Release 1.9.1 Patch Notes Hello little skeletons! In this patch, several items that were difficult to obtain have had their effects enhanced. The detailed changes are as follows:
Changes Made
Items
Berserker's Gauntlet
- Changed the current HP ratio required for the attack speed increase effect to reach its maximum: 15% 20%
Dark Berserker's Gauntlets
- Changed the current HP ratio required for the attack speed increase effect to reach its maximum: 15% 20%
- Changed the maximum attack speed increase value based on lost health: 60% 70%
Veteran Warrior's Gloves
- Changed the cooldown of the attack effect: 5 seconds 4 seconds
- Increased the damage of the attack effect
Great Sages Time
- Changed the physical attack increase per skill on cooldown: 30% 35%
Absolute Mithril Gear
- Changed the additional physical attack increase when the effect reaches its maximum: 40% 50%
Sylphid Wings
- Changed the Inscription type of the item: Heritage Chase
Infinite Bone
- Changed the chance of the effect to reset skill cooldowns: 30% 40%
Bone of Eternity: Infinity
- Changed the chance of the effect to reset skill cooldowns: 30% 40%
- Changed the chance of resetting skill cooldowns after activating the Bone Inscription effect: 45% 60%
Voodoo Doll
- Changed the health recovery upon overcoming death: 40 50
Doomsday
- Changed the reduction in skill cooldowns upon activating Apocalypse: 5 seconds 11 seconds
Veiled Mask
- Changed the reduction in critical hit chance: 30% 20%
World Tree Seed
- Changed the duration of the World Tree effect: 15 seconds 20 seconds
- Changed the increase in physical and magic attack power when near the World Tree: 60% 70%
Dark Spirit Shade
- Increased the damage of the attack effect
Demonomicon
- Increased the damage of all magics recorded in the Demonomicon
The Chosen Mages Badge
- Increased the hitbox of the fireball
- Increased the damage of the fireball
- Increased the size of the explosion caused by the fireball
- Increased the damage of the explosion caused by the fireball
Omen: Sword of Chaos
- Changed the cooldown of the attack effect: 4 seconds 3 seconds
- Increased the damage of the attack effect
Omen: Irresistible Suggestion
- Changed the physical attack increase: 90% 100%
Omen: Scepter of Whispers
- Changed the cooldown of the attack effect: 6 seconds 5 seconds
- Increased the damage of the attack effect
Omen: Howling Egg
- Changed the magic attack increase: 90% 100%
Omen: Deicide
- Changed the duration of the damage amplification effect on enemies hit by the sneak attack: 3 seconds 5 seconds
Omen: Shard of Darkness
- Changed the increase in physical and magic attack power: 70% 80%
Omen: Solar Eclipse
- Changed the physical attack increase: 150% 180%
Omen: Lunar Eclipse
- Changed the magic attack increase: 150% 180%
Omen: Desair
- Changed the cooldown of the attack effect: 20 seconds 16 seconds
- Increased the damage of the attack effect
Bug Fixes
- Fixed an issue where the effect duration of 'Bone of Eternity: Infinity' was applied differently than stated
- Fixed an issue where the effect of 'World Tree Seed's World Tree disappeared faster than its actual duration
An Evil Sword-wielding Demon of tremendous potential has emerged, sweeping across the land of Harmonia. Today, we're excited to share news about our new Skull "Dominator" and various balance adjustments.
Changes
Skull
New Skull: Dominator
- Rarity: Legendary
- Type: Speed
A Demon of tremendous potential returning to the new continent
Skeleton-Pike
Mummy
Dark Paladin
Slave
Officer
Forgotten King
Passive - Increased basic combo attack damage in King of Heroes state. - Increased damage for Last Radiance. Skill Increased damage for all skills in Forgotten King and King of Heroes state.
Items
Stigma Leg
- Removed cooldown for triggering additional magic damage. - Reduced additional magic damage.
Justice Served
- Added an effect that increases physical attack and magic attack by 30%. - Changed the cooldown for inflicting stun: 15 seconds 12 seconds.
Rear Blast
- Changed the duration of increased physical attack effect: 3 seconds 5 seconds.
Explosive Arrow
- Changed the cooldown for explosion occurrence: 2 seconds 0.3 seconds. - Reduced explosion damage.
Symbol of Toughness
- Removed cooldown for shockwave occurrence. - Increased the conversion ratio of shield amount to shockwave damage. - Changed so the damage of the shockwave follows the higher of physical or magic attack.
Armor of Fear
- Added an effect that increases physical attack and magic attack by 50%. - Increased maximum damage limit for shockwaves.
Steel Armor
- Changed the amount of shield gained from using skills: 3 5.
Crown of Thorns
- Removed cooldown for triggering additional physical damage.
Bloody Crown of Thorns
- Removed cooldown for triggering additional physical damage.
Omen: Irresistible Suggestion
- Changed the condition for applying the effect twice: overcoming death at least once instead of triggering Reassemble.
Omen: Howling Egg
- Changed the condition for applying the effect twice: overcoming death at least once instead of triggering Reassemble.
Demon Sword of the End
- Increased damage for cutting wave.
Magic Boots
- Changed increase time for attack speed: 2 seconds 3 seconds.
Strategy Book
- Changed physical attack buff time: 3 seconds 5 seconds. - Changed cooldown for physical attack buff time: 12 seconds 10 seconds.
Loyalty Generator
- Changed increase amounts for attack speed and physical attack: 35% 40%. - Changed duration of attack speed and physical attack increase effect: 2 seconds 3 seconds.
Mane of a Red Horse
- Changed increase amounts for attack speed and move speed: 20% 25%. - Changed additional increase amount for attack speed upon swapping: 20% 40%. - Changed duration of additional attack speed increase effect upon swapping: 12 seconds 8 seconds.
Evil Sword: Kirion
- Changed that the slash effect is now displayed behind the enemies' layer
Inscriptions
Brawl
4 effect - Increased damage for the enhanced wave.
Duel
4 effect - Changed maximum damage amplification when damaging enemies: 30% 45%. Modification effect - Changed cooldown for effect occurrence: 15 seconds 7 seconds.
Bone
2 effect - Changed the required number of swaps to trigger the effect: 5 3. - Changed invincibility duration upon triggering the effect: 2 seconds 3 seconds.
Fortress
2 effect - Changed shield acquisition frequency: 60 seconds 35 seconds. 4 effect - Changed damage reduction while possessing a shield: 40% 50%. Modification effect - Changed physical attack and magic attack increase per 5 shields possessed: 10% 20%.
Rapidity
4 effect - Increased combo damage. Modification effect - Increased enhanced combo damage.
