Open Mod 2024.2 - Hyper Gamey
-added an overall quality preset option that also pops the first time the game is opened (only once, so that players who first download and launch the game can dumb down the graphics to avoid crashes, if they are on lower end systems) and after that it can be changed from settings
-the weapons now shoot on their forward, not at the center of the screen. This is a major milestone we’ve had for a while and now we got to it. This now allows us to remove the crosshair and add bullet tracers!
-added bullet tracers!! They look sick!! They come as an equippable item from the customization menu and will have a cost of 10 loadout points
-removed the crosshair! Now you can safely use the laser to know where you are pointing at, and that’s where you will shoot. Unless you are very close to an object and the laser cannot be 100% precise.
-since now there is no crosshair we’ve increased the laser tip light intensity and range (the light when a laser touches an object)
-completely revamped all muzzle flash effects for all weapons and all on barrel attachments. Now each barrel attachment will come with its own muzzle flash vfx that represents its real life equivalent. We’ve had the system that switches muzzle vfx based on equipped on barrel attachments but we did not have time to revamp all the muzzles. Now we’ve prioritized this because it’s a very important aspect, since it’s basically what players see all the time, right in front of them.
-revamped all shell ejection smoke vfx
-reworked the inventory weapon preview models (backgrounds), and the stores weapon preview models (backgrounds) since they were optimized in rush mode in order to unload memory consumption and loading times when we launched the game. Now they are still optimized but increased texture atlasses from 4k to 8k, so they look smooth and detailed
-fixed an issue where the aiming weapon sway would sometimes add up, being basically doubled after spawning with the same weapon a few times
-fixed an issue where some muzzle flashe would dissapear if the player would spawn with an on barrel attachment that changes the muzzle flash and then the player would remove that attachment
-highly enhanced quality of Screen Space Reflections and their range. Expect GPU usage while using them but also enjoy the view!
-fixed an issue where if the player pefromed the sliding action under objects the player would stop in them. This basically was because the character height was the same as if the player was standing. Now the sliding height is less, and the player will fit under objects while sliding
-fixed an issue where rainbow nightmare skin on the Glock would have the geometric sunset skin materials
-fixed an issue where scrolling would be hard (almost impossible) in most of the scroll views
-fixed an issue where the loadout preset buttons would sometimes unexpand even if they werent expanded previously
-fixed an issue where the back button and the point budget background image would be offset if the player used a different than 16:9 resolution ratio
-fixed an issue where if you performed an inspect weapon action on the M4 you would see the left hand through the weapon
-added a slight delay before going to aiming after sprinting, this reduces the weird effect of gun aiming after sprint. It was annoying to see and could be considered an artifact
-added a jump cooldown of 1.25 seconds because we’ve noticed many players bhoping, and over the network they would look like hovering the ground. This also helps make the game more slow paced and less run and jump and gun.
-fixed many exploits on Suburb maps where players could see through ceilings if climbed on specific objects
-had to push multiplayer version up to avoid unwanted errors/chaos. This means that the players who are on the updated version will not see lobbies/servers created by players who did not update, and the other way around
Jul 10, 2023
Lands of Shinoah - Kess
Fixed two chests that were unreachable, and some other bugs.
FFFL: Brutalball Manager - StoutKasselGames
Minor quick patch. Added Trade Value to the roster screen. This estimates the trade value of a player based on Starter Rating, Age, Salary and the number of positive and negative events that the player has participated in.
Crafty Survivors - Flannel Bear Games
Patch Notes - v0.3.2.1

Adjustments
Maligdrum, the Boss Forest
  • Shockwave Attack: Shockwave expands slower to give a little more time to dodge it. The boss will never do it more than once in a row.

Stages
  • Stage Objective UI will now show up behind other UIs to make early levels more visible and pausing the game at the beginning of the stage better;
  • Hot Sand: The temperature cools down 50% faster when standing on water.

Bug Fixes
  • Fixed the issue with aggressive field materials spawning during the boss fight and remaining as harmful entities on the battlefield. Only Healing Field Materials spawn during Big Boss Battles now;
  • Some adjustments to the Secret Path Fish to avoid making players stuck;
  • Small enemy adjustments to try to improve performances.


Also, here's a sneak peek of the next character, currently in development!


We are currently working on adjusting the systems and game's content to add localizations in the near future. We will add each localization as we are able to find appropriate partners to work with.
Each localization will be done up to the content that is finalized at the moment, which means new characters, stages and content related will be released without their localizations until we are almost sure they won't change. This will be a slow process, so be patient if your localization takes a bit longer.

