1. Patch 1.1 is live now!
  2.  
  3. Greetings Maze Architects!
  4.  
  5. We are very happy to present you with MINOS 1.1, a meaningful patch introducing a new streamlined mode, additional content, two difficulty modes, balance changes, bugfixes & improvements, a lot of which was based on your feedback so far, and for which we are extremely grateful. Good stuff - keep it coming! steamhappy
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  7. As always, we invite you to join our community on Discord - it's the best place to share feedback, report bugs, and chat with the team.
  8.  
  9.  
  10. WHAT 1.1 is all about?
  11.  
  12. New Roguelite Mode*!
  13. Listening to your feedback, we decided to come up with an entirely new mode, separate to the Story experience. It’s designed for players who enjoy roguelike/roguelite games, have already completed Story Mode, or just felt the base experience was too slow. Check it out now!
  14.  
  15. This mode removes tutorials, story, puzzles, and secrets for a more streamlined experience. You only spend XP after defeat, creating a faster, simpler loop focused on shorter runs.
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  17. *we still treat this mode as something to experiment with a bit in the future, based on your feedback, therefore it's marked as "Beta" in the Main Menu.
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  19.  
  20. Additional details:
  21.  
  22. New mode is accessible from Main Menu
  23.  
  24. There’s no story
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  26. Tent with XP upgrades is available only at Depth 0. All other camp facilities are unlocked by default
  27.  
  28. Traversal has been mostly cleared out: no Daedalus, Diggables, Chests, Mushrooms, Scrolls, Secret Hatches, Simulacrum, etc.
  29.  
  30. There are no shortcuts
  31.  
  32. Keys and some irrelevant Artifacts were removed
  33.  
  34. Active wave cannot be reset from Pause Menu - instead you can surrender your current run
  35.  
  36. Speed-up is available in Traversal
  37.  
  38. After completing the final wave, you can take on up to 3 bonus waves for greater Silver Obol rewards
  39.  
  40. Lost Aristoi Souls now offer Trap Upgrades instead of Artifacts in exchange for Gold Obols
  41.  
  42. Depth limited to: 20; each run ends with a fight against Theseus
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  44.  
  45. Balance changes
  46. These changes are game-wide, and apply also to Story Mode.
  47.  
  48. Additional Difficulty Mode added. Players will be prompted to select either Normal or Hard mode before starting a New Game. You may also change the difficulty settings in the Gameplay tab, when accessing Options from the Pause Menu
  49.  
  50. Normal Mode - Suitable if you want to beat the game without much hassle. It won't force you to be super effective, just don't make big mistakes and you'll be fine. Free retries, slightly weaker enemies with fewer trap resistances.
  51.  
  52. If you're mid-playthrough when the game updates to 1.1, you'll be experiencing this mode. If you're up for the extra challenge, remember to switch to Hard
  53.  
  54. Hard Mode - Demanding, but fair. It will require you to effectively use all game mechanics, to combo traps, to create synergies. This is the original experience we intended.
  55.  
  56. HP of selected enemies increased
  57.  
  58. Higher values of resistancies for selected enemies against particular trap types
  59.  
  60. Reset Wave on Hard Difficulty now costs 5 Silver Obols per reset
  61.  
  62. Gem acquisition rate adjusted
  63.  
  64. Ancient Imaginarium now allows to purchase only one device at a discounted price
  65.  
  66. Additional Gems and Obols are now rewarded when using Shortcuts, to offset resource loss
  67.  
  68. Long Battles will now grant bonus resources
  69.  
  70. Additional Obol rewards are now granted for completing smaller, more demanding levels
  71.  
  72. Treasure Vaults will no longer grant random Artifacts, affecting player builds. Instead, they will award bonus currency rewards for players to allocate them as they wish
  73.  
  74. Mulcher and its upgraded versions now have a kill limit of up to 5 enemies
  75.  
  76. Rake immobilize toned down from 6s to 2s
  77.  
  78. Finisher Ballistas Artifact initial damage toned down (-2dmg)
  79.  
