Changelog history

1.0 - 2/2/2024
* BugFixes
	* Julius underwater bug fix
	* Shop bug fixes and tweaks.
* Gameplay
	* Each area has a special feature in the first 'branching room'. E.g. specific shops,
	  stat powerups, money.
	* Equipment pickups are replaced with chest graphics. When you pick up an item, it will flash over your head.
	* Equipment in the shop will not be found as pickups.
	* Only 50% of each soul type can be found in canisters.
	* Spawn the secondary progression soul if you reach a dead-end without finding it yet.
	* Enemy randomization improvements
	* Room Modifiers:
		* Improvements to physics-changing modifiers (Windy, no air control)
		* Two new room modifiers: Hyper Enemies, Slow Weapon
		* Swarm modifiers don't replace other enemies in the room.
	* Meat strips can be found in random candles (1/256 chance)
	*	Soma doesn't automatically stand after unpausing
	* Certain Room Modifiers that don't affect Julius don't appear when playing as Julius.
* Balance
	* Improved divekick - better hitbox, more bounce on hit, unable to divekick underwater.
	* Improved slide - quicker and shorter.
	* New Blue soul damage formula - weaker souls scale better into the late game.
	* Galamoth soul - Quickly swap to your previous loadout by crouching and pressing L.
	* Punch weapon effect - stronger at lower HP
	* Changed Kunitsuna to a knife that gives +5 MP on hit
	* Ancient Belt +150% Final strike
	* Many soul balance changes (see descriptions in game for full list)
		* Une buff (out for longer, animation extended for extra hits)
		* Arachne can stun on hit
		* Mudman can blind certain enemies.
		* Merman shoots further, pierce effect added.
		* Early kill added to Rock Armor, Zombie Soldier, Bomber Armor, Balore, WereJaguar, and Big Golem.
		* Larger and quicker explosions for Zombie Soldier and Bomber Armor.
		* Great armor gives 200% STR.
		* Cagnazzo, Buer, and Imp get stronger over time.
		* Bone Pillar and Catoblepas get stronger over time, and you can now move while using them.
		* Headhunter increases the damage of red and blue souls based on the number of duplicates.
			* e.g. 5 bat souls will deal almost 3x the damage of 1 bat soul.
		* Basilisk gives 50% damage reduction and no flinching while you are crouched.
		* Killer fish does more damage
		* Skeleton Knight increases pierce effect.
		* Nemesis doubles backstab effect
		* Medusa Head allows horizontal movement
		* Dryad nerf to heal 4 hp per hit.
		* Giant worm heals 25% of HP that was lost from your last hit after 8 seconds.
		* Zombie - Stay poisoned while equipped (to take advantage of the STR bonus for longer)
		* Ectoplasm - Stay cursed for longer, Curses keep MP at max
		* Poison Worm - Retaliates with poison damage on hit
		* Gargoyle - Resist slash damage.
		* Winged Skeleton - Added pierce effect.
		* Mimic makes rush soul transformations quicker.
		* Giant Worm heals 33% of last hit
		* Skula and Undine are always active if you have them.  Undine deactivates if you are falling too fast.
		* Better jumping out of the water with Skula (you don't lose your double jump until higher out of the water)
	* Pierce effected slightly changed (from 100% base dmg + 50% pierce to 75% dmg + 50% pierce)
	* Added more possible soul combinations for red souls that can be used with Giant bat. If the enemy for a
		red and yellow soul use the same sprite, you can use the red soul if both are equipped.
		* Also added an additional combination with Merman and Gargoyle
	* Certain enemies (ones that can respawn) don't count towards room clears.
	* Removed backstab from certain enemies that don't have a clear front/back (Maneater, Legion, Chaos)
	* Price increase for many consumables
	* Slightly decreased drop rate for souls (still higher than vanilla)
* Bugfixes
	* Fixed vanilla bug in which Soma could get trapped in the pushable crate without slide.
	* Fixed progression soul randomization where Giant bat would always be in the top left area,
		as well as issue as Winged skeleton being the final progression soul.
	* Blue soul isn't cleared when you enter a room with Hammer. Only when you talk to him (to prevent MP from draining)
	* No longer take knockback from poisonous hearts / cursed gold while using a rush soul
	* Removed cutscene after defeating Julius.