Fairy Tale
Modification effect - Added an effect that increases Oberon's damage by 15% per possessed Spirit.
Mana Cycle
Modification effect - Changed damage increase and maximum increase for using skills: 25% increase (up to 200% increase) 30% increase (up to 300% increase).
Soar
Modification effect - Changed required airtime for whirlwind occurrence: 8 seconds 5 seconds.
Spoils
Modification effect - Increased the effective range of the flag.
Excessive Bleeding
Modification effect - Changed probability for major bleeding occurrence: 35% 45%.
Arson
Modification effect - Increased damage for fire explosion.
Absolute Zero
Modification effect - Increased additional magic damage.
Dizziness
Modification effect - Changed stun duration increase: 1 second 2.5 seconds.
Chase
Modification effect - Changed physical attack and magic attack increase: 100% 150%. - Changed required number of dashes for effect occurrence: 10 7.
Quintessence
Cyclops
- Changed so the damage of the Cyclops punch follows the higher of physical or magic attack.
Monster
4th chapter Veteran Adventurer - Thief - Increased waiting time after attacks. - Decreased the probability of swap trickery when hit. - Reduced damage for certain attacks. - Increased maximum HP.
Bug Fixes
- Fixed an issue where the Broken World achievement was not attainable. - Fixed an issue where in Chapter 6 Demon King's Castle, activating the item effect of 'Omen: Mad Harpoon' on scarecrows would disable the item's effect during the Dark Skeleton boss fight. - Fixed an issue wich allowed endless stacking of the Inscription Mystery under specific conditions. - Fixed an issue where the Ghouls passive effect from the Dark Ability Big Eater was not working correctly. - Fixed a problem where the effect of the Dark Ability Life Change was not applied to Healing Orbs obtained from the Black Market. - Fixed an issue in which parts of the ending credits could be seen after defeating The First Hero at certain resolutions. - Fixed an issue in which starting the Dark Skeleton boss fight while maintaining concentration with a Warrior Skull of any rarity could trigger an abnormal cutscene event. - Fixed an issue where the item effect from Stone of the Heir were not stack upon defeating The Dark First Hero. - Fixed an issue where the effect stacks of 'Omen: Unknown Darkness' would reset to 0 after closing the game.
Hello, little skeletons!
The nickname "Murdoc" had been our biggest patron during our fundraiser.
However, he has been listed as TBD (To Be Determined) from the official launch of Skul up until now.
As a crowd-funding reward, we at SOUTHPAW GAMES decided to create an original Skull in honour of Murdoc, but the project had been on hold until recently.
Murdoc wanted to create a Skull that not only respected the game but was also well-designed and fitting for the game. Therefore, Murdoc mentioned that he needed time to gain a higher understanding of the game and come up with better ideas, and we respected his decision and chose to wait.
As both we and Murdoc had to focus on our respective tasks, more time passed than anticipated. However, we both have not forgotten about the project, and finally, Murdocs commemorative Skull has appeared in the land of Harmonia.
The name of this Skull is the "Dominator".
It's a Legendary Speed type Skull that uses a living Evil Sword, a demon's Skull.
The Dominator uses the power of the Evil Sword to leave a 'Scar' in the air to attack enemies, and the Evil Sword absorbs 'vital energy' from those hit by the Scar.
When the Evil Sword has absorbed maximum vital energy, the Dominator can awaken the Evil Sword.
When the Evil Sword awakens, it temporarily cannot use skills, but its movement speed increases significantly and its basic combo attack changes to incessantly swinging the Evil Sword in a 'Madness' motion right where it stands.
When the Evil Sword returns to its slumber, the skill cooldown speed increases for a certain period of time proportional to the number of times enemies were attacked with Madness.
We are truly happy to finally create this Skull for our beloved little skeletons and patron Murdoc. The next 1.9.0 update will include the Dominator, along with some balance adjustments and bug fixes. We are targeting April 4th (PT) for the update schedule.
We look forward to your continued interest and support and hope you all have a wonderful day.
Hello little Skeletons!
We are beyond excited to announce that Skul: The Hero Slayer has surpassed 2 million copies in sales. This is another huge record achieved since we announced that Skul sold 1 million copies last year.
We would like to express sincere gratitude to everyone for playing Skul and giving tremendous support up until now.
As a thank you, we're offering a special 50% discount until January 18th.
We will continue to work hard to give you a more delightful experience in the future.
Thank you.
Hello little Skeletons, its been a long time! Through todays update, we have updated BGMs of Rockstar, Dark Mirror, and Demon King Castle Defense. We have also fixed the metadata of certain soundtracks. With the Dark Mirror and Demon King Castle Defense, Skul: The Hero Slayers digital soundtrack has now accumulated over 30 tracks. This has only been possible through the love and support from our players. We thank you sincerely, and we hope you enjoy our music with Skul.
Changes Made
- Added Rockstar of Harmonia (Track #23) - Added Dark Mirror OST (Track #24 - 27) - Added Demon King Castle Defense OST (Track #28 - 35)
- Fallen Demon Castle
- Changed track title: Fallen Demon King Castle
- The Black Lab
- Changed track title: The Dark Lab
- Sacred Ground
- Changed track title: Sanctuary
- 18. The Sword of Carleon
- 19. The Incarnation of Light
- 20. The Last Hero
Changes Made
- Adjusted the 2nd phase BGM of the boss 'Skul, The Dark Skeleton' - Improved the cutscene that took place while encountering the boss 'Alexander, The Emperor of Carleon' - Adjusted the 'Gambler' Skull's passive skill's chip UI
- Before: displayed the current number of chips under the Health Bar
- After: Displays the number of chips in the buff icon sections, while in possession of one or more chips a VFX aura effect will be shown
Developer Comment
In Skul, the gauge UI has been used to display the resources players obtain and consume regularly. However, as the Gambler's 'Chip' was not a resource that the player could actively obtain we believed that displaying it as a resource gauge could cause confusion and thus have made this change.
