New Features:
The adorable creature named "Mim" has been added. How to unlock him is a secret.
Once unlocked, "Mim" will attempt to eat loot drops of the lowest quality. If he manages to eat any loot, he will digest it and spit out crafting materials.
Engine Improvements:
Upgraded the game engine from Unity 2020 to Unity 6.2
Game data serialization now uses the most up-to-date libraries available (saved games should be super reliable now with no slot-to-slot data bleeding)
Runtime Improvements:
MANY animations have been updated. Character state transitions should be a lot smoother now.
Enemy and Ally logic improved. Jumping is much more effective as a means to follow the player.
Massive balancing and stat squishing of weapon/offhand damage, range and speed.
Player attack animations now have a slight timing cutoff in order to make the combat more fast paced with as little forced standing in place as possible.
Nearly all cinematics and dialog now have the "Hold \[X] to Skip" option enabled. Allowing you to skip over long sequences if you prefer.
Surface collisions (Wall grabbing, climbing, slopes, sliding, dashing and jumping) have been significantly overhauled.
Projectile handling has been refactored. All projectiles from all sources now have dependable movement patterns and speed.
Graphical Improvements:
Saint Magda has all new artwork and animations.
Noraitha has all new art and animations.
Seductions are more integrated into the gameplay loop now. This one is hard to explain, you will know it when you see it.
Korvald's many armor sets have been visually updated. Some more advanced sets now include a pauldron cause shoulder armor just looks badass.
Many stages and cinematics have had their scene lighting and color balancing revised.
Added object pooling for nearly all vfx and projectiles. This greatly reduces frame loss during heavy enemy presence and combat.
Revised numerous spine2d models and their animations (far too many to list). Several dozen awkward animation loops and odd character model posing have been fixed/improved.
Sex scene materials are now unlit, preventing lighting from obscuring or muddying the view.
Korvald's weapons and offhands will now show a glowing outline that denotes either their rarity, or status effect types.
Weapon vfx are all new and animations (by weapon type) have been revised/improved.
Interface Changes:
The "Skills" tab in the player menu now shows a scrolling list of unlocked ability skills (slide, crash, aerial ...etc).
The "Talents" tree has been removed...
A new "Mastery" tab has been added where you can spend your talent points across 4 trees for true custom playtype build options.
Weapon/Offhand tooltips will now show an icon depicting any potential status effect they can apply (fire, ice, poison ...etc)
Skill Changes:
Runic casting is instant now and has a very brief animation. I did this to allow using runes to not break combat pacing quite as much.
The Sowlio rune now deploys truly effective storm clouds with lightning.
Location of the Nauthiz rune has been moved from Magda's belfry to the Holy Crucible (just behind Judgement). A New rune has taken it's place in the belfry.
New rune "Uruz" has been added. This rune when used will double your unarmed damage (useful for the Iron Mother fight). Uruz Passive makes dashing do damage to enemies.
Foreword skill no longer requires using the "interact" button. Now you can simply dash into any foreword portals to use.
Ally Changes:
Ivy, Ester, Astrid, Jette and Datura can now be seduced on the battlefield (like the common seductions). More allies will follow suit soon.
Ally damage and survivability has been revised. Damage has been lowered across the board and health/defense has been reduced for most allies. You will now have to help them to survive when things get dicey. (there are new talents that can help with this)
Boss Changes:
New boss \[Temperance] has appeared near the entrance to the cliffs.
All boss battles (minus the final battle) have been completely revised with new patterns, abilities and feedback. Too many changes to list.
Weapon Changes:
Added 2 new affliction types (disease and bleeding) to the possible weapon enhancements. Also added 64 affliction combinations to the loot drop randomizer.
Berzerk attacks have been updated across the board. Most have all new patterns and logic while ALL have revised VFX.
Crafting Changes:
Added a brand new workstation, the "Runic Forge" can now be found in two locations in the game. This crafting station is used to transfer weapon affliction/status effects to any other weapon. Even RELIC weapons.
A Runic Forge is located in the Safe Haven area (entrance to the safe haven is in the tavern basement).
Redesigned the existing crafting UI windows for better readability.
Other Changes:
In the intro sequence, the part where Judgement strikes down Korvald in his own home has been replaced with a playable section of the intro story. Small change but it should help with breaking up the long intro with some playable action, I hope lol.
Many more improvements and changes that you will have to discover on your own!