Development Blog
- Fixed crash when burning creatures’ burn inflictor died
- Flesh Guise now correctly only works on living creatures like the description says
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- Added teleporters to certain map types
- Renamed Boosted to Magically Gifted and added a number of ritual perks that activate when waiting
- New Rituals
- Volatile Regeneration – Heals 3 HP but reduces max HP by 1
- Blood Secret – All damage taken this turn is also gained as XP
- Inferno Rounds – Ranged attacks light target on fire for 5 rounds, ritual lasts 3 rounds
- Stone Body – increases armor and melee damage by 25% for 3 rounds
- Flesh Guise – Creatures ignore you for 5 rounds, effect ends if you attack or deal damage. Must kill a creature to ready Flesh Guise
- Teleport – ranged attacks made in the next 2 rounds move you adjacent to the target
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- Added status indicators for situational perks: Called Shots, Initiative, Berserker, and First Aid
- Adjusted progression ramp to make early levels more interesting and challenging
- Dark Cavern floors no longer appear in the first five floors
- Zombies and Imps received a general all around buff
- Hound Archons now have Brawler and Berserker Perks
- Lantern Archons now have Marksman Perk
- Tuning mid level creatures to better match their melee or ranged counterparts
- Seraphs traded Radiant Armor for Wrath and Aura Perks
- Archangels traded Boosted for Aura Perk
- Fiends received a general all around debuff
- Purifiers AI tuned to be more aggressive
- Fixed bug causing Hound Archons to give less XP than intended
- Fixed bug causing negative cover penalties
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