Patch 1.3.0 Hey everyone, thank you for supporting my game! This patch is earlier than planned but it feels finished and has been tested enough to be released.
Full notes
Full Crimson Night update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition1 change1 removal
Events
Balance
addedPatch 1.3.0 Hey everyone, thank you for supporting my game! This patch is earlier than planned but it feels finished and has been tested enough to be released. It has quite some good changed to the system to make the game more fun. NEW: - Ranger Class (cost: 50 Moondust) - Jester Class (cost: 400 Moondust) - Drowned and Divine Race! (Cost : 100 and 250 Moondust) - Alchemist and Chest Wave Events! (Cost: 50 and 75 Moondust) - Added fullscreen effect for having 5 and 6 curse stacks indicating that your curse level is quite high - A popup gets shown now when a gained achievement unlocks something in the Unlockables of the Main Menu.
removedOverhauled: - Hidden status effect CHANGED from “decreasing chance of being attacked by 50%” to “Cannot be directly targeted by attacks.“ meaning that you can only get hit by splash or AOE attacks when hidden (this rule is exempt when only hidden targets are available or alive) - Saving an NPC in danger now only removes loot of 2 slain enemies while letting the NPC die will restrict the profession of that NPC to spawn the next day - Changed Initiative logic to continue from the last player who would’ve gotten a turn if the wave hasn’t ended. This makes Speed a less relevant statistic and make the game more fun for players with lower speed. - The “Doctor“ and “Chest“ event can spawn now in Act 3 - You can no longer buy items from Merchants if your inventory of that type is full.
changedBalancing: - Sorcerer: Twin Cast passive chance has been increased from 10% to 15% - Marauder: Increased damage of Split Void from 100% to 150% - Dragon Breath Amulet skill energy cost has been reduced from 2 to 0 - Buffed the Speed statistic by changing the dodge window increase per point from 1.5% > 1.75%. - Buffed Bulwark Tonic to now also give 2 turns of Resistance as well.
fixedFixes/Improvements: - Fixed bug where leveling said it costs 80 but 100 was charged - Made the lifesteal particle loop the dagger better around the actor - Fixed issue where the Broom Peasant in Act 3 would bolster 3 of the players instead of the enemies. - Fixed an issue where the speed calculation for evasion was actually 0.3636% per point instead of 0.4%. - Fixed issue where sometimes other clients were not being send to the main menu after completing the game (only the host did) Jester Preview: Steam post image Ranger Preview:
addedPatch 1.3.0 Hey everyone, thank you for supporting my game! This patch is earlier than planned but it feels finished and has been tested enough to be released. It has quite some good changed to the system to make the game more fun. NEW: - Ranger Class (cost: 50 Moondust) - Jester Class (cost: 400 Moondust) - Drowned and Divine Race! (Cost : 100 and 250 Moondust) - Alchemist and Chest Wave Events! (Cost: 50 and 75 Moondust) - Added fullscreen effect for having 5 and 6 curse stacks indicating that your curse level is quite high - A popup gets shown now when a gained achievement unlocks something in the Unlockables of the Main Menu.
removedOverhauled: - Hidden status effect CHANGED from “decreasing chance of being attacked by 50%” to “Cannot be directly targeted by attacks.“ meaning that you can only get hit by splash or AOE attacks when hidden (this rule is exempt when only hidden targets are available or alive) - Saving an NPC in danger now only removes loot of 2 slain enemies while letting the NPC die will restrict the profession of that NPC to spawn the next day - Changed Initiative logic to continue from the last player who would’ve gotten a turn if the wave hasn’t ended. This makes Speed a less relevant statistic and make the game more fun for players with lower speed. - The “Doctor“ and “Chest“ event can spawn now in Act 3 - You can no longer buy items from Merchants if your inventory of that type is full.
changedBalancing: - Sorcerer: Twin Cast passive chance has been increased from 10% to 15% - Marauder: Increased damage of Split Void from 100% to 150% - Dragon Breath Amulet skill energy cost has been reduced from 2 to 0 - Buffed the Speed statistic by changing the dodge window increase per point from 1.5% > 1.75%. - Buffed Bulwark Tonic to now also give 2 turns of Resistance as well.
fixedFixes/Improvements: - Fixed bug where leveling said it costs 80 but 100 was charged - Made the lifesteal particle loop the dagger better around the actor - Fixed issue where the Broom Peasant in Act 3 would bolster 3 of the players instead of the enemies. - Fixed an issue where the speed calculation for evasion was actually 0.3636% per point instead of 0.4%. - Fixed issue where sometimes other clients were not being send to the main menu after completing the game (only the host did) Jester Preview: Steam post image Ranger Preview:
Patch 1.3.0 Hey everyone, thank you for supporting my game! This patch is earlier than planned but it feels finished and has been tested enough to be released. It has quite some good changed to the system to make the game more fun. NEW: - Ranger Class (cost: 50 Moondust) - Jester Class (cost: 400 Moondust) - Drowned and Divine Race! (Cost : 100 and 250 Moondust) - Alchemist and Chest Wave Events! (Cost: 50 and 75 Moondust) - Added fullscreen effect for having 5 and 6 curse stacks indicating that your curse level is quite high - A popup gets shown now when a gained achievement unlocks something in the Unlockables of the Main Menu.
Overhauled: - Hidden status effect CHANGED from “decreasing chance of being attacked by 50%” to “Cannot be directly targeted by attacks.“ meaning that you can only get hit by splash or AOE attacks when hidden (this rule is exempt when only hidden targets are available or alive) - Saving an NPC in danger now only removes loot of 2 slain enemies while letting the NPC die will restrict the profession of that NPC to spawn the next day - Changed Initiative logic to continue from the last player who would’ve gotten a turn if the wave hasn’t ended. This makes Speed a less relevant statistic and make the game more fun for players with lower speed. - The “Doctor“ and “Chest“ event can spawn now in Act 3 - You can no longer buy items from Merchants if your inventory of that type is full.
Balancing: - Sorcerer: Twin Cast passive chance has been increased from 10% to 15% - Marauder: Increased damage of Split Void from 100% to 150% - Dragon Breath Amulet skill energy cost has been reduced from 2 to 0 - Buffed the Speed statistic by changing the dodge window increase per point from 1.5% > 1.75%. - Buffed Bulwark Tonic to now also give 2 turns of Resistance as well.
Fixes/Improvements
- Fixed bug where leveling said it costs 80 but 100 was charged - Made the lifesteal particle loop the dagger better around the actor - Fixed issue where the Broom Peasant in Act 3 would bolster 3 of the players instead of the enemies. - Fixed an issue where the speed calculation for evasion was actually 0.3636% per point instead of 0.4%. - Fixed issue where sometimes other clients were not being send to the main menu after completing the game (only the host did)