The Foundry Update
Update 5.0: 2017-12-01
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Update 5.1: 2017-12-05
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Update 5.2: 2017-12-06
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Update 5.3: 2017-12-09
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Update 5.4: 2017-12-12
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Update 5.5: 2017-12-14
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Update 5.6: 2017-12-15
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Update 5.7: 2017-12-15
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Update 5.8: 2017-12-18
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Update 5.9: 2017-12-19
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Update 5.10: 2017-12-22
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Update 5.11: 2017-12-22
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Update 5.12: 2018-01-09
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Important features
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The leveling system has been updated and deeply re-balanced. The old secondary bonuses have been moved to the new Mutations mechanics. Points invested on tiers will now have the following effects:
- Brutality : +15% damage on red items (mostly close combat weapons), +50% health
- Tactics : +15% damage on violet items (mostly ranged weapons & skills), +50% health
- Survival : +15% damage on green items (mostly heavy weapons & shields), +50% health
The health bonus gets smaller as you keep investing on a single stat.
Example: "1st Brutality tier gives +50% health, 2nd one gives +45%, 3rd one gives +40%, and so on until 0%. But if you decide to start investing on another stat, you start again at +50% health."
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You can gain Mutations between each level, stacking up to 3 of them. These Mutations allow you to customize the extra bonuses you get from points invested in Brutality, Tactics or Survival. The philosophy here is to give the player ways to specialize and experiment.
A mutation can be:
- scaled on a specific tier (brutality, tactics or survival), like: "+X HP when killing an enemy", "+X DPS when enemies are far away", or "+X DPS for 2 seconds after a kill". The mutation will get more powerful as you invest points in the related tier.
- generic (ie. not scaled), like: "All bows ammo x2", "Longer rally effect duration" or "Longer speed buff duration".
Here are the concepts behind each tier:
- Brutality mutations specialize on melee combat and damage buffs
- Tactics mutations specialize on ranged & skills buffs
- Survival mutations specialize on shields and healing from new sources (like leeching life from killed enemies).
You can re-specialize between levels if you need to (like, before a boss-fight), but this costs gold.
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All ranged weapons are now Tactics weapons first (some are dual-color).
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Balanced all mobs damage and life. The concept here is: "mono-tiered builds are glass canons (lots of damage, almost no resistance), 2-tiers builds are balanced, 3-tiers build are resistant but weak".
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It's now possible to drop level-up scrolls from random mobs. Such mobs have a yellow star above their head for you to spot them.
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It's no longer possible to one-shot a cursed door.
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Most shields bugs should now be fixed (ie. shield capacity not triggering on parry, or parry not dealing crit damage). You shouldn't be control-locked anymore after a successful parry.
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All shields parry window have been reduced slightly.
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Enemy grenade repelling using a shield should now work all the time, even when the grenade is standing still on the ground.
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Boss Runes can now be obtained from... well, bosses. Use these nasty little things in the Prisonner's Cells at the beginning of the game to make the whole game harder! Higher difficulty means more powerful mobs, less Healing Fountains (down to 0 on hardest mode, so please to get hit too much) and more cell drops. Also, each may area of the game may see other specific changes based on your difficulty setting, like new mob types in a level etc.
Update 5.3
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The Foundry is now open! It can only be accessed if you activated the Incomplete One Boss Rune. The Foundry will then appear after each boss fight.
It allows you to invest your Cells to upgrade any item you've unlocked. Each upgrade will give the item a permanent "Tier +1" affix (which depends on the item) and extra base power. For example, upgrading the Broad Sword once will add a permanent "Brutality +1" on it, and it will have more base affixes and more overall power!
As the Foundry is only accessible after specific levels in the game, you'll have to keep your cells with you instead of investing them with the Collector...
Update 5.3
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Update 5.3
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The boss runes selection has been replaced by a simpler system. For each Boss Rune you collected, you can increase the game difficulty by one level at the beginning of the game. Each difficulty level increase mobs power and cell drops. Some may reduce the amount of healing fountains or increase the Forge upgrading capacity.
Update 5.4
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The base Forge is now available without any Boss Runes prerequesite. You can access it right after the Incomplete One or the Watcher. However, you are limited to the 1st upgrade level per item. You can access higher upgrade levels by using Boss Runes.
Update 5.4
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All items can now be upgraded to "+", "++" and "S" levels using Forge.
Update 5.4
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Upgraded weapons no longer work on Daily Run.
Update 5.4
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Updated the difficulty selector at the beginning of the game
Update 5.5
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Many Mutations now require a blueprint to be unlocked and made available at Guillain' shop. You can drop most of these blueprints from bosses.