  80. Trigonometry Chart Artifact buffed to no longer reduce Ballista damage, but now gains +1 damage for every 3 (previously 2) tiles traveled
  81.  
  82. Eat Rats ability healing reduced from 10HP to 5HP
  83.  
  84. Tough Reinforcements modifier was removed from the game
  85.  
  86. Pendant of Arrow Dodging Artifact replaced with Pendant of Arrow Reflection. Now Asterion reflects one arrow each wave, instead of having a chance to dodge them.
  87.  
  88. Vial of Rat Rabies Artifact rat damage toned down to 2dmg. When paired with the Rat Food Artifact, rat damage toned down to 4dmg.
  89.  
  90. Subsequent purchases of selected devices and their upgraded versions in the Shop are now increasingly more expensive. Applies to: Hook, Ballista Arrow Copier, Cauldron, Trojan Minotaur, Sign Post
  91.  
  92. Subsequent purchases of Artifacts for Silver Obols from Lost Souls or for Gems in the Shop are now increasingly expensive, depending on the number of Artifacts already owned
  93.  
  94. Starting items are now always: Spike Trap, Ballista, Luring Trap, Pressure Plate
  95.  
  96.  
  97. Bugfixes
  98. Crash fix: Game should no longer occasionally crash after splitting a group of enemies using Narrow Passage
  99.  
  100. Crash fix: Game should no longer crash after invoking Asterion's inventory tab and then switching to the Scrolls tab
  101.  
  102. It should no longer be possible to spawn into Traversal without any doors to choose from
  103.  
  104. Instances of Trojan Minotaur already present on puzzle levels now properly display their tooltips
  105.  
  106. Ranged units should no longer shoot at doors opened after the wave has started, instead of taking this golden opportunity to storm through them
  107.  
  108. Ranged units should no longer get occasionally stuck shooting at closed Deadly Doors, but not dealing any damage to them
  109.  
  110. Sign Post behaviour and predictability against Destroyer and Disamer units improved. Reordering enemies should also no longer result in unwanted behaviour for other units.
  111.  
  112. Learners should no longer get stuck upon interacting with Trojan Minotaur
  113.  
  114. Instances of enemy units stopping mid-maze, and not progressing towards the Lair or Asterion, especially after merging and using Reorder, should be less frequent
  115.  
  116. A number of fixes for Atlas combo not working as intended for some trap configuration setups, and not damaging enemies as it should
  117.  
  118. Asterion should no longer get occasionally stuck after being rotated with Rotator
  119.  
  120. The Butcher achievement fix: using non-trap devices should no longer invalidate its progress on a given level
  121.  
  122. Evacuation Hatch should no longer incorrectly display a discounted Gem price in the Shop in conjunction with the Hacker Discount Artifact
  123.  
  124. Trapped enemies should no longer be able to destroy Drowning Pool from the inside in some circumstances
  125.  
  126. Fixed an issue with the first door sometimes not opening as expected after using the movable block on the Shattered Logic exploration maze
  127.  
  128. Fix for some tooltips occasionally disappearing after restarting puzzle levels
  129.  
  130. Fixes for Hook unintentionally killing units in combination with Automatic Doors, and Hook not working properly in combination with Drowning Pool
  131.  
  132. Fix attempt: Enemy groups should no longer get blocked when merging, after one of the enemies was previously grabbed by the Hook
  133.  
  134. Exploit fix: It is no longer possible to abuse the shop and stock up on Artifacts while visiting the Merciful key secret level
  135.  
  136. Fix for occasional looping XP gain SFX during the Victory Screen
  137.  
  138. A number of fixes to existing texts in English
  139.  
  140.  
  141. Improvements
  142. UI panel previewing all remaining enemies on a given level added to HUD
  143.  
  144. Damage limit information was added to Rats tooltip
  145.  
  146. Ballista variants are now colour coded respectively to improve their readability while placed on the level
  147.  
  148.  
  149. New Content! steamhappy
  150. General
  151. Hatch of Forgetting added to Traversal as a random spawn, allowing players to forget one selected Device until the next run at the cost of Gems
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  153.  
  154. Artifacts
  155. Medical Hedgehog
  156.  
