We added more content and many QoL features to the demo build. Here's the full list with the reasons behind those changes and improvements.
New Feat: Inferno Mastery. Those feats require you to have Ordeals equiped. Ordeals can be unlocked after completing Inferno III. By completing Inferno Mastery Feats, you'll unlock:
Healing bonus at Bone Shrines
Lower cost for Soul Shrine protection in Inferno
1 Star, to complete your Constellation and increase your stats
Weapon Upgrades buffs: We’ve noticed that some Weapon Upgrades have a particularly low rate of getting equipped. In order to try and make these more appealing to players, we’ve made some adjustments to these Weapon Upgrades that will hopefully allow for more powerful builds and creative gameplay.
Bow of Hope upgrade Double Shot has been updated.
Previously, this upgrade resulted shot two Heavy Arrows at an angle for a spread shot.
The angle of the arrows has been narrowed for a more focused attack.
On paper, Double Shot is the most OP weapon upgrade for the bow. But in reality, it’s used by less than 2% of our players. Our guess is that people usually don’t pick it because it’s more difficult to master, so we’re trying a small adjustment to make it more accessible.
Narrowing the angle means that you’ll be able to make more focused shots while keeping a safer distance than before, when you had a wider angle.
Sword of Justice upgrade Mighty Slash has been updated.
Previously, slashes were slower but delt way more damage
Mighty Slash will now generate more Justice when using Light Attacks in addition to keeping its previous effects.
Mighty Slash was hard to use because it makes you attack less, meaning that you generate less Justice, which impacts survivability.
Making it generate more Justice ensures that using Mighty Slash it isn’t at the cost of your life.
Staff of Sloth upgrade Echoing Orbs has been updated.
Previously, the Orbs on the ground will explode after a delay.
Now, the Orbs will explode when in contact with enemies or after a delay.
Full disclosure, the new Echoing Orbs is actually the way Echoing Orbs was initially designed, until we thought “wait… that may be too much, let’s calm down”.
We changed our mind and chose to embrace chaos instead: Echoing Orbs was very strong in specific contexts, now it will be more versatile and allow you to cover the map with mines.
Staff of Sloth upgrade Lethargy has been updated.
Previously, this upgrade strengthened the effects of Slow on enemies.
Now, this upgrade will strengthen the effects of Slow and adds DoT to affected enemies.
Lethargy is super fun to use for Sloth players, but in a game where doing damage is important, Lethargy was kinda left behind.
We decided to add damage to Lethargy’s initial effect, to make it feel like a DoT poison cloud that also slows enemies.
Some minor Feats have been replaced. For most of them, they depended on things players don't really have control over, which was frustrating.
Rebel Soul I: The "Resurect 1 player" requirement becomes "Unlock 1 Weapon"
Rebel Soul III: "Deal Heavy Damage" becomes "Unlock 4 Weapons"
Rebel Leader III: "Defeat Lucifer with 22+ players alive" will become "Cast 120 co-op powers" / "Defeat Adam & Eve with 15+ players alive" will become "Defeat 15 Unique Elites", meaning demo players will be able to complete the Rebel Leader III minor Feat (granting you +1 Star) and will have access to the Rebel Legend Feats. Completing the Rebel Legend Feats will give you access to:
1 more Perk Slot
Dust shrines will grant more stats per use in Inferno
+1 Star
Enemies: All enemies (excluding bosses) have had their total health reduced by 20%.
The effects of Agony Levels 3 and 9 have been adjusted to account for this reduction.
Lucifer's difficulty will scale based on the number of surviving players after the Ascension battle (instead of scaling based on the number of players when the session locks). Many players have been complaining about boss fights lasting too long, especially when you start a run with 33 players, but end up facing the boss with only a handful of survivors. In this situation, the boss difficulty would still be scaled for 33 players, and in most cases players would be decimated after a very long and tedious fight.
Yes, 33 Immortals is supposed to be a challenging game, but we also want our players to have a good time, hence this change. We'll keep an eye on our analytics to see how it goes and adjust accordingly.Dash Combo will have a reduced cooldown to make it easier to use. Dash Combo are by far the less used combat mechanic, and many players told us that they're complicated to use, especially because it's hard to get the timing right. Hopefully this small tweak will make it easier to use them.
Party Flag: you'll be able to join a party directly from Dark Woods, without having to use a third party service. Just drop down a flag in Dark Woods to form a party with nearby players. Interact with the flag to join a party and start your Journey together!
End of run stats: Players now see more detailed statistics on the End of Run screen, allowing them a more in-depth look at their performance. Players can see information such as Kills, Biggest Hit, Damage Taken, and more.
Tutorial: In our efforts to make sure that all of the game’s mechanics can be clearly understood by new players quickly, we’re continuing to try and find better ways to convey information to players. In this update, we hope to make a new player’s first run a little smoother as well as better conveying information about new systems.
During a new player’s first run, the UI and map now calls attention to the Chambers to help players figure out what they’re supposed to be doing.
When new players die for the first time during a run, they will trigger a tutorial that encourages them to find another player to revive them.
Dialogue from NPCs after completing Feats and unlocking new features has been polished for clearer explanations.
Compendium entries now pop up while close to a Weapon Shrine, allowing players to learn about other Weapons before unlocking them.
To help with this, a brief description of the weapon’s gameplay style is now included in the respective Compendium entries.
Equipping a Weapon for the first time now triggers a tutorial.
Progression
Fixed an issue where the Feat to complete Chambers in a Private Session also required players to be in a party, which was not possible.
Fixed an issue where the Feat for Earning Stardust in Private Sessions would count Stardust collected before Private Sessions were unlocked.
Fixed an issue where Wishing for Relics could be consumed by Training Rooms.
Combat
Fixed an issue where having a shield would not block debuffs applied from enemy attacks.
Fixed an issue where Torpor Wave would be visible to all players instead of local.
Fixed an issue where Rebel Souls would sometimes become stuck when using abilities too quickly.
Fixed an issue where it was possible to become stuck in a Training Room because Beatrice’s dialogue kept looping.
Party System
Fixed an issue where parties could become softlocked in Dark Woods if a player joined and left the party during the vote.
Loading
Fixed an issue where it was possible for the Holy Fire and Journey UI to appear in Dark Woods when returning from a Journey.
Fixed an issue where leaving a private session during a Journey would skip the end of run screen and take players straight to Dark Woods.
Fixed an issue where it was possible for players in private sessions who started a Journey at the exact same time to end up in different world sessions.
UI
Fixed an issue where HUD UI overlapped the Training Room menus.
Fixed a typo in Beatrice’s dialogue during the Boss Fights portion of Mastery Training.
That's it for this demo update! Let us know what you think, have fun, and I'll see you in Dark Woods!
- Alison & the 33 Immortals team