In this update9
Full notes
Full Lost To Riches update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey all! No playing around the bush this time, we've been gone a very long time, this has been a longer delay since last update, but it isn't without reason! Behind the scenes we've been hard at work adding in even more new features
What changed
- Gameplay
- Events
- Balance
- Workshop
- Compatibility
Lost To Riches changes
Codex
The codex system - called the Velvet Angel Files in game - is currently completed, the game tracks various statistics and displays them, on top of this, there are all sorts of lore entries to further develop the game's story.
In universe, the Velvet Angel Files is written from the perspective of Jeremiah T. Huckleberry, a demonologist investigating the slew of disappearances and strange occurrences throughout the Velvet Angel casino. Documenting the various enemies, weapons, and items you come into contact with.
There are four sections of the Velvet Angel Files, Weapons, Enemies, Items and Demonology 101. Int total, there is over 60 lore entries across all four sections of the Velvet Angel Files, explaining background details of the Velvet Angel, Moneybags, and how demons and hell works in the context of the Lost To Riches universe.
Weapons
Weapons display their exact stats, on top of this, they will also track an array of statistics from using that weapon:
Kills
Reloads
Bullets Fired
Times Selected from the Weapon Table
Enemies
Enemies will show how many of them you have killed plus how many elite variants you have killed, if applicable:
Items
Items will show an exact description of how the item works, on-top of how many times that item was collected:
Unfortunately, statistics are not retroactive and will need to be earned when the update drops.
Hard Mode Reworks
For a long while, I had been dissatisfied with the way hard mode was implemented into Lost To Riches; Initially on launch it was a half joke half jab at the expense of anyone who found the game too easy at launch, it has unfair enemy spawns and mild AI tweaks, which was fine until I added achievements to the game, which is when it really became clear that there was some room for improvement. So, that's exactly what this update is going to bring.
Hard Mode has been reworked, with a lot of new changes for the sake of making hard mode more distinct, while also providing a more fair and unique challenge for players.
Below is a list of changes that Hard Mode will be getting:
Enemies no longer gain buffs, only +1 to their max HP, with bosses receiving double health. Also +3 Move speed
Resonant Keys do not drop
Unique Spawn List for each room, no more Normal Enemies or Elite Enemy Spawn list
Eli will only sell one health item instead of a selection of items
Eli will also not allow you to Upgrade or Change your Weapons/Gloves
All rooms will have one extra wave of enemies, for every wave of enemies defeated, the next wave will spawn one extra enemy
You will only receive an Item for completing the first room of a floor
During testing, this version of Hard Mode was very fun, making the later floors much more hectic as they filled with enemies, and earlier floors requiring you to fully leverage the abilities of whatever item you were given at the start.
New Enemy
Exclusive to hard mode, there is a new mini-boss type enemy you will be facing, the Ninja Goon. Sporting a stylish afro and black bandana, they are a new enemy type that is capable at fighting both range and in close quarters, they also have I-Frames, just like you.
This enemy appears rarely, becoming more frequent in the VIP Suites, but they are very threatening and command your full attention in combat.
Item Drop Changes
The way items spawn has been changed somewhat, now, items are locked behind five different tiers, and each tier is unlocked after hitting a certain milestone. We felt it necessary to add more incentive to play through the later floors, especially after player feedback.
Below is a list of all the items and what tiers they are locked behind, as well as how to unlock them:
You'll also get to have a sneak peak at some of the upcoming items :)
Tier 1, "Hearts" - Unlocked from the start
Matchbox Jerrycan Thick Ink Weapon Workshop Kit Hefty Drill Secret Safe
Tier 2, "Diamonds" - Unlocked after defeating the first boss
Safety Mask Bullet Binding Ritual Boxing Gloves Stolen Valor Prop Population Ritual Golden Bullets Ghost Bullets
Mechanical Doohickey
Tier 3, "Clubs" - Unlocked after defeating the second boss
Chalky Tablets Smoke Bomb Gunslinger’s Pantaloons Chequebook L’il Prick Asbestos Suit
Ethereal Rodents
Fire Extinguisher
Tier 4, "Spades" - Unlocks after defeating the third boss
Finger Guns Bloodline Targe Monarch Killer’s Crown Divine Shield Loop of Death
Golden Armor
Anti-Venom
Blackjack
Tier 5, "Jokers" - Unlocks after defeating the final boss
Font of the Velvet Legion
Beating Heart of Capitalism
Controller Support
A lot of the issues with controller input have since been fixed, the game is much more responsive to controller input, with many sequences functioning as intended while playing on a controller. As of writing, all that is needed in regards to controller support is to patch all the old UI to work with controller and to add polish.
The Rest Of The Update
We have a lot more in the works, including a brand new game mode that we can't reveal more of at this time, we gotta keep some secrets in order to make this coming update and the full release of Lost To Riches truly special. But rest assured, this new game mode, combined with all that has been listed so far, along with a litany of bug fixes and tweaks, V2.4 will be a great update and a perfect one for Lost To Riches to launch with.
Rest assured, we're hard at work on the update, and we plan to get it out as soon as it's ready.
That's all we have for now, have a good rest of your day and/or night :)
Ethan
Source
Changelog.gg summarizes and formats this update. How we read updates.
