Item Update New mechanics Spend gold to level items up Items General: vt Centipede - +10/20/30% movement speed vt Ouroboros Technique R - rotating around yourself to the right releases 2/3/4 projectiles per second vt Ouroboros Technique L - rotating around yourself to the left grants +15/25/35% defense to all units vt Amplify - +20/35/50% AoE damage vt Resonance - all AoE attacks deal +3/5/7% damage per unit hit vt Ballista - +20/35/50% projectile damage vt Call of the Void - +30/60/90% DoT damage vt Crucio - taking damage also shares that damage across all enemies at 20/30/40% its value Position: vt Speed 3 - position 3 has +20/35/50% attack speed vt Damage 4 - position 4 has +20/30/40% damage vt Level 5 - position 5 is 1 level higher vt Death 6 - position 6 takes 15% of its health as damage every 3 seconds vt Lasting 7 - position 7 will stay alive for 10 seconds after dying vt Defense Stance - first and last positions have +10/20/30% defense vt Offensive Stance - first and last positions have +10/20/30% damage Death: vt Kinetic Bomb - when a unit dies it explodes, launching enemies away vt Porcupine Technique - when a unit dies it explodes, releasing piercing projectiles vt Last Stand - the last unit alive is fully healed and receives a +20/30/40% bonus to all stats Voider: vt Seeping - enemies taking DoT damage take +15/20/25% damage from all sources for 6 seconds vt Deceleration - enemies damaged by voiders have their movement speed reduced by 15/20/25% vt Annihilation - when a voider dies deal its DoT damage to all enemies for 3 seconds Curser: vt Malediction - cursed enemies take 15/25/35% more damage and deal 15/25/35% less damage vt Pandemic - when a cursed enemy dies its curse spreads vt Whispers of Doom - curses apply doom, when 4/3/2 doom instances are reached they deal 100/150/200 Forcer: vt Tremor - when enemies die from hitting walls they create a damaging area with size according to the knockback force vt Heavy Impact - when enemies hit walls they take damage according to the knockback force vt Fracture - when enemies die from hitting walls explode into projectiles Swarmer: vt Meat Shield - critters block enemy projectiles vt Hive - critters have +1/2/3 HP vt Baneling Burst - critters die immediately on contact but also deal AoE damage Ranger: vt Blunt Arrow - arrows fired by rangers have a 10/20/30% chance to knockback vt Explosive Arrow - arrows fired by rangers have a 10/20/30% chance to explode, dealing 10/20/30% AoE damage vt Divine Machine Arrow - arrows fired by rangers have a 10/20/30% chance to seek enemies and pierce 1/2/3 times Mage: vt Chronomancy - mages cast their spells 15/25/35% faster vt Awakening - +50/75/100% attack speed and damage to 1 mage every round for that round vt Divine Punishment - repeatedly deal damage to all enemies based on how many mages you have Rogue: vt Assassination - crits from rogues deal 8/10/12x damage but normal attacks deal half damage vt Flying Daggers - all projectiles thrown by rogues chain +2/3/4 times vt Ultimatum - projectiles that chain gain +10/20/30% damage with each chain Nuker: vt Magnify - +20/35/50% area size vt Echo Barrage - 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit vt Unleash - all nukers gain +1% area size and damage every second Enchanter: vt Reinforce - +10/20/30% damage, defense and attack speed to all allies with at leats one enchanter vt Payback - +2/5/8% damage to all allies whenever an enchanter is hit vt Enchanted - when enemies die they have a 10/20/30% release X homing projectiles, where X is how many enchanters you have Sorcerer: vt Freezing Field - Create an area that slows enemies by 50% for 2 seconds whenever a sorcerer repeats a spell vt Burning Field - Create an area that deals 30 damage per second for 2 seconds whenever a sorcerer repeats a spell vt Gravity Field - Create an area that sucks enemies in for 2 seconds whenever a sorcerer repeats a spell Mercenary: vt Magnetism - Gold coins are attracted to the snake vt Insurance - Dying heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death vt Dividends - Mercenaries deal +X% extra damage, where X is how much gold you have Warrior: vt Berserking - all warriors have up to +50/75/100% attack speed based on missing HP vt Unwavering Stance - all warriors gain +4/8/12% defense every 5 seconds vt Unrelenting Stance - +2/5/8% defense to all allies whenever a warrior is hit Removed items * Wall Echo * Wall Rider * Point Blank * Longshot * Hex Master * Force Push * Call of the Void * Spawning Pool * Void Rift * Blessing * Immolation Balance * Decreased shop reroll cost to 10 Decrease mercenary gold drop chance to 8/16% (from 10/20%) QoL Current snake/items visible on item selection screen Volume slider Add visuals for defensive ouroboros, divine intervention, fairy buff Options menu from buy screen https://i.imgur.com/JJUddT3.png Improve volcano to not look like spawn marker - https://i.imgur.com/HuS15HG.png Add option for mouse cursor to always be visible Add main menu Soundtrack button Arena run button Options button Quit button * Added an option to force all screen transitions to be dark * Added tier text to characters on the shop screen * Added shop unit highlights/markers to make it easier to tell when you already own something * Added unit names to the "your build" section of the