Full notes
Full Shogun Curse update
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What changed
- Balance
- UI and audio
v 0.1500 Patch notes:
Fixed a visual bug that caused souls gained to be displayed incorrectly. Fixed an error with Yigdra boss that caused the End Button to be unclickable. Fixed an issue that caused damage dealt on enemies not being instantly updated. Fixed an issue that made Ritual Earring count cards played more than once. Fixed an issue that made enemies slain with area of effect cards count multiple times towards soul rewards. Fixed an unwanted interaction between the Golden Bracelet relic and Hold cards. Fixed an issue that caused unlocked difficulty levels to not be properly saved. A counter indicating how many cards the players currently have in hand has been added. The difficulty toggle has been removed. Now the player can select Level 0 to play the game's base difficulty. A panel to keep track of the current run soul progress has been added. Max hand size is now properly set to 10. Smoke Grenade+: The visual indicator now displays the amount of attacks blinded correctly. Added a new Area of Effect attack visual effect for the Huntress. Enemies' health bars have been changed to further improve readability and also properly reflect the power level of each enemy. Fonts have been further tweaked to make them easier to read. Fixed a visual issue that caused the healing visual effect to be incorrectly played. Unholy Grail: Health cost for playing cards up from two times the card's AP cost to five times the card's AP cost. Ritual Earring: Card's needed for double cast increased from 6 to 10. BronzeIncencer (Rework): Text now reads "Deal 6 damage for every 3 Vanished cards". Rarity lowered from Rare to Uncommon. Prayer Beads: Damage preventing effect can only trigger twice per fight. Grinning Armor: Rarity up from Uncommon to Rare. Shop price up from 230 to 255. Magic Rope: Rarity up from Uncommon to Rare. Shop price up from 135 to 220. Pestilent Claw: Temporarily removed from the game. Demonic Shield: Cost down from 2 to 1. Defence down from 10 to 7. Demonic Shield+: Cost down from 2 to 1. Defence down from 13 to 10. Incapacitating Strike+: Added the Vanish keyword. Damage increased from 3 to 6.
Difficulty scaling
The difficulty scaling curve has been changed. Early camps (specially the very first one) should be much easier, but each succesive camp will scale enemies' health and damage way more than before. This will allow an smoother and more natural curve. In addition to this, Combat afflictions (negative effects you get when beating a camp) now scale exponentially, depending of the order in which you clear camps:
Crimson Forest: Enemies gain 2/4/8/16 Might Tani Town: The player gets 1/2/4/8 stacks of Impaired, Exposed and Brittle at the beginning of the fight Rotten Swamp: The player gets 2/4/6/8 stacks of poison per turn Zen Desert: Enemies gain 5/10/20/40 Defense at the beginning of each turn.
Camp order should not only be about which camp is easier if cleared first, but also which camp is less harmful when cleared last.
We added an option to reset all your progress in case you want to experience the game as it currently is now. This will reset your difficulty levels unlocked, soul upgrades unlocked and souls gained. You can find this option in the settings menu accessible from the main menu.
Source
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