In this update15
Full notes
Full Ghoul Smash update
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What changed
- Performance
- UI and audio
- Gameplay
- Balance
- Events
Ghoul Smash changes
Ghoul Smash v0.8.1.0
This update features a plethora of changes featuring smoother combat, item rarities, new art, and effects, and more! This update will forcefully delete your existing save to ensure no crashes happen. Expect more save wipes whilst the game is in development.
Additions
Demo Expansion
The Demo Version of the game is now 4 levels longer, allowing you to play around with Tier 3 items and equipment!
User Interface
The UI has been changed significantly, much better than before!
Equipment
30 New Items and Equipment added, alongside new skills and combinations.
Crafting Materials
Confluence Orb – Rerolls an Item guaranteeing it to be at least Magic rarity.
Gold Confluence Orb – Rerolls an Item guaranteeing it to be at least Rare rarity.
Astral Confluence Orb – Rerolls an Item guaranteeing it to be at least Astral rarity with high-tier Affixes.
Augment Orb – Upgrades a Magic item to Rare adding an additional Affix.
Gold Augment Orb - Upgrades a Magic item to Rare adding an additional high-tier Affix.
Awakening Orb – Upgrades a Rare item to Astral adding an additional high-tier Affix.
Player Art
The Small Combat Player appearance changes now depending on the items and equipment you’re wearing. Similarly to the large player model.
Equipment Changes
Infused Equipment
Equipment now has a chance to drop at different rarities: Magic, Rare, Astral, and Legendary.
An item can only have one affix of each type on it. (No duplicated affixes)
Magic Equipment has 1 Affix.
Rare Equipment has 2 Affixes.
Astral Equipment has 3 Affixes.
Legendary Equipment has 4 Affixes.
Combat Changes
Density
Enemies are now much less dense resulting in less directional changes and slowdowns. Enemies now have much more friction sliding around significantly less. Larger Enemies like the Skeletal Golem are unaffected by the Density change and remain dense.
Infused Enemies
Depending on Enemy Tier, non-boss enemies can now become either Magic, Rare, or Astral infused.
Infused Enemies have a higher chance of dropping additional crafting materials depending on their infusion.
Magic Enemies have 50% more Constitution, and Damage. Magic Enemies have +5% more base Drop Chance and drop 1 additional item.
Rare Enemies have 100% more Constitution, and Damage. Rare Enemies have +10% more base Drop Chance and drop 2 additional items.
Astral Enemies have 300% more Constitution and Damage. Astral Enemies have +15% more base Drop Chance and drop 3 additional items.
Atlas
The Eternal Battleground
Now has more detailed information regarding difficulty scaling.
Removed the infinitely increasing Atlas Tier system. Replaced with 16 Tiers each with their own set difficulty.
The Urwood now has an upgrade to add mini bosses to your area. Each mini boss has a unique drop and guarantees a reward on the Rare Drop Table.
Crucible
A new encounter has been added – Shadowfell
Each existing encounter has been adjusted to function similarly to Atlas Tiers within the Eternal Battleground. Currently I believe many of the encounters to be over tuned, beware!
Enemy Loot
Normal Loot
Enemies no longer drop Shards, Sparks, or Stars
The Amount of Crafting Materials dropped by enemies globally has increased by significantly.
Rare Drop Table
Charms have been removed.
Tier 0 Enemies no longer have a chance to roll the RDT.
Base chance to roll on the RDT is now 1 in 20,000 (Previously 1 in 5,000) and the effectiveness of Fortune has been
Source
Changelog.gg summarizes and formats this update. How we read updates.