end game screen Bug fixes Fix fullscreen with different resolutions that don't scale properly - https://steamcommunity.com/app/915310/discussions/0/3106901665841020282/ Fix enemies still spawning after arena clear (this happens with the extra enemy spawns that were blocked earlier) Kill enemies that go outside play area - https://i.imgur.com/QPgZbve.png https://i.imgur.com/lCdPFZx.png https://i.imgur.com/1CwmFYX.png Ouroboros doesn't work with mouse controls * Fixed mouse not showing up on death * Fixed NG+5 achievement not triggering (this happened only between last Sunday night and Monday morning due to a small update I pushed breaking it) * Fixed a bug where the nuker class was not counting towards Vagrant's and Psyker's active set bonus * Fixed a bug where passives would sometimes disappear from a run? * Fixed a bug where clicking "window size-" too many times could bug out the game * Fixed a bug where the shop would be rerolled after quitting in the arena * Fixed multiple bugs related to locking the shop and quitting * Fixed a bug where units could be duplicated in the shop by locking and quitting the game at certain steps * Fixed a bug where quitting on level 2 would go back to level 1 shop (again) * Fixed a bug where mouse cursor wasn't visible on death * Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was clicked * Fixed a bug where level 2 and level 3 achievements (win with only level 2/3 units) were not triggering correctly sometimes * Fixed a bug where shop level wasn't respected on the shop's first roll * Fixed multiple crashes that would happen when picking up gold * Fixed a crash when the jester's curse would trigger * Fixed a crash when gold would be picked up with a Miner in the party * Fixed a crash involving broken state for Pets, Critters or Volcanos * Fixed a crash that happened after rerolling items too many times Endless Update Healer rework: Enemies have an X/Y% chance to create healing cells on death Cleric: creates a healing cell at a random position Priest: creates multiple healing cells at a random position Psyker rework: Create orbitting damaging balls equal to the number of psykers (similar to those balls in Nova Drift) Endless mode Units die permanently when they die Slower scaling with less individually threatening units Max snake size goes up every 10 levels --- Future updates: Chaos related classes Invoker - shoots a projectile with random properties, Lv.3 effect - ??? Trappers: Triangler - drops a trap and the 3rd trap will trigger the area, dealing X AoE damage 2-3 times Brawlers: units focused on crashing on enemies https://i.imgur.com/5YubukS.png - unit idea Conjurer unit that creates an unit that actively protects you from enemy projectiles Guardians - https://i.imgur.com/Ynu5Cdw.png Assists (2/4) - Ringmaster (tier 4 assist, nuker) - +15% to all stats to adjacent units, Lv.3 effect - create a cross that deals AoE damage 5 times for 10 seconds Absorber (tier 2 assist, warrior) - absorbs 50% damage from adjacent units, Lv.3 effect - absorbs 75% damage from adjacent units and gives the absorber +25% defense Pardoner (tier 3 assist, mercenary) - Oracle (tier 1 assist) - +10% dodge chance to adjacent units, Lv.3 effect - +20% dodge chance to adjacent units Seraph (tier 2 assist, healer) - periodically chooses 1 random unit and gives it +100% defense for 6 seconds, Lv.3 - choose 2 units instead Passive that makes critters and summons block enemy projectiles Hexblaster? - curser that consumes curses to deal damage Bench? - https://i.imgur.com/B1gNVKk.png Balance option for when there are more sets - https://i.imgur.com/JMynwbL.png Negative effect: colliding with yourself kills one of your units https://i.imgur.com/bxfvA7g.png https://steamcommunity.com/app/915310/discussions/0/4658391921156086711/ - general feedback https://steamcommunity.com/app/915310/discussions/0/4658391921156325745/ - math on gold, rerolls and units Roguelite update: Technical improvements: Spawn tech: spawn every entity in a grid, before spawning check to see if grid position is clear, this will prevent any issues due to entities spawning inside one another Battle stats: DPS, damage taken, etc Key rebinding (for non-QWERTY keyboards) StS-like map with nodes, node types: Arena Elite Boss Map (map of bigger size than arena with fixed spawns) Unit shop Item shop Text + reward Training grounds (upgrade unit) Tavern (heal units) Challenge + reward Go through the labyrinth without hitting any walls Go through the traps without getting hit Units die permanently when they die (dead units can be stored in bench to be revived later) Units can have items attached to them like in Underlords Unit item ideas: This unit's projectiles pierce/chain/fork/seek/split/stun/etc This unit is a [class] New stat system: All stats are values from 1 to 10 (can be lower than 1 or higher than 10 due to debuffs/buffs only) that represent consistent internal values between all units i.e. 3 attack speed means the same internal attack rate value (like say 6 seconds) for the entire game In general it's better if units don't have hidden internal multipliers on these stats, although sometimes that may be inevitable Damage: Crash - damage dealt when bumping into enemies Projectile - damage dealt by projectiles AoE - damage dealt in an area DoT - damage dealt over time