Posted April 18, 2023 by dan.marchand
Treasure chests that spawn randomly in the wild now have a variety of special reward classes, indicated by the hovering icon over the chest. Some reward classes are rarer than others, but these have significantly buffed treasure chests across the board.
Additionally, if you invest in the Research/Exploration tree, it’s possible to add these special rewards to some rare monsters as well
Added special rewards to all treasure chests
Added new Exploration Skill: “Memories of Treasure”. This skill increases the chance that rare monsters will have special rewards
Connected Powerful Monsters to Memories of Treasure in the Forest Exploration tree
Rewrote the way items launch from enemies and follow you. This change should make them behave better in low framerate scenarios
Fixed an issue where the launchable effect from Shrines wouldn’t follow the player aggressively
Added the option to skip secret area portals. Walk up to the blinking hand to continue if you want to skip the secret
Added text illustrating the stat effect on upgrades that improve basic stats. For example, the % block upgrade can display “Block Chance: 10% -> 15%”. Note that this display is not enabled for skill-specific upgrades, as their calculations are somewhat complex to do at upgrade-time and require a round of combat. This will be revisited later
Enabled a feature that detects if you’ve been pushed off the level at extremely high speeds. This of course causes you to die, but you won’t have to manually exit the run anymore
Fixed a null pointer exception when tossing a shield under the effect of “Topspin”
Fixed egregious exception spam caused by opening the game for the first time
Improved the performance when looting items on longer runs
Improved the performance of various static UI elements like the health and buff displays
The comparison tooltip now shows the item level of whatever you have equipped
Fixed a bug where controller users couldn’t exit the end of run loot screen
Shockwave and Blade Toss now move faster under higher game speeds, hopefully making them more useful in those scenarios
Removed some of the more verbose debug logging, as it was causing performance issues on the Web build