilience now also has a passive bleeding sap: heal for 1/100th of your MAXHP per second for every bleeding enemy in proximity ====== class changes ====== - all classes have received stat growth reworks, some more significant than others - Accursed -- Insectoid Accursed reworked. Insectoid's EN-HP conversion at low HP is 3-1 as opposed to 1-1. - Arcanist -- starting DEX nerfed from +1 to -1 - Barbarian -- life steal amount buffed # the life steal fell off too hard in later stages of the game - Brewer -- does not spawn with Polymorph potions anymore -- spawns with +1 Speed potion -- Alembics are unbreakable for Brewer - Conjurer -- Skeleton's speed when charging an enemy increases with Conjurer's LVL - Healer -- gets their 2 starting CON back -- swimming proficiency removed # this is just a quite random proficiency boost which doesn't seem very fitting for the Healer and basically just denies them some XP -- Invigorate reworked --- does not increase MaxHP anymore --- cost does not increase with LVL anymore - instead, increases with current floor LVL --- once Invigorate has been active for half its duration (40 seconds), once you drop below 50 % HP, exchange the Invigorate status for a full heal -- new item: Relic --- while holding the Relic, you deal no damage. attack allies to heal 5 HP in exchange for 5 HP of your own --- while holding the Relic, if hitting an ally with a charged attack, apply the 'Overcharge' effect for temporary invincibility --- Overcharge duration is applied like this: 2 seconds base + player INT x 2 in ticks (50 ticks = 1 second) --- the Relic, while holding 'Defend', applies effects to its user and nearby allies (sometimes even enemies) depending on the gem equipped in main-hand! --- Relic use drains MP; HP when no MP is available --- Relic does not degrade --- Relic gem effects: ---- Obsidian: Boulder Resistance ---- Jetstone: Speed ---- Opal: Teleportation ---- Diamond: Melee Resistance (This drains double your MP!) ---- Jade: Free Action ---- Emerald: Slow all (including enemies) ---- Citrine: Levitation ---- Garnet: Fire Resistance ---- Ruby: Strength ---- Jacinth: Lightning Resistance ---- Amber: Invisibility ---- Aquamarine: Cold Resistance ---- Sapphire: Mentality ---- Fluorite: Splash Immunity ---- Amethyst: Magic Resistance ---- Luckstone: Weight Reduction - Hunter -- doesn't spawn with conjure arrow anymore # this is to disincentivize rerolling floor 0 for optimal quivers. a fixed quiver spawn has been added to the Gnomish Mines to compensate - Mechanist -- at Tinkering 100, the Wrench's repair now has an area effect, healing multiple contraptions -- repairing now has a graphical cue - Monk -- the incapacitate combo now only applies 1 second of paralysis starting with LVL 50, on top of the root effect # full paralysis with high duration trivialized a lot of encounters -- fireball is now magic missile for the elemental shot combo # fireball could damage the monk themselves, leading to awkward self-immolation - Ninja -- Gains innate Dash spell at Stealth 100 # QoL for all, especially for Goblin -- Lethal Strike damage is now velocity based # this is more skillful and removes the rather easy way of doing lethal strikes in close quarters by "braking" your Dash -- Lethal Strike now does not require fully charging your strike anymore -- Lethal Strike, on kill, now damages nearby enemies for 50 % of DMG # to compensate for a now more difficult to execute Lethal Strike - Warrior -- At CHR 35, Warriors will now inflict Fear on multiple enemies in their vicinity when using the CHR Fear bonus - Wizard -- Scepter spells now properly apply Spell Power depending on INT ====== map changes ====== == NEW SECRET LEVEL == INSECTOID HIVE - found in the Crystal Caves on floor 29 - IMMENSELY difficult! perhaps the greatest HC+ challenge to date! - Ancient Tomb -- one of the optional challenges now has its tiles lighting up so players know which ones have been activated already - Baphomet Fight -- more Infernal Demons spawn immediately after entering the fight - Caves to Citadel transition -- you cannot levitate here anymore - Gnomish Mines -- the bottom left of the map now features a hidden chest with some quivers and a scroll of conjure arrow # to compensate for the Hunter losing his spawn scroll - also to give rangers more of an incentive to do the mines - Haunted Castle -- players now receive a message when activating the exit tiles -- opening/locking spell is usable here again, only the exit gates cannot be opened this way - Invaded Hamlet -- the Magician drops a guaranteed Spellbook of Fear - Minetown -- minor changes to make the mini boss more difficult to reach -- adjusted the mini boss loot and difficulty - Minotaur Maze -- a guaranteed Tinkering Kit is now in the possession of Gizmo Jubgear, a chronically afraid, sometimes invisible, constantly teleporting gnome. Have fun chasing him down. -- two additional Minotaurs spawn after a while, each stronger than the last -- additional geometry added to the map - The End -- aesthetics and music changed - both the Insectoid Hive and The End now include bonus portals: -- the Hive lets you skip directly to Hell -- the End lets you return to the beginning of the game ====== monster changes ====== - Shopkeepers now aggro properly when Mercenaries are attacked - Mercenaries are now indominable; their permanent Magic Reflection is now mere Magic Resistance - changed the weapon types of some floor enemies to be less homogenous - added some more floor enemy types ====== item & spell changes ====== - New Artifact Item, the Manticore's Paws, added. A reward for beating the new Insectoid Hive. - Crystal Ammo now deals 50 % scatter damage to enemies near the target - Fear spell duration now scales with INT; base duration lowered from 8 to 6 seconds - Gungnir