Bosses, Loot, and Bug Fixes!


This release aims to add more fun content to the game while fixing a plethora of bugs and assorted annoyances.

Bosses

Forest Warden

You’ll now be able to encounter the game’s second boss, the Forest Warden! On normal difficulty runs he won’t show up as the first boss you fight, but any other encounter is fair game. This boss is significantly more complex and challenging than the Treant Lord, so good luck!

Bosses and Difficulty Levels

Previously the Treant Lord was largely a damage sponge on later difficulties once the player became knowledgeable about the fight and assorted game mechanics. This patch adds the ability for bosses to have different AI behaviors and abilities depending on the difficulty selected. For now, both bosses are significantly faster, deal more damage, and spawn more obstacles on harder difficulties.

In the future it’s likely that bosses will have extra phases added as well!

Boss Rewards

In previous versions bosses felt exclusively like obstacles. While the encounters are intended to be fun and engaging, they certainly weren’t rewarding. As of this patch, bosses now spawn special reward chests on defeat, and these chests have huge baseline item drop rates. This means that any modifiers to difficulty will also multiply the rewards substantially.

Additionally, 2 Research/Exploration skills have been added in order to allow players interested in boss farming to take further advantage of this new loot.

Uniques

“Loot” is half the game in Don’t Die, Collect Loot, and it’s been a bit lacking lately! This patch adds some interesting uniques, makes a very powerful one more accessible, and generally ups the power level of all uniques to make up for the fact that they can’t be crafted on (yet?).

The full list of new uniques are in the patch notes, but their stats and where they drop is up to you to figure out! If you do find something cool, come into the Discord server and share it with us!

As a hint, some uniques may be exclusive to higher difficulty levels.

New Skills

The Kinetic Blades and Blade Toss skill trees were pretty lacking previously. This patch fully fleshes them out, and adds an “ultimate” skill for each!

Full Patch Notes

  • Added new boss, the Forest Warden

  • Added Spicy and Inferno variants of the Forest Warden

  • Added Spicy and Inferno variants of the Treant Lord

  • Added new boss reward system

  • Added random reward chests to the “? Chest” event

  • Added random reward chest to the “Free Chest” event

  • Added random reward chests to the various secret chest events

  • Added Blademaster Skill “Blade Flourish” - Increases Kinetic Blades’ damage by 15% per point

  • Added Blademaster Skill “Stronger Magnets” - Increases the orbit speed of Kinetic Blades by 10% per point spent

  • Added Blademaster Ultimate Skill “Blade Mind” - Always summon the maximum number of orbiting blades when using Kinetic Blades

  • Added Blademaster Skill “Power Throw” - Increases Blade Toss’ damage by 15% per point spent

  • Added Blademaster Skill “Blade Confidence” - Increases Blade Toss’ area by 10% per point spent

  • Added Blademaster Skill “Quiver of Blades” - Throw one additional blade when using Blade Toss per point spent

  • Added Blademaster Ultimate Skill “Emergent Blades” - Throw a mirrored copy of each blade 180 degrees behind it whenever you use Blade Toss

  • Added new Exploration skill “Risk and Reward” - Increases the reward multiplier on boss reward chests by 10% per point spent

  • Added new Exploration skill “Godhunter” - Reduces the number of events required to spawn a boss by 1

  • Enabled new unique - “Grip of the Occult”

  • Enabled new unique - “Maid’s Pride”

  • Enabled new super unique - “Shifting Memory”

  • Enabled new unique “Tempered Glass Gloves”

  • Enabled new unique “Heart of Sacrifice”

  • Increased the drop rate of “Queen Bee’s Bonnet” from source ??? by ~3x

  • Added item modifiers for each new skill

  • Added very rare item modifiers that increase maximum resistances

  • Reduced Loot Crystal life scaling exponent from 1.3 to 1.225

  • Reduced Loot Crystal base life from 200 to 180

  • Reduced Loot Crystal flat life bonus per monster level from 2 to 1

  • Fixed the absolutely insane gold rewards from certain sources on Inferno

  • Fixed an issue where <color=gold> would display on Treasure Hunter

  • Fixed a formatting error with Damage Bonus/Damage Lord’s preview string

  • Fixed a bug where you had to restart the game to select a newly unlocked difficulty

  • Fixed a bug where the “Chilling Aura” elite monster modifier would interact with the monster’s hitbox

  • Fixed a bug where NPCs in the Nexus wouldn’t stop talking to you if you used the “Confirm” button on the controller to end the conversation

  • Fixed a bug where the controller would no longer be able to advance dialogue if the user had previously used the “Return to Title Screen” option in the session

  • Fixed the text sizing of loading screen tips

  • Added one loading screen tip

  • Fixed a bug where the Artificer’s menu wouldn’t have a default selection on controller

  • Fixed a bug where the Artificer would appear before she was supposed to, potentially causing a softlock as a result of her confusion

  • Fixed a number of ultrawide display issues

  • Fixed a bug where reward sources could only drop one of each equipment base type per reward

  • Various performance improvements

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