Bug Fixes
- Fixed a bug that made players unable to climb back to the map after using the [Rebone] skill during the 'Alexander, The Emperor of Carleon' boss fight - Fixed a bug in which the players would not be invulnerable after drafting the boss 'Alexander, The Emperor of Carleon' - Fixed a bug in which if the player destroyed one hand of the boss 'Alexander, The Emperor of Carleon' in his giant form, the other hand would not be destroyed - Fixed a bug that allowed the players to modify an additional inscription
Developer Comment
In order to, fix this issue please note that players who have last saved their games during the 'Alexander, The Emperor of Carleon' boss battle will start again with their modified inscription disabled. This action was made to resolve the issue stably and we deeply apologize for the inconvenience. - Fixed a bug in which during the 'Skul, The Dark Skeleton' boss fight the boss would take the form of the power type two times consecutively - Fixed a bug in which during the 'Skul, The Dark Skeleton' boss fight the boss would freeze in mid-air if the play used a grapple attack if it was in its balance type form - Fixed a bug in which each rarity of the 'Slave' Skull's skill [Cruel Strike] would not stack if the enemy had been killed in one single attack - Fixed a bug in which blocking an enemy's attack with each rarity of the 'Slave' Skull's would not trigger the 'when hit' effect - Fixed a bug in which the 'Chief' Skull's [Ragnarok] skill displayed incorrect figures for the number of Thunder Force - Fixed a bug in which the 'Demi-God' Skull's basic combo attacks would not work properly - Fixed a bug in which the 'Dark Paladin' Skull's passive skill would inflict reduced damage sometimes - Fixed a bug in which the 'Unknown King' and 'King of Heroes' Skulls passive ability descriptions did not include details regarding the invulnerability state - Fixed a bug in which the 'Thunderlord' Skull's [Ragnarok] skill's descriptions did not include details regarding the invulnerability state - Fixed an issue where the item 'Cup of Fate' would not work properly - Added further explanation of the item ' ' and its effects - Fixed an issue where modification wouldn't work when holding more than the required number of Inscriptions for maximum effect - Fixed an issue where the modified Inscripted 'bone' wouldn't function - Fixed an issue where resetting a cutscene would cause the Enriched Dark Quartzs to disappear from the Scroll - Fixed an issue where resetting a cutscene wouldn't allow the First Hero related cutscene to reset - Fixed an issue where players weren't affected by gravity when using certain combinations of skulls and Essences - Fixed an issue where the boss HP intermittently failed to disappear upon victory and returning to the Demon King Castle - Fixed an issue where low FPS environments or high player movement speeds would trigger a bug that let players roam around certain points of the cutscene - Fixed an issue where texts in certain languages were displayed duplicated - Fixed translations of certain languages - Fixed certain mistranslation of Chapter 3 boss stage names
Hello to our dearest little skeletons, We deeply apologize for the inconvenience you may have experienced after the 1.8.0 Update. This hotfix aims to fix one of the most critical issues, 'Game crash occurring when changing maps'. However, we have discovered that the issue mentioned above was related to the Inscription Box sold in the Dark Mirror's Black Market and have temporarily disabled the Inscription Box related to the Mystery Inscription. Once all of the issues related to the Mystery Inscription Box, we will make the Inscription Box purchasable again. Once again we sincerely apologize for the inconvenience you had to experience. Finally, we would like to express our deepest gratitude to the Skul community who have shared, reported and interacted with us to fix the issues. Our community made it possible for us to assess the situation and make the necessary decisions faster and we promise to continue our work to fix the remaining issues. Thank you.
Bug Fixes & Changes Made
- Fixed a bug that caused the game to crash while moving to another map
- The Mystery Inscription Box sold at the Dark Mirror's Black Market has been temporarily disabled.
Hello to our dearest little skeletons, After the release of Release Patch 1.8.0 Update on Nov 16 which included the Demon King Castle Defense, we have received numerous reports from players not being able to play the game. The reports included the game crashing and being unable to load the game properly. To resolve this issue as quickly as possible, we have started our investigations and are taking the necessary actions as we speak. We deeply apologize for the inconvenience you may have experienced. Once the Hotfix is ready, we will release the patch and share the news via announcements. Thank you.
The wicked force that had loomed over the land of Harmonia has finally launched an invasion on the Demon King Castle. In order to fight against the blatant malice of the dark forces, Skul has returned to the Demon King Castle. Skul and his demon buddies must face against the Carleons invasion.
Changes Made
Demon King Castle Defense
A new chapter, the Demon King Castle has been added. 2 new bosses have been added. You can modify the inscription through the Witch before the battle.
Mythology Pack DLC
You can now purchase the new DLC Mythology Pack.
Skull
Hunter
- Before Patch Holding down the attack button initiates concentration, and when fully completed its attack is enhanced. Based on the distance from the enemy, increases Crit Rate by up to 50%.
- After Patch Holding down the attack button initiates concentration, and when fully completed its attack is enhanced. Based on a certain distance from yourself, increases Crit Rate by 25% when attacking enemies within that certain distance, and increases Crit damage by 25% when attacking enemies farther than that distance.
- Before Patch Holding down the attack button initiates concentration, and when fully completed its attack is enhanced. Based on the distance from the enemy, increases Crit Rate by up to 50%. When there are no enemies nearby, concentration speed increases.
- After Patch
Holding down the attack button initiates concentration, and when fully completed its attack is enhanced.
Based on a certain distance from yourself, increases Crit Rate by 50% when attacking enemies within that certain distance, and increases Crit damage by 50% when attacking enemies farther than that distance.
- Duration of concentration has decreased.
- [Multi-Shot] When Multi-Shot concentration is complete, the trajectory of Multi-Shots will reach further distances.
- [Siege Short] When Siege Shot concentration is complete, additional large arrows will fall on nearby enemies.
- [Piercing Shot] When Piercing Shot concentration is complete, the interval between large arrows fired decreases.
- [Stationary Shot] When Stationary Shot concentration is complete, firing time and the interval between shots decreases.
Gambler
Passive Skill
- Before Patch The last attack of the combo has a 20% chance for the skull to throw a joker card that causes an explosion, dealing Magic damage. When the skill is activated, there is a 20% chance for failure and a 10% chance for great success. Upon failure, the skill deals reduced damage and regains 50% of its cooldown. Upon great success, the skill deals greatly increased damage and regains 100% of its cooldown.
- After Patch The last attack of a normal attack combo has a 20% chance for the skull to throw a joker card that causes an explosion, dealing Magic damage. When the skill is activated, there is a 20% chance for failure and a 10% chance for great success. Upon failure, the skill deals reduced damage and regains 50% of its cooldown. Upon great success, the skill deals greatly increased damage, regains 100% of its cooldown, and earns 1 chip that lasts for 7 seconds. (Maximum 7 chips) Per chip, skill damage dealt to enemies increases by 5% and skill casting speed increases by 5%.
- Before Patch When swapping, a slot machine appears and deals Magic damage based on the shapes that appear. Damage is greatly increased when 3 of the same shape appear.
- After Patch When swapping, you earn a chip and a slot machine appears that deals Magic damage based on the shapes that appear. When 3 of the same shape appear, the damage is greatly increased and you earn 3 chips.
- [Rain of Darts] The time between the dice thrown and the raining of darts decreases.
- [Black Jack] The speed of cards unleashing increases.
