Full notes
Full Monomyth update
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What changed
- Compatibility
- Maps
- Gameplay
- Balance
- Fixes
Monomyth changes
Hi, dungeon-crawling fans!
I have just uploaded the intermediate patch EA2.5.0a to the test branch.
To access the test branch:
Right click Monomyth's library entry -> Properties -> Betas
Under "Beta Participation", select "testing - Public testing branch"
This patch introduces various QoL improvements (such as an on-screen map), adds gore effects, and overhauls the player kick.
It is now possible to decapitate most enemies without head or neck protection. There is also full-body gibbing.
Kicking now causes enemies to ragdoll. This also led to some changes in the encounter design. I have added (conveniently placed) spikes and open fires to the environment. These can be used during combat.
Naturally, these additions drastically affect encounter balance, which will have to be adjusted in an ongoing manner during future patches.
It was important for me to push these changes before Beta 3. That way, I can immediately integrate the new gameplay-related elements into the new area.
Anyway, here is a full list of the changes:
Added new Lysandrian Guard design
Added plate armor
Kicks with plate boots now deal extra damage
Levelling skills will now correctly update the critical hit chance
Added toggleable minimap (default key: M)
The mouse cursor is now a little gauntlet
Kicks adjusted for multiple/nearby objects
Kick range slightly increased
Kicks will now make enemies stagger
Movement penalty on player attacks removed
Adjusted center of mass for crates and barrels
Lowered ragdoll intensity on NPC death
Standardized weapon range slightly increased
Standardized hit radius increased
Melee hits should be more precise now
Enemies will now parry and block attacks
Enemy kicks will stagger the player
Player kicks can now activate ragdolling
Enemies can now be kicked into spikes
Enemies can now be set on fire
Enemies will flee when set on fire
Fixed bug that would nullify status effects
Knocked down enemies will now receive fall damage
Added a hint for the teleporter puzzle in the second royal grave
Added environment hazards to several areas
Zombies can no longer be killed with normal means
The beggar in Lower Lysandria now removes the correct amount of gold from the player's inventory
Flaming Hands now has a chance to set NPCs on fire
I might make some further adjustments before pushing this to the main branch.
I'll keep you updated!
Best wishes,
Michael
Source
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