Full notes
Full The Labyrinth update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Balance
- Gameplay
The Labyrinth changes
Notes
This update fixes a few bugs in the main menu and changes the Skeleton Knight enemy a little bit. I've also condensed the code for a few enemies so it's easier for me to manage.
Bugfixes
Fixed the main menu still showing the pre-game settings if you started a new run and quit to the main menu
Fixed quick/beginner start settings not applying the seed properly
Fixed a description error on the Arcane Mage's Divine Blast active that showed an old description
Changes
Reduced the chances of higher numbers of enemies spawning on the easy and normal difficulties
Changed the Skeleton Knight's Bone Army infinite since it is effectively the same spell as the Thrall's Swarm passive. It now grants +1 Bonus Damage per Skeleton Knight per level instead of granting +1% Damage Dealt per Skeleton Knight per level
Changed the Skeleton Knight's Bone Mend passive's first upgrade from granting 25% Damage Reduction. It now grants +10 Constitution instead
Changed the Skeleton Knight's Soul Bound passive. The entire spell was changed so here's a rundown of the new ability:
Soul Bound -
The Skeleton Knight Heals the Necromancer by 20% Damage DealtIf the Necromancer is Killed while the Skeleton Knight is Alive, Critically Kills this Skeleton Knight and Revives the Necromancer equal to 30% of the Health lost (1 activation)Upgrade:
+15% Heal Multiplier+20% Health MultiplierUpgrade:
On Death the Skeleton Knight Heals the Necromancer by 15% Maximum Health+1 Activation
Additions
You can now see the difficulty and run length in the settings during gameplay
Source
Changelog.gg summarizes and formats this update. How we read updates.