Don't forget to leave us a review here on Steam when you can, if you haven't done it yet. The reviews help a lot with the game! So if you have some spare time, please leave as a review when you have a moment.
Jul 10, 2023
Hero Realms - classicsmiley
Improvements:
-Support added for custom scripts in online games
-(Beta) Ancestries added for Wizard and Fighter

Rule updates:
v95
Improvements:
Beta
  • Barbarian Bone Axe is now retroactive
Bug fixes
Call to Arms
  • Valius, Fire Dragon shouldn't auto-expend
  • Swashbuckler's sacrifice ability shouldn't be stopped by a prepared guard in play.
  • Light the Way should give 1 combat and 1 health for each champion in play. It currently gives 2 each.
  • Parrot doesn't go into play correctly when discarded by some cards
  • Droga text changed to "Use 1 {combat} to stun target champion."
Beta
  • Druid Circlet of Flowers should only be highlighted when there are cards in the discard pile.
Empire Chronicles - cris_litvin
Empire Chronicles (Version 0.9.630) - Minor Update
  • New Area Alizering Keep Added.
  • New Area North Konaia Road Added.
  • New Area Stonepike Valley Added.
  • Bug Fix: Fixed a shop bug where armors sometimes sold for 0.
  • Bug Fix: Arcane skills were scaling armor improperly.
Jul 10, 2023
Tedram - triniti
-Now there is houses that you can buy
-Now there is a new method to make money
MapleStory - ColonelPanic


This summer, we're treating Miracle Time a bit differently. Throughout the summer, Miracle Time will be enabled for equipment for specific slots giving you double the chance to Rank-Up your gear once!

This Saturday, July 15, 2023, Maplers on all Worlds will have Miracle Time enabled for Primary Weapons and Secondary Equipment! Cube all forms of primary weapons, including swords, bows, guns, chakrams, wands, and more, as well as the secondary equipment, such as shields, rosaries, whistles, hex seekers, and more, all-day Saturday with the improved Rank-Up chances!
Miracle Time - Primary Weapons/Secondary Equipment
Event Duration:
  • PDT (UTC -7): Friday, July 14, 2023 5:00 PM - Saturday, July 15, 2023 4:59 PM
  • CEST (UTC +2): Saturday, July 15, 2023 2:00 AM - Sunday, July 16, 2023 1:59 AM
  • AEST (UTC +10): Saturday, July 15, 2023 10:00 AM - Sunday, July 16, 2023 9:59 AM


Event Details:
  • During the noted periods, you will be able to Cube away on Equipment for Primary and Secondary slots with Glowing Cubes, Bright Cubes, and Bonus Glowing Cubes, as well as Bonus Bright Cubes and Violet Cubes if you have them, with double the chance to rank-up equipment once when cubing!
  • During the Miracle Time period, using a Cash Cube to upgrade an item to Legendary Rank will activate the "Double Miracle Time Blessing" buff for the map.
  • Equipment for other slots does not benefit from this instance of the Miracle Summer event.
  • Keep an eye out for more Miracle Summer events throughout the summer for chances to cube equipment for different item slots!
Pro Wrestling X - wishnowski
New Build! V1.28 Now LIVE!


We've made more than a few updates since our last public Steam build and we want to thank our AMAZING Patreon supporters for taking these internal test builds for bug testing and helping us improve everything for y'all. Here we go!

- Updated Main Menu with updated selectable modes

- Improved Climbing Speed in Cell Match

- Remapped Weapon Grab from crowd to X or Square button

- Fixed Arial Attack over shooting opponent while standing

- Added apron reversal mechanic, the ability to Suplex your opponent back in the ring when opponent is on Apron

- Added Auto Top Rope Attack when spamming the Attack button while climbing the turnbuckle

- Added the Ability to Cancel any Ground Submission or Pin with the RB Button

- Added Disable AI Reversals and AI Follow Only modes. You can find both these features in the Debug Menu and Toggle Each Button inside the menu

- Fixed Wrestler going through ramp when triggered RagDoll

- Fixed Apron Grapples not properly connecting to opponent

- Improved Striking Ragdoll. You can now Trigger your opponent Ragdoll while Dazed with Heavy Strikes and Running Attacks more easily. There are no special stipulation to trigger the ragdoll, just attack opponent while he is dazed. Also each time your opponent enters ragdoll, it increases the Knockout meter, which as a result will trigger the lucky knockout with one of the Attacks.

