Hello everyone, we’re BOLDFISH.
Thank you for all the feedback you’ve continued to share with us over the past few days. We’ve been closely following your gameplay feedback and the issues you’ve encountered. This update focuses mainly on adjustments to several Soul Orb and Artifact mechanics, enemy HP in Stage 2, and the enemy HP scaling in Endless Mode, along with fixes for a number of issues that could interfere with normal progression.
Some changes still require additional testing and verification, and we’ll continue working through them based on how they perform in actual gameplay.
Here are the changes included in this update:
Optimizations & Adjustments
Artifact Collapse Feature: Added a collapse feature for Artifacts. You can now press Ctrl to toggle between expanding and collapsing the Artifact bar.
Stage 2 Balance: Adjusted enemy HP scaling in Stage 2, reducing the HP of both normal enemies and Minibosses.
Endless Mode: Optimized the enemy HP scaling curve in Endless Mode to make the difficulty increase smoother and more gradual.
Visual Optimization: Improved character movement rendering to reduce motion blur.
Progression System: Optimized the EXP accumulation and unlock mechanics to prevent unlock progress nodes from being wasted.
Plague Mechanic: Plague damage can now trigger the Life Steal effect.
\[Stone Sword]: Removed the restriction where picking up multiple swords at once would only trigger once. Due to this power increase, its rarity has been raised from Fine to Exquisite.
\[Distiller]: The chance of obtaining a Celestial tier reward at the highest distillation level has been increased from 10% to 20%.
Soul Orb Adjustments
\[Empowered Soul Orb]: Adjusted effect from a flat +3 Damage increase to increasing Final Damage by 30% (minimum increase of 3).
\[Synergy Soul Orb]: Can now also benefit from Artifact DMG bonuses.
\[Illusion Soul Orb]: Temporary weapons generated in empty slots are now still recognized as empty slots, ensuring they no longer interfere with related empty-slot bonuses.
\[Stacking Soul Orb]: Damage stacking condition adjusted from “each weapon activation” to “each spawned object activates individually.”
\[Voice Soul Orb]: Removed from the drop pool and Compendium. Players who already possess this Soul Orb in existing save files can still use it normally.
Bug Fixes
Fixed an issue where the Black Market could not be opened if generated inside a Storeroom.
Fixed an issue where wine jars failed to respawn after rewinding the Wine Cellar.
Fixed an issue where the brewing icon did not appear on the minimap after brewing wine in the Palm Eye Room.
Fixed an issue in the Stage 2 Boss battle where the player could be pushed outside the room boundary.
Fixed an issue in the Pawnshop loan event where the NPC abnormally disappeared, preventing the event from being completed.
Fixed an issue where the player could become stuck when exiting the room after finishing the Stage 3 Boss battle.
Fixed an issue where chests spawned by the \[Lucky Bag] could not have their contents viewed by chest-revealing effects.
Fixed issues where EXP was not settled correctly in certain scenarios, and items failed to unlock even when the EXP bar was full.
We’re continuing to collect and review your feedback, and we’ve already noted a number of areas that still need further adjustments and improvements.
Some issues can be addressed quickly, while others involving overall balance and game mechanics require more testing. We’ll continue working on the most noticeable issues while doing our best to preserve the existing gameplay and build variety.
If you encounter any new bugs, or have further feedback regarding difficulty, builds, or other mechanics, please continue to let us know.
Thank you for playing and for all your feedback. We’ll keep working on Bait Soul.