Predator
- Before Patch When enemies are defeated, increases casting speed by 5% for 5 seconds and can stack up to 55%.
- After Patch When enemies are defeated, increases casting speed by 1% for 5 seconds and can stack up to 55%.
- Before Patch When enemies are defeated, increases casting speed by 5% for 5 seconds and can stack up to 100%. When the maximum number of skill uses is reached, greatly reduces the cooldown of the corresponding skill.
- After Patch When enemies are defeated, increases casting speed by 1% for 5 seconds and can stack up to 100%. When the maximum number of skill uses is reached, greatly reduces the cooldown of the corresponding skill and unleashes a finishing attack of the corresponding skill. During the finishing attack, damage received is reduced by 60%.
Dark Ability
Electric Field
- The required number of base attacks to create the Electric Field decreased to 10 from 7.
- Damage Reduction while the Electric Field is active increased to 15% from 10%.
- Electric Field AoE size increased
Counterattack
- Physical and Magic Attack Buff duration from Counterattack increased to 5 seconds from 2 seconds
- Physical and Magic Attack Buff from dodging changed.
- Before Patch Physical and Magic Attacks increase by [80/160/240]%.
- After Patch Physical and Magic Attacks increase by [30/55/80]%. Buff can stack up to 3 times.
Hard Shell
- Maximum amount of Shield upon entering the map increased to [25/40] from [15/25].
Rift Blade
- Additional damage amplifier upon attacking enemy increased to [10/15/20]% from [10/10/10]%.
- Maximum amount of amplifier buff increased to [50/150/300]% from [50/100/150]%
Big Mountain Pressure
- Physical and Magic attack buff reset will now activate after 2 seconds after attacking the enemy instead of 1 second.
Trance
- Before Patch Physical Attack and Magic Attack decreased by 50%. Physical Attack and Magic Attack increase by 40% every 3 seconds during combat. (Up to 200% increase) If you receive damage or fail to deal damage for 3 seconds, it will not be counted as combat.
- After Patch Physical Attack and Magic Attack decreased by 50%. Physical Attack and Magic Attack increase by 20% every 1 second when attacking enemies. (Up to 200% increase) If you fail to attack enemies within 5 seconds, the buff will be removed.
Life Change
- Physical and Magic Attack buff from Recovery Orbs increased to 10% from 4%
Equilibrium Strike
- Before Patch Damage dealt to enemies with a higher HP percentage than you is amplified by 50%, while damage dealt to enemies with a lower HP percentage is decreased by 50%.
- After Patch Damage dealt to enemies with a higher HP percentage than you is amplified by 50%, while damage from enemies with a lower HP percentage is decreased by 50%.
Spirit of Negotiator
- Before Patch Upon entering the Black Market, restock for free up to 5 times with the collector. The price of goods sold by the collector increases by 30%.
- After Patch Upon entering the Black Market, restock for free up to 5 times with the collector. The price of goods sold by the collector increases by 5% per every restock (Price can increase up to 30%). The price will reset upon entering the Black Market.
Weapon of Arms
- Physical and Magic Attack buff per arms, artifact, and hidden blade inscription in possession increased to 30% from 20%
Ready to Die
- Outgoing and incoming damage is amplifying rate increased to 25% from 20%
- Maximum incoming and outgoing damage amplification rate decreased to 75% from 100%
Absolute Rule
- Mark timer increased to 10 seconds from 5 seconds
- HP decreases by attacking enemies with marks with skill increased to 5 from 3.
Ancient Curse
- Damage Reduction from base attack and skill decreased to 25% from 45%
Supernatural
- Buff cooldown time removed
Big Eater
- HP recovery reduction decreased to 35% from 50%
Deal with the Dead
- Gold Acquisition reduction rate decreased to 30% from 50%
Glass Body
- Before Patch Upon being hit, become invincible for 2 seconds. Incoming damage increases by 50%.
- After Patch Upon being hit, become invincible for 1 second. Incoming damage increases by 35%.
[/Ambitionh3]
- Before Patch
Obtain all the following effects based on the amount of Core Quartz in your possession.
1 or more: Increases Physical attack and Magic attack by 5% per Core Quartz.
3 or more: Increases Max HP by 4 per Core Quartz.
5 or more: Increases skill cooldown speed by 3% per Core Quartz.
7 or more: Amplifies damage dealt to enemies by 2% per Core Quartz.
- After Patch
Obtain all the following effects based on the amount of Core Quartz in your possession.
5 or more: Increases Physical attack and Magic attack by 5% per Core Quartz.
7 or more: Increases skill cooldown speed by 3% per Core Quartz.
10 or more: Reduces Max HP by 2 per Core Quartz.
12 or more: Amplifies damage dealt to enemies by 2% per Core Quartz.
Inscription
Brawl
- Damage of shockwaves on enemies is reduced.
Rapidity
- Damage of combo attacks increases.
Bug Fix
Fixed a bug in which the Inscription Revenge restores HP twice in a certain situation
Fixed a bug in which players couldnt press Details on the scroll depending on the key settings
Fixed a bug in which Spirit King Oberon stopped in certain situations
Known Issues
The descriptions regarding the Thunderlords Ragnarok ability had incorrect information:
- Thunder Force 4 -> 2
- Thunder 2 -> 3
Some Achievements have been temporarily disabled due to technical issues
Additional Patch Note for the 1.7.5 Patch
We found out that there were some changes applied in the game by the 1.7.5 Patch, but missing from the 1.7.5 Patch Note.
We sincerely apologize for the confusion due to miscommunication and we will be extra careful not to leave out any parts of the update.
Please check the additional Patch Note below.
Skul
The amount of gauge gained by hitting an enemy with a fully concentrated attack has been increased for Carleon Officer and Carleon Commander.
Decreased the number of cannonballs required for Davy Jones enhanced cannonball: 4 3
Item
Witches Brew
- Before Patch
Attack and Movement Speed are increased by 120% when swapping. This effect lasts for 5 seconds.
- After Patch
Physical attack is increased by 85% and Movement Speed is increased by 120%. This effect lasts for 5 seconds.
Fatal Sword
- Increased the chance of the toxic orb to inflict poisoning: 30% 35%
- Damage of the toxic orb has increased
The Chosen Thiefs Twin Swords
- Before Patch
The first attack leaves a 1-second mark on the enemy. The enemys movement decreases and the enemys attack speed increases by 100%.
- After Patch
The first attack on the enemy increases the attack speed by 100% for 5 seconds and the enemys time moves slowly. When the enemys time comes back to normal, a proportional of the damage dealt to the enemy will be inflicted as fixed damage.
