Brimir Update (v1411)
🌊 The Sea Was Heavy
We had reports of stuttering while sailing Floor 6, the Jade Sea, and went after it.
In several places the game was redoing the same work over and over for no reason.
- Entering a floor takes less than half as long
- Frames hold steady while sailing
- A bigger party no longer costs you frames
- The combat log no longer stutters when it floods — lag backed the log up, and the backed-up log caused more lag
The largest gains are on Floor 6 (the Jade Sea), Floor 8 (the Pericardium), and Floor 5 (the Riven Canyon) —
the wider the map and the more varied its monsters, the more there was to reclaim. Every other floor gets lighter too.
🫀 The Beat Now Reaches Inside Combat
Until now the Pericardium's pulse only beat outside. It stopped the moment a fight began,
which meant biting a monster during diastole let you skip systole entirely.
Now the Heart keeps beating while you fight. A long battle will meet systole, without exception.
And systole itself has changed character.
- The sealing of healing now cuts both ways — your enemies do not mend either. It is no longer a stretch to endure, but a window to press.
- The time remaining is on screen — "push now, or wait one beat" is only a decision if you can see the seconds.
- The Valve is only cruel when the Heart clenches — healing turns to harm during systole alone. In the one place with nowhere to retreat, there is now a when.
⛩️ The Threshold Has Been Lowered
The offering altars at the end of each branch asked for two soul stones of each Grade 3 — six kills at minimum.
A Grade 3 is a boss-class encounter in its own right. Six of them was not an entry fee; it was an assignment.
One of each now — the meaning stands (proof you walked the branch to its end), only the count is lighter.
- Altar of Rime (the Ice Tomb) — one stone each from the Frost Warden, the Glacier Giant, and the Frost Swordfiend
- Sword Grave Offering (the Megalith Ruins) — one stone each from the Eternal Dragon, the Grudge Colossus, and the Reaper Lord
Both branches still cost the same. Neither is the cheaper road.
⚖️ Balance
- The Pericardium's Grade 3 found their tempo — half of them were carrying a longer gap between swings than they should have. They press properly now. To keep fights from dragging, their health is down 10%.
- They also knit themselves back together — a little regeneration was added. Ground you fail to take during diastole is given back. That is what makes systole an opening.
- The Drowned Gatewarden is less monotonous — nine patterns, but only four you could tell apart (the same motion with different numbers). Three overlapping ones became rising water, a pressure barrage, and a collapsing sluice.
- The Slime King actually splits now — splitting was gated behind 40% health, which in practice meant almost no one saw it. It is available from the start.
🔧 Fixes
- Companions drinking potions for nothing — where healing is sealed (Pericardium systole, the Wailing Marsh), companions consumed the potion and recovered not a drop. They hold onto them now.
- Healers harming the party where healing inverts — in the Ice Tomb, the Megalith Ruins and the Valve, every heal a companion healer cast took health away from your allies — and it chose the lowest-health moment to do it. They now save their casts until the seal lifts.
- Offering requirement counts in the gate description — corrected to match what is actually asked.
The pilgrimage to the Heart continues.