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Catch Your Breath, Unleash Your Power

Catch Your Breath, Unleash Your Power

Hey there, it's Sookuma! I've tuned the dungeon so you can catch your breath more comfortably and unleash the powers of the gods much more freely with your faith. From spells and combat controls to elite monsters, save data, and replays, here are the key changes in this update!

Changes to Recovery and Faith

  • Natural recovery now scales with maximum HP and mana. Out of combat, whether resting, walking, or exploring, you recover 2% max HP and 2.5% max mana every turn, and 0.5% max HP and 0.8% max mana in combat, cutting down late-game mana waits without speeding up every early-game scenario. Even without nearby enemies, being immobilized or escaping with the Dream Heart uses in-combat recovery rates, and suffering poison, burn, frostbite, or bleed halts HP recovery entirely.
  • Base faith costs for divine powers have been drastically reduced. Golden Honeyfall dropped from 25 to 3, Spore Detonation from 30 to 4, and Blood Frenzy from 30 to 6, letting you invoke powers much more frequently. Saint powers also had their base costs lowered to 3, 5, and 7, with certain cooldowns shortened to 6 turns.
  • Adjusted boredom conditions for combat-hungry gods. For Redfang and Gambler All-In in the demo, faith now decreases by 1 every 100 turns since your last actual combat exchange rather than upon resting. Directly attacking a living foe resets the clock even if the attack misses, as does suffering enemy attacks, curses, or binds, while merely seeing an enemy or swinging at empty space does not.

Spells, Gear, and Combat Controls

  • Spell success rates and effectiveness are now clearly displayed. The spell menu now shows casting success rates and effect values for every spell, with damage spells additionally displaying damage range and damage per mana. I also removed the 90% casting success rate cap on standard spells and the 88% cap on summons, allowing 100% casting success with sufficient skill and unhindered gear.
  • Clarified spellcasting interference from armour and shields. Before Armour skill adjustments, cloth armour causes no penalty, while light armour applies a 0.85x multiplier and heavy armour applies a 0.4x multiplier to casting success. Shields also interfere based on defense, but training your Armour skill steadily mitigates these equipment penalties.
  • Added Staves skill progression to existing staves. Attacking enemies in melee with existing staff weapons now trains the Staves skill, improving your melee accuracy and attack speed. Staves and Spear skills also support cross-training to aid each other's growth, so make active use of staves in battle!
  • Fixed diagonal targeting range for Tab key bow attacks. I resolved an issue where diagonal enemies reachable with the Enter key were treated as out of range when using the Tab key. Both inputs now follow identical bow range rules, letting you target diagonal foes reliably.

Dungeon Exploration and Monsters

  • Elite monsters now feature dedicated overhead nameplates. Dangerous elite monsters are now marked with an ice-blue 'Elite ○○' nameplate, distinguishing them clearly from the orange nameplates of named monsters. They appear overhead according to line-of-sight and survival conditions, helping you spot threats at a glance!
  • Corrected price and usage limit displays for NPC identification and curse removal. Selection titles for identification and curse removal now show actual charged costs (standard, half-price recognized customer, and free rescue reward) along with actual usage limits. The Lost Sleepwalker's free curse removal is now correctly listed as once instead of twice. Actual charges and gameplay effects were already working properly and remain unchanged.
  • Clarified Moon Kum's passive trait description. Moon Kum's existing odd-turn attack accuracy +2 and even-turn incoming evasion +2 were previously omitted from the description, but are now clearly listed across character selection, traits, and help menus. This only explains the existing effect properly and is not a combat stat buff!

Save and Replay Stability

  • Preserving monster stats during ongoing runs. Monster stats are now preserved when saving, preventing monsters in an active run from suddenly changing stats after an update. Saves from the first public demo migrate safely under original rules, though floors already overwritten in problematic builds cannot restore their original values.
  • Resolved replay playback and cutscene handling issues. I fixed an issue where repeated inputs dropped during cutscenes halted playback, and corrected sequence and speed errors during Dream Heart binding. Note that replays still require the matching game version, so arbitrary older recordings are not all supported.

Hop into the refreshed dream dungeon to test out new tactics and spells, and feel free to share your thoughts on the Steam discussion boards!

Beehive Mine Overhaul and Updates to Moriel

  • The demo's Beehive Mine has been overhauled into three floors. Reduced from five floors to three, floors 1 and 2 are for exploration, while floor 3 serves as the final floor where ordinary enemies and the Wax Queen Hanibera boss await, with no stairs leading down to floor 4. To protect your ongoing adventure, existing saves that already generated Mine floor 3 or deeper, or already spawned the queen, will keep all five floors for that run. All new runs, unvisited saves, and saves with only floors 1 and 2 generated will use the new three-floor structure!
  • Named enemies now appear within a three-floor range. Each named enemy is now set to appear within a dedicated three-floor window. Their earliest eligible encounter depths are preserved, except Moriel of the Spore Hymn, who explicitly moves to floors 3 through 5. Boss and ordinary enemy encounter ranges remain unchanged!
  • Moriel of the Spore Hymn received updated animations, escorts, and revival mechanics. Moriel's sprite and breathing, attack, cast, and hurt animations have all been updated with new artwork, while maintaining the same 1-tile collision size. Venturing deeper also causes Moriel to bring stronger and larger groups of escorts. Furthermore, corpses revived by Moriel retain their original monster bodies and gain +2 attack, but yield no XP or loot upon defeat, so stay on your guard!

Read the original on Steam

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If you enjoy it, add it to your wishlist, and Steam will let you know when it launches.

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