now deals extra damage to Full HP enemies -- chance to trigger goes from 0 % to 100 % depending on Polearm skill -- bonus damage scales from 10 % to 25 % of enemy max HP depending on Polearm skill --- from 1 % to 10 % for bosses - Hunger Stone now works properly for skeleton and insectoid # stores HP and EN respectively - Khrysalaketos is no longer compatible with Swift Ammo # the machine gun mode was too strong - Parashu does not deal bonus damage anymore # with Artifact Weapons' bonuses scaling 1:1 alongside weapon skills, this mechanic seems inappropriate, leading to Parashu just dealing free bonus damage - Sharur's MP return has been nerfed due to the INT buffs. using it for free spells is no longer possible ====== mechanical changes ====== - the DMG bonus when hitting back stabs during Dash (which is unlocked at Stealth 60) is now velocity based - the Dash bonus for backstabs only requires slight charge now # especially with the new velocity based system, hitting a fast full charge backstab seems way too niche and difficult to hit to be worth attempting - CHR fear bonus is not dependent on LVL to CHR ratio anymore # since CHR growth is now hard-gated by class choice - CHR impact on the fear bonus buffed - CHR impacts fear cooldown duration - sniper shots now award a higher chance to level ranged skill # since sniper shots are very useful to dispose of enemies quickly - but make it more difficult to level ranged skill. also this gives rangers an option to level their weapon skill more quickly akin to melee weapons - Tinkering legendary skill now only yields scrap when lockpicking, no 100 gold anymore # due to 100 gold being an abysmal reward relative to the difficulty of attaining Tinkering 100 ====== fixes and QoL ====== -- Automatons will now consume rocks when clicking on them on the hotbar -- sniper shots now have a sound cue -- added a save file image for the Gnomish Bazaar -- fixed a bug where rats and bats would still aggro on another even though it was supposedly changed in an earlier HC+ version -- fixed a bug where the legendary grimoires would act as if the spell hasn't been learned even though it has -- fixed a bug where monsters would not react to being attacked on the final boss floor -- fixed a bug where Shadows copying the Scepter would deal no damage -- fixed a bug where killing the Twins would clear all player effects - even desirable, unique ones like Vampiric Curse, leading to bad results -- fixed a bug where Invigorate would not protect against the Slow effect -- fixed a bug where the Merchant area in Hamlet was blocked off due to false tile placement -- fixed a bug where rhythmically blocking with non-shield off-hands allowed you to increase blocking past 20 -- fixed a bug where ranged attacks would level blocking post 80 without having advanced shields -- fixed a bug where non-shield off-hands allowed you to level blocking vs ranged attacks post 20 -- fixed a bug where using the Scepter as a multiplayer host would double the MP drain -- fixed a bug where Spiked Gauntlets would not count as appropriate weapons for certain systems like Vampire life sap and the Monk combo system -- fixed a bug where the CHR Fear bonus would only take base, not modified CHR into account -- fixed a bug where Overcharge would not do anything when Dummybots are hit by ranged attacks -- added the /gimmegems command. gives you one of each gem ======= VERSION 2.57 ======= - class changes -- further reduced the CHR growth for classes with already low CHR growth # the stat is near useless for those classes, not really fitting any realistic playstyle for them -- Arcanist --- channeling Locking now works like Opening & Digging and simply shoots the spell instead of causing a spell explosion - map changes -- the Kobolds in the Cockatrice Lair boss fight now get freed once the player enters to avoid the cockatrice being freed too early - spell changes -- Locking --- now fortifies doors, increasing their HP by 50 + player INT * 2 --- maximum door HP is 1000 - fixes and QoL -- CHR fear bonus does not trigger on other players anymore -- the life sap during Vampiric Resilience is now accompanied by a visual and sound effect -- fixed a bug where Arcanist channeling opening would use digging spell cost as a calculation base -- fixed access to the Gnomish Bazaar being openable by spells ======= VERSION 2.56 ======= - class changes -- Cleric -- made stat growths more lopsided to avoid ineffective builds -- Healer --- fixed a bug causing Invigorate to set back to an incorrect amount of MaxHP after running out - map changes -- Water in the Ancient Tomb will allow you to level swimming super quickly # Swimming is a waste of time, basically only useful for some bonus XP. This is a little extra reward for beating the main puzzle and a band aid until Swimming hopefully gets a rework in Barony -- Ozyx boss fight difficulty increased by placing more obstacles around the arena - miscellaneous changes -- global XP gain reduced from 70 % to 65 % -- global XP gain increased from 100 % to 120 % in the 4 player file ======= VERSION 2.55 ======= - class changes -- Arcanist --- Channeling Forcebolt now costs mana even at Casting 100 # an oversight which made this combo ridiculously OP --- Channeling Spray Acid now works, casting from the player -- Cleric --- Fixed a bug in the Smite calculation that caused it to deal unreasonable amounts of damage ======= VERSION 2.54 ======= - map changes -- the rocks in the Ancient Tomb are all blessed # cursed rocks crumble guaranteed which is very unfortunate if you get stacks of them here - fixes and QoL -- fixed a crash when switching floors in multiplayer ======= VERSION 2.53 ======= - race changes -- Automaton --- Magic weakness increased from 20 % to 40 % -- Succubus & Incubus --- Magic