Update 5.6
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New mutation: you use potions much faster and get a global shield after healing
Update 5.6
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New mutation: corrupted healing (potion is less efficient, but you get a damage boost when you use one)
Update 5.6
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New mutation: curse heal you and it's easier to get rid of them
Update 5.6
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New mutation: eating food provides extra benefits
Update 5.6
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New mutation: potions now heal over a long period of time, you get a damage buff during this period.
Update 5.6
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Depleted items such as Tonic or Vampirism now refill when you exit the level. This means they still work on higher difficulty setting.
Update 5.6
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Boss Cell don't change enemy difficulty anymore in Daily Runs.
Update 5.8
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Added a short cinematic the first time you meet the blacksmith.
Update 5.8
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We fixed incorrect HP values displayed in the window that shows up when you pick a scroll. Previously, successive scrolls would give +50% HP, +45% HP, +40% HP etc. Fixed display now shows +50% HP, +30% HP, +21% HP etc. Dont worry: the "new" HP values may seem lower BUT the actual gameplay values were not changed at all. We only fixed an incorrect display.
Update 5.11
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Hunter's Grenade can now transmute enemies even if they don't have an Elite version. In such a case, they turn into Elite Zombies.
Update 5.11
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Hunter's Grenade now extracts a relevant blueprint from the target enemy if you already carry other blueprints in your bag.
Update 5.11
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Christmas "gifts" have disappeared. For now.
Update 5.12
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Oil bomb blueprint now drops from giant mechanical spider
Update 5.12
Balancing
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Slightly balanced the Rally effect
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Ice bow now shoots much faster and the freeze effect lasts longer
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Ice crossbow has longer casting time
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The long bow crit distance is slightly shorter.
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Double damage affix changed: x2 damage dealt, x3 damage received
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Quad damage affix changed: x4 damage dealt, x4 damage received
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Force shield now has a diminishing return mechanics when used a single mob (ie. a boss)
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Electric whip is now a ranged weapon
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The Hokuto bow mark now propagates to all nearby mobs when the victim is killed.
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Gold nuggets now only require 1 hit to be destroyed.
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Buried mobs now raise more quickly.
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Fixed the orange slime hitbox when using Rapier
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The double bow bullet physics is now the same as other bows.
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Killing trash mobs no longer reduce Curse counter
Update 5.1
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Turrets are more resistant.
Update 5.1
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Explosive crossbow no longer have limited ammo
Update 5.1
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Balanced game scaling
Update 5.1
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Timed doors rewards now include generic level-up Scrolls instead of single stat Scrolls.
Update 5.3
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Updated all timed-doors timings
Update 5.3
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Adjusted bestiary from Fog Fjord
Update 5.3
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Mobs holding a Scroll are now shown on the map.
Update 5.3
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Elite Archer now a twice longer shoot range
Update 5.3
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You now find small flask refills at highest difficulty settings instead of Healing Fountains.
Update 5.4
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Fixed upgraded items cost in shops.
Update 5.4
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Explosive crossbow is now slightly faster and has larger explosion radius.
Update 5.4
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Elite mobs no longer get angry on a single hit in base difficulty setting. This only applies to higher difficulty settings.
Update 5.4
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Cell treasures should now contain more cells in advanced levels
Update 5.5
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Mutation "more damage when 2 mobs are nearby" has a larger range.
Update 5.6
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Revenge mutation (more damage after being hit) now deals much more damage.
Update 5.6
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Mutation "heal on parry" has been slightly increased
Update 5.6
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Balanced many mutations
Update 5.6
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Balanced the spiked boots damage. It now deals weak damage by default, except when you crit (ie. when you hit an enemy preparing an attack). We also added a more complex sequence of kicks to this weapon.
Update 5.8
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Updated the wrenching whip
Update 5.10
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The base turret now inflicts bleeding
Update 5.10
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Ice bow can no longer have "shoot arrow behind" affix
Update 5.10
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Meat Grinder and Heavy Grenade are now Brutality skills too in addition of Tactics
Update 5.11
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Triggering the YOLO mutation now stops poisoning on the player
Update 5.11
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Double damage affix now inflicts x2 to hero instead of x3
Update 5.12
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Quad damage affix now makes items more expensive
Update 5.12
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Cursed sword can no longer get quad damage affix
Update 5.12
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Active skills can now receive Double damage affix
Update 5.12
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Golem can't teleport you anymore if you are invisible
Update 5.12
Level design
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Rooms improved and new rooms added for the Vine, Teleport, Stomp and WallJump Runes.
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Prison Depths is now a much smaller level
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Added extra map information for all Cemetery doors
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Added many minor secret area everywhere.