- Made Knockouts easier. Once your opponent Knockout meter is Maxed out completely, it will trigger the Knockout Feature, which ends the match but with post match beatdowns, you will be able to still attack your opponent for 60 seconds.

- Opponent can now attack you while you are on turnbuckle via PWX Uprising RackemUP Animation

- Fixed Teleport Bug when Taunting

- Increased the player rotate speed in CAW preview

- Renamed Eye Color selections

- Renamed Skin Type selections

- Renamed Skin Type Label to Body Type

- Fixed Hair transparency issues

- Disabled the Color option in CAW until the feature is ready

- Added Flying Elbow Drop as an Top Rope Aerial Attack

- Added new Rag Doll Knockout feature.

- Knockout are enabled by default but can be switched off or on in the option menu in the main menu

- Knockouts only occur when Wrestler has gained a special and Opponent is in Stunned Idle

- Strong Strikes, Running Attacks, Flying Attacks and Weapon Attacks can all trigger Knockouts

- Knockouts can only occur in certain matches and disabled by default with matches such as First Blood and Cage, etc.

- Post match beatdowns are enabled by default to allow you to beat up on you opponent for 60 seconds until game over menu appear

- Instead of a replay feature, I decided to do a Quick Slow-mo effect when knockout occurs and continue the ring bell after the match alerting chaos lol.

- Replaced broken glass Image with the high quality image that was provided

- Added new music to Credits menu

- Added the ability to preview music themes in CAW Edit mode

- Expanded Theme music by adding new songs to the library

- Assigned new things to specific wrestlers

- Fix the bug of going back directly to main screen after match setup while in character select screen

- Added the ability to switch rows on the main menu with with the left and right direction on the analog stick or using the Left and Right Bumpers

- Renamed the 2 arenas to PWX CLASSIC and PWX STADIUM in anticipation of new daytime open air PWX STADIUM

- Renamed each Ring selection

- Changed the layout and navigation to Ring select mode

- Removed the fade in Arena select mode

- Added the ability to control the Credits scroll speed with Right analog stick

- Added interactive and animated tables to the game. Now you have more control over how you can use the tables

- Changed the Default Arena and Ring back to PWX Standard since its no longer Halloween

- Removed Split Cam feature for now and rolled backed to the previous camera until needed for the new local and online multiplayer

- Fixed Ring Name Issue

- Added new Table functionality. To use the new Tables, here are the controls :

**** Grab Table from Under Ring = Press X Button near any Apron while outside of Ring to Spawn a new Table from underneath ring

**** Pickup Table = Press X Button while near Table to pickup Table either folded or non-folded position.

**** Set the Table = Press X Button while holding the Table to set the table up

**** Throw Table = Press RB while holding the Table to Throw Table in a direction. Note that while standing near Ropes or Apron, you will have the option to throw the table from Inside ring to Outside ring or Vice Versa

**** Stand On/Off Table = Press RB while standing near an unfolded table to Stand on Table or Drop Down from table while on table

**** Irish Whip Opponent on Table = Simply Irish whip your opponent near the table to launch him upon the table

**** Perform Table Break Grapple = Press B to Grapple your opponent while both on same table to Trigger Table Break Move

Whew! Thanks again for all of your kind and patient support and as always please let us know when you discover something new we broke while fixing something else ;)
Burning Branch - InfinityDoom
I got a sizable update for you with 33 new passives to explore. A brand new engraving, large reworks and changes to Oak, Glutton, and Crit as a whole. And a whole bunch of extra tweaks to make your build making experience as interesting as possible!

BELL ENGRAVINGS

Let’s start with a bang, or should I say a ring? Let me introduce to you the brand new Bell Engraving



Moves engraved with The Bell will build a bell on top of the enemy, which rings every 3 times that enemy is hit, dealing its damage as an Engraving Hit.

ENGRAVING HITS
Now what is an Engraving Hit? Well, it refers to the yellow damage done by engravings like Royal, Oak, Tinkerer, Stone, and now Bell. Some of you might remember a few passives in the previous version of the game that did things off of “Non-Status Engraving Procs” This is the same thing. Renamed and expanded a lot.

And by expanded I mean that in the old Burning Branch there are two dominant ways to scale your build damage. Status Effects, and Move damage. The goal in this patch was to make Engraving Hits the third main category of damage scaling.

You might notice that a great deal of Engraving hit passives are characterized by chance. For example, a new passive “Clapper of the Bell” causes Engraving hits to have a 33% chance to deal 50% increased damage. This dovetails nicely into another way Engraving hits are scaled.

