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The Big Push: v 0.9.6

WildInterloper · · 3 min read

In preparation for an official Steam release...

  • New Enemies:

    • Floor 6, 9, 10: Grave Priest, heals other enemies but backs away from you.

    • Floor 7: Forge Sentinel, shows its lane for a turn then charges down it.

    • Floors 7, 9: Ember Hound, FAST with a FIRE bite.

    • Floors 8, 10: Rime Stalker, Nearly invisible at range; appears next to you and its first hit freezes

    • Floor 9: Abyssal Ooze, Splits into two smaller oozes when it dies

    • Floors 9, 10: Void Eye, Never moves; shoots down long sightlines

  • New bosses:

    - Floor 5: Skarrith, the Cinder Broodmother, a giant ember spider. She replaces the Demon Knight.

    • Her Magma Burst marks a plus shape around you.

    • She lays eggs that hatch into Ember Hounds unless you smash them.

    • At half health her shell cracks: she moves twice as fast and her bursts cover a 3×3 area.

    - Floor 10: Vaelith, the Eclipse Queen. She replaces the Skull King.

    • While her Umbral Wards stand, normal hits only do 1 damage. Holy weapons get through and always do double, so the Holy Sceptre still matters.

    • She marks a line through you, which becomes a full cross later in the fight, and drops dark stars around you.

    • At 60% health she raises new wards and summons a Rime Stalker. At 25% she acts twice a turn and summons two Void Eyes.

    • Old saves on those floors load the new boss in place of the old one.

  • New Bestiary Book:

    • The journal now features a complete Bestiary book.

    • Complete with: leather cover, parchment pages, portrait frame, index slots and ink fonts.

  • General Additions & Fixes

    • Added full localization (language translations) for all of the supported languages.

    • Fixed issues with ooze split.

    • Fixed certain enemies not being named properly.

    • Fixed two dungeon floor tiles not displaying correctly.

    • Fixed player level up animations not "sticking" to the player and staying where the player leveled up at IF the player moved during the animation.

    • Fixed various enemy logic causing them to ignore tile rules and stepping onto a tile the player is currently on. This would cause many various issues in the future (:

Feature ideas....

1. Floor events: some floors get a twist, like a cursed floor where enemies hit harder for better loot, a flooded floor, or a darkness floor where only torches give light.

2. Shrines and altars: trade something for a reward, e.g. max HP for strength, or gold for a re-roll of the blacksmith's stock.

3. Persistent unlocks between runs: bank some souls when you die to unlock a starting item or a new class.

4. A new class: a Ranger or Rogue built around bows and the arrow slot.

5. Monster variety on floors 1–4: each early floor gets one new enemy.

6. Daily seed run with a Steam leaderboard. The Steam leaderboard code is already in the project.

7. A bestiary in the journal: monsters you've met, their weaknesses, and how many you've killed.

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