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Added new rooms to Promenade
Update 5.1
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Added new rooms to Fog Fjord
Update 5.1
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Added Guillain after Prison Depths
Update 5.2
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Fixed bugs in some rooms
Update 5.2
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Rooms added in Fog Fjord
Update 5.3
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Secrets in walls should no longer be too close from each others
Update 5.3
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Added a few Boss Rune related rooms in some levels.
Update 5.4
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Collector door can now be broken in 2 hits.
Update 5.4
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Balanced Clock Tower bestiary
Update 5.4
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Added a link between Roofs and the Watcher pit (but you need a boss rune to access it)
Update 5.4
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Fixed many level design issues
Update 5.4
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Balanced Sepulchre content
Update 5.5
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Added many locked doors everywhere (they require boss runes)
Update 5.5
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Fixed timed door position in Sewers (should always be quite close from the entrance)
Update 5.5
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Added many teleporters to Fog Fjord
Update 5.5
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Added some teleporters to Toxic Sewers
Update 5.5
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Added some teleporters to Old Sewers
Update 5.5
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Fixed strange teleporters in Fog Fjord
Update 5.6
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Tons of level design fixes
Update 5.6
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Added a few food shops behind boss rune locked doors.
Update 5.6
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Added a few secret area in some levels.
Update 5.6
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Added stuff in Ossuary
Update 5.6
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Added missing "timed door here" on Graveyard door
Update 5.8
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Scrolls should no longer spawn in unreachable area in Promenade
Update 5.10
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Collector door stays open permanently after you beat the Incomplete One.
Update 5.10
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Rooms added in the "Promenade of the Condemned" and "Graveyard" levels
Update 5.10
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Added something. Somewhere.
Update 5.10
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Water removed from rooms in the "Fog Fjord" level
Update 5.10
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Fixed unreachable ossuary exit
Update 5.10
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Fixed an impossible room in Fog Fjord interiors
Update 5.12
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Removed scrolls from meta locked area in Promenade
Update 5.12
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Loots like scrolls should no longer spawn on "unstable platforms" (ie. platforms that open under your feet)
Update 5.12
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Bells in Clock Tower should no longer spawn in unreachable area
Update 5.12
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Secrets in walls should no longer be right near another one
Update 5.12
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Fixed missing scrolls in Promenade & Sepulchre
Update 5.12
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Removed useless teleporters behind Ancient Temple boss doors
Update 5.12
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Fixed empty crypts in Cemetery
Update 5.12
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You now need 3 boss cells to open the shortcut to the Watcher
Update 5.12
Graphics & UI
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Dead leaves added in the "Promenade of the condemned"
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Fixed a motion sickness issue in Sepulchre
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Updated the ceiling turret skin
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Added mutations icons
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Standard turret design and icon
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New Golem's visual special effects
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The weapon shop and its merchant now have their proper skin
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New Character/Pause UI. All the informations has been split in 3 screens now : Options, Equipment & Inventory. We added some information too (mutations, play time, etc...)
Update 5.1
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Cannibal grenade skin has been updated
Update 5.3
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Updated item descriptions tooltips
Update 5.3
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Updated mutation pick UI
Update 5.3
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Many forge & collector UI fixes
Update 5.4
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Updated the Punishment shield skin
Update 5.4
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Faster cell investment on Collector UI
Update 5.4
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Adjusted the Archer' shoot animation
Update 5.4
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Updated the BossRune UI & art
Update 5.4
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Polished the Character Sheet <=> Options transitions
Update 5.4
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Update the boss cells skin
Update 5.5
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Updated Guillain dialog lines
Update 5.6
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Fixed item upgrade descriptions in foundry UI
Update 5.6
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Added a cancel button when you choose your Boss Cell
Update 5.6
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Fixed shop rerolls overlapping shop items
Update 5.6
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Removed the really awkward "talk to Guillain" animation. What were you thinking here guys?!
Update 5.8
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Added missing flamethrower description
Update 5.9
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Healing fountain animation is now slightly faster
Update 5.10
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Updated scroll shrines skins
Update 5.10
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Updated the base turret skin
Update 5.10
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Updated wall run animation (work in progress)
Update 5.10
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Added the current Cell Boss configuration in your Pause menu!
Update 5.10
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Fixed hero wall run animation
Update 5.12
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Fixed Beginner's bow animation timing
Update 5.12
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Fixed food description when Gastronomy mutation is equiped
Update 5.12
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Fixed flipped item icons
Update 5.12
Music & Sfx
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Re added the Pirate Chief Slash SFX
Update 5.1
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Many sounds have been updated
Update 5.3
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Added SFX when you use the Crow's Wings
Update 5.4
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Added various ambiant SFX
Update 5.4
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Added SFX when you pick a Flask refill
Update 5.4
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Added missing sfx in Mutation UI
Update 5.6
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Added some SFX for the Stem Cell selection
Update 5.6
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Added a specific SFX for the Ice Grenade
Update 5.6
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Added SFX for the Foundry!