The latest trailer of Skul: The Hero Slayer has been revealed! [previewyoutube=_yv1ZgDHMUM;full][/previewyoutube] As previously teased, The Demon King Castle Defense is the major free content that will wrap up Skul's journey with a bang. The Mythology Pack, is Skul's first-ever paid DLC, includes new Skulls and items inspired by famous mythologies. https://store.steampowered.com/app/2512790/Skul_The_Hero_Slayer__Mythology_Pack/?beta=0 Get ready for the final adventure of Skul alongside the first paid DLC on Nov 15th!
Hello little skeletons!
Today, we are proud to introduce Skul's first ever DLC, the "Mythology Pack".
We plan to release this DLC pack in November alongside the Demon King Castle Defense update.
More information, including the official release date and price, will be shared once they have been finalized.
Now here's a sneak peek into our first DLC.
As you can tell from the title, the "Mythology Pack" DLC features fresh content inspired by legendary mythologies.
Our approach, when designing new skulls, has always been to set them apart from the ones that already exist.
But this time, we decided to try something different and develop a new skull with a specific concept in mind.
That concept was mythologies.
The DLC introduces five new skulls that will give players new ways to take on their enemies.
We have designed these new skulls to require a bit more skill to master compared to the existing line-up of skulls.
At the start of a new playthrough, players can select one new skull from the DLC, which will unlock it and add it to the existing line-up of skulls.
The unlocked skulls can be obtained through the Bone Grave and Headless NPC in subsequent playthroughs.
The upcoming DLC will feature not only new skulls but also 20 items inspired by the mythologies related to these skulls.
All these new items will have a unique inscription called [Mystery].
The new items have been designed to complement both the new skulls and the pre-existing ones.
We are excited to see the amazing combinations players will come up with.
As soon as a new skull has been added, the related items will also become available through Treasure Chests and the Collector NPC.
We hope this DLC provides a new and intriguing gameplay experience.
As always, thank you for playing Skul and have a lovely day!
Hello little skeletons!
As previously teased, today we would like to share new details regarding Skul's new upcoming content.
Before we share any further information, there is an important topic that we must discuss.
Four years ago, when we had just begun developing Skul, we launched a crowdfunding campaign.
We were pleasantly surprised when numerous future skeletons showed their support and provided us with valuable feedback regarding the development process.
It is thanks to these supporters that Skul was successfully released.
During our crowdfunding campaign, we established certain funding goals, and our initial concept for the future Hard Mode was the Demon King Castle Defense.
However, as Skul continued to expand, it became clear that Skul needed a more extensive narrative and many new features, and the Demon King Castle Defense was not the best fit for that.
Therefore, we came up with a new Hard Mode concept, which later became known as the Dark Mirror update, and we believe it was the right decision.
Nevertheless, to honor the promise we made to our loyal Skeletons, we have been working on the Demon King Castle Defense to make it a better fit for Skul's current state.
The Demon King Castle Defense has been revamped and will finally conclude Skul's narrative.
The darkness that had been looming over the Land of Harmonia has now invaded the Demon King Castle.
Skul fights alongside his demon buddies to defend the castle from the humans who have been blinded by evil.
The Carleon Army launched a surprise invasion on the Demon King's Castle while Skul was wreaking havoc inside the Dark Mirror.
Upon destroying the world within the mirror, Skul must now make his way to the Demon King's Castle to put a stop to Carleon's attack.
Skul, along with the help of his fellow demon companions, must continue his journey to confront the one who pushed Skul and Harmonia into despair.
The content of Demon Castle Defense includes Skul's efforts to defend the Demon King Castle against the Carleon Empire's invasion, as well as battles against a new final boss.
We plan to introduce the Demon King Castle Defense in November and will notify you of the specific update schedules once they are finalized.
In addition to the Demon King Castle Defense, we are also working on a new DLC Skul.
We are confident that our players will appreciate and enjoy this new content, and we promise to share more details about it in an upcoming Dev Blog in early October.
We hope that you continue to have a great time playing Skul, and we will always strive to take the game to new heights.
Thank you for your support, and we wish you a wonderful day!
Hello little skeletons, it's been a while since our last Dev Blog!
As always we hope the very best for our skeleton friends.
We are grateful for the overwhelming love and support we received from our fans throughout the process of developing and releasing the Dark Mirror update.
We extend our heartfelt thanks to our patient fans and also apologize for the delay in having the chance to interact with you all.
Since launching the Dark Mirror update, we have been focusing on developing fresh content.
To give you a sneak peek, we will be sharing snippets of this upcoming content through Dev Blogs.
The next Dev Blog will be available in mid-September.
Additionally, we would like to share some of the stories that we weren't able to reveal during the development of the Dark Mirror update.
In a previous Dev Blog, we discussed our process of creating Skul's Hard Mode. Initially, we tried adjusting the enemies' stats, including their HP and attack damage.
Skul's gameplay is all about reaching the pinnacle of progression with each run, and we wanted to offer skilled players an extra challenge by pushing them to their limits against a virtual punching bag.
However, our team found that simply increasing the enemies' HP did not create the desired effect, and we were dissatisfied with this concept after several rounds of internal testing.
This brought us back to the drawing board which we covered briefly in the previous Deve Blog.
During the development of the new Hard Mode, we found ourselves in a positive cycle of development we strived to create something that would meet our satisfaction.
However, to prevent getting stuck in this cycle, we had to make some compromises.
As a result, we added a carefully selected group of new enemies and a final boss in the Dark Mirror update.
We also introduced new in-game systems, such as the Quartz Tech devices and Dark Abilities.
While making these compromises some characters never got to see the light in the Dark Mirror update.
Here are some concept arts of enemy types that were never implemented for specific reasons.
Each one brought something unique to the game and it was unfortunate that we couldn't include them all.
However, a few did go through some changes and did end up appearing in the Dark Mirror update.
On the other hand, some notable features also survived the chopping block.
We find the addition of Inscription Synthesis Equipment to the game quite intriguing.
This small modification enables players to acquire two inscriptions of their preference, which opens up numerous possibilities.
Not only does it impact the latter stages of each run, but it also influences early progressions, enabling unorthodox and strategic gameplay.
It was a delight to witness our creation work as we intended and our fan base enjoying it.
Player progression in the Dark Mirror update revolved heavily around Dark Abilities.
However, unlike other progression mechanics, it had limited possibilities. Since Early Access, the RNG elements associated with Skul have been a hot topic among players, and their feedback has been a major concern for us.
While RNG elements can enhance the fun factor of a game, too much RNG can change its genre, turning it into a casino slot machine instead of an action game.
As Dark Mirror was designed for experienced players, we felt the need to increase the rewards they received.
