Full notes
Full Horripilant update
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What changed
- UI and audio
- Performance
- Gameplay
- Store
- Balance
- Fixes
Version 1.3.3 is now LIVE
✨ What’s new?
Czech is now fully supported! Thanks to Martin Roháček & Semdva!
UI
The Defy Death now shows an icon next to the health number to show when it has and hasn’t been used.
Supporter Edition
Benny from Bunny Hill joins the base Supporter Edition Pack!
Check out Bunny Hill from DogmaQuest here!
⚙️ Changes
General
Changed an extremely computationally expensive shader for a much cheaper one in the ending sequence.
Now prompting users to retry saving the game if the game fails to save while exiting to desktop or main menu.
Credits can now be skipped if they’ve been viewed before.
Made the web inside the hole in the green room get broken faster (0.5s vs 1.0s) to match other webs speed.
The skill tree now prevents you from spending Hemalith and commiting to Rebirth if you cannot afford to purchase the first skill.
Combat
Boon autopicking now prioritizes boons that aren’t self heal / familiar heal.
Leftover Scraps boon autopick on run start now prioritizes boons that aren’t self heal / familiar heal .
Rebirth
Stock Pile
Base Price: [c]150H[/c] → [c]50H[/c]
Weak point related upgrades felt very expensive and were underutilized by players, with these changes, I want to make them relevant and affordable to make them a decent investment without preventing players from unlocking other more useful skills
Eagle Eyes
Base Cost: [c]5H[/c] → [c]10H[/c]
Cost Exponent: [c]2x[/c] → [c]1x[/c]
Multiple Hits
Base Cost: [c]5H[/c] → [c]10H[/c]
Cost Exponent: [c]2x[/c] → [c]1x[/c]
Greater Combo
Cost Exponent: [c]2x[/c] → [c]1x[/c]
Proactive
Base Cost: [c]50H[/c] → [c]5H[/c]
Cost Exponent: [c]3x[/c] → [c]2x[/c]
Powerful Strikes
Base Cost: [c]100H[/c] → [c]5H[/c]
Misc
Fixed typo on the french skill that keeps more meat on familiar impale.
Fixed some sound effects not having correct frequent sound override in the last encounter.
Updated credits.
Migrated to Godot 4.6.2
🐛 Bug Fixes
The code shown above the well is now kept being shown upon leaving/going back into that room.
Fixed the Frequent Volume slider not being focusable via controller input.
Controller now grabs focus of the end of run button upon leaving the pause menu.
Controller now doesn’t get its focus stolen by dialogue on end of run screen.
Changed boon autopick logic to prevent selecting from an empty list and crashing the game.
Now grabbing controller focus of inventory on pause exit.
Now grabbing controller focus of map on pause exit.
Now grabbing controller focus of inventory select on pause exit.
Fixed inventory items hover misbehaving.
Now correctly calculating Rage damage multiplier.
Material’s click power’s top right display in materials now show their boosted value correctly.
Now correctly resetting other saves consumables going over to a new save.
Source
Changelog.gg summarizes and formats this update. How we read updates.