CRIT CHANGES
That’s right, In keeping with the chance based scaling of Engraving Hits, Engraving Hits are now able to Crit. Engraving Hits, and Moves will have different Crit Chances. And passives will specify if they scale one, the other, or both. While Crit Chance buffs will always scale both.

The Hunter Engraving will continue to only increase the Crit Chance of the Move it’s engraved on. However, the Hunter Engravings Crit Damage has been changed to affect the damage of all crits. This is both in an effort to help support our new Engraving Hit builds, but also to give pure Crit builds a more interesting build path. Now instead of leveling a hunter engraving for an admittedly underwhelming 8% crit chance, they can fill empty engraving slots for a stacking 50% Crit Damage.

A new stat is available on a couple of passives. Crit Likeliness. This is a multiplier to crit chance similar to the cooldown multiplier on the Plan Of The Tinkerer. One of these passives might be familiar.

The “Cloak of the Hunter” removes all crit damage in exchange for healing you for a (reduced) 1 health on Crit. Now it also makes crits 50% more likely, to make up for the reduced healing.

ENGRAVING CHANGING PASSIVES
What are Engraving Changing Passives? Well the Cloak of the Hunter is definitely one. I define it as a passive that can only really scale with a single engraving, but completely changes how you end up playing with it.

An Important thing for me in this patch is to make sure every single Constellation in the game has one of these. Here are a few just for a taste.

Rumbling of the Stone:
The Stone Engraving proc has a 50% chance to activate even if four seconds have not passed.

Decree of the Royal:
Royal engraving pulses 50% faster for each unique status effect present when it was applied.

Greed of the Glutton:
Replacing a Glutton mark instead consumes it, dealing 5 damage as an Engraving Hit. Gives a 5% crit chance buff after anything is Consumed.

GLUTTON CHANGES:
Glutton is a hard Constellation to use. You need both a consistent source of consumes, and a relevant on consume effect to actually scale your build with. Not to mention that Consuming the wrong thing might completely ruin your build. It’s really important to me to keep this Constellation’s fragile early game in line with how explosive it can be.

That being said, you should now be able to get “something” out of glutton passives now without breaking the bank rerolling for the perfect one. Every single Glutton passive now contains both a Consume source, and a Consume effect. Even pre existing passives. For example;

Spawn of the Glutton now gives 8% status damage buff after anything is consumed. On top of giving you extra Consumes whenever you electrocute.

Also the Glutton Engraving’s damage bonus is being increased vastly from 40% to 60% (Since this is purely a support. Engraving something with Glutton always needs to be judged against the 25% damage boost leveling Engravings have. On top of the extra inconvenience of having to hit with a different move. These numbers should help that trade be more worthwhile)

OAK REWORK:
Speaking of underutilized engravings, the Oak Engraving has received a rework. The way Oak worked in the past, it really wouldn’t have received the same kind of life the Royal Engraving does from the new Engraving hit scaling.

Oak no longer deals a small amount of damage on hit. (Which admittedly was just a bandaid I put on it when I saw how underpowered it was) That effect being worked into Bell instead. Now, each time the Oak Engraving is hit, it gains 15% damage towards its final explosion, up to a max of 300% increased damage.



Oak was in a weird place. The way I see it, Burning Branch has two main build archetypes most but not all builds fall into. The Big Hit, and the On Hit. Oak was technically supposed to be a Big Hit type of Engraving, but there was no way to scale its damage, unlike the more successful Tinkerer Engraving. Now Oak is both archetypes. It takes a long while to set up, shortened by how fast you can On Hit. Then explodes for some of the highest single damage hits in the game.

It’s worth noting that the “being hit” part of both the Bell and Oak Engravings refers to both Move Hits and Engravings Hits, making them scale well with things like the Royal Engraving, or any source of extra Engraving Hits.

“being hit”, however, does not refer to Consuming health. A sorta new mechanic that does not hit (and therefore can’t crit either)

I know what some of you might be thinking. Consuming Health, Engraving Hits, Moves, Status Effects, Crits, and so much more. These are a lot of keywords to both figure out, and keep in your head. Well, let me proudly introduce you to the second part of this patch.

But before we completely jump into the Atlas. I need to say there were just too many build changes to talk about in this section, but a full list of changes will be at the bottom of this post. Including new healing and health scaling. And weapon upgrade changes (Including a replacement).