resistance nerfed from 50/40 % to 30 % for both -- Vampire --- Vampiric Resilience now heals you when dealing melee damage to bleeding enemies --- Magic resistance buffed from 40 % to 50 % # to shift some power between races --- Bats are now neutral towards Vampires - class changes -- Accursed --- When paired with the Skeleton race, the Accursed gets buffed when at 50 % and 25 % of his HP respectively. When polymorphed, no hunger related bonuses are applied # Accursed buffs doing nothing for Skeleton was an oversight - item changes -- Oracle's Treads --- weight changed from 100 to 0 - fixes and QoL -- new class items now appear in the hotbars by default # took me a while to realize what the issue with that was ======= VERSION 2.52 ======= - class changes -- Monk --- requirement for breaking walls/colliders with charged punch: LVL 75 # make it more of a late game thing --- increased power punch duration by 1 second # the move is still inconsistent and you barely have time to use it effectively after triggering - item changes -- Scepter: The Scepter has been reworked, mostly due to netcode issues --- all spells now use their regular cost, except for healing and extra healing, which have an 8 MP penalty applied # this is a result of the rework but I think it also works for balancing reasons. the Scepter did not feel like a strong and fun class gimmick for offense due to its costliness. furthermore, your INT doesn't affect Scepter spells, so isn't it nerfed enough in the later game anyway? --- blessings/INT do not affect MP cost # also a result of the rework - in my opinion, it was never really worth it blessing the Scepter to alleviate the extra MP drain, especially since you could never negate it fully --- hold Attack to cast continuously --- casting Forcebolt with the Scepter will cost 5 MP regardless of Casting skill # Scepter being able to cast Forcebolt for free was an oversight - it's blatantly overpowered --- cannot cast sustained spells anymore # since you couldn't stop the spell sustain, it was basically suicide. usefulness of casting these spells via Scepter seems to be rather limited so I don't think it'll hurt -- Wrench: --- the Wrench can now hit allies even with friendly fire disabled --- hitting gadgets with a Wrench will not make other allies attack you anymore - map and monster changes -- made various adjustments to reduce the effectiveness of cheesy Shopkeeper kill strategies -- the last main puzzle of the Ancient Tomb now has more effective anti soft lock design -- the lever at the Bram's Castle bossfight is unlocked after beating Bram instead of being accessible from the get go -- the west outside pressure plate in Haunted Castle has been moved to a new area: the castle basement. Access is in its library - mechanical changes -- the CHR Fear system now has a 3 level leniency, checking if your current CHR level would have lead to fear infliction up to 3 levels before # this should avoid most cases where leveling up without gaining CHR removes you Fear bonus -- as this change technically makes you reach the Fear threshold earlier, the requirements are increased for most enemy types - fixes and QoL -- fixed a crash related to casting spells while sneaking ======= VERSION 2.51 ======= - class changes -- Joker --- present in spawn inventory is identified now -- Monk --- at Unarmed 100, the Monk can destroy walls and colliders with charged hits -- Warrior --- alternatively to using Stealth for taunts, you can also hold CTRL now to initiate a taunt while striking # WARNING: in multiplayer, this only works for the host due to netcode issues - item changes -- you now cannot level up Casting or Magic while wielding Sharur - map and monster changes -- improved behavior of monsters who give chase to players relentlessly -- late game Shopkeeper HP increased -- Shopkeepers now approach you when casting spells -- Shopkeepers won't get drain soul late game anymore # that spell is kind of ass and deals no damage -- starting on floor 15, Shopkeeper projectile speed will be increased. Their casting behavior will also be erratic -- the 5 miniboss Incubi and Succubi in Ozyx' Domain now chase the player but spawn with slight delay to each other # Stealth made the fight very underwhelming an non-fighty -- some magic wielding minibosses gain the erratic spell behavior -- Bram's castle difficulty increased, buffing monsters, adding monsters and changing the boss room once again -- Bram Kindly's spells have increased velocity -- reworked Haunted Castle, Invaded Hamlet, SkyTown, Hell and the last fight against Baphomet, removing or revamping orb collecting # due to multiplayer complications (i. e. someone with orbs dying/leaving) the concept needed some workovers. In Haunted and Hamlet, you open the exits via pressure plates and by killing the boss skeletons respectively. In SkyTown and Hell, you only use purple orbs since those always drop on death -- changed floor 41 size to 56x56 as opposed to 64x64 # the latter floor size caused some desync issues in multiplayer -- the last Thorium Golem in Hell Arena spawns with a delay so the start of the next wave is more predictable -- buffed Bugbears as, due to an oversight, they were weaker than intended -- the Merchant orb area in Hamlet has been updated so you can't enter it using Spell of Opening - spell changes -- the 3 artifact spells have their effectiveness adjusted to reflect Barony lore better # according to the compendium, Vampires & Shadows are Undead & Goatmen are Beastfolk (pooled with monstrosities) - miscellaneous changes -- shortened enemy HP bar display time by 75 % # health bars have always been a good way to gauge when an enemy is gonna pop around a corner. reducing their display time adds difficulty and rewards players for accurately predicting when