Major rebalance of Life growth
- Maximum Life no longer grows from the Life you lose. It grows only from the regeneration that consumables give you
- Every Rebirth adds 2% of all the Life that food and potions gave back to you during that life
- Potions have gained a lot of value: in chapter 1 they heal twice what they used to, and in chapters 2 to 5 they heal four times as much. They are also easier to save for the boss fight now, so doing optional quests to buy potions pays off a great deal more
- Taking hits no longer fattens your Life cap on its own: if you do not heal, it does not grow
Temple Heal now runs on First Aid
- It no longer heals at a fixed percentage. It is an action with its own progress, and the whole action is worth one maximum Life: if it takes 100 seconds at your stats, it heals 1% per second
- Every First Aid level shortens the action, and by shortening it, it heals faster. Training the skill shows up directly at the temple
- You pay for what you heal: healing from half Life costs half an action
- Reaching your Life cap takes the Heal out of the queue, but no longer counts it as spent: the leftover progress is kept and the action stays in the room. So you can queue Heal, advance the exit to 99% and finish with another Heal that recovers whatever the curse took meanwhile
Markets: talking to the NPC is mandatory
- The exits of every market now ask for the same key the quest NPC hands out, so you have to talk to them at least once per life before you can leave
- With this, Conversation stops being a skill you can leave at zero forever
- Automation plans and saved presets from before the lock fix themselves: the talk is queued right in front of the market exit
Potion threshold
- In Settings, Advanced options, you choose the percentage of remaining Life below which potions start being drunk. Above that threshold they are left alone, so you can save them for when they are needed
- At 100% they are drunk like any food, and the lower you set it, the longer they stay unopened. Food does not look at this threshold
- Next to the slider there is an option to ignore the threshold in the boss room, and it comes turned on: you save your potions all the way there, and in the boss fight they are drunk without looking at the percentage
- The setting belongs to each character
Threshold switches for the boss fight
- From the automation panel you can queue two triggers, one to turn the ignore on and one to turn it off. They apply when they reach the top of the queue and delete themselves, like the load preset one
- They let you decide route by route when the potions come out, without opening Settings by hand
- They show up in the queue with the same color code as in the plan: green turns on, red turns off
Event log
- Getting consumables and buying potions now leave their own line in the log
Speedrun: reincarnation breakdown
- The reincarnation view now opens the detail of each cycle: how long it took to reach every room, and on which Rebirths you were killed there
- The detail is stored in legs and in seconds, so a hundred cycles per character do not bloat the save
Loot on screen
- When an action that gives something completes, a floating box pops up with the item or the coins going into the backpack, just like the combat hits
- It is only decoration: it hands out nothing and does not touch the inventory, it just shows what was already happening
- It shares the switch with the combat hits in Settings, Advanced options
Notice for a freshly unlocked action
- When one action opens another, the new one comes up highlighted with a mark, and the tooltip says which action unlocked it
- The highlight goes away as soon as you read that tooltip once with that character
- If the box ends up off screen, an arrow at the bottom edge points it out
- The glow can be turned off in Settings, Advanced options. Turning it off does not remove the notice: the mark stays where it is and the text reads the same on hover