THE ATLAS
It can be hard to learn every single term a game throws at you. That’s why this latest patch includes an in-game Atlas which lets you instantly look up the Passives, Engravings, and Weapons Upgrades you find on your run. As well as the linked descriptions of every keyword they might be using.



The core of the atlas is the Current tab. Which auto generates with links to every current Passive, Weapon Upgrade, and Engraving you have mid run. No fumbling through menus in order to find out more details about a Passive you just picked up.

After clicking one of these links, you’ll be brought to its description page, and you might notice that included is a list of keywords that are relevant to that specific upgrade. These keywords link to the keyword definition pages, which contain definitions for things like; Move, Crit, Status Effects, Engraving Hits, and so much more!

Finally, the Atlas contains descriptions for some of the additional systems in Burning Branch. To help clear up any confusion around things like the Contract, the Keepsakes, and any new system that might be added in the future.

Now as promised, I will go over the full list of changes. Though if you’re curious about what the next update will be like. Scroll down to the very bottom of this post. Spoiler, it’s even bigger than this update!

Full Change List

Weapon Changes
-Flowing rush will now do the stun of a normal uncharged charge attack, and its wording has been adjusted to better clue players onto its unique scaling vector. (Flowing Rush was one of the best upgrades the moment you get it, Then it’s unique scaling vector lets you make some of the best builds in the game. I wanted to bring down its early game, while keeping its late game potential intac.t)
-Eruptive Rush dash followups now hit twice. (Eruptive rush acted a lot like Flowing rush when you got it. But fell behind due to not scaling well. The multi hit allows you to scale on hit builds with charge, a previously missing build type.)
-Ghost Blade (Replacing Lethal Tempo) Basic Attacks deal 35% of damage as an additional Engraving hit. (Lethal Tempo’s 15% attack speed was good, but ended up serving the same ‘on hit’ function Sanguine Wave’s projectile did. Now we have a move damage multiplier that also feeds into the new Engraving Hits system.

Engravings
-Bell (New Engraving) builds a Bell on the target, which rings dealing 8 damage every three times it is hit. This damage is an Engraving hit. Cannot be replaced or stacked.
-Oak (Rework) places a Ward that explodes for 30 damage after being hit by a Basic, Skill, and Charge Attack. The Ward gains 15% damage when hit, up to 300% damage. This is an Engraving hit. Ward cannot be replaced, or stacked.

Existing Passive Changes

Healing
A few ‘on heal’ passives have been added, and to synergize with this, heal passives either heal less health and proc more often. Or heal more health if they aren’t suited for ‘on heal’ builds.
- Acorn of the Oak heals for 5 health on stun. (from 4)
-Goblet of the royal heals for 8 health after winning. (from 5)
-Keepsake Locket heal after combat is being increased to 4/8/12 healing. (from 3/6/9)
-Cloak of the Hunter now only heals for 1 (from 2), but also make crits 50% more likely.
-Skin of the Glutton heals for 3 health every 3 consumes (from 5 heal every 10 consumes), and Consumes 2 of your health every time you heal.

Crit Changes
Brought down crit chance across the board to accommodate new build paths, and it’s increased versatility.
-Hunter Engraving’s 50% crit damage multiplier is now global.
-Bow of the Hunter only increases move crit chance by 13%. (from 15%)
-Quiver of the Hunter gives a 7% (from 10%) crit chance buff on Combo enders.
-Arrow of the Hunter is the same, but its 30% crit chance only affects moves, while it -30% crit damage is global.
-Trap of the Hunter increases all crit, and procs off Engraving Hits for 3% crit chance. (from 5%)
-Cloak of the Hunter now only heals for 1, but also makes crits 50% more likely.
-Knife of the Hunter deals 2 poison (from 3 poison) on crit.

Glutton changes
A consumer and on consume effect is now present on every Glutton passive.
-Spawn of the Glutton now increases status damage by 8% on consume, on top of making electrocute consume 3 times.
-Skin of the Glutton now Consumes 2 of your health every time you heal. On top of healing for 3 every 3 consumes.
-Meal of the Glutton gives a 8% skill damage buff on consume, on top of letting you bypass skill cooldowns.
-Tongue of the Glutton gives a 8% Increased Stun buff on consume, it now takes 300 stun (from 200) to trigger its +25 base damage effect.
-Maw of the Glutton move damage buff value is changed to 8%. (from 10%)
-Belly damage reduction buff value is increased to 8%. (from 5%)
-Glutton curse damage scaling has increased vastly from 40% to 60%.

