Full notes
Full Soul Scathe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
Soul Scathe changes
Added:
You can now view your level and gold amount on your waist belt.
Changed:
Spellcasting throwing has been adjusted so that the angle of a thrown spell is slightly higher to make it more accurate.
Reduced the amount of gold received from coin bags by 40% to counteract the increased rate of their spawns.
You can no longer deal damage to golems while they are in the middle of constructing themselves after being aggroed. You can still deal damage during construction when they revive.
There is now a 10 second cooldown between decapitations via the Dismantler and 3rd tier strength passive bonuses.
The Focused Spellblade energize ability now has a 5 second cooldown and the proc chance has increased from 5% to 7%.
Enemies now have slightly more health scaling applied when you level up.
Damage from all enemies except golems has been increased a little bit.
Damage from Fire Skeletons has been increased a little bit.
Damage from all enemies is increased by 5% for every Dungeon Soul you have up to a maximum of 20%, making each new dungeon run more challenging.
The Circuit Renewal Healing Spell can now only work during combat.
Hovering a potion over a belt slot will now cause the controller to vibrate giving a better indication that you can safely release.
Fixed:
It's no longer possible for the game to get into a stuck state where sometimes frozen enemies that became shattered would still be considered part of the active enemy count.
The health bar of golems that succesfully revive now correctly shows full health upon reviving.
Knights now ragdoll upon death and collide properly with the environment.
Another batch of fixes is coming tomorrow, so stay tuned!
Blueberry.
Source
Changelog.gg summarizes and formats this update. How we read updates.