* Other
	* Second option when starting a game to set whether your save is deleted on death or not.
	* ~10 More Rooms added. Various minor room edits.
	* Shows game stats on Game Over screens.
	* Defeating Chaos takes you to the game ending cutscene. You can start the next loop by selecting
	  the file afterwards.

.83 - 10/18/23
* Bug fix
	* Hotfix: Added Undine and fixed gargoyles spawning early.

.82 - 10/18/23
* Bug fixes
	* Black panther spawns after Graham instead of after Balore
	* Fixed Clock tower HP container pickup flag (can't pickup multiple times)
	* Fixed stat powerup orb pickup flag (can't pickup multiple times)
	* Inner Quarters bottom water door fixed
* Gameplay
	* Progression is now randomized.
	* Improved handling 'locked' flying enemies - randomizes within a pool of flying enemies instead of staying the same.
	* Obol re-added to first room
	* Hammer's shop adds weapons, armors, and accessories in a progressive order.
		* Shop adds an item after each boss, none are removed.
	* Bat ignores no air control modifier.
* Other
	* Pierce effect now has a particle effect when it hits.
	* A couple of minor room changes
	* Map screen no longer shows discovered rooms or percentage since they're meaningless in Reprise.
* Balance
	* Added +50% final strike to Broadsword, Claymore, and Great sword.


.81 - 7/30/23
	* Bug Fixes
		* Fixed crashes that occured on game starting with certain seeds.
		* Killer fish only spawn mini killer fish if the Merman they're replacing was a spawner.
		* Fixed hidden pickups sometimes dropping below the player if they're jumping.
	* Gameplay
		* Modifier for Chaos 2 on Castle Loops and Nightmare mode.
		* Added progression soul indicators outside of areas based on if you have them or not.
		* Room changes so that you can always progress to Malphas, instead of a chance of running into rooms requiring vertical mobility too early.
	* Balance
		* Spear pierce effect changed: less effective vs VERY high defense (Chaos 2, golems)

.8 - 7/25/25
	* Bug Fixes
		* Fixed certain hidden items respawning after pickup
		* Fixed pickups in new rooms disappearing if you leave and re-enter room
		* Fixed various tile issues
		* Fixed Castle gate door collision issue on game start
	* Gameplay
		* Added Julius and Chaos
		* Changed Lobby to have 6 generated areas. Some areas require progression souls to access
			* The 'biomes' of a generated area stay the same through a game, but rooms will still be randomized after each boss.
			* Each area is assigned up to two progression souls
				* One soul you will gain upon reaching a certain depth or fully exploring the area
				* Another you can pick up as a pickup from a cannister.
		* Room modifiers changes
			* Added Low Gravity, High Gravity, Windy Room, Bouncy Room, Slippery ROom, No Air Control, No Potions/Food
			* Removed Theif Enemies and Heavy Landing
			* Room modifiers are different per room, rather than per boss
		* You can divekick on the first jump, even with malphas. You cannot divekick underwater without Skula.
		* Enemies can get more difficult the deeper in a generated area you go.
		* Increase gold amount pickups at higher room numbers
		* Hidden pickup chances changed: 30% meat, 30% money, 40% XP
		* Added a stationary stat pickup in certain locations (rather than stat cannister).
		* Added a Book of Reset to the end of generated areas, allowing items to respawn in generated areas, and for cleared rooms to be cleared again.
	* Balance
		* Knives have backstab - 2x damage when attacking from behind
		* Imp and Alastor familiar souls will attack more often
		* Witch soul gives 25% chance to Guard.
		* Giant Ghost protects against up to 50% of damage, using MP to block instead.
		* Undead Warrior will use a weapon at the same time when using a red soul (retaining the ability to cancel an attack with a soul)
		* Scimitar swing speed increased
		* Fixed Silk and Elven robes recovering double the MP of their text.
		* Disc armor changes so hopefully the disc doesn't go flying with certain level geometry.
		* Quezlcoatl - Hold jump on landing to bounce. Removed 'ignore hard landing' attribute.
