Version 0.3.2a
GENERAL
- "magic skill" stat was renamed into "magic power" and now affects wand's damage/effect
- "willpower" was renamed into "attunement" and now affects recharge rate not as much
- potions of Strength now increase your magic power in addition to its previous effects
- Scholar now receives bonus magic power only on every 3rd level up
- Acolyte now receives bonus magic power only on every 6th level up
- Warrior and Brigand do not get additional magic power on level ups at all
- increased starting health for all character classes from by 5 points
- regeneration rate now depends on the max health amount only
- nerfed waterskins and oil lantern
- Acolyte now starts with three empty bottles instead of a potion of Overgrowth
WANDS & RINGS
- wand damage, recharge rate, and number of charges were significantly rebalanced
- combat wands now are Magic Missile, Disintegration, Smiting, Lightning, Acid Spray and Firebrand
- utility wands now are Ice Barrier, Thornvines, Force Blast, Charm, Life Drain and Damnation
- wands will never miss their target anymore (except Magic Missile)
- "utility" wands can miscast/squeeze charges, just like combat wands
- only unidentified and/or cursed wands will ever miscast now
- changed curse chances for wands/rings to be dependent on chapter rather than floor number
- wands and rings now have much more detailed descriptions
ALCHEMY & POTIONS
- brewing potions now requires an empty potion bottle and two specific herbs
- empty bottles can be found in shops, laboratories, and among the loot
- using incorrect herbs will give you unstable potion which is, well, unstable
- added potions of Rage, Toxic Gas, and Confusion Gas
- Potion of Overgrowth was replaced with Potion of Webbing
- Potion of Blessing was divided into Potion of Shield and Potion of Blessing
- Potion of Corrosive Gas was replaced with Potion of Caustic Ooze
- Potion of Caustic Ooze creates temporary acid puddles on the floor
- rain created by potions of Thunderstorm now can refill wells in its area of effect
HERBS & FOOD
- raw meat cannot be cooked by burning or freezing it, but is completely safe to eat
- burning raw meat will turn it into burned meat, which is a worse version of raw meat
- you can, however, cook raw meat in alchemy pots, making it more nutritional
- it can also be cooked with herbs to provide a much longer resistance buff when eaten
- herbs now require only one turn to be eaten (was three turns before)
- herbs now remove debuffs and apply short resistance buffs when eaten
- spawn rates of different herbs now depends on the current chapter
- implemented Feyleaf herb, which increases magical resistance when eaten
- Dreamweed was renamed into Dreamfoil and had its sprite changed slightly
- herbs and other types of food now have much more detailed descriptions
EQUIPMENT
- quarterstaffs now increase your magic power by 10-25% depending on their upgrade level
- rebalanced prices and quantities of ammunition and throwing weapons
- missile and flintlock weapons got their damage increased
- light throwing weapons can now inflict bonus damage on sneak attacks
- debuffs from special throwing weapons now ignore target's armor
- javelins and tomahawks can now knock their targets back on hit
- chakrams can now be used to hit several enemies at once
- harpoons were reworked and will be more reliable now
- throwing items at secret doors now also reveals them
- weapon enchantments do not provide bonus damage for certain wands anymore
- added a confirmation pop-up when equipping items which are too heavy for you
BUFFS & DEBUFFS
- the Enraged buff now has decreased effect, but lasts longer
- Mind Vision now increases Perception by 25%
- Levitation now increases Dexterity by 25%
- Invisibility now increases Stealth by 25%
- Invisibility is now dispelled on stealing
- Corrosion now causes its target to spawn an acid puddle on death
- Vertigo now prevents you from receiving "Focused" buff from skipping turns
- being Poisoned now decreases attack speed only by 25% (instead of 50%)
- electricity damage does not inflict Electrified debuff on its targets anymore
- electricity damage now just gets increased by 50% if the target is standing in the water
MOBS
- slightly buffed minimum damage for most of the mobs mobs
- Goo was tweaked to make its fight easier for new players and less annoying for veterans
- King of Dwarves was tweaked to make his fight to be less confusing/unfair for everyone
- carrion eaters, giant spiders and cave scorpions are now vulnerable to mind debuffs
- warlocks and evil eyes will not miss anymore (same as the corresponding wands)
- carrion eaters are not resistant to body and acid anymore
- updated giant spider sprites, and now they only spawn webs on death
- cave scorpions now spawn acid puddle instead of corrosive gas on death
- dwarf monks aren't resistant to mind effects anymore
- dwarf warlocks now deal more damage with their ranged attacks
- charmed mobs should be a bit more independent now
- hitting charmed/controlled mobs doesn't remove the effect from them
DUNGEON
- moved old wandmaker NPC to the Sewers, and sad ghost NPC to the Prison
- decreased amount of water in the bonus well rooms (only guaranteed wells are on the 4th floor of a chapter)
- poison dart traps were changed into confusion gas traps
- toxic gas trap now releases toxic gas instead of corrosive gas
- trapped vaults now can be filled with summoning traps
- made item piles on the already visited tiles visible through the fog of war
- small changes to the layout of the second boss floor nd imp's shop floor
- secret doors on the 2nd floor are now guaranteed only if you have not unlocked at least one of the strength, upgrade or boss badges yet