In this update9
Full notes
Full Pillar of Salt update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
Pillar of Salt changes
Hello Pillars!
This week's update adds the new Elemental Incarnation system you can read about below. It also focuses heavily on general improvements as well as a large revamp to the ability system. Now abilities should be more valuable to use, but at a higher price to match. The goal is reducing the need to constantly spam abilities and create more variety in player choice's mid-combat. This should also make using abilities more useful for characters that aren't already heavily invested in using abilities.
I'm working on one more patch for the demo that will address some outstanding issues, which will be out soon. I hope you enjoy these updates. I'll be back with more soon!
Build 0.1.4 Patch Notes
New Additions
Added new Elemental Incarnation system to enemies. All normal enemies in the game can now spawn as any of 5 elemental subtypes, which comes with special additional effects as well as being worth more gold and experience to kill.
Fiery:
Gains an additional melee attack per round
20% of melee damage is done as Fire.
Increased Fire ability power and AC.
Reduced Cold ability power and AC.
Frigid:
Increased base AC
20% of melee damage is done as Cold.
Increased Cold ability power and AC.
Reduced Fire ability power and AC.
Rustic:
Heals 10% of base health at the end of each combat round
20% of melee damage is done as Nature.
Increased Nature ability power and AC.
Reduced Holy ability power and AC.
Reduced Dark ability power and AC.
Divine:
Increased ability AC to all types
20% of melee damage is done as Holy.
Increased Holy ability power and AC.
Reduced Nature ability power and AC.
Reduced Dark ability power and AC.
Gloomy:
Lifesteal on melee attacks
20% of melee damage is done as Dark.
Increased Dark ability power and AC.
Reduced Nature ability power and AC.
Reduced Holy ability power and AC.
You can mouse over enemies in combat to see what stats and effects they might have.
Changes
Combat text will now display a small icon of what kind of damage or effect it belongs to, improving visual clarity.
Standardized combat text coloring
Improved font readability across all screen resolutions
Now steals and other applied effects on hit will combine into a single message at the end of an attack action. This will help with those runs where you have area attacks spamming the screen with +1s.
Increased enemy base health growth per level
Reduced enemy base attack growth per level
Reduced AC across many items
Revamped player Ability AC system
Increased enemy instant ability damage by 20%
Increased Sovereign Orb effect chance to 60%
Increased Acid Spit base damage and mana cost by 50%
Increased Chill base damage and mana cost by 50%
Increased all instant ability damage by 75%
Increased player damage over time and healing over time base power by 50%
Increased base cost of Curse to 25
Reduced Forbidden Codex from +100% instant ability damage to +75%
Casting an ability as AREA now costs double their base mana cost (unless the ability is default AREA cast type).
Revamped ability cost calculation to more smoothly grow as a character's spell power increases
Reduced healing and damage over time stack decay rate to 10%
Fixes
Fixed a few error cases with inventory stat arrows
Fixed bug where inventory tooltips would report incorrect crit values
Fixed bug where camera shake would become apocalyptic when party is hit particularly hard
Fixed bug where resurrected Bone Knight would double Paragon himself and lay waste to the party
Fixed bug where an enemy blocking would end a player's turn prematurely
Fixed issue where shrine item options could be unintentionally rerolled
Fixed bug where damage over time wouldn't count towards the run's maximum spell hit
Fixed bug where beneficial abilities would still remove taunt charges
Source
Changelog.gg summarizes and formats this update. How we read updates.