Engraving Hit Changes
-Death of the Royal, now has a 33% chance on Engraving hit to apply 2 poison. (From 10% chance to apply 10 poison)
-Bark of the Oak now has a 33% chance to deal 5 damage as an engraving hit (From 10% chance to deal 35 damage). Bark of the Oak cannot trigger itself.

New Passives:
-Yoke of the Bell: Engraving hits have a 13% chance to crit.
-Spark of the Tinkerer: Skill cooldown is 50% longer, but deals 80% increased damage.
-Fat of the Salamander: Gain 10% damage to All Moves for every 10 max health you have past 100.
-Sight of the Hunter: All hits have a 10% chance to crit.
-Meal of the Royal: Gain +1 damage on All Moves for every 10 max health you have past 100.
-Crown of the Bell: Combo enders deal an additional 3 damage as an Engraving hit.
-Torch of the Tinkerer: Skills deal extra damage based on the length of their cooldown on hit. 1 damage per second of cooldown as an additional Engraving hit.
-Decree of the Royal: Royal engraving pulses 50% faster for each unique status effect present when it was applied.
-Smoke of the Salamander: When Replacing a burn, Instead Consume it, dealing damage equal to 100% burn value as an engraving hit, Burning no longer deals damage.
-Spikes of the Hunter: Crits don’t deal extra damage, crits are 50% more likely. Crits consume 7 health from the enemy.
-Inspiration of the Tinkerer: While the Tinkerer clock is above, enemies take 1% more damage for every point of damage stored in the clock.
-Rumbling of the Stone: The Stone Engraving proc has a 50% chance to activate even if four seconds have not passed.
-Greed of the Glutton: Replacing a Glutton mark instead consumes it, dealing 5 damage as an engraving hit. gives a 5% crit chance buff on consume.
-Teeth of the Eel: Deal +1 damage on All Moves for every 2 shocks on a target.
-Eyes of the Oak: Each lit eye on the Oak Mask increases all crit chance by 14%.
-Bomb of the Hunter: Crits burn for 20% of hit damage per second.
-Reach of the Stone: Attacks charged for a second count as a basic, charge, and skill attack.
-Egg of the Eel: Heal 1 health after electrocuting.
-Venom of the Viper: Poison lasts 10 seconds and causes enemies to take 2% more damage per stack. Poison no longer deals any damage itself.
-Prey of the Viper: Heal for 5% of your max health at the start of combat.
-Ring of the Bell: Healing gives a 15% engraving damage buff.
-Spark of the Eel: Healing gives you a +1 Shock on Moves Buff.
-Sapling of the Oak: Healing gives a +1 Move Damage buff.
-Spring of the Bell: Engraving hits have a 33% chance to give a 7% crit chance buff.
-Lip of the Bell: Engraving hits have a 33% chance to give a 10% status damage buff.
-Clapper of the Bell: Engraving hits have a 33% chance to deal 50% more damage.
-Cord of the Bell: Engraving hits have a 33% chance to give a 10% engraving damage buff.
-Ball of the Bell: Instead of flat damage, bell ringing damage is equal to 66% of planting hit damage.
-Song of the Bell: Bell ringing applies 1 shock.
-Fruit of the Oak: Engraving hits have a 33% chance to heal 1 health.
-Tail of the Stone: Engraving hits have a 33% chance to give a +2 damage reduction buff.
-Stomach of the Glutton: Engraving hits have a 33% chance to consume 5 health from the enemy, Gain a 8% Engraving damage buff on Consume.
-Shine of the Eel: Engraving hits have a 33% chance to apply 1 shock.

Misc changes
Mosquitoes wing beat is less active, making it easier to invincible roll.
Fixed the pause menu always displaying ”PACT STRENGTH 5:” instead of your actual pact strength.
Fixed an issue updating save files to newer versions. Thankfully nobody on Steam had to experience this since there’s only ever been one save version on Steam.
Added a buff indicator for when you used your death protection. (Being left at one HP after what would be a fatal hit)

What’s Next
With two nice content updates under my belt, I feel that the game is in a pretty good state for its point in Early Access. So next I’ll be hunkering down and working on the first major update to Burning Branch, the addition of Act 2. This will mainly consist of a new area after the Burning Bridge complete with its own boss fights and act boss. But also include more story and character interactions, as well as a brand new system for you to spend your hard earned coins on. I don’t have a guess as to exactly when I think this act will be finished. But I’m positive it’ll take more than a month. So you’ll be able to hear from me in a month with an Act 2 Dev Log where I’ll be able to say much more.

Thanks as always for reading and playing!
...