012.437
Additions
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New Projectile Modifiers (Basic)
- Keen Eye: +5% Critical Chance
- Critical Mass: +25% Critical Damage
- Executioner: +25% Deadly Strike Damage
- Fyre Saver: -10% Fyre Cost
- Big Shot: +10% Projectile Size
New Projectile Modifiers (Stronger but with Trade-offs)
- Glass Cannon: +45% Damage, +10% Crit Chance, -30% Fyre Generation
- Rapid Fire: +40% Attack Speed, +20% Projectile Speed, -30% Damage
- Deadeye: +15% Crit Chance, +50% Crit Damage, -25% Attack Speed
- Executioner’s Mark: +75% Deadly Strike Damage, +10% Damage, -15% Crit Chance
- Titanic: +40% Projectile Size, +30% Damage, -25% Projectile Speed
- Needlepoint: +45% Projectile Speed, +35% Range, -30% Projectile Size
- Overclocked: +30% Attack Speed, -25% Fyre Cost, -25% Damage
- Heavy Payload: +50% Damage, +35% Projectile Size, -30% Range
- Volatile Core: +25% Damage, +20% Crit Chance, -35% Projectile Speed
- All In: +75% Crit Damage, +50% Deadly Strike Damage, -20% Base Damage
New Projectile Modifiers (Projectile Behavior)
- Rubber Soul: up to 3 bounces off walls/enemies before disappearing
- Serpentine: sine-wave / zig-zag flight
- Ricochet Core: enemy hit redirects toward another nearby enemy with damage loss per chain
- Splitter: projectile splits into two smaller children partway through its flight
New Projectile Modifiers (Elemental)
- Frostbite: Projectiles apply Chill, reducing enemy movement/attack speed by 15% for a few seconds. Repeated hits stack Chill up to a threshold; at max stacks the enemy Freezes briefly. Drawback: -15% projectile speed. Stacking Frostbite increases Chill strength and freeze duration.
- Brittle: Hitting a Chilled/Frozen enemy gives +35% Crit Damage, and breaking a Freeze creates a small ice burst that damages nearby enemies. Drawback: -10% base damage against enemies that are not Chilled
- Permafrost: Projectiles leave a short-lived cold patch where they hit walls/enemies. Enemies touching it are slowed and accumulate Chill. Drawback: -20% range. More stacks increase patch size/lifetime.
- Static Charge: Projectile hits build Static on enemies. At 3 stacks, lightning arcs to a nearby enemy for a percentage of the hit’s damage and clears the stacks. Drawback: -15% projectile damage. More stacks increase arc range and damage
- Chain Lightning: Every projectile has a chance to zap 1 additional nearby enemy after hitting. Each stack adds another possible chain, but each jump deals 25% less damage than the previous one. Drawback: -10% Crit Chance because the damage is being spread around
- Thunderhead: Crits create a lightning strike from above on the target, damaging nearby enemies. Deadly Strikes create a larger strike. Drawback: -20% Attack Speed.
- Ignition: Hits apply Burn, dealing damage over time based on the original hit. Additional hits refresh and stack the burn. Drawback: -15% immediate projectile damage
- Flash Fire: Killing a Burning enemy causes it to explode, spreading Burn to nearby enemies. Drawback: Burn itself deals less damage per tick, so you’re choosing crowd-clearing propagation over single-target DOT. More stacks increase explosion radius.
- Venom: Every hit applies Poison stacks. Poison lasts longer than Burn and ramps up with repeated hits; each stack deals increasing damage over time. Drawback: -20% Crit Damage.
- Contagion: When a Poisoned enemy dies, its Poison stacks jump to nearby enemies. If there are no nearby enemies, it leaves a toxic cloud briefly. Drawback: -20% projectile speed. More stacks increase transfer radius and how much Poison gets inherited.
Class Specific: Sword
- Skybreaker: Each successful pogo/down-strike increases the next pogo’s damage and bounce height. Touching the ground resets the chain.
- Aftershock: Pogo hits send a short shockwave along the ground on both sides of the target.
- Riposte: Sword swings can reflect enemy projectiles. Reflected shots become yours and count as Deadly Strikes.
- Execution Arc: Your sword swing becomes much larger and deals increased knockback, but attack speed drops.
