In this update4
Full notes
Full ReTrime update
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What changed
- Gameplay
- Balance
- UI and audio
- Fixes
ReTrime changes
Boss Overhaul:
Shattered fragment, Present
Improved design, with a flowing cape.
New attacks using spectral scythes and throwing knives; Getting hit by the scythes causes it to stop time, making the next knife attack instant.
New Status Effect:
Phantom Pain
Upon gaining this status effect, trigger positive effects that require taking damage as if you got hit for 1 damage.
New Hyper Weapon:
Grim Dance
Passive: When anything gets damaged, a soul orb is dropped. Collecting these orbs grants you Phantom Pain, of level equal to half the damage that dropped it.
"Soul" meter fills up by taking damage.
Fire1: Charge up, release to swing the scythe in front of you, applying Bleed. Scythe size scales with charge. Charge speed scales with "Soul".
Fully charging empties "Soul" to spin the scythe around you, splitting all soul orbs; damaging their nearest enemy and healing you. Can overheal.
Fire2: Repeatedly swing without charging up.
Scythe: No changes.
Bone Scythe: Swings twice when charged over half.
Reaper: Soul orbs move towards you if "Soul" meter isn't full.
Other Changes:
The Carmine Polearm now uses the Phantom Pain status effect.
When loading a save for the first time, the game will try to automatically set the resolution to your monitor's.
New internal "damage tag" system, making it easier to keep track of how damage sources interact. For example the Cactus Buddy and Deflect spells have a tag that stops damage dealt by them from creating Grim Dance soul orbs to stop an infinite damage loop.
You can now burn grass. This is also thanks to damage tags.
Fixed the Controls settings menu showing the Fire1 description for all buttons.
Fixed being able to make the Sky Blessing effect permanent by destroying the Sky Orb while it is active.
Added a small secret.
Source
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