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Full Cthulhu's Reach: Devil Reef update
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What changed
- Performance
- Gameplay
- UI and audio
- Store
- Balance
- Fixes
Cthulhu's Reach: Devil Reef changes
Patch Update – Madness Ascending
Greetings, wanderers. A significant update has emerged from the eldritch depths—bringing profound changes to the Sanity and Sanity Curse systems, alongside critical stability improvements and new dark mechanics.
Major Features & Systems
Sanity & Sanity Curse System Overhaul
Replaced 10 old Sanity Curses with 15 new stackable Sanity Curses, dramatically expanding the dark bargains available
Sanity Curses are no longer removed when sanity is restored—your sins persist
Sanity now operates on an ascending system—the madness only grows
Sanity is no longer restored on level start or boss kills—manage your mind carefully
Overspending sanity is now always possible—if sanity reaches 0 when spending, you gain a new Sanity Curse
Sanity Curses now affect defense context, making defensive builds riskier under affliction
Added sanity volume fluctuation system with transition and variance parameters for more atmospheric audio
Removed purchase gates from incantation window and item pickups for smoother progression
New Astral Damage School
Introduced Astral damage school with complete damage calculation support
Updated damage flow to properly display Astral damage
Fixed Astral residue behavior on shotgun shells and rifle weapons
New Effects & Mechanics
Added "Signed" effect for Sanity Curse-based mechanics
Added green bottle graphic for sanity restoration items
New Sanity Curses
15 new stackable Sanity Curses replace the old. Each curse offers a powerful strength alongside a dangerous weakness:
Hydrophobic Paradox - Standing in water deals Psychic damage, but grants massive damage increase while submerged
Pyroclast's Oath - Lava burns you harder, but while standing in lava your Ignited explosions become devastating
Glass Cannon Pact - Permanently reduces max health, but grants huge damage boost when below 30% HP
Brittle Ascension - Enables fall damage, but jumping grants invincibility frames and increased jump height
Hemophiliac's Hunger - Bleeding effects last longer on you, but each enemy bleed stack increases your damage
Trapmaster's Bargain - Traps deal increased damage to you, but triggering them grants temporary damage buff
Melee Martyr - Take increased melee damage, but reflect a portion back to attackers
Kinetic Frailty - Kinetic damage vulnerability increased, but attacks gain bonus knockback
Psychic Vampire - Slowed effects deal double damage to you, but slowed enemies heal you when damaged
Occult Harvester - Occult damage vulnerability increased, but killing bleeding enemies drops sanity pickups
Critical Conduit - Take increased damage from critical hits, but your crits mark enemies to take amplified damage from all sources
Adrenaline Addict - Stamina regeneration delayed, but successful dodges grant stacking movement speed buffs
Chaos Ascendant - Attacks have chance to damage yourself, but all self-damage permanently increases your damage output
Blood Tyrant - Occult damage vulnerability increased, but killing bleeding enemies triggers Occult AOE explosions
Slow Burn - Burn effects deal increased damage to you, but all attacks gain increased Flamed chance and damage
Combat & Damage System
Added immunity filtering to damage calculation
Fixed damage percent modifiers to properly filter out "None" damage type
Improved damage calculation performance
Multiplayer & Networking
Improved network stability and synchronization
Fixed minimap synchronization issues
Bug Fixes
Fixed dagonite label not showing actual value at start
Improved level generator stability
Added door lighting for better visibility
The madness deepens. Will you embrace it, or let it consume you? - The Dev Team
Source
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