In this update3
Full notes
Full Garden of Witches update
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Repeated intro
Greetings from Team Tapas!
What changed
- Gameplay
- Balance
- Fixes
Garden of Witches changes
First off, we are sincerely grateful to all of you for cherishing and supporting Garden of Witches until now. Your valuable feedback and opinions continue to be a great driving force that helps us to improve the game each day.
Over the past few months, we have been developing Epilogue 2 while refactoring the game’s code and making various adjustments to the systems in the game. As we took another look into our game’s systems, we were struck by several new ideas on how to improve the game. In particular, we explored ways to simplify the weapon, magic, and attribute systems while introducing a new structure that would allow each of Sil’s skills to be more clearly defined with a speciality.
After much contemplation, we have decided to first apply this new system by reworking the existing chapters before implementing it in Epilogue 2.
Due to this change in developmental direction, we will need to delay the Epilogue 2 update that was originally planned for November. However, with the overarching improvements to the game’s systems, we expect the final version of our game to offer a more enjoyable and polished experience.
Below is an outline of our major ongoing updates and our future development direction.
Existing System Overhaul and Structural Improvements
Weapon & Magic Rework and a New Add-on System (tentative name)
Our previous weapon and magic systems had distinct personalities but suffered from limited effective combinations. For example, Giant Scissors only performed well when paired with specific spells and lacked proper synergy with attribute based builds like the “Slash + Summon Doll” build.
To address this issue, we are simplifying the weapon, magic, and attribute systems while introducing a new system called Add-ons, which will offer more specialized build options. You will be able to equip up to three Add-ons to each spell and weapon during or outside a run. Add-ons come in the form of additional damage, supportive effects, and enhancements unique to each weapon and spell.
The effects of Add-ons will replace some of the skill enhancing functions previously offered by attributes and cards while also allowing for new ability and combination options. With the addition of the Add-on System, we expect players will no longer need to follow preset builds, and instead, be able to design and complete their own builds based on their own unique playstyle.
Below are a few examples of Add-ons.
Giant Scissors
#Scissors
Attacks enemies. After a fixed number of hits, the next attack will be a Critical Hit.
Base Stats
DMG: 🗡️200%
Attack SPD: 2 per sec
Range: 5m
CRT Stack Req: 2
CRT DMG Increase: 50%
Add-ons
Increase damage by 50%.
Critical Hit Stack Requirement -1.
Crit DMG +50%.
Increase Sharpness efficiency by 200%. All Sharpness is removed upon hitting with Scissors.
Attack SPD -0.5 per sec. Increase damage by 100%.
...
Ambush
#Spell, #CooldownSkill, #Cast
Moves behind the strongest enemy, before attacking all nearby enemies.
Base Stats
DMG: 🗡️400%
Cooldown: 6s
Cast Time: 0.5s
DMG Range: 3m
Attributes
Scissors: When Ambush inflicts a hit, 60% of Scissors damage is inflicted as additional damage.
Spell: Ambush Damage +30%.
Stack: Max Stack of Ambush +1.
Cooldown: Ambush Cooldown -25%.
Thread: Shoot 1 Needle at all enemies hit by Ambush.
Flower: When Ambush inflicts a hit, spawn 1 Flower.
Crow: When Ambush inflicts a hit, summon 1 Crow.
Blood: When Ambush inflicts a hit, spawn 1 Blood Clot.
Fire: When Ambush inflicts a hit, inflict Burn for 🗡️200% of damage.
Add-ons
Gain 50% Sharpness when
Source
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