In this update2
Full notes
Full Golden Krone Hotel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- Events
- UI and audio
Golden Krone Hotel changes
This update includes full Steam Deck support including achievements, solid controls, and controller rumble. Golden Krone Hotel already played well on controller and it's now a great fit for Steam Deck. The only known issue: there's occasional lag in some areas with a lot of monsters or animated tiles; I hope to address this in the future.
A new branch, 3 new spells, and 5 new monsters have also been added.
Significant changes were made to the game's overall strategy, which now makes it easier to plan out your run but trickier to kill later bosses (which previously felt a bit too easy). Read on for even more...
If you're keeping track, this is the 5th major update since I claimed I wouldn't update the game again. Woops.
Major changes:
Steam deck support
Controller rumble
- New branch DUNGEONDodge spikes while facing a new human boss. This is a random swap out for Library.
5 new monsters including...
- Jestera new vampire that jumps in a knight's move and attacks with poison knives causing Hysteria
Bishop: a high level vampire that has a large area charged attack
Floating Eye: another monster that can cast GAZE, but only if its eyelid is open
- Championa new mid level human with a charge attack
Vortex Solomonar: a Solomonar variant that casts VORTEX
New spell TOUCH: a single use spell that deals 50% of a monster's HP and heals your HP/MP for that amount
New spell EXECUTE: kills an enemy below 30/50/70/90% HP (based on spell level)
New spell HONE: grants stacking Clever bonuses
The Hotel Map now shows the ring contained in each floor you've discovered
Hotel bosses now get bonus stats for every ring you've acquired (5% health, 2 strength, 1 intelligence)
Some of the harder bosses have been made easier, initially, to compensate for ring bonus stats
New item: Hotel Map, which populates the location of all floors and rings on your Hotel Map menu
Clarity has been added to monster descriptions, particularly around hit chances. Hit chances are also shown when you miss an attack. Thanks to redxaxder for some calculus wizardry on this!
There's now support for win streak tracking in the Disguise menu (optional), morgue files, and leaderboards
Added some holiday event art and added an option for it (you might have to manually enable it if you're interested)
Other changes:
Added juice to Level Up and ring menus
Some crates now have gold in them. They have a different sprite to indicate this, so while there's now incentive to destroy some obstacles (we know you love to do it) you don't have to waste your time when there's no reward
Overall gold generation has been cut down dramatically.
Gold drops are now based on monster XP level rather than a weird calculation based on floor number
Right click now closes menus
You can now examine tooltips using keyboard/controller
Added Examine controls on disguise menu
Added Examine button to main UI
Abilities are now listed on monster descriptions
Vague threat levels removed from monster descriptions
Monsters now try to avoid damaging tiles when wandering
Player accuracy raised by a single point, making it overall easier to hit things
It's also now very slightly easier to hit things with revolver
Added option to "relock" all unlocks
Full potion menu now accessible from Quick Potions menu by hitting the same key
Out of depth monster generation has been tweaked, hope you brought
Source
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