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.