enemies turn corners - fixes and QoL -- fixed a crash related to charmed sentrybots -- adjusted resistances in Compendium to HC+ values -- added an alternate gameplaymodifiers.json in /data/ which increases XP and Gold gain for 4 player parties # people have reported 4 player parties to be especially difficult and unfair in terms of XP management -- fixed a bug where using Monk's super punch wall collision to kill mobs wouldn't award XP properly -- fixed a bug in the Hell Arena which caused the last and second to last waves to spawn at the same time -- increased Vampiric Resilience hunger requirement by 1 so Vampire doesn't spawn with 1 second of resilience at the start of every run # was a little bit confusing for players -- fixed an issue where the damage of Hamlet Shopkeepers was inconsistent -- fixed Monk MP going negative when using his elemental shot -- fixed a bug where Cleric's Smite spell wouldn't scale with LVL properly -- increased the connection timeout timer to 3 minutes from 1 # people have reported occurences of overly long savefile loading times which can lead to unfortunate timeouts (not sure if this is a Barony or HC+ specific issue) ======= VERSION 2.5 ======= - race changes -- Automaton --- Gains enhanced vision when superheated -- Goblin --- Adrenaline Rush: On kills, Goblins gain various buffs depending on damage type. ---- On melee kill: Strength & Stamina ---- On ranged/throwing kill: Agility & Speed ---- On magic kill: Mentality -- Incubi & Succubi --- Incubi gain MP by dealing damage --- Succubi gain MP by taking damage # fits with the sado-masochistic archetype and seems to be fun to play around with -- Skeleton --- Skeletons now gain HP and MP regen when getting a kill, if they are below 2/3 of that stat respectively # Skeletons' bad regen often forced them into a frustrating, risk-averse playstyle. With this mechanic, they are incentivized to go for kills so they can get their resources back -- Vampire --- Unarmed weakness reduced from 100 % to 40 % # this made the player Vampires frustratingly squishy against enemies like trolls --- When satiated ("Oof. You're really full now.") gain Vampiric Resilience status. --- Vampiric Resilience: Alleviates all weaknesses to melee damage. # the Vampire got left behind quite a bit as everything around him got buffed. This should give tank-focused Vampire builds some viability - class changes -- Arcanist --- Mask of Channeling: When holding a spellbook, channels the spell through a ranged weapon, either casting it on hit or on use --- Most offensive spells cause explosions --- Light spawns as many light fields as you want -- Barbarian --- Ring of Rage: Functionality split between the Barbarian class and item: The ring now only boosts STR and CON when using strength potions. --- Lifesteal and HP loss are Barbarian only functionalities --- Lifesteal amount slightly decreased -- Brewer --- With Alchemy 100, the Brewer receives an additional potion for every duplication # One of the biggest issues for the Brewer playstyle is water economy - especially in solo it's basically impossible to have enough offensive/healing potions to last an entire run. This should alleviate. -- Cleric --- Stat growths adjusted, loses 1 growth point in both PER and CHR, gains 1 in STR and CON # Cleric has poor stat growth, which especially translates in them having too little STR to carry stuff around. This should aid their viability and fun factor --- Spawns with 3 new innate spells: Consecration, Ensnare Evil and Smite, the former two being AoE spells similar to Stoneblood or Spray Web. ---- Consecration: Deals damage and slow to smiteable enemies. Strength scales with LVL. ---- Ensnare Evil: Roots smiteable enemies. ---- Smite: Deals damage to smiteable enemies, long range projectile. Strength scales with LVL. --- Spawns with 1 scroll of enchant weapon, 1 scroll of enchant armor and 1 scroll of remove curse --- Spawns with 3 blessed water instead of 2 potions of healing -- Healer --- New spell: Invigorate ---- Applies a status effect to self and allies which cures ailment and raises current Max HP. ---- MP cost scales with LVL -- Hunter --- Spawns with 1 excellent bear trap # moved here from Rogue, seemed more thematically appropriate --- New item: Blowgun ---- Slow windup, paralyzing ranged weapon (longbow range) ---- Unbreakable ---- Doesn't work on Automatons, Crystal Golems, Insectoids, Skeletons, Scorpions ---- Bonus duration on backstabs and when the target is below 1/3 HP -- Joker --- The Joker spawns with the Present, an item he can activate at level 10 which spawns a blessed (or cursed) completely random item. --- The Joker's proficiencies are completely randomized on leveling up. The lower cap of randomization can be raised by leveling the proficiencies naturally. -- Mechanist --- New item: Wrench ---- Uncharged hits let you heal dummies, sentries and spellbots. ---- Charged hits let you overcharge them twice, giving them temporary buffs ----- Sentries and spellbots increase their firing rate ----- Dummybots return damage when charged once and become invincible when charged twice -- Monk --- At Level 5, the Monk unlocks a combo system which allows him to unleash special effects in combat! ---- He can slow/root/paralyze (depending on level), shoot elemental shots, apply arcane mark and go into Super Punch mode to smack enemies into walls, damaging them! # Check the book in his inventory to see how to use the combos --- Spawns with 0 STR and 1 CON (nerfed from 1 and 2 respectively) # Monk was already a relatively solid class in HC+ -- Ninja --- At 100 Stealth, the Ninja now loses the movement speed penalty while sneaking # As as side effect of this change, you can now do a super dash if you use dash spell + sneak at 100 Stealth -- Rogue --- Rogues can now