- Second Bounce: Hitting an enemy with a pogo causes a delayed phantom sword strike at the same location. The phantom deals reduced damage but can Crit and inherit elemental effects.
Class Specific: Daggers
- Blood Rush: Consecutive dagger hits rapidly build Attack Speed. Stop attacking for a moment and the bonus collapses.
- Phantom Step: Dashing through an enemy leaves an afterimage that repeats the dagger hit a fraction of a second later for reduced damage.
- Serrated Edge: Dagger hits apply Bleed that stacks rapidly. Immediate dagger damage is reduced, but fast builds can turn enemies into walking damage-over-time bombs.
- Twin Fang: Repeatedly striking the same enemy builds a combo. Every third hit becomes a guaranteed Crit; every sixth becomes a Deadly Strike.
- Killing Momentum: Killing an enemy during a dagger dash refreshes the dash and gives a brief movement-speed burst.
Class Specific: Bow
- Pin Cushion: Arrows stick into enemies. A fully charged shot detonates all embedded arrows in that target for bonus damage.
- Scattershot: A fully charged arrow splits into three arrows in a cone. Each deals reduced damage, but all three can independently Crit and apply elements.
- Longbow: Fully charged shots gain huge Damage and Range, but charging takes significantly longer.
- Fletcher’s Step: Arrow footholds last much longer and give Spark a small upward launch when stepped on. Turns the Bow’s platform mechanic into a real traversal build.
- Rainmaker: A fully charged Deadly Strike marks the impact point and causes several arrows to rain down from above a moment later. Great for bosses and grouped enemies.
Class Specific: Staff
- Shardstorm: Staff Shatter creates significantly more shards, but each shard deals less damage.
- Crystal Collapse: Staff Shatter reverses direction: instead of exploding outward, shards spawn around the target and fly inward.
- Resonance: Every Shatter shard that hits an enemy reduces the Staff’s current attack cooldown slightly.
- Vaulting Pole: Staff pole-vault/long-jump movement becomes much stronger. Landing after a sufficiently fast vault creates a damaging impact shockwave.
- Geode: Shatter fragments stop briefly at the edge of their explosion before accelerating outward.
Class Specific: Boomerang
- Terminal Velocity: Boomerang damage increases based on how far it has traveled before hitting.
- Yo-Yo: When returning to Spark, the boomerang circles around him once before being caught.
- Magnetic Recall: Activating recall causes the returning boomerang to pull nearby enemies slightly toward its path. Larger enemies resist more.
- Double Take: Catching the boomerang immediately launches a weaker phantom boomerang back along the path it just traveled.
- Slingshot: The boomerang’s return/recoil movement effect becomes dramatically stronger.
Class Specific: Wand
- Guardian Pact: Summons gain health, draw enemy aggro, and can intercept attacks again, but deal substantially less damage.
- Legion: Maximum summons increases from 3 to 5. Each fairy deals less damage individually, but Fyre cost per summon is reduced.
- Last Rites: A fairy’s third/final Deadly Strike explodes on impact. The fairy then disappears in a second smaller explosion.
- Necromancy: Enemies killed by fairy projectiles have a chance to spawn a temporary spirit. The spirit gets only one attack and then disappears.
- Sacrificial Blink: Teleporting to your newest summon destroys it, causes a large explosion at the destination, and refunds some Fyre.
- Fae Current: Summons move 10% faster per stack.
Improvements
- Fairy summons now circle the enemy's head of which they're attacking.
- Fairy summons now deal their Deadly Strike on their final hit (3rd) before they dissipate, incentivizing you to not just spam the summon button, but rather methodically place them.
- Tweaked and improved the level start animation, as well as the level finish animation (player touches orb, falls to ground, dances, then flip jumps back into the orb for the fade out.
- Added vertical rooms to Endless.
- Challenge rooms in Endless now have a chance to generate more waves. With more waves, comes greater rewards.
- Added seeds to endless, go to https://sparkfyre.io/endless-level?seed=anything and you'll be presented with the same platform layout on each playthrough, allowing you to play alongside a friend.
- Added enemy health scaling to endless to help with power creep. 0-999: 1x health, 1-2k: 1.25x, 2-3k: 1.5x, 3-4k: 1.75x, 4k+: 2x.
- Added other character location / distances to the game again, so you know where fellow players are in the level you're playing.
Bug Fixes
- Probably fixed a bug or two, I forget lol.