
Hey everyone, thank you all for playing and for sending in your reports since launch. It really helps. 💜
Here's patch v1.15.2, out now. It's mostly bug fixes this time around, plus a few balance and quality-of-life tweaks. The next patch will be focused on balancing and quality-of-life improvements, so if you have thoughts on those, I'd love to hear them here on discord.
V 1.15.2
The "cannot be blocked, dodged, missed or parried" bonus on the Harog Imkol option for Asmodeus wasn't working as expected. It's now fixed.
The discussion couldn't be finished after killing Yagakabra if you played in French.
The discussion couldn't be finished with the knight in Golsijur if you played in Traditional Chinese.
It's now possible to scroll in the Purgatory level selection menu just by hovering down or up on the screen.
Asmodeus was sometimes invisible at the beginning of the fight.
"Erratic Phenomenon", the first bonus on Harog Imkol for Satan, that was triggering a random spell after your Harog Imkol attack, wasn't for "free" as expected in some specific situations.
After cleansing the "Gumgar Spore" debuff, the visual effect wasn't correctly removed.
Storm Strike is indicating 2x damage but was dealing only 1.5x. It's now corrected. Also, the tooltip was displaying the damage as "thunder damage", while it wasn't precise enough: the first attack is dealing physical damage, only the thunder chain effect is dealing thunder damage.
"Chain of Lightning Bolt" and the thunder chain of Storm Strike were dealing unfair damage as if they went through a thunder resisting enemy, the damage was diminished because of it. It now applies the resistance correctly but does not reduce the next damage dealt.
"Frenetic Incantation" damage bonus wasn't working on some spells.
An issue with using right click in the Purgatory menu was causing movement trouble and darkening of the background.
This Purgatory level selection can now be closed with Escape.
The chest in Saalshe Valley was looting level 1 drops by error.
It was possible to access your own chest while walking in Ukhankar during the narrative no-gear-moment, and thus open your inventory.
The path in Ukhankar was blocked around the torture zone because of invisible citizens.
We could move from Ukhankar or take a teleport during the no-gear-moment while it was supposed to be locked.
The amount of dye at the dye seller was too big.
A teleport point was available to go to the Akhlate palace while it wasn't supposed to be available.
The Harog Imkol Belzebub bonus that was giving +80% bonus damage if you killed an enemy got a false tooltip indicating wrong data.
The enigma skull in the volcano was opening one time and then didn't open anymore, and couldn't be finished.
When the game is finished, the Melkejites and the Archon weren't properly disappearing from the peak of Saalshe, and the fire rain effect was staying.
Fixed a bug where you couldn't enter back into the palace of Nev Gerotth from the prison if you died before leaving after killing Mammon.
The indication about the "next level" to get an active point was showing the wrong level (4-9-14-19-24-etc.) while it was one level higher (5-10-15-20-25-etc.).
Fixed a bug where, in the Psalaga Den, you could be blocked in a never-ending fight against the boss.
It was possible to reroll non-unique objects at the legendary blacksmith while it shouldn't be.
Sometimes the display of mission icons wasn't working properly and icons were out of the screen.
The Akhlate sword combat asset wasn't displayed.
Passive power "Soul Decay" wasn't working properly.
"Infernal Incantation" skill wasn't properly resetting at the end of a fight.
The "purified" icon on the map was shown in gold in the tutorial while it is green in-game. It was an old placeholder.
The malus of chance to hit for each level difference was reduced from 8 per level to 4 per level. You should miss less.
We can now loot Soul Rune (low chance of drop) in the Purgatory. The higher the Purgatory level, the higher the chance of drop.
Enemies can no longer have max resistances to any type. The resistance cap is 50% (easy mode), 60% (normal mode), or 70% (hard mode).
The normal mode is now 15% easier and the hard mode is now 15% harder than they used to be, suiting more to the expected difficulty gap of the game. Another harder mode will be implemented soon.
Points in the "Mastery" stat will now give 0.22% crit chance instead of 0.15%, which was too low.
Melee fighters now start with 120 health points instead of 100, addressing the early level weakness of melee classes.
The parry, dodge and block level has been more fairly balanced on enemies.
The map and quest objectives are showing the place to investigate more precisely, resulting in a smoother experience and less feeling of being lost.
Added a "fast+" mode in options, increasing the move and combat speed even more.
Reduced the power of the stroboscopic effect when you have strong lights disabled. It wasn't working properly.
No need to finish all the "enigmas" to validate the Steam achievement of completing all the quests.
Pressing Escape does skip the discussion, but several people missed it. As it wasn't obvious, there is now a visual effect to indicate it.
The visual effect when you changed into a special mode like "Trance" or "Bestial Possession" was lowered because it was affecting the readability of the game too much. It's smoother now.
Several visual polish passes on the environment.
The blacksmith wasn't well displayed in Golsijur, with an old placeholder instead.
You can see our list of known issues here and find out how to report a bug here.
Keep the feedback coming on our Discord. 🔥
~ Baptiste (solo dev)