	* Other
		* Various minor room changes

.7 - 5/13/23
	* Bug fixes
		* Hitting Giant Guard's shields won't count as clearing the room
		* Final strike works on Manhunter
		* Picking up the 'backup' Malphas in the Book of Return room will no longer allow normal Malphas pickups to spawn.
		* Julius mode won't spawn 'backup' Malphas / Black Panther.
		* Certain room modifiers (spectral enemies) aren't used for Headhunter or Graham due to loading issues.
		* Fixed music not initially playing on a new game, after a game over.
		* Fixed White Dragon crash
	* Gameplay
		* Proper Difficulty Selection when you start a new game with 4 difficulties.
		* Game is autosaved after leaving each boss room.
			* You can quit the game from the pause menu at any time, but will lose any progress after the boss.
			* Save is deleted on death
		* Hidden item containers in the wall can drop different items.
			* 70% chance for XP container. Shows XP amount on pickup now.
			* 15% chance for $1000 gold. ($2000 after room #40)
			* 15% chance for Meat Strip
	* Balance
		* Balanced difficulty so Hard mode is easier, and Nightmare is like previous versions' Hard mode.
		* Hard / Nightmare have an additional room that has the room modifier.
		* Big Golem only can spawn in rooms that are 1 screen tall.
		* Scaling on timed difficulty increase and castle loops changed
			* +25% +25 Enemy HP per loop. (Was +100 HP per loop)
			* +15 Enemy HP per timed difficulty increase
			* -15 Player HP per timed difficulty increase (was +12.5% Enemy ATK)
				* This helps prevent multi-hit moves from scaling too much, like Dryad / Weretiger.
		* Player has short invulnerability on screen change to help prevent unavoidable hits.
	* Other
		* End of game shows difficulty, room count, game time, and seed.
		* Last seed used is saved to memory, so you can retry last seed even after restarting the game.
		* High Score (room count) for each difficulty is saved. View this in the pause menu with 'Equip' selected.
		* Player isn't re-centered anymore during vertical transitions.
			* You still can be moved depending on how the door openings align between rooms.
		* Added custom font characters to properly show special characters for the seed in the menu.
		* Added some configuration options that can be modified with patches.
			* Additional patches are provided
		* Only one item in the shop is re-randomized after you defeat a boss, rather than the entire shop.

.61b - 3/7/23
	* Bug fixes
		* Fixed Lock that would occur when messages would pop up while having a status (which could occur on Hard mode)
		* Fixed 'No Red souls' modifier affecting the room after the modified room.
		* Fixed typo in Hippogryph text
	* Gameplay
		* 100 gold pickups (The ones that always spawn as money) will become 500 gold after room 40.
.6b - 2/19/23
	* Gameplay
		* Book of Return is now infinite use.
		* Castle no longer re-randomizes if you exit the castle to Hammer- just after bosses.
		* Castle looping:
			* After defeating Graham, the castle will loop back to the first boss
			* Your equipment is reset your stats are halved, but keep your souls.
			* Enemies have more HP and do more damage
		* The castle's front gate has a new door that unlocks after Graham. You can leave the castle to end the game.
		* No difficulty modifier increase over time on Normal or Easy
		* Difficulty modifier changes enemy health and attack, rather than modifying Soma's stats.
		* Room modifiers will stay the same until the next boss.
		* Charon's Obol can get Legion's soul without killing the outer shell.
        * Spectral Imp room modifier removed. Added 'Ghost Swarm' modifier.
		* 'Red/Yellow souls disabled' Room modifier changed to just 'Red souls disabled'
		* Kyoma demon is not a random enemy, and will only spawn in the room with mirrors.
	* Polish / Quality of Life features
		* Yoko explains the main features of the mod and how to progress forward.
		* Music stays the same in each direction from lobby.
		* Endgame cutscene and dialog is much shorter and relevant to the mod. Press a button at any point to end Credits.
		* Better RNG: the same seeds will have the same shops after each boss, the same equipment pickup order, and soul pickup order.
		* Seed is viewable in pause menu, along with the game version.
		* Press select to retry previous seed (This is not saved if you reset or turn off the game).
		* Name entry fix, pressing a direction while holding A doesn't enter a letter.
		* Malphas will spawn in the 4 way branching room after room 30 if you don't have it yet.