This is why we created Dark Abilitiesto provide a progression element with fewer RNG factors while allowing players to choose based on their strategy and situation.
As previously stated, we aimed to minimize the amount of RNG in Dark Abilities, but eliminating it completely would be a missed opportunity.
To address this, we created the concept of Curses which introduced a small element of RNG. Originally, we designed Curses to have a high-risk high-reward aspect similar to a wild card in a deck of cards.
However, we are currently evaluating certain Curses that may not offer sufficient returns compared to the risks involved.
Finally, let's discuss the Observation Instrument, which is also one of the Quartz Tech devices that was introduced with the Dark Mirror update.
This device brings the observer's deepest desire into reality.
Skul used the device and obtains a new look just like the First Hero, revealing that despite his struggles, he still wants to be a hero. Interestingly, we never thought we would add cosmetic items like the Hero Little Bone content. Although we had considered skin contents, we realized that since Skul's gameplay centres around changing the skull type, it wouldn't be the best fit for our game. Nonetheless, we always wanted to see Skul become a hero.
This is how the Hero Little Bone was created, and we hope it was a pleasant surprise for our fans who have conquered the Dark Mirror.
It was delightful to write this Dev Blog and have the opportunity to engage with our fans. In the upcoming Dev Blog, we will discuss the current content we are developing. Also, before concluding this Dev Blog, we have a small hint about what's coming soon.
We'll say a quick farewell until our next Dev Blog!
As always, we extend our gratitude to all of our supporters who have shared their affection for Skul.
We wish you all a lovely day!
Thank you.
Hello little skeletons! In yesterday's 1.7.5 update, we made changes to the 'Rapidity' inscription. We identified that the damage values for the newly added effects of 'Rapidity' level 4, combo attacks were set lower than our intentions. As this issue could affect many of our players during the weekend, we tried to rapidly resolve the issue. We will continue to play our game along with our players and interact to hear your comments and opinions to provide a better and more enjoyable playing experience. Below are the details regarding this hotfix.
Changes Made
Inscriptions
Rapidity
- Fixed an issue in which the combo attack damage values activated by obtaining level 4 were set much lower.
Known Issues
- In-game terminology in some translations was not polished enough. This issue will be resolved in the upcoming updates.
. , , . .
Changes Made
Skull
Carleon Recruit
- Increased damage of Focused Complete Attacks against Normal Attacks
- Reduced the normal attacks forward dash distance after fully concentrating
Stone Monkey
- Increase in the amount of energy gained from normal attacks on enemies
Ghoul
- Increase the chance of enemies dropping flesh upon normal attack
Gene
- During normal attacks, combo attacks now trigger the 3rd attack faster after the 2nd attack
- Increased the damage of the third attack of combo attacks during normal attacks
Davy Jones
- Reduced the delay after firing cannons on the ground
- Reduced knockback distance when firing cannons from the ground
Champion
- Increased damage of [Quickstep]
- Increased damage of [One-Inch Punch]
- Increased damage of [Combo]
- Increased damage of [Dirty Smash]
- Decreased stage of rage cooldown: 60 seconds 45 seconds
Grim Reaper
- Increased Chance to Spawn Souls from Enemy Kills
- Increased Normal Attack Damage
- Increased [Harvest] damage per stage
- Increased [Sentence] damage per stage
- Increased [Guillotine] Damage per stage
- Increased [Fissure of the Netherworld] Damage per stage
Item
Veteran Warriors Gloves
- An electric field that casts continuous physical damage is created at the location of the detonation.
Champion's Belt
Changes in Item Effects
- Previously
-
Increase physical damage by 12% per enemy nearby (120% increase maximum).
If there are more than 5 enemies nearby, normal attack creates a shockwave that deals AOE damage to nearby enemies. (Cooldown: 1 second)
- New effect
-
Increase physical damage by 25% per enemy nearby (100% increase maximum).
Normal attacks create shockwaves that deal AOE damage to nearby enemies (Cooldown: 5 seconds). The cooldown is reduced by 1 second per enemy nearby.
Naiass Heart
- Increased damage dealt after the end of Freeze duration
Mysterious Apparatus
- Increased damage of the wave of force
Rapid Sword of the Subconscious
- Increased damage of slash attacks caused by item effects
Acceleration Sword
- Reduced minimum cooldown of the Acceleration Sword
Mana Gauntlets
- Effect duration changed: 3 seconds 5 seconds
- Upon maximum effect, damage dealt by normal attacks increase
Warriors Steel Mace
- Increased damage dealt by stunning enemies
Bone of Swiftness
- Increased the additional damage amplification proportional to the number of obtained speed-type skulls (20%/60%) (25%/75%)
Mana Eater
- Increased damage of stabbing attacks using Mana Eater
Sylphid Wings
- Increased damage of blades of wind
Mane of the Beast
- Increased the additional damage dealt on enemies with a mark
Multidimensional Prism
- Changed effect cooldown: 30 seconds 10 seconds
- Changed the number of dropped Manatech components upon the prism explosion: 6 3
- Decreased damage of laser and explosion
Priestesss Veil
Changes in item effects
- Previously
-
A random buff that lasts 10 seconds is gained every 20 seconds (60% increase in physical and magic damage / 40% less damage taken / 55% increase in attack speed, 60% increase in movement speed)
- New effect
-
A random buff that lasts 10 seconds is gained every 10 seconds (35% increase in physical and magic damage / 10% less damage taken / 25% increase attack speed, 35% increase in movement speed)
Luxurious Tea Cup
- Changed duration of Crit Rate increase upon the end of concentration: 1 second 3 seconds
- Changed cooldown of item effect: 1 second 3 seconds
Manatech Booster
- Changed duration of attack speed increase effect: 3 seconds 5 seconds
- Changed attack speed of normal attacks and skills performed in midair: 5% 10%
Fighters Belt
- Changed physical damage increase rate per nearby enemy: 9% 15%
Bone of Madness
- Changed duration of area of bones: 10 seconds 15 seconds
- Changed cooldown of area of bones: 10 seconds 5 seconds
- Changed damage increase rate of physical and magic attacks within the area of bones: 50% 55%
Contaminated Core
- Changed interval of effect activation upon entering a map: 15 seconds 7 seconds
Frost Giants Leather
- Changed cooldown of frost giants protection: 60 seconds 30 seconds
- Changed duration of frost giants protection: 10 seconds 5 seconds
- Changed barrier amount received when Freezing an enemy while the frost giants protection is active: 5 HP 10 HP
- Changed duration of barrier: 40 seconds 20 seconds
Magic Bead of Darkness
Changes in item effect
- Previously
-
Swapping for the 3rd time stuns nearby enemies
- New effect
-
Swapping for the 3rd time deals magic damage and stuns nearby enemies
Inscription
Brawl
Changes in inscription effects
- Previously
-
Effect of 2:
Attacking enemies causes a shockwave that deals damage to nearby enemies based on the higher of physical and magic damage (Cooldown: 5 seconds)
Effect of 4:
Reduce cooldown of shockwave by 1 second per nearby enemy (maximum reduction of 4 seconds)
- New effect
-
Effect of 2:
Attacking enemies causes a shockwave that deals damage to nearby enemies based on the higher of physical and magic damage. A shockwave can occur 3 times per second on the same target.