  157. When an enemy survives 3 projectile hits, Asterion receives +2 HP
  158.  
  159. Gear Grease
  160.  
  161. If a trap device deals within 4 to 5 overkill damage, the device gets rearmed automatically
  162.  
  163. Pain-thriller Pills
  164.  
  165. When an enemy gets lured by a luring trap, Asterion receives a 10s movement speed bonus
  166.  
  167. Spare Parts
  168.  
  169. Every 5 times Rubble gets repaired, you get 1 Make a Wish
  170.  
  171. Bolt of Retaliation
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  173. When a trap device is disarmed by Disarmer, the closest Ballista gets rearmed
  174.  
  175. Disposable Traps
  176.  
  177. Step-On devices explode when disarmed by Disarmer, dealing 3 damage
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  179. Kerosene
  180.  
  181. When an enemy gets Combustible status, the status spreads to all enemies in the group
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  183. War Drums
  184.  
  185. Luring Trap deals +2 damage to Enemies with Tracking status
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  187. Spike Trap Amplifier
  188.  
  189. Each Spike Trap deals damage equal to the number of Spike Traps in the maze x2
  190.  
  191. Tectonic Tiles
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  193. While at least 2 boulders are rolling, all enemies are immobilized
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  195.  
  196. Device Upgrades
  197. Trojan Minotaur 2A "Explosive"
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  199. Enemies will advance towards it and attack it. Destroys easily. Explodes when destroyed. Health: 5; Damage: 4
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  201. Trojan Minotaur 2B "Reinforced"
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  203. Enemies will advance towards it and attack it. Reinforced body makes it harder to destroy. Health: 20
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  205. Boulder Crossing 2A "Tougher"
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  207. Asterion activated. Pushes a Boulder in chosen direction.Damage: 6; Turn Limit: 6; Kill Limit: 8
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  209. Boulder Crossing 2B "Deadlier"
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  211. Asterion activated. Pushes a Boulder in chosen direction.Damage: 8; Turn Limit: 6; Kill Limit: 3
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  213. Shifting Passage 2A "Compact"
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  215. A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 2 tiles; Health: 10; Damage: 8
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  217. Shifting Passage 2B "Sharper"
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  219. A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 3 tiles; Health: 10; Damage: 10
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  221. Poison Gas 2A "Pungent"
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  223. Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Damage per second: 0.5; Duration: 12
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  225. Poison Gas 2B "Wafting"
  226.  
  227. Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Spread range increased. Damage per second: 0.5; Duration: 8
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  229. Catapult 2A "Burning"
  230.  
  231. A Linkable trap that shoots a burning projectile 3 tiles away, bypassing obstacles. Sets targets on fire. Damage per second: 1; Duration: 16
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  233. Catapult 2B "Stronger"
  234.  
  235. A Linkable trap that shoots a burning projectile 4 tiles away, bypassing obstacles. Damage: 8
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  237. Seesaw 2A "Springy"
  238.  
  239. Deals high damage when stepping on one plate while an enemy is on the other plate. Damage: 14
  240.  
  241. Seesaw 2B "Extractor"
  242.  
  243. Deals low damage when stepping on one plate while an enemy is on the other plate. Dealt damage is converted into Asterion’s HP. Damage: 3
  244.  
  245. Seesaw 2C "Swapper"
  246.  
  247. Deals no damage when stepping on one plate while an enemy is on the other plate. Instead, it swaps Asterion’s and Enemy’s positions
  248.  
  249. Iron Maiden 2A "Juicer"
  250.  
  251. Traps an enemy who has 2 or less HP. A trapped enemy generates Blood after each wave. Trapped enemy can be freed by other enemies. Squeezes +40% Blood
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  253. Iron Maiden 2B "Mineral Distiller"
  254.  
  255. Traps an enemy who has 2 or less HP. A trapped enemy generates Gems after each wave (15% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
  256.  
  257. Iron Maiden 2C "Transmutator"
  258.  
  259. Traps an enemy who has 2 or less HP. A trapped enemy generates Gold after each wave (70% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
  260.