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21 views2 pages

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Uploaded by

edgkhachatryan50
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Changes:

Tuned the Sickness status to improve the player's experience. The "Sickness" status
now deals less damage. That means that the main character and enemies can't be
fully immune to the status when applied.
The percentage of health damage of "Sickness" has been reduced.
Tuned the Radiant status to improve the player's experience. It does not trigger
its healing effect immediately, and the explosion is slightly delayed. Thanks to
that both the enemies and the players will feel both negative and positive effects
of this status. This change also helps with the issue of enemies healing while
invincible after radiant was applied to them with a riposte or backstab attack
The "Radiant" premature explosion is slightly stronger.
The "Wicked" status now heals for less when the maskless one hits an enemy affected
by it.
Fixed an issue that made certain boundaries not appear when starting a boss fight
Added custom bindings for mouse and keyboard controls
Players can now choose a difficulty level while starting a new game, you can choose
between the Soulslike experience and a Story mode - which is a bit easier and it
was made for players who want to experience the story without worrying about hard
boss fights. It only affects your first playthrough, as with NG+ and above the
difficulty level is the same for both modes. Players who already started a run in
Enotria will be playing at “Story” mode difficulty
Progression has been balanced based on the feedback we’ve received so far

Enemies:
The difficulty curve of Falesia and Litumnia has been rebalanced to feature less
difficulty spikes and an overall smoother experience.
Bosses and Mini-Bosses now reward less Memoria, while regular enemies have the
Memoria drop amount increased. This will help players progress more smoothly
throughout the game and its NG+ cycles
NG+ difficulty has been adjusted due to the base game changes
Enemies that were aligned with the "Gratia" element now are more "tolerant" to the
"sickness" status. It will take slightly longer to apply the status against them.
Fixed an issue for which certain bosses in rare condition would be unresponsive
towards the player.
Fixed an issue for which certain enemies were taking a lot more damage than
intended when the maskless one would execute a riposte or backstab attack against
them.
The "Priestess" in the "High priestess" boss fight now can coordinate attacks.
Improved "Veltha" hitboxes when she stomps on the ground and executes the follow-up
combo.
Small crabs are no longer able to deal double damage with regular attacks
The minimum damage dealt to the player by the enemies has been adjusted
Certain bosses will now transition into phase 2 slightly sooner

Maskless One:
Nerfed the “Rock” item damage
All weapons have now improved their attack flow
Armonia Amber use has been speed up
Lines charge speed has been adjusted to be faster at lower levels, thanks to that
even the very slow lines should be usable from the start, but you still have to
upgrade them to deal competitive damage in the late game
“Stage” Weapons are now overall stronger to match the new balance of the game

Fixes:
Corrected Lines HUD to display usability properly
The status HUD will no longer appear after the effect ends
Armonia’s charges will now be correctly displayed with Zanni’s Mask
Addressed the issue with Memoria disappearing if not looted before quitting the
game
Fixed a progression lock caused by using Hymn of Return after defeating Arlecchino
Made a combat rift in Quinta visible again
Fixed terrain holes in Strale Velata and Litumnia City Commons where players could
fall off the map
Resolved issue where music in Quinta continued playing after defeating mobs who
were playing the music
Fixed occasional double dialogue lines
Corrected Main Character HP bar display issue showing incorrect HP instead of 0
Fixed the issue preventing players from choosing the second dialogue option
Addressed a rare issue where the main character could get stuck in an elevator
Fixed boss music stopping under certain conditions
Corrected Balanzone’s voice overs not triggering properly
Fixed spell volume issues preventing some spells from being heard
Polished and fixed various cutscenes
Veltha will no longer cause players to get stuck on a rare occasion
Added a flawed vessel outside the tutorial area
Adjusted animation blending to make the movement feel more natural
Implemented various combat improvements, making it feel way smoother and seamless
Combat animation speed has been increased, this makes the combat more dynamic while
keeping the original style of the game
Fixed many smaller bugs and issues mentioned by the players
Fixed various crashes that may have occurred during gameplay

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