
The secret content previously in beta is now fully released along with various adjustments both to that and other things I ran into while testing. On top of the changes mentioned in the previous post, here are the new changes:
Added an extra bit of secret content in the secret content.
Idling in the menu after launching the game will now preview the different areas.
Various changes to secret content.
Bows are stronger and cheaper.
"Cross" no longer increases cost inherently.
"Orbiting" cost now scales with attack duration and arc.
"Floating" weapons can no longer rotate or change height after being initiated.
Projectiles spawned by "Splitting" now deal half damage.
Blocking non-projectiles no longer makes you get hit (unless the attack hits you directly)
Moved the point that determines which tile a character stands on slightly upwards to avoid accidentally falling when it doesn't look like you're on a void/water tile.
Freeze status now has an effective change on the final boss.
"Charge" now double status chance, which allows landing statuses even on highly resistant bosses.
Shields can no longer get you hit by the same attack more often than you normally would.
Blocking homing bombs no longer deals damage to you.
Situations where projectiles are deflected by a shield without the shield user getting hit for 0 damage now properly make the block sound
HUD item labels are now updated any time they are displayed, which fixes edge cases they don't get updated when picked up.
Fixed game breaking bug when changing rooms next to the edge of the map.
Fixed "spirits" in final boss appearing out of nowhere.
Fixed jumping boss not jumping after respawning.
Fixed being able to room transition into walls or pits.
Fixed sound effect duration not matching the weapon effect when using "Charge"
Fixed magic sword projectile flying out too early when using "Charge"
Fixed area 2 not being loaded in on the map when loading a save that has already visited those areas.
Fixed not being able to room transition downwards in some cases.
Item labels are now a little bigger by default, but smaller if there's a lot of text.
Moved some glossary terms and renamed "Passive unique weapon properties" to "Passive Special weapon properties" to be consistent with the NPC that lets you reroll "special weapon properties"
Burn is now displayed as total burn damage.
Item labels no longer have empty space at the bottom.
Slightly adjusted usable item position on the HUD depending on window width to better fit the labels on screen.
Slightly adjusted menu button sizes.
Minor performance optimization.