In this update3
Full notes
Full Infinicrypt update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Balance
- Fixes
- Performance
Infinicrypt changes
Additions
Resized the game window to be in a proper 16:9 ratio, removing black bars. This was a seriously huge undertaking, so I hope y'all like it!
70+ new rooms added to the dungeon environment
Multiple floor events completely overhauled:
Roving Patrols event
Max Patrol limit doubled
While out of combat, patrols will continue to move around and spawn in without the player moving between rooms
Slimes will never appear
Added new music
Total Darkness event
Assassins start invisible and are always active
Assassins spawn much more frequently
Boundless Halls event
Added new music
Slime Takeover event
All combats are slime combats
All patrols are slime patrols
Harder slimes can show up earlier
Toxic Fumes event
Poisonous gas occasionally spreads around the dungeon
Added Zombie Assassins, whose serrated blades causes more Daze than other attacks
Added some new items
Torchflower (General) - All burn effects burn faster
Hatchet Hurl (Knight Skill) - Throw a bunch of hatchets into the air. Leveling increases the amount of hatchets and the speed you throw them
Whirlwind (Knight Skill) - Spin around, slashing enemies around you. Leveling increases the speed and duration, eventually allowing you to fly!
Spellshield Signet (Wizard) - Consumes mana to block incoming damage while channeling a spell
Draught of Lethargy (Rogue) - Chance on hit to throw a draught that slows enemies
Lightning Step (Rogue Combo) - Blip forward, zapping all enemies in your path. Leveling increases the distance and applies conditions to you and your foes!
Changes
Floor event chance increased (3% -> 10%)
Updated several room tiles
All rooms slightly enlarged
Sawblades are now split into two types: triggered and continuous
Sawblades can hit enemies multiple times per move
Sawblades enemy damage decreased (12 -> 4)
Flamejets can hit enemies multiple times
Flamejets enemy damage decreased (16 -> 4)
When choosing rooms, the weight of the chosen room is reduced (i.e. it is more unlikely to run into two of the same room on the same floor)
Moved around what floors certain enemies will appear at. (This shouldn't affect too much of the progression, but it does push some rather strong enemies like Zombie Banshees further back in the progression)
Skel Knight moved to floor 2
Skel Clubber moved to floor 3
Skel Mage moved to floor 3
Skel Longbowman moved to floor 5
Skel Shielder moved to floor 6
Skel Royal Guard moved to floor 7
Zom Assassin added to floor 2
Zom Brute moved to floor 3
Zom Banshee moved to floor 5
Zom Spewer moved to floor 6
Zom Revenant moved to floor 7
Ratfolk Trapper moved to floor 2
Ratfolk Swarmer moved to floor 3
Ratfolk Hunter moved to floor 5
Ratfolk Swordsrat moved to floor 6
Ratfolk Fumigator moved to floor 7
Green Slime moved to floor 2
Big Green Slime moved to floor 3
Yellow Slime moved to floor 5
Big Yellow Slime moved to floor 6
Red Slime moved to floor 7
Skeleton Mage Ground Bones now need Line of Sight to the next bone in the sequence
Improved the Lich's phase 2 animations
Skeleton Blazer attack cooldowns increased
Detonation Lvl 5 size increased (+25%)
Detonation burn stacks reduced (10 -> 4)
Detonation gains +4 bonus dmg for every three charges
Removed delay before Detonation's first charge
Merchant music won't play on any boss floor
Increased the length you need to hold to skip the ending cutscene
Updated several spell effect descriptions to show which are charged/channelled
Fixes
Enemy gibs are no longer defaulted to a single sprite
Removed an invisible wall in the Bonelord's arena
Improved the Bonelord's Detonate spell targeting to prevent attacks from being spawned outside of the room
Enemy effects were still visible when the enemy was invisible
Changed how trap systems handle signals, making traps turn off if the trap system is turned off
Removed some debug text for the final exit portal
Fixed an issue that caused the Lich's phase 2 death ray animation to not play properly
Fixed an issue that made ending cutscene handlers visible
Removed some debug text from readable notes and tablets
Fixed an issue that caused notes and tablets to not save their rotation after leaving a room
Fixed a bug that caused patrols to stop spawning if all patrols were cleared
Removed soulful overlay from bone piles, the Bonelord, and the Bonemass
Removed some unnecessary logging which should lighten up the burden on disk writes
Removed the ability to pause during the ending cutscene which could lead to a crash if reloading the save was attempted
Fixed an issue that caused the Rogue Dash Style setting to not affect to Daring Leap
Coins will slide towards the player if outside of the room
Improved debris spawning to not be so grid-locked
Removed review text on the main menu in violation of Steam ToS (woops)
Source
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