		* Various room changes / minor bug fixes.
		* Randomized XP containers will no longer disappear if you leave the room and revisit it.
		* Stat pickups are immediately effective (previously it required a pause or something else to trigger re-calculating stats)
		* Removed auto-saving after Graham (saving / loading not properly implemented currently)
		* Julius mode pickups that restore HP / MP changed to Potions / Mind ups. Stat pickups are now possible.
	* Balance
		* Pierce text updated to reflect 25% damage bonus in addition to penetrating DEF.
		* Pierce is active as long as the weapon is fully extended, not just the first frame.
		* Pierce added to rapier, estoc, and whip sword
		* Crimson cloak from +30MP to +40MP
		* Red Crow from +25MP to +40MP
		* Fixed heart pendant error (sometimes wouldn't double MP from hearts before)
		* Final strike is now 50% per STR on weapon, and varies:
			* Hammer: +100% final strike
			* Warhammer: +150% final strike
			* Tallhammer: +200% final strike
			* Battle Axe: +50% final strike
			* Death's Scythe: +100% final strike.
		* Edited prices for equipment (mostly armor/accessories) and the order you can find them in.
		* Bat soul animation reflects change in range.
		* Equipment progression is limited by number of defeated bosses.
			* Once the limit is reached, they are replaced by money until after the next boss.
		* Enemy Ghosts will respawn if they are offscreen.
	* Numerous bug fixes.
.52a - 1/14/23
	* Balance:
		* Weretiger: Hold jump to gain height in midair when doing an uppercut.
		* Giant bat: More MP cost
	* Bug fixes:
		* Fixed accessories bug in which later accessories wouldn't spawn.
		* Fixed invulnerability effect bug with spikes.
		* Fixed bug with unequipping any soul while white dragon is equipped
		* Fix dead-end room exploit.
		* Fixed being unable to eat meat strips and rotten foods.
        * Added Final Strike text to Death's Scythe.
	* Minor room changes
	* Money that can replace later items gives $500 instead of $100
.51a - 1/12/23
	* Fixed where game would end on Graham with Soma
	* Added ~ to item / soul names that have been changed from vanilla.
	* Rush souls have 50 MP cost instead of 30 MP.
	* 50 HP for Meat Strip instead of 29 HP.
.5a - 1/7/23
	* Julius Mode! Hold the L button while hitting start on the name entry screen for Julius mode.
	* New Room modifiers
		* Poisonous Hearts - Hearts do 10 damage and cause Poison status
		* Cursed Gold - Gold pickups do 10 damage and cause Cursed status
		* Heavy landing - Always land as if you fell from a height.
		* Spectral Enemies: Enemies that cannot be killed and follow you around the room
			* Tiny Devil
			* Imp
			* Blue crow
	* XP Containers hidden in the walls.
		* Randomly placed in about 25% of rooms on the outer left/right walls
		* Revealed with Peeping Eye / Skull Necklace. (Skull Necklace now has reveal ability)
		* They also spawn particles around every 7-8 seconds, so you can sometimes find them without reveal.
	* New equipment/soul effects
		* Final Strike effect. Adds a percentage of damage, if it will kill an enemy.
		* Piercing effect. Pierces through almost all enemy defense, and adds 25% damage.
			* On all spears. Only activates if you hit on the first frame when the spear is fully extended.
		* Soft Landing effect. Ignores hard landing from heights / dive kicking.
		* Weapon cancel on land effect. Allows any weapon to cancel on landing.
		* MP Refund. Re-gain MP after using a Red Soul.
		* Invulnerability on hit. Get ~2 seconds of invulnerability after you take damage.
		* Max HP / MP on some equipment / souls.
			* Also gives and takes HP/MP when equipping and unequipping. You can die by removing equipment at low HP!
	* Balance
		* General:
			* Resistance for enemies reduces damage to 25% instead of 50%.
		* Equipment:
			* All spears have Pierce effect.
			* MP Refund for red souls on Pendant (2 MP), Silk Robe (5 MP), Elven Robe (10 MP)
			* Heart pendant gives double MP when you pick up hearts.
