- Patch Notes - May 2024 - 1.5.0
- âChanges inspired by our community!
- Major Features
- The Reminiscing Mirror: View all the 38 Pixel Art cinematics from the game in The Garden once you unlocked them
- Ban Spells: You can now ban heroes and common spells from the Merchant
- Destiny Level 100: You can now go past Destiny Level 54 with new challenges like fighting 2 Zodiacs at once and more!
- Resilience Mode: Option in Gameplay similar to Hades God Mode, if you activate it will reduce damage taken by 20% and +2% each time you die for a total of up to 80% and -1% each time you success a run.
- Small Features
- community inspired â Burn Stacks can now exceed 10 stacks and not be lost after a Combustion
- A Yalee allows you to reset one time the Echoes options in Echoes Island, unlocked once you beat Destiny Level 6 once (like Yalee in Telluric Ruins)
- community inspired â Octave Weapon Passive Coniicio Iocor and Kiran Weapon Passive Santôryû could spawn out of reach
- Icons of Echoes you have from Void Catalyst / Telescope are displayed when starting a run so you don't miss them
- Adjusted the Red feedback for Ice projectile of the Burning Djinn
- Octave Weapon passive Aura Meridies (lasers in fight rooms) now prevents jumping to avoid interrupting it by jumping
- Ghost Enemies now cannot attack for the first 0,4 seconds after their apparition to give more to give to see the enemy spawned
- New icons showing spells and gambits loot affinities
- Equipping an Aura on the same Aura will increase its quality if Aura can be improved
- Balancing
- Fire Plasma Aura now add 2 Burn Stacks instead of 5
- Killing enemies give a bit more XP points than before
- Malices from Destiny level : Used Pockets / Life Crusher & Leaking Foes (losing max hp/ mana & quartz when hit) now have a cooldown in case you get hit multiple times quickly
- community inspired â Kiran Weapon passive Flower Power now restores 2 charges instead of 1 when using King Counter
- Shielded Foes giving Armor Points to enemies in Destiny Levels has been reduced from 50% chances to 30% chances to give armor to enemies
- Yalee Tickets and Memory Fragments loots are more frequent
- Thunder Elite Aspect waits a bit longer before hitting for the first time and increased time between each hit + it cannot be too small as it used to be to avoid not seeing it behind an enemy + add of a red feedback visual to better see it + it doesn't hit anymore while fading out
- Calie Gems Weapons Passive Aerial Strike cooldown from 8 seconds to 7 secs and the area of effect is bigger now
- Reduced Shadow Clones health amount in World 1 and World 2
- Vampiric Foes effect does not work anymore from Elite Aspects, Thorny Foes and Vengeful Foes
- community inspired â The Master Ultimate bar doesn't charge anymore while summoning Heroes Clones
- Level Design
- Removed an unwanted Fire Portal in an exploration room
- Music & SFX
- Bigger Sound when deactivating a Weapon Passive in Arsenal to avoid unequip by error
- Interface
- Apparition of texts in Main Menu is faster now
- Getting in Gameplay option from ingame would place you on second option instead of first one
- Reduced brightness on Main Menu characters when changing menu
- Main Menu options are more to the right and Heroes on Main Menu too to have more space for texts
- Main Menu options texts is larger and font size is smaller to write more things
- Reworked some French terms in options Gameplay for better understanding
- community inspired â Quest progress in The Arsenal no longer halts during co-op if a player without the required weapon is hit in a specific room.
- Visuals
- Burn Effects color is more orange so it's more different from Electrify Effects
- Kiran Weapon passive Flower Power and Calie Weapon passive Homing Spear now have visual feedback for their charges
- Elite Aspects elements now spawn behind enemies and players
- Changed the Fire sprites displayed on ground from Leo's fight and Burning Djinn + added a red feedback behind the fire for these elements
- Taking damage with Barrier effect on is better feedbacked
- Taken damage number are visible for longer
- Bug Fixes
- community inspired â Katana Judgment Cut Weapon Passive could aim Ghost enemies
- community inspired â Claws Kusarigama's fury Weapon Passive was not working during Zodiacs encounters
- community inspired â Pressed Cancel on Papa Yalee Character category would not make you go back to Categories
- community inspired â Gems Aerial Strike Weapon Passive was always being thrown from P1 even if P2 was launching it
- community inspired â Healing Shards from Shards Altar spawn faster, they could not spawn before you take the Bar door + only 1 could be saved when changing layout, now working with more than 1
- community inspired â The progress of some quests from The Arsenal that track spell changes, such as level or affinity, would not update after changing weapons.
- community inspired â The progress of some quests from The Arsenal that track spell changes, such as level or affinity, would not update after changing weapons.
- community inspired â Addressed potential game crash caused by activating certain gambits while pausing.
- community inspired â Prevented accidental selection of an Echo instead of an Aura slot during equipment or upgrade attempts.
- community inspired â Corrected rarity tiers for auras from the Small Astral Dragon during co-op.
- community inspired â Respawning in the Garden was needed to force the unlock of achievement related to getting all colors from The Stylist.
- community inspired â Gemini chain throw scythe between each other attack would hit player with invisible scythe sometimes
- community inspired â Absorbing Barrier from Void Catalyst would not work if you had a Barrier effect activated
- The Master was never summoning Pisces during the fight
- community inspired â ""Damage dealer"" achievement would not trigger with option to show damage numbers disabled
- Ghost Effect behind player when doing a fall attack was too present when playing at more than 60 fps
- Weapon Passives would sometimes keep showing player ghost effect while they were invisible
- community inspired â Basic Attack magnet to close enemies was not activated for Calie and Octave melee weapons
- community inspired â Basic Attack magnet to close enemies was working on Ghosts
- community inspired â Aura ""Catnip III"" third effect triggering lightning strikes on Yalee projectiles was not working
- community inspired â Capricorn Summon would not target the correct enemy when summoned
- Hitting 2 Jump Crystals with same attack now picks the closest Jump Crystal from the player
- Hitting a Jump Crystal overlapping an enemy now hits the enemy
- community inspired â A few Auras were displayed with the wrong affinities
- community inspired â Ayla Weapon Passive Ray of Light would not always be triggered if you have a lot of attack speed
- - The Hibernian Workshop Team