Effect of 4:
Every 5th shockwave is amplified
Execute
Changes in inscription effects
- Previously
-
Effect of 2:
Enemies with less than 30% HP receive a mark. (20% for adventurers and bosses) Damage to marked enemies is increased by 60%
Effect of 4:
All attacks made against marked enemies turn into Critical hits
- New effect
-
Effect of 2:
Enemies with less than 60% HP receive a mark.
Damage to marked enemies is increased by 15%
Effect of 4:
If enemies with a mark have less than 30% HP, damage to the marked enemies is increased by 60% and all attacks turn into Critical hits
Rapidity
Changes in inscription effects
- Previously
-
Effect of 2:
30% increase in attack speed
Effect of 4:
Damage dealt to enemies by normal attacks is amplified by 30%
- New effect
-
Effect of 2:
Normal attacks or dashes increase attack speed by 6% for 5 seconds and damage dealt by normal attacks is amplified by 3% (Maximum 30% increase in attack speed, maximum 15% amplification of normal attack damage)
Effect of 4:
If normal attacks are performed 5 times within 2 seconds, a combination that deals damage based on the higher of physical or magic damage occurs. (Cooldown: 2 seconds) Combination attacks are considered as normal attacks
Relic
Changes in inscription effects
- Previously
-
Effect of 2:
Gain 10% of lost HP upon changing maps
Effect of 4:
Upon gaining HP, damage based on the higher physical or magic attack is dealt.
This effect can be applied once per second on the same target
- New effect
-
Effect of 2:
Additional 3 HP is gained upon obtaining a healing orb
Effect of 4:
Unleash Wrath of God for 10 seconds upon gaining HP. Wrath of God deals 1% of fixed damage per 50 HP of an enemy. (Maximum of 10%) Wrath of God can occur once every 5 seconds on the same target
Heritage
- Changed required quantity per inscription effect: (2/4) (1/3)
- Previously
-
Effect of 2:
Essence cooldown speed increases by 65%
Effect of 4:
Successful Quintessence attacks increase damage by 40%
- New effect
-
Effect of 1:
Essence cooldown speed increases by 45%
Effect of 3:
Upon using the quintessence, damage dealt on enemies amplifies by 25% (Cooldown: 20 seconds)
Revenge
- Changed duration of revenge with 2 effects: 1 second 2 seconds
- Changed the amount of proportional HP recovery from damage taken immediately before revenge with 2 effects: 50% 75%
- Changed cooldown of 2 effects: 8 seconds 3 seconds
- Previously
-
Upon revenge, attack and cooldown speeds are increased by 50% for 8 seconds
- New effect
-
Upon revenge, for every 10 HP lost, damage taken is reduced by 1% and damage dealt to enemies is amplified by 3%. (Max reduce rate 15%, amplification rate 45%)
Manatech
- Changed required quantity per inscription effect: (2/4) (1/3)
- Reduced force of Manatech components bursting
- Changed amount of Manatech components generated per inscription effect 2 effects: 1 Manatec component 2 Manatech components 4 effects: 1 Manatech component 5 Manatech components
- Changed cooldown reduction upon obtaining Manatech components: 1 second 0.5 seconds
Mutant
- Changed required quantity per inscription effect: (2/4) (1/3)
- Previously
-
Damage dealt to enemies through an alternating skill is amplified by 35%
- New effect
-
Damage dealt to enemies through an alternating skill is amplified depending on the current rank of the skull (35% / 45% / 55% / 65%)
Heirloom
- Changed duration of the mirage dispelling on hit: 40 seconds 30 seconds
Etc.
- Color adjustment of the damage font
- Changed colors of partial poison related effects Poison gas attack from the Quintessence Sphinx The poisonous Chests in the Event Map Dangerous Chests
Bug Fixes
- Fixed an issue where Ninja Masters [Flash Phantom Slash] was considered an item attack
Hello everyone We're moving forward with the 1.7.4 patch to address a number of issues we've received since the 1.7.3 update.
Bug Fixes
- Fixed a bug in which mapping the 'left MB' as 'attack' could close UI menus by clicking the 'left MB'
- Fixed a bug in which by performing specific commands the player could skip the boss battle in the Dark Mirror Chapter 4 boss map
- Fixed a bug in which players could obtain the 'Prohibited Book' even after obtaining the item 'Demonomicon'
- Fixed a bug in which the wrong image was being displayed for the item 'Grace of Leonia'
- Fixed a bug in which some 'attack type' text colours were missing
- Fixed some awkward Chinese translations
Hello everyone Through the recent 1.7.3 update, we've taken steps to make UI interactions more usable and intuitive. However, there are some cases that we missed in the process that have caused issues, and we wanted to give you a heads up on those issues. Currently, there is an issue when player assign 'left mouse click' as 'attack'. When player interact with the pause menu, NPC dialog, Dark Ability, the UI screen will be closed when player left-click on a specific button. We sincerely apologize for any inconvenience this may have caused to gamers using these controls. With this update, we've made sure that the controls in each UI are consistent and follow the controls (key settings) set by the player. Typically, in the UI, the attack key acts as a "cancel" to close the window and the jump key acts as a "confirm". However, in Skul, players can currently assign a left mouse click to the attack key. In the UX aspect, the left mouse button typically acts as an 'Confirm', but by being set as an attack key, Skul has co-opted it as a 'cancel', causing the UI to turn off the corresponding UI on left mouse click. This is a result of our inability to fully considered for mixed keyboard and mouse controls, and we sincerely apologize for any inconvenience this may have caused to gamers who utilize these controls.
We will be releasing a hotfix update as soon as possible to address this issue so that gamers can still utilize keyboard and mouse controls.
In the meantime, as an inconvenience, we would like to remind gamers who have assigned the left mouse button to an attack key that they can still play without any control changes if they use the Enter key instead of the left mouse button to press buttons when interacting with the UI. As always, thank you for your support and we hope you have a great day.