			* +100% Final Strike effect to Battle Axe, Death's Scythe, and Hammer type weapons
			* Cloak + 20 Max MP
			* Crimson Cloak +30 Max MP
			* Scarf: +20 Max HP
			* Red Scarf: +40 Max HP
			* Dainslef: +40 Max MP
			* Soft Landing effect on Gym Clothes, Ninja Suit, and Black cloak.
			* Samurai armor - Any weapon will cancel on landing.
			* Skull necklace has Peeping eye ability.
		* Souls:
			* Witch / giant ghost blue souls will destroy tiny devil projectiles when reflected.
			* Ukoback soul spawns a little further from Soma
			* Great armor soul sets STR to 150% instead of 120%. MP cost reduced from 60 to 30.
			* Medusa head soul will cancel all momentum after you un-pause. (Momentum is no longer stored)
			* Ghost Dancer and Gremlin give +8/+16 luck instead of +4/+8
			* +50% Final Strike added to the Dead Crusader Yellow Soul
			* Red Crow: +25 Max MP
			* White Dragon: +40 MaxHP
			* Soft Landing effect on Quezlcoatl and Gorgon Yellow souls
			* Invulnerability on hit on Ghost Dancer and on Nemesis (while it's active)
			* Dead Crusader - +50% Final Strike effect.
		* Enemies:
			* Iron Golem health is reduced.
	* Fixes and minor changes
		* Ability soul in Chapel is now locked to Malphas. It was glitched in the previous version.
		* Books of return won't respawn when you exit and re-enter the chaos rooms.
		* Clear momentum for boss transitions: fixed potential skips with divekick/ hippogryph
		* Minor room changes, as well as minor room generation changes.
		* Defeating bosses now randomizes areas again.
.42 / .41 - 12/7/22
	* Fixed a room that got corrupted and would take 3 seconds to load
	* Fixed a room generation issue where it would get stuck trying to generate a different room
.4 - 12/7/22
	* Normal and Easy start with better equipment.
	* Added more pickups and rebalanced various rooms/areas. Game should be more easy and satisfying overall.
	* Room generation improvements, including less repeated adjacent rooms.
	* Prevent duplicate shop items. Book of Return added as possible shop item.
	* Spikes won't trigger Room modifier effects (like knockback, poison)
	* Soul balance patches:
		* Zombie Officer Soul actually heals you when you jump out of knockback.
		* Succubus only heals 2 HP on hit
		* Final hitbox range of bat soul increased
	* Various small fixes / improvements
.38a - 11/30/22
	* Changes in navigation and exploration.
		* Each doorway leads to an area that contains two vanilla areas.
		* Added new rooms: 52 total.
		* Defeating bosses no longer re-shuffles the castle, but respawns items.
		* Room Changes
	* Custom room modifiers when your room number ends in 4 or 8
		* 8 Different modifiers (poison damage from all enemies, etc.)
	* Book of Return Item added. Use to teleport back to the lobby.
	* Shop updates
		* Prices for weapons missing a price edited.
		* Limits purchasing quantities up to 5 max.
		* Easy mode has potions in the shop.
	* Pickups only advance if you actually pick new items up, not when they spawn.
	* New pickups that increase HP and MP max.
	* Other bug fixes (crash after boss, enemy randomization issues, etc.)
.31a - 11/10/22 Fixed an enemy crash and a couple of other minor fixes.
.3a - 11/9/2022
	* Randomized Shops every difficulty increase
	* Pickups/Enemies loop through the highest 10 rather than staying maxed out
	* Minimum damage you take is either 5, or 2x the difficulty counter if it's higher.
	* Better enemy scaling (less deadly rooms at lower levels, even for harder rooms)
	* Better pickups towards end game (instead of upgrading through high tiers too quickly
	pickups can spawn as money instead)
	* Upgrades that increase stats permanently
	* you can't return to lobby by finding a room you've visited before accidentally
	* 10 rooms between bosses instead of 15, bosses triggered from any direction instead of right door only
	* Manticore hp/mp bubble fixed
	* Money rebalanced (pickups changed, charon's obol price)
	* Leveling back to vanilla stat increases.
0.21a - 11/6/2022 Added in Bosses, difficulty based on time, room changes, shop changes, random seeds, and various fixes.
0.1a - 10/31/2022 First alpha release.