Deathand Playtest · public · first seen
New
Velkorin’s finale. Velkorin now waits on his throne while four Death Knights hold the foot of the steps. Bring down the last of them and he rises, leaps down and fights you alone, to music of his own. His throne hall is heaped with his hoard, and the lava sea around his Sanctum now stretches to the horizon through every window.
Bosses rise in fury. Push a boss far enough and it rises in fury: the room goes dark, the view pushes in, and it shouts FURY!!!! in its own voice, in every language. The scene can be skipped once you have seen it.
Fifteen new enemies wait deeper in the dungeon, among them Ghouls, the Plague Doctor, the Crypt Guard, the Pit Demon, the Fiend, the Gargoyle, the Gravedigger, the Witch Hunter, the Huntress and the Dread Lord. Each has a voice of its own, and those that talk speak every language the game has. The deepest floors are now a ruined cathedral.
Rooms of their own. The shrine, every station and every omen now stand in a small room of their own, with a floor of its own and an arch over the doorway. No fight starts inside one.
A darker dungeon. Long shadows and pools of torchlight with real dark between them. The room you start each floor in is always lit, and there are more torches the deeper you go. Cobwebs gather in the corners, and banners and flags stir in the draught as you pass.
Furniture set into the rock. Beds, bookcases and other big pieces now stand in alcoves cut into the walls, out of your way. Packs of cards wait on a barrel or table in an alcove of their own; take one from the tile in front of it.
Real lava pits. When a fight has a pit behind the enemies, you now see it: a real lava pit, so an enemy knocked back falls in and burns.
The card that lights your way is now a real card from your deck, burning down in your hand, and you hear it: a strike as it catches, a flare when you feed it.
Changes
Food and water run down faster, and the stairs give back less of them.
Pull a lever out of order and the view tips down so you see the spikes spring.
Your hands trail the view as you turn.
Fewer skeletons: mixed groups bring other enemies instead.
Enemies lunge and charge at you from wherever they stand, keep to the tile ahead of you so they stay in view, and walk stairs step by step.
Every haul of Bones shows how many as it flies to your count, and smashing the Whispering Idol sends its Bones flying from the pieces.
After a victory, levelled cards fly into your deck one after another.
Each floor has doors in its own style.
Enemies nod as they talk.
Fixes
A lever’s symbol could be half buried in its stone.
The glowing circles in front of the shrine and stations were hidden under their room’s floor.
Beds and other long pieces ran into the rock either side of their alcove.
Card pack barrels looked stretched.
Enemies could stand in a bed, hide behind another enemy, or walk on the spot beside a wall.
Enemies sometimes flicked between poses, and torch-bearers dropped their torch to their side.
The Gravedigger, Witch Hunter and Huntress had a blank pale face.
Enemies were washed out by your light in fights.
BLOCKED showed before an enemy’s card was even thrown.
Breaking the Whispering Idol could stall the game.
Speckles on the cave rock, sparkles swelling into blobs up close, and a wall candle that looked like a tiny skeleton are gone.
A card right-clicked into your held cards now sways there straight away.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 5360771 | 470593600538068019 | 3620439728770030123 |