In this update2
Full notes
Full Black Dragon Mage update
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What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Events
- Fixes
Black Dragon Mage changes
Happy holidays! π
ππ² Improvements
New! AUTOMATIC COMBAT CONTROLS (Autocast)
You can already toggle Auto-Aim and Auto-Fire (Main Weapon) during a run using your hotkeys. The community requested to automate more of the combat, including the active spells.
In the settings menu (press Escape / Start in-game), you can now pick one of three control styles to suit your personal play style and accessibility needs:
Manual (default) - you cast spells using buttons/keys and have full tactical control.
Auto (new!) - spells are cast automatically, you only need to focus on walking/flying, calling your dragon at the right time, and dashing. Spells trigger whenever their cool-down allows.
Auto with manual Shield (new!) - spells are cast automatically, but you trigger your Shield spell (if equipped) using any of the spell buttons and keys (Q/E/R on keyboard or X/Y/B on controller). A blend of tactical flexibility and comfort.
Other improvements:
Improved visibility of hazards, boss attacks and generally any element able to hurt the player. Hazard areas are always on the highest layer and clearly visible.
Improved upgrade randomization logic.
Improved chest drop randomization logic.
Gold chests now preferably drop high value items, only drop common items as last resort.
Increased the range of applicable items for some perks, so you should see some more varied choices now.
Dragonfire Whirl (passive ability) does not require owning Pentagram spell first, enabling more builds.
ππ§ββοΈ Content
Added new high tier items to chests:
Ring of Blazing
Ring of Hail
Ring of Sparks
Ring of Velvet
Implemented quests & rewards:
Slay an Elite
Ice Damage Quests I-III are now also on the board, previously only as achievements
Unlock all Elemental Rings
ππ Balance
Picking up mana potions does not reset cooldown for all abilities anymore, it is now too OP in the context of higher upgrade stacking opportunities and modified game flow. Might bring it back as a skill tree option.
Scarab, Cacodaemon & Golems now also count for the Slay an Elite quest.
Made the first mosh pit a bit more noob-friendly.
ππ Bugfixes
Fixed visual artifacts related to player outline effect (when covered by own projectiles or hazard areas, the player character turns cyan-blue to help with visibility). This was causing issues with the pyramid boss and other elements, now it should render as intended.
Fixed: reward icon showed when abandoning a loot chest.
Fixed: map markers for events would sometimes be obscured by other UI elements.
Fixed: some edge cases could lead to level-up / loot procedure getting stuck.
Fixed: some UI scenarios using gamepad could lead to loss of input focus.
Fixed: some non-mob enemies would try to be respawned as mobs, that was awkward for everyone.
Various small bugs fixed.
ππ οΈ Under the Hood
Support added for larger currency amounts, as well as very large gold amounts
Savegame has been made more robust, with backups
What's Next?
I'm currently working on a per-character & per-dragon skill tree (metaprogression) so you can grow your might even more, between runs. The development focus is on giving you more to do and explore, now that we have a lot of systems to play with.
There will be new characters, enemies and weapons. And of course the third map, The Forge. I have some other plans and ideas that I'll reveal in January, too. The Hall of Relics will be updated to be less chaotic and quicker to traverse. Upgrades need more clarity on how they affect each stat.
Expect more updates soon after the holidays! Thank you so much for your continued support, feedback and words of appreciation. It means a lot to a solo indie dev.
Check out the roadmap for an idea of what's planned, but also feel free to drop me a comment or forum post on what you want to see next.
Source
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