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Full GUILT: The Deathless update
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What changed
- Gameplay
- Balance
- Performance
- Maps
- Server
GUILT: The Deathless changes
Hello Threadbearers,
This major update adds new equipment affinities, item level upgrades, new equipments and enchantments, quality of life features, and much more.
New Affinity progression system:
All armor now falls under one of five Affinities. You’ll receive powerful bonuses for focusing on specific Affinities (you can track your progress in the Affinities tab in the inventory). This system is designed to make equipment choices more meaningful and to better reward specializing in certain enchantments and modifiers.
Steam post image Item level upgrades:
Gear progression has been reworked so every piece of equipment now has an item level. Higher-level equipment has stronger damage, defense, and affinity values. Use rare Slag items to upgrade the item level of your existing gear, or delve deeper to discover higher-level drops. This is meant to make late-game loot more meaningful, since you can now find items that are significantly stronger than what you’re currently using.
New content
New Affinity progression system: All armors now fall under 5 "Affinities"
Item levels: Every equipment has an item level
New Dungeon Gate models: Every dungeon door/gate model has been beautifuly redone
2 New Mods/Enchantments (Glass Cannon, Heavy Attack Mana Charge)
4 New Armor Sets: Shattered, Burdenless, Mana Weaver's, Lash
Inventory Sorting
Floating enemy health bars
Gamepad Vibration
Support for Steam Cloud
New item level upgrade items: Slag items increase the item level of any equipment
Tweaks to fate wheel major nodes
Fixes/Tweaks
Huge upgrade to the latest version of Unity (8+ year difference!)
General "spring cleaning" of the game project
Improved gamepad On-Screen-Keyboard
Squashed several minor bugs
Minor performance improvements
Other fixes and tweaks
Developers note. What's next for GUILT?:
Hi everyone, and thank you for your patience.
This is the first major update in a new phase of GUILT development as we ramp up toward full release (hopefully next year). We’ve mentioned before that updates slowed down while we were shipping our other game, Blood Typers. Now our focus has shifted fully back to finishing GUILT, so you can expect larger updates much more frequently.
Some of you may be wondering: “Why no new level content? Where is Act 4?” Our priority right now is making sure the game’s core systems are in the right place before we add major new story or level content. The current three Acts (plus New Game+) already give us a strong baseline for progression, so we’re focusing on finalizing core gameplay first.
There will likely be major changes soon to how Acts and Dungeons are structured and developed. After that, we’ll begin releasing more level and story content at a faster pace. We’re very excited about what’s coming next. As far as Roadmaps, we can't offer anything concrete, but here's a breakdown of all the major features and systems we want to explore as soon as possible:
Major overhaul of world map traversal and progression. It's a mess.
Overhaul dungeons and dungeon generation. Make dungeons less linear, improved tooling to craft more unique dungeon layouts and encounters.
Huge improvements to networking and server connection sytems.
Overhual the spell system, spell crafting/upgrading.
More online player interactions.
Then, Act 4.
Please let us know your thoughts, and consider joining us on Discord to help vote on new features and offer feedback. Super special thanks to our community and everyone that continues to support us. Steam post image
Best, Outer Brain Team
Source
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