destroy magic traps using lockpicks or skeleton keys --- Bear trap removed # moved to Hunter, seemed to be more appropriate -- Sexton --- New spell: Displace: Long range spell, teleports mobs away a short distance without alerting them ---- Does not work on bosses or any mobs that you need to kill for progress # want to experiment with this cute little tool that fits with the Sexton's fantasy of being a setup-heavy class that forms or avoids engagement -- Wanderer --- Has innate Lesser Warning --- Spawns with Backpack --- Spawns with Ring of Feather, negating the effect of 500 weight when worn -- Wizard --- New item: Scepter ---- Staff-like item. Uses whichever learned spell or spellbook is on the last hotbar slot (slot 9). ---- ... and when holding CTRL, whichever spell is on the second to last hotbar slot (slot 8). ---- By default, (at 0 INT) drains 80 % more MP. The MP drain decreases with added INT and blessings - but caps at +20 %. ---- Uses HP when no MP is available. Will never kill the caster but keep him on 1 HP. ---- Note: Spellbooks do not have to be learnable to cast through the scepter! - item changes -- Sharur now checks whether the player has MP before giving a refund # otherwise it's possible to heal infinitely as Vampire -- Scrap now stacks to 150 - mechanic changes -- the cooldown for the CHR Fear bonus has (once again) been changed. It's now calculated as 300 ticks + twice the fear duration (was only twice the fear duration befor) -- LVL + Base CHR must be at least 15 (as opposed to 10) to be able to apply the Fear bonus now -- the damage of Sentrybots and Spellbots now scales with player PER. # bots just got outscaled too hard in later phases of the game. Also this gives the relatively weak PER stat even more use - map and monster changes -- at very close range, hits on bats are guaranteed # to alleviate the RNG portion of fighting bats and adding some risk/reward to it -- bats and rats aren't hostile to each other anymore # there were reports of situations where players lose out on too much XP due to early floor monsters beefing non stop -- the encounters in the mine to swamp transitional map are now randomized # since the transitional areas now technically count as generated maps, some objects like chests, sinks and fireplaces may randomly spawn here and there -- monsters in the Hell Arena are placed inside blocks and only freed once their wave begins # this is due to ring of conflict causing them to infight before they appear in the arena, trivializing the level too much for my taste -- Imps now spawn periodically after collecting the purple orb in Haunted Castle # this was already supposed to happen but didn't due to a bug -- Bram Kindly's boss fight has been altered. He is now in permanent aggro and flickers in and out of invisibility. Also the boss room has been altered # to add some difficulty to a fight which I believe to be rather boring -- After the Baphomet fight, some bear traps will appear on your escape path # better watch out guys -- The Farseer miniboss (swamp to labyrinth transition) has Khrysalaketos now instead of the Goblin Assassin from the Jungle Temple # to compensate for potential Jungle Temple not spawning-bug -- You can now find a guaranteed Spellbook of Dash in the Labyrinth to Ruins transition. # since many things in HC+ have some bonus functionality related to dash -- In Bram's Castle, in Bram's secret chest room, there is now a ladder back down so you can return to the rest of the level - fixes and QoL -- rapid magic casting now also works for spellbooks -- multiple class descriptions updated to better reflect HC+ changes -- minor model reworks. model for m'hael/elder cockatrice and thorium golem added -- added an effect icon to the UI when Ninja's Lethal Strike is unlocked -- tweaked the Gnomish Bazaar exit to require levers again to reduce the possibility of gnomes going insane without the player's fault -- fixed a bug where Barbarian's effects wouldn't work properly for multiplayer clients (thus the mechanics changes) -- fixed a bug where the Arbalest Fear CHR bonus would not apply correctly to certain enemy types -- fixed a bug where the Arbalest Fear CHR bonus would apply to any projectile as long as the Arbalest is held during hit -- fixed a bug where Ancient Raiders and Ancient Knights didn't drop items -- fixed a bug where the XP share range was capped -- (probably) fixed a bug where Ninja's lethal strike wouldn't work for multiplayer clients ======= VERSION 2.3 ======= - class balance changes -- Warrior: Added Taunt mechanic --- Warriors unlock the ability to taunt with LVL 15. To trigger, hit a charged attack on an enemy while sneaking. --- Taunt attracts enemies and locks their aggro onto you --- Taunt cooldown is greatly reduced if no other enemies to attract were nearby # the implementation is awkward due to technical reasons (don't have time to figure out new keybinds). tip: attacking while holding sneak doesn't really do anything, so if you want to avoid taunting during a stealth attack, stop pressing sneak before you attack -- Ninja: Added Lethal Strike --- Ninjas unlock Lethal Strike at 100 Stealth and LVL 75. To trigger, hit a charged backstab while using the Dash spell. As a result, you will deal immense damage to the target. -- Healer --- No CON growth and starting CON --- Appraisal slightly buffed --- Spawns with priestly miter --- Healing and Cure Ailment are now innate spells - mechanic changes -- Legendary Mace Bonus --- Now does not inflict paralyze on already paralyzed targets # This would reset the paralysis timer and unintentionally "wake up" many mobs by inflicting a shorter paralysis -- Charisma Fear Bonus --- Once a player's LVL + (unmodified) CHR adds up to 125, the modified CHR is added to the Fear duration again # inflicting