v0.2.31 - Fixed network bandwidth performance that could lead to large desyncing issues with more than 2 players connected - Fixed issue where you could not exit the game once the host ended the game
"The Maze Slaughter - The greatest TV show ever" is an alien gladiatorial TV game show where our hero is forced to participate as a contestant and has a really hard time to survive.
Hordes of pesky enemies, nasty traps and a dozen of tricky stages with demanding objectives, framed by the certainty of perma death are not enough to challenge our hero.
We are also given very poor tools to handle our misery. The weapons of "The Maze Slaughter" are old and used. Countless of heroes handled them before and they were never really refurbished.
Think about your last visit at the minigolf course. They'll hand you the clubs and you instantly know that these ones are from the 50's of the last century. So this is how the weapons of "The Maze Slaughter" work.
But there is a way out! We distinguish between âpicked up weaponsâ and âarmory weaponsâ.
PICK UP WEAPONS Picking up a weapon in the game area, will give you a worn off weapon that many âMaze Slaughterâ contestants already held in their hands. If you are lucky It can still utilize its secondary function. like e.g. the assault rifle has the superpenetrator. A projectile that, once fired, will nail every single enemy in its trajectory to the next solid obstacle.
But yeah, as soon as you utilize this secondary function on a worn out weapon, chances are that it will fall apart really quick and the effectiveness of the weapon will reduce drastically. This will lead to either reduced fire rates or larger spread or just less impact damage for the projectile..or all of this :) But not only will the weapons weaken by the time. All damage is also visualized by plastic or metal parts that will fall off the weapon or exploding barrels and whatnot.
So at some point you will be forced to look out for a new weapon to shred, however the time between each damage stage is much longer than what is shown in our example videos.
Also it is very Important to mention that the weapons will never wear off completely. you will be able to defend yourself at all times.
ARMORY WEAPONS The other type of weapon is a bought âarmory weaponâ it is of the same type of the ones you will find in the game area, but is brand new and will be permanently obtained and displayed in the armory.
These weapons will look brand new and will only fall apart after long time use. After each run a new ârepairedâ weapon will be ready in the armory to be equipped for the next run. Utilizing its second function will not lead to bigger damage and imminent failure of the weapon.
However those weapons are super expensive and their second function needs to be unlocked by the shopkeeper in exchange for credits. To grind those credits for these weapons, a player needs to play many many runs and store the collected money in the bank before the hero dies in a run.
Total kills, deaths, dashes, ability usage, health gained/lost, corruption gained/lost, coins gained/lost, souls gained/lost are now being tracked
Added a Noticeboard in town, it currently only shows the mentioned stats above
Demonic Gaze's damage has been increased (by a lot)
Removed ability: Swift Strike
Swift Strike now triggers with Right Mouse Button. It costs no Corruption, might make it generate Corruption in the future.
Still scales linearly with attack speed and damage
Since Swift Strike occupies the RMB, interacting with objects using RMB is no longer possible. Only possible with LMB
New ability: Drain Life - AOE -- Drain Health from enemies surrounding you -- Cost: 100 -- Level: 20 -- Base Damage: 1x -- Drained Health: 20% of all damage
New ability: Imbued Blades - Active -- Increase damage by 25% -- Increase corruption cost of all abilities by 25% -- Cost: 0 -- Cooldown: 0 -- Level: 15
New ability: Cull the Herd - Single target Previously known as Way of the Reaper -- Teleport behind your target (within a range) and strike instantly -- Level: 30 -- Cost: 40 -- Cooldown: 2 -- Base Damage: 2x
- All events unlocked through Dimensional Tampering are now unlocked from the start instead. Their upgrades are still purchased via Dimensional Tampering.
- Each act now only has an Act Boss & Final Boss, instead of Midboss / Act Boss / Final Boss.
- The existing pool of Midbosses & Act Bosses has been reorganized into Tier 1 (Kawartha), Tier 2 (Blast Zone), and Tier 3 (Inverted Tower)
- Midboss Items have been recategorized as Rare Items. One of the items offered by Mysterious Voids will now be a Rare item. (Rare Items are powerful but situational, whereas Common and Boss items are more general-purpose).
- Emergency bosses now drop Boss Items, and are the primary source of them. Act Bosses drop Awakened Souls.
- Backrooms Battle is now accessed from an option in the Ancient Apartments event, rather than directly from the map.
- The Item Neodymium (when ally damage is reflected, redirect it to an enemy) now also has the effect of Plasma Deflector (damage reflected to enemies has Pierce), and Plasma Deflector has been removed.
- Some of the weakest items have been removed.
- The skill Gloom Horn now inflicts 3 stacks of Trauma instead of 1.
- Havens now offer you 2 Passives and 1 Skill, instead of 3 Passives
- Act 1 (Kawartha) has been reduced in size by 2 events.