Hello Little Bones We have made balance changes in the patch mainly focusing on Magic attacks. A variety of changes have been made such as damage buffs, QOL improvements, and lowering the high skill ceiling that was required for certain elements. As mentioned, this patch focuses on elements related to Magic attacks. In our next updates, we plan to focus on Physical attacks as well. Our efforts to smooth out the balance of Skul are a continuous one. We also play our game to grasp a better understanding of our community and their feedback. Through your voices, we continue to work hard to provide a betting enjoyable playing experience.
Changes Made
Skulls
Mage
- Increased the amount of mana gained by using basic attacks on enemies: 1 2
- Increased the damage of basic attacks
- Increased the damage of [Fireball]
- Increased the damage of [Fire Arrow]
- Increased the damage of [Meteor Strike]
- Adjusted some skill effects so it does not visually block enemies
- Now attacking an enemy with a basic attack restores 2 MP
- Adjusted the mana recovery rate while meditating: 1000% 1500%
- Adjusted the mana recovery rate after swapping: 100% for 10 seconds 150% for 10 seconds
- Adjusted the mana recovery rate while meditating: 1200% 2000%
- Adjusted the mana recovery rate after swapping: 150% for 10 seconds 200% for 10 seconds
- Adjusted the mana recovery rate while meditating: 1500% 2500%
- Adjusted the mana recovery rate after swapping: 150% for 15 seconds 200% for 15 seconds
- The damage of blazing trails will now be increased once the player manages to hit a burnt enemy with [Fire Arrow]
- Adjusted the mana recovery rate while meditating: 1500% 2500%
- Adjusted the mana recovery rate after swapping: 150% for 15 seconds 200% for 15 seconds
- The damage of blazing trails will now be increased once the player manages to hit a burnt enemy with [Fire Arrow]
- Adjust the cooldown speed of Awakened: 60 seconds 50 seconds
- Adjust the duration of Awakened: 10 seconds 15 seconds
Alchemist
- Changed the attack type and damage of [Unstable Summoning]
- Changed the attack type and damage of [Unstable Summoning]
Living Armor
- Increased the range of combo attacks
- Increased the number of spirit flames gained by basic attacks and dash attacks
- Increased the damage of [Soul Sword] for each enhancement level
- Increased the damage of [Soul Burn] for each enhancement level
- Increased the damage of [Soul Knuckle]
- Changed the attack type of [Soul Knuckle]'s first enhancement level
- Increased the damage of [Soul Charge] for each enhancement level
- Adjusted that each enhancement level of [Soul Charge] to be immune to knockbacks
[olist]
Great Warlock
- Increased the animation speed after completing concentration
- The player now becomes invulnerable during the animation after completing concentration
- [Abyss Spike] changes
- Increased skill damage
- Completing concentration changes the attack type
- Cooldown adjustments: 15 seconds 20 seconds
- Increased the speed of projectiles
- [Abyss Meteor] changes
- Reduced skill damage
- Completing concentration increases the skill damage
- Cooldown adjustments: 25 seconds 40 seconds
- Changed the projectiles to now fly to nearby random enemies
- [Abyss Orb] changes
- Increased skill damage
- Completing concentration increases the skill damage
- Damage output is increased depending on the time concentrated
- Cooldown adjustments: 18 seconds 25 seconds
- Decreased the duration of projectiles
- [Abyss Beam] changes
- Increased skill damage
- Completing concentration changes the attack type
- Damage output is increased depending on the time concentrated
- Added a knockback effect
- Cooldown adjustments: 20 seconds 30 seconds
- Increased basic attack damage
- Adjusted the maximum number of spikes that can appear while concentrating [Abyss Spike]: 1 10
- Increased the damage of spikes while concentrating [Abyss Spike]
- Increased the damage of pulses while concentrating [Abyss Orb]
- increased the damage of lasers while concentrating [Abyss Beam]
Rock Star
- Holding down the basic attack button will allow the players to continue using the basic attack
Ninja
- Players will now be invulnerable while using a swap skill
- Increased the damage of [Flash Rampage]
- Increased the damage of [Full Blooming Blade]
- Increased the damage of [Shadow Clone]
- Increased the damage of [Wheel Shuriken]
- Cooldown adjustment of [Flash Rampage]: 10 seconds 8 seconds
- Changed the attack type of [Flash Phantom Slash]
- Increased the damage of [Exploding Shuriken]
- Cooldown adjustment of [Exploding Shuriken]: 16 seconds 7 seconds
- Increased the damage of [Phantom Cross]
- Players will now be invulnerable while using [Phantom Cross]
- Increased the damage of [Transform: Phantom Wheel Shuriken]
Archlich
- Increased the damage of chains that spawns near enemies every 10 seconds
- Increased the damage of combo attacks
- Increased the animation speed of all skills and [Deathtrap]
- Increased the damage of [Deathtrap]
- Defeating enemies with [Soul Steal] will now amplify Magic attack rather than increasing it
- Increased the damage of [March of Death]
- Adjusted the chains to spawn more tightly while using [March of Death]
- Adjusted the chains that spawn while using [Prison of the Damned] to be recognized as one attack rather than recognizing each chain
- Increased the damage of [Deathly Chill]
Davy Jones
- Increased the explosion damage of both normal and special cannonballs
- Increased the explosion damage of enhanced normal cannonballs
- Increased the reload speed rate depending on the attack speed
- Increased the damage of [Bombs Away!]
- Increased the damage of [Lower the Anchor!]
- Increased the damage of [Prepare for Boarding!]
- Increased the damage of [At the Ready!]
Yaksha
- Increased the size of Domain of the Wicked
- Adjusted the Domain of the Wicked to inflict a stun effect on enemies who are caught inside while the skill is being activated
- Incoming damage is reduced by 30% in the form of Rakshasa
- Stomping, which was activated while using a skill in the form of Rakshasa will no longer damage enemies
- Increased the damage of [Taoist Spell: Rakshasa's Punch]
- Increased the damage of [Taoist Spell: Iron Strike]
- Increased the damage of [Taoist Spell: Demonic Massacre]
- Increased the damage of [Taoist Spell: Rakshasa of Iron Will]
Items
Ceremonial Dagger
- Increased crit rate: 5% 10%
- Increased Magic Attack: 70% 85%
- Increased the size and damage of the trail of fire
- Increased the trail of fires chance to inflict burn: 8% 10%
- Increased the chance of basic attacks inflicting burn on enemies: 10% 15%
- Increased the damage of additional Magic damage
- Cooldown adjustment: 2 seconds 1 second
- New effect: Stunning an enemy increases skill cooldown speed by 60% for 5 seconds.
- Cooldown adjustment: 2 seconds 0.5 second
- Adