Mystic Explorer · build 22549939 · published
This update greatly expands the mid- and late-run combat experience. Enemy pressure is no longer just about putting more bodies on screen. It now comes from clearer growth rules, a much deeper affix system, and stronger overall stability across long sessions.
- Enemy growth has been upgraded. Normal enemies, SP enemies, and bosses now follow clearer scaling rules. Affix rolls also scale by enemy tier: normal enemies gain 1 affix roll per growth step, SP enemies gain 2, and bosses gain 2 to 3. Once SP/boss spawns hit their cap, overflow spawn budget is converted into strength instead of turning into meaningless crowding, so late-game pressure comes more from stronger enemies than from pure clutter.
- The enemy affix system is now fully in place. The current version supports 30+ enemy affixes split between stackable stat affixes and special mechanic affixes. Health amplification, damage reduction, true damage, speed growth, attack-speed scaling, regeneration, stone skin, armor break, plus split, death explosion, undying, blink, shields, frost/silence/magnet/worsen auras, executioner, and damage inversion now all have real combat impact.
- Combat readability has been improved. Normal affixes use layered outlines, while special affixes use dedicated aura visuals, making elite and boss threat types much easier to read during active combat.
- Chaos Mode has been added. It introduces attribute-conversion builds into the core combat flow and opens up a very different style of progression from the standard mode. The candidate pool has been cleaned up, obsolete or unstable conversions were removed, and loop detection has been added to prevent invalid chains, extreme loops, and dead-end builds. Conversion skill levels and EXP are now saved separately as well.
- Chaos Endless and standard Endless are now fully separated. They now use independent leaderboards and independent score records, so Chaos runs no longer mix with normal Endless results. This makes build performance and challenge outcomes much easier to compare fairly.
- Stability and long-run performance have been improved. Chunk-based world streaming is now used for map content, improving scene stability over long sessions. Summons, split copies, and pooled enemies now correctly clear and reset affixes and states, and we also fixed duplicate NPC spawns, repeated hurt sounds from bundled damage, and enemy field effects still affecting the player during death/revive.
- UI and inventory clarity were improved. Archive bag items now show a proper “Equipped” tag when the item in the bag matches what your current character is wearing.
The goal of this update is not just to make enemies stronger, but to make every run more readable, more varied, and more build-driven. We’ll keep refining the system based on your feedback.