Update 5.6
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Additional SFX have been added to the Incomplete One.
Update 5.6
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Updated Boss Cell sfx
Update 5.6
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Added climb SFX for the ClockTower
Update 5.8
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Added a SFX when the Boss Door are violently closed before the fight
Update 5.10
Bug fixes
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Food should no longer have random affixes
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Scrolls should no longer drop on teleporters
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Fixed many visual issues with the Crusher skill.
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Fixed the "dodge + use shield" exploit
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Being hit by the Darkness from Sepulchre should no longer block the climbing mechanics.
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Using stomp attack on Shield bearers should no longer create strange camera issues.
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Fixed the skip of the Knight NPC
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Fixed no longer infinite slam on Pirate Chief
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You won't be able to abuse affix like "poison on use" when you use the Phaser with no enemies near you.
Update 5.1
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Fixed crashes with explosive crossbow
Update 5.1
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Fixed Cemetery crashes
Update 5.1
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Explosive crossbow no longer abnormaly pushes stuff like doors or secrets
Update 5.1
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Fixed crashes with bats
Update 5.1
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Many other minor bug fixes
Update 5.1
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Other minor bug fixes
Update 5.2
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Fixed graphic issues with "secret black walls"
Update 5.3
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Fixed item aura visible through walls in Clock Tower
Update 5.4
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Tons of minor bug fixes
Update 5.4
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You can't go out anymore through an exit if you're not touching the ground.
Update 5.4
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You can't drop a BossRune if you already have it!
Update 5.4
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Fixed the crash on Character Sheet
Update 5.4
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Prevented explosive crossbow from pushing doors
Update 5.5
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Fixed an exploit with boss rune doors
Update 5.5
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Fixed the faulty boss rune altar at the beginning of the game. Sorry!
Update 5.5
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Many other minor bug fixes
Update 5.5
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Fixed Tonic healing
Update 5.6
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Fixed Vampirism
Update 5.6
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Fixed the Golem who does nothing if you stay in his back.
Update 5.6
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Fixed Blood shield (you don't get AoE bleeding anymore if you don't parry)
Update 5.6
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Fixed a few exit sequence glitches
Update 5.6
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Fixed retaliation affix on talismans
Update 5.6
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Fixed duplicate items in Prisonner Cells when you have "Random start weapon" upgrades
Update 5.6
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Fixed Dualshock 4 controller detected but not working on OpenGL version
Update 5.6
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Fixed curses
Update 5.7
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Fixed crash when The Incomplete One dies
Update 5.7
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We fixed a lot of LevelDesign issues
Update 5.8
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Fixed the crash when you swapped tabs in Pause menu.
Update 5.8
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Fixed crash during Assassin's fight
Update 5.8
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Fixed the major bug when you start a new run.
Update 5.8
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Fixed crashes when using Necromancy mutation
Update 5.8
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Fixed many Ossuary generation crashes
Update 5.8
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Fixed Crow's Wings flight model
Update 5.8
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Optimized the Defender fx, which should reduce a LOT cpu usage in Promenade.
Update 5.8
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Prevented Assault shield from skipping other weapon animations
Update 5.8
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You cannot grab anymore a cliff when there are spikes on the side of this cliff.
Update 5.8
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Fixed wings cooldown
Update 5.9
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Many minor fixes
Update 5.9
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Fixed many performance issues
Update 5.9
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YOLO mutation no longer prevent curse related deaths
Update 5.10
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Fixed dialog texts not disappearing when crossing doors
Update 5.10
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Fixed platforms that couldn't be climbed (platforms with spikes)
Update 5.10
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Fixed the Watcher Camera when it's tentacles time!
Update 5.10
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Fixed Ligament Slicer displayed as having limited ammo
Update 5.11
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Fixed rooms in the "Fog Fjord" (keys are now reachable)
Update 5.11
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It's no longer possible to throw grenades through walls
Update 5.12
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Fixed hero curse label not disappearing during exit cinematic
Update 5.12
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Fixed ExplosiveCrossBow: damage now scale properly and all its weapon affixes should work as expected
Update 5.12
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Fixed rats walking on broken grounds
Update 5.12
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Prevented Teleporters from opening too early in specific conditions
Update 5.12
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Fixed timed doors wrong message
Update 5.12
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Fixed volume sliders in Options
Update 5.12