Fear is useful but there wasn't really a satisfying sense of progression with the mechanic where having higher CHR really fellt like it mattered --- A third of CHR is now added as ticks to the Fear duration as opposed to all of your CHR - for ranged, your DEX value is added, and for melee, your STR value is added as duration ticks. --- Backstab Fear duration bonus increased by a factor of x1.2 # Those changes are supposed to make the Fear duration worse for stealth classes like the Rogue when fighting head on - but buffed for backstabs --- The Fear cooldown is now the Fear duration times 2 # You could get really long Fear durations and with a cooldown of a mere couple of seconds, this mechanic would trivialize encounters against strong enemies. --- Required CHR to LVL ratio to inflict Fear on skeletons has been increased to 65 %. # Since skeletons appear in late game, it seemed weird for non-CHR builds to be able to inflict fear -- Charisma Regen Bonus --- Now only active when the ally has more than 50 % of its health -- *NEW* New Legendary Leadership bonus --- Legendary Leadership now adds a damage cap mechanic ---- Allies can't get one shot - when damage exceeds current HP, their HP is set to 2 instead ---- Below 1/5th of their MaxHP, any damage is capped at 1/2 of their current HP ---- At 2 HP and lower, any damage will be capped at 1 DMG - unless it's more than their Max HP # This new mechanic is supposed to give more leeway when trying to play a follower build, giving the player a chance to heal & save them without having to babysit them non-stop. - item changes -- Other than being fixed, the Valkyrie's Veil is slightly nerfed. But now, casting speed scales with enchantments indefinitely. # if you actually put everything into the Veil, it becomes really stupid and funny at some point - map and monster changes -- Trolls in the Labyrinth have been replaced with Sand Trolls, using a new model # They are strong, watch out -- Bugbears in the Ruins have been slightly buffed # Seemed a bit underpowered -- Reused the new Baphomet Exit from Vanilla for a transitional map between Underworld and Hell # In my opinion, it's better to have a little bit of downtime before entering the hectic Hell because it forces completely different gameplay -- Vampire Assassins now have 75 STR as opposed to 55 # To be more lethal against low CON builds -- Samwell the digger in Minetown now only has a 10 % chance of spawning a tinkering kit -- slight changes to the Gnomish Bazaar to reduce cheese potential -- players in the Ancient Tomb are unable to die # this is to counteract some Ghost related cheese -- Bram's Castle monster power level slightly increased, can't levitate over the chasm in the spawn room anymore # the level didn't feel threatening enough compared to the floors surrounding it -- Added additional monsters spawns to the Herx fight -- Moved the pedestal in the Gnomish mines # this removes some pathfinding issues -- Added a portal back to invaded Hamlet during the end sequence of the map # since there are Incubi, it's possible for your weapons to get stolen and carried away - fixes and QoL -- Goatmen in Hell being Lesser Goatmen again has been fixed -- lesser shields now don't allow leveling past 80 for timing counter attacks -- non-shield offhands now don't allow leveling past 20 as intended -- the new vanilla shield durability mechanics now work properly -- Valkyrie's Veil's casting speed reverted to appropriate speeds after something went wrong in the calculation ======= KEEP YOUR SECRETS UPDATE ======= Ported to 4.3 Keep Your Secrets - mechanic changes -- Blocking: Hybrid between the new blocking mechanics and HC+. Off-hands don't skill past 20 and you still need advanced shields to level past 80. -- Charisma bonuses are now properly affected by items modifying the Charisma stat -- Fear inflicted through the Charisma bonus now plays a sound effect -- Spellbooks not crumbling is removed - HC+ uses the new vanilla mechanic now -- Levitation doesn't cost 15 MP to cast anymore - we embrace the new vanilla mechanic (to be adjusted, if needed) - item changes -- Khrysalaketos: With Legendary Ranged skill, Khrysalaketos now shoots 2 special arrows # this started out as a bug but I found it cool so I kept it lol -- Ring of Strength now also increases throwing weapon velocity # to make for a more consistent mechanic -- Ring of Teleportation now teleports you in set intervals # ditto - map and monster changes -- added a bell and a second exit to the Sky Town city hall - miscellaneous changes -- parts of the HUD now have a reddish instead of a golden hue # this is for the sole purpose of making it easier to discern HC+ footage ======= OCTOBER 2024 UPDATE ======= - class balance changes -- Accursed: The last and second to last stages of hunger give you a mighty STR and DEX boost instead of weakening you # I found it more interesting to turn hunger into a double-edged sword for the Accursed, also giving them some flexibility to deal with hunger issues -- Accursed: Spawns with Hunger Stone --- Hunger Stone: When empty, it stores hunger satiation. When full, it gives it back to the player using it. Can only be used above/below a certain satiation threshold. # A complaint regarding the Accursed was the class' low viability in multiplayer settings where certain races-class combinations would find it near impossible to stay satiated. The Hunger Stone was conceptualized to add some party resource management. - mechanic changes -- Spellbooks now don't disappear when broken # It's frustrating for players who want to enchant a book as their main weapon to have it crumble and disappear due to bad RNG -- Extent of the PER based sniping bonus is now also tied to the Ranged skill # Disregarding the ranged skill at all yet dealing massive throwing weapon damage didn't feel right -- Cap weapon skill gainable on allies at 40 # with the CHR ally regen bonus, this became an obvious, lame and sluggish way to level up your weapons -- Slowing duration on dash backstabs increased -- Attacking dummy bots will now allow you to speedlevel melee weapon skills in exchange for durability. Leveling boost with unarmed or artifact weapons is capped at 20. # gives tinkerers some extra utility and adds use for throwaway weapons, especially late game -- Fear inflicted through CHR has its calculation reworked --- You can start inflicting fear on charged hits once your current LVL + CHR value hit 10 --- Whether you apply Fear is now dependent on your CHR relative to your current level, on a monster type basis ---- Examples: To apply Fear to a rat, your CHR value must be at least 50 % of your LVL (say, 7 CHR at level 14). For a Cockatrice, it has to be at least 73 % (say, 59 CHR at LVL 80). --- Now doesn't lock out from additional CHR fear infliction for a flat 10 seconds but for the fear duration + 3 seconds. ## Streamlining the mechanic a little bit - item changes -- Parashu slow nerfed from 2 to 1 second ## Since Parashu's RNG has effectively been removed at 100 axe skill, this change makes the weapon less of a free kiting tool late game and requires more consistent attention - map and monster changes -- Replaced Sokoban with the Ancient Tomb # Sokoban grew stale in my opinion so here's a new benign challenge level for you to earn your Djinn's Brace -- Decreased Insectoid Squadron Leader XP gain # Gave same as Raider despite being weaker -- Swapped Ancient Raider and Ancient Knight XP gain # Raider gave more XP previously but this just clashes with player intuition since the Knight appears later - fixes and QoL -- Fixed the "You hit a long-range shot" message only playing for host (and whenever a client hit a shot) -- Fixed the Conjurer skeleton having a life saving amulet at a certain rank -- Fixed the last purple orb in Invaded Hamlet being retrievable -- Changed it so purple orbs don't need to stay on the pedestal to keep the secret merchant areas open -- Tweaked the Gnomish Bazaar to avoid gnomes attacking the human prisoners, thus causing havoc without the players' fault -- Added main menu banners for the holiday themes ======= SEPTEMBER 2024 UPDATE ======= - race balance changes -- damage tables adjusted --- unarmed is now only weak vs trolls, slimes, shadows, mimics and automatons; it's also quite strong vs the bosses now # unarmed is an underwhelming weapon type in general, this change is to make it only uneffective in the most intuitive cases. --- goblins are now slightly resistant to all melee # as a melee-focused race, it makes sense for goblins to be a bit tougher at close-range --- goatmen are now resistant to all melee except polearms; less susceptible to magic by 10 % # same reasoning as goblin - here the damage tables didn't reflect the goatman's specialization properly, also they took the most exta damage from magic (70 %) with little to outweigh it. --- automatons now have 50 % ranged resistance # intuitive buff for a race that otherwise has only weaknesses as far as damage goes. --- vampires are now weaker against melee # small intuitive nerf to vampires --- succubi are now weaker against melee # see vampire - class balance changes -- Barbarian and Ninja stat growth swapped # doesn't it make more sense for the Barbarian to be the class with CON growth? and less CHR? seems like both a balance and intuition adjustment -- Arcanist: spawns with new Arcane Arrows, which apply Arcane Mark # to give the Arcanist added support capabilities and aid him in early game where ranged resistances are abundant -- Barbarian: spawns with new Ring of Rage item and Potion of Strength --- Ring of Rage: buffs strength potion effects, giving more STR, giving CON and lifesteal on enemy kills. downside: you lose HP while under a strength potion's effect and health potions are weakened # a fun rework that fits with the classic Barbarian archetype -- Brewer: starts with healing, paralysis and strength potions. Spawns with additional empty bottles. Spawns with 10 fewer Alchemy skill points, gains Hazard Goggles # the Brewer is supposed to get creative with having access to many potions early on, but access to really good potions is luck based. this should give him a bit of early game consistency. Also, the addition of goggles will make him good against firestorm gnomes. More empty bottles = more opportunities to get early water -- Conjurer: conjured skeletons get 1.6x EXP; life-saving amulet removed # the Conjurer never scaled properly in HC+, this should make him viable again -- Merchant: starts with a Purple Artifact Orb # this gives the Merchant access to some secret parts of the game - his new class gimmick -- Rogue: starts with 30 sword and 30 ranged as opposed to 25 # slight buff to his stats -- Rogue: now has bear traps and daggers # items moved from Ninja to Rogue -- Ninja: starts with 20 ranged as opposed to 40 # the Ranged skill of the Ninja probably reflects his proficiency with throwing weapons. Imo 40 is too big of a boost for a damage type that is quite crazy due to its later legendary bonuses. In the end, the Ninja should be more incentivized to be a melee build - this is also a shadow buff to the Rogue -- Ninja: PER and CON growth swapped, spawns with 2 PER instead of 1 # why does the fragile assassin level CON? Give him PER to make use of the new sniper bonus -- Ninja: no bear trap and daggers, has 1 crystal shuriken and potions of confusion now. # fits his glass cannon DPS archetype more - map and monster changes -- mine to swamp miniboss harder, caves to citadel miniboss harder # I found The Jibster and Deekin to be a bit underwhelming -- you can't reach the Minetown miniboss anymore by digging through the exit room # was a bit too simple for my taste -- Minetown always spawns # not getting minetown is just too big a disadvantage in its current state, it messes with the entire run imo -- swamp to labyrinth miniboss drops potions of strength # just to add another opportunity to get some strength potions -- increased power of Mystic Library humans # to make them not cannon fodder -- stealth hunters (invisible levitating skeletons with hunting arrows) and blinders (inviisble skeletons throwing blindness potions) added to the Underworld # I wanted the Underworld to be even more messed up -- certain monsters will now relentlessly chase players (imps in Haunted Castle, vampire assassins and The Jubster; also floor 41 of Hell) # when fitting, I decided to make monsters actively engage the player on the entire map -- in SkyTown, killing guards or the mayor will now spawn SkyTown Deathbringers who will hunt players relentlessly # to incentivize a more stealthy or peaceful approach to the first segment -- Vampire Assassins spawn in invaded Hamlet # to add some challenge -- Baphomet now fires poison and bleed projectiles alongside fireballs # Bapho's projectiles were kind of weak compared to everything else that's going on in the fight so now he basically spawns 3 projectiles at once, all inside each other -- lava boulders in the Baphomet fight deal much higher damage now # just to give you another reason to cry -- Erudyce's missile barrage is faster; Clones of Orpheus now appear when you kill Erudyce first; curses will annoy you during the fight # To spice the fight up -- You can now always find a Spellbook of Teleportation on the Underworld start island # Due to there being more monsters, it seems to occur at times, that the shrines can't teleport you due to the destination being blocked my monsters. If they don't/can't move away, you are kinda softlocked. Giving players the opportunity to learn teleport (if they haven't yet) alleviates this. - item changes -- adjusted spawn level of life saving amulets # life saving artifacts were too plentiful in my opinion -- buffed the artifact weapons --- Gungnir and Parashu effect chance to scales from 0 - 100 % like Dyrnwyn --- Gungnir AC pierce increases at 60 polearm skill (70 % pierce) and at 100 polearm skill (90 % pierce) --- Sharur now returns your MP for every spell costing less than 6 mana and returns half your MP for all other spells --- Sharur lets you snap out of sleep and fear (because his voice is so grating) # the artifact weapons were not a satisfying in HC+ before, now their abilities should feel more useful -- potions of strength increase throwing weapon velocity # just for fun - spell changes -- strike spell buffed, bonus damage dependent on unarmed skill # this spell is not worth standing in place for 2 seconds, maybe like this it'll have its niches - miscellaneous changes -- enemy INT now affects their spell power - adding INT/2 to damage # basically this means magic monsters can now be QUITE strong -- the ranged armor pierce chance dependent on perception now goes up to 100 % # PER is bad enough anyway, give it a buff -- added a sniper bonus to ranged and thrown weapons, based on PER and range (excluding bosses) -- chakrams and shuriken have an increased sniping bonus -- daggers and tomahawks can, starting with 60 stealth, inflict root upon backstabs -- boomerang will always root at a certain distance, root duration scales with distance -- boomerang return speed scales with range (caps at 3 seconds, like vanilla) # this adds yet another use to PER which rewards positioning -- added CHR based fear - if your CHR is high enough, charged hits inflict fear. Whether it works and duration is based on your CHR and their stats. Backstabs always give duration bonus. -- it also works on ranged, in this case, however it's an Arbalest only bonus. Whether it works or not is also based on ranged skill here. -- added regeneration to followers based on CHR and leadership. Notes: The buff only applies to monsters that aren't much stronger than yourself and only if you have more than 1/4 of your HP. # CHR is also an underwhelming stat, with this perhaps it'll have more value -- attacking during dash now gives you a damage bonus -- unlocked at 60 stealth, hitting a charged backstab during dash inflicts extra damage, root and slow # thought it'd be fun -- maximum attainable MP regen increased # because it's fun to stack MP regen -- golems and cockatrices are protected from Domination starting with the Citadel # if you manage to dominate many of these guys, it's basically GG. this change should make it less of a cheesy strat and make the Caves an important place for you to collect golems and cockatrices if you want to do that. -- Hell is now redesigned, adding a large version and a wave based arena! # to make it a bit more interesting -- taking too long at the Baron Herx fight will now not spawn monsters but send you 20 floors ahead, straight into Hell # this should equal death but IF you beat the game like this, consider yourself a GOD - fixes and QoL -- hell was redesigned due to performance issues -- added a warning when Levitation is running out -- fixed a bug where a multiplayer client's appraisal would be set to 0 due to faulty map scripts -- crashes and inventory saving issue in SkyTown fixed -- fixed the SkyTown gates not being interactable with Interact Aim Assist disabled -- fixed the Reflect Magic spell crashing the game -- removed enemies wielding the fear spell since it caused crashes in combination with reflecting -- added an alternative version of Ozyx' Domain without voice acting. simply rename the file called "fskincustom_novoice" to "fskincustom" and backup the original if you want to switch back.