Full notes
Full Low Magic They Said update
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What changed
- Gameplay
- Balance
- Performance
- UI and audio
- Fixes
- Security
Low Magic They Said changes
π¨ NEW: Complete Visual Effects Engine
Status Effect Shaders: Implemented 20+ visual overlays for all game statuses including:
Poison, Burn, Block, Exposed, Open Wound
Shield Spikes, Deflective Aura, Bloodthirst, Battle Scars
Raging Fury, Battle Frenzy, Avatar of War, Ancestral Might
Rust Aura, Mana Drain, Fakeout, Blood Oath, Palace Training
Protection, Sacrifice, Wind Wall, Boneclad, Prestige Power, Scent of Blood
Impact Swoosh System: Added dynamic curved wind effects on hits that scale with damage
Auto-Removal: All visual effects now automatically clean up when statuses expire or entities die
Shader Cycling: Multiple status effects now elegantly cycle every 2 seconds
Note: Effects are being actively refined - expect visual polish in upcoming patches
ποΈ Little Palace Enhancements
Enhanced graphics and visual quality
Improved animations and transitions
Better atmospheric effects and polish
πΎ NEW: Slimescroll Enemy
π΅ Music & Audio Improvements
Expanded music library across multiple categories
Improved ambient sound systems
Fixed Echo Chamber relic sound system to use proper audio manager
Enhanced audio positioning and spatial effects
β‘ Enhanced Combat Visuals
Floating Damage Numbers: Repositioned and separated for clarity
Regular attack damage and lightning damage no longer overlap
80 pixels horizontal + 50 pixels vertical separation
Lightning Effects: Fixed Wrath Strike lightning to hit precise enemy positions
Blood Splatter: Improved positioning to hit torso area instead of feet
Random polar distribution within 60-pixel radius
Better visual feedback for all damage types
π Major Bug Fixes
Memorial Shrine Exploit: Fixed space bar spam allowing 50+ relic selections (Sorry Jack!)
Savage Instinct: Fixed card hanging when turn ended during discard selection
Wrath Strike: Resolved timing issues with lightning damage triggering
Block Shaders: Fixed removal when block reaches zero
Discovery Effect: Fixed UI hanging issues with await chains
Victory Loop: Fixed infinite battle victory detection when enemies died
Shader Artifacts: Cleaned up visual squares/lines in:
Palace Training (grid edges)
Sacrifice (spiral seams)
Bloodthirst (phase boundaries)
Boneclad (square geometry)
β¨ Polish & Quality of Life
Improved shader transparency and color consistency
Better visual feedback for status applications
Enhanced combat hit feedback with multi-layered effects
Smoother transitions between visual states
Performance optimizations for shader systems
Console debug improvements for effect tracking
π§ Technical Improvements
Implemented defensive programming patterns for async operations
Better signal management preventing memory leaks
Improved node cleanup on scene transitions
Enhanced error handling in visual effects systems
Optimized shader overlay management
Known Issues: As this is an active alpha build, some visual effects may exhibit minor artifacts or performance variations on different hardware configurations. We're continuously monitoring and refining these systems based on your feedback.
Source
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