Sho’guul makes a chaotic return to the Undermine! And he brought a frien…emy?? What is dark without light? Yin without Yang? Enter Order, Primordial Impetus, demonic counterpart to her brother Sho’guul. Together they keep the universe in balance and only occasionally meddle in the affairs of mortals.
Both Sho’guul and Order can be encountered on your run and offer relics of tremendous power for a hefty price. Pay close attention to your Tendency if you wish to meet them.
Raw, unfettered chaos! The source of all entropy! Sho’guul favors those with negative tendencies and will punish those who seek to wield his power. Sho’guul offers legendary Relics in exchange for a random affliction of curses.
Order brings structure to the anarchy of Sho’guul. Order invites those with positive Tendency into her domain. Be sure to bring Blessings, as you will have to trade them in exchange for Order’s powerful Relics.
Tendency indicates the state of the world and can lean either Guulish or Ordered. Your actions and the items you pick up will change tendency and provide you with a chance of meeting either the demon Sho'guul or Order. Each of these demons has powerful items to offer you. Leave tendency to chance, or manipulate it carefully. The choice is up to you.
Lightning items have been broadly reworked to use a new “Reserves” mechanic. Reserves is a special status that levels up as you deal lightning damage and then can be used in a variety of ways by your lightning-based items.
A special Gambling Room encounter will be discoverable once you rescue Black Rabbit. The Gambling Room has a 50% chance to replace the floor’s special encounter, if it spawns.
Gilded Skull of Raal
Doom Blade
Reverberator
Suneater
Glass Cannon
Shield of Quills
Drifter’s Pouch
Guulish Cauldron
Mjolnir
Goblet of Grinn (old)
Mapp Mundi
Perfect Mirror
Sol’s Bell
Sunshield
Seven Sided Sphere
Shuanglong
Gold Dust
Root of the World Tree (old)
Tea Bag
Aphotic Charm
Thundervault
Black Ooze
Barbed Blade
Accelerant
Solar Requiem (Frostbite and Flamespitter combination)
Daemonic Strength
Wayward
Cursed (Discovered Sho'guul, Opulent Demon)
Enlightened (Discovered Order, Primordial Impetus)
Planes Walker (Discovered Sho'guul and Order in a single run)
Slightly increased enemy pop for Priests and Crossbowmen
Increased Black Knight health, made them max 1 per encounter, and very slightly increased their pop
Imps can now only spawn 1 per encounter
Master of Axes and Swords now only spawn 1 weapon each.
Rain of Fire now does proper damage and spawns slightly further away from the player.
Conductor now has a range of 10.
Dark Damage no longer heals enemy Undead. Instead it does 50% damage. Dark Damage to friendly Undead will still heal them.
Lowered Noxx's tasks for level 2 and 3.
Lowered the cooldown of Noxx's Egghanim's ability.
Prism’s damage has been increased.
Escutcheon now restores armor to a follower when you pick up armor.
Lowered the chance that a common chest will be trapped from 10% to 3%.
Lowered the damage by Hunter Pilfers.
Lowered the distance and increased the speed of “small” knockback
Neofish and Bloatfly spawn chances have been increased in the Goldmine.
Wisdom Blessing now recovers mana for your followers when you Pathfind.
Hollowguard is now immune to knockback
The initial fire burst from Seer’s Blood no longer does friendly fire.
Curse removal has been broadly reworked to “Descend or Remove” curses rather than completely removing them. Descending an Ascendent curse reduces its level by 1, and if it has no levels, then it will be fully removed. This change is meant to make Ascendent curses more meaningful and less trivial to deal with.
For example, if you have a Level 3 Frailty curse and drink a Holy Water, Frailty will be reduced to Level 2. However, if you have Arachnophobia (non-Ascendent), Holy Water will completely remove it as before.
There are still sources of powerful curse removal which will immediately destroy an Ascendent curse, regardless of its level.
Lasers have been reworked to be a lot juicier and more fun to use. You can typically move while casting lasers now. This has resulted in some nerfs, buffs, and general re-imagining of what things block beams as a natural consequence of the new system.
Rare and Legendary vfx have been juiced up.
Soulbound items can no longer be rerolled.
Gilding a combo item now gilds its relic or arcana components as well.
Bent Coil no longer drops a potion in Boss Rooms or Antechambers.
Magic Powder now makes friendly Light Smidgens from lamps.
Slingshot is now Soulbound.
Achievements and gilding now trigger when you hit Terminus, rather than when you pick up the Weepstone. This lets you progress to the Well and still get credit.
The Crucible UI now scrolls if it contains more than the default amount of Hexes.
When you go over your max follower count, the lowest HP follower is now destroyed, rather than killed. This means that effects that trigger on follower death will no longer trigger by going over your max. This also prevents a whole class of lockups and infinite follower churn bugs.
Added a new type “Cracked” armor attribute for use by Shield of Quills.
The Journal now shows a Sticky indicator on your items
Added a crown to the Item Card to tell you if an item has been gilded.
Improved Minerva vocalizations to be more listenable
Minerva’s Moon Projectiles now do physical damage (in addition to light damage). This allows all the normal item interactions that other characters enjoy with their ranged attacks.
Goblet of Grinn is now legendary and can be found in Sho’guul’s shop.
Root of the World Tree is now legendary and can be found in Order’s shop.
Shiva’s Guard now grants you an initial Ice Armor point.
Magical Boomerang and Meatier Wand are now tagged as “Martial”.
Donating a potion now has a little more pizzaz.
Dante’s whip shockwaves now have the Melee tag so they can interact with things like Flamespitter and Frostbite.
Mortar’s room has been made larger
Lowered the Caliber of Light Smidgens.
Adjusted Trifle’s eyelid positions a bit to make them easier to hit with projectiles and lasers.
Removed the Metal tag from Demolitionist’s Cookbook and Grappling Hook.
Golden Food and Golden Armor Shards now drop gold when destroyed.
Cooked food can now transform into Golden Food.
Ice Armor Shards can now transform into Golden Armor Shards and vice versa.
Galoshes and Helios boots are now Relics.
Galoshes now give a speed boost, and poison ground immunity (no longer spread oil)
Helios boots now give the same effects as galoshes and lava walkers as well as scale ground fire damage against enemies.
Fixed several tag mistakes on all of the boots.
Added Hot Footed help text.
You can no longer sus out oubliette rocks based on their hit fx.
Magic Powder now toggles the ignited state of braziers
Goblin Engineers are no longer immune to all Explosive damage (just Goblin Explosive damage)
Fixed water reflections
Many encounters with bad doors have been fixed.
The TomeVault no longer accepts Boundless books.
Item pickups by P2 now correctly progress the Journal
Ostophobia once again correctly awakens skeletons.
Fixed some issues with how
You can now correctly remap your mouse wheel in the Input options screen.
Fixed an issue that would cause an Entity’s name to flicker for one frame above its name when first spawned.
Dante’s Lantern ability should now correctly take credit for more source of fire damage, such as the Fire Ward’s fireballs
Fixed an issue that would cause Armor Shards to have no cost when under the effect of Blood Money.
Fixed a crash that could occur if you die at the same time as a boss.
Fixed an issue with the Stat Kicker that would still show STAT+ even when Descending a blessing.
Fixed an issue with the flag that tracked whether you had discovered the Apparatus or not.
Fixed a bunch of layout issues with the Mod screen when displaying mods with really long names or descriptions.
Fixed an issue with the Achievements page in the Journal to not make it appear that your Well achievements had been rolled back once you leave the Well.
Fixed a few issues with Cruciferous’ spike attack that would allow it to hit you before the visuals appeared, making it look like you took invisible damage.
Fixed a crash that could happen if you load a floor while loading a floor.
Fixed some issues with Black Rabbit’s dash cancelling logic.
Fixed an issue that would allow you to place a Ward over a hole and see it float there.
Cursed VFX no longer linger between rooms.
Fixed an issue that would cause Noctua to give you too much mana after loading a save file.
Priests are now weak against Dark damage instead of strong to it.
Improved the pop count amounts of a number of encounters that was resulting in a single enemy.
Remote Console now respects the Show In Console flag.
Remote Console now sorts alphabetically.
Remote Console uses a new approach to render sprites that will more reliably load, especially when entering gameplay mode.
Custom audio is now supported for mods. Simply drag and .mp3 or .wav into your project to generate an AudioClip object, and then point your AudioData to that AudioClip.
The EngineData instance is now distributed with Anvil so that mod projects can refer to engine tuning data.
Mods can now provide custom player character animations via the new AnimatorOverrideControllerData object.
You are now auto-granted Glasses, Alterra Atlas, Duelist’s Bangle, and the Journal when testing your mod.
Fixed a crash when inspecting SpawnTableDatas.
Fixed an issue with merging SpawnTables together that would merge with all tables with the specified GUID, rather than just the specified table.
The RunSubBehavior action now allows you to pass in parameters via public variables in the target tree.
You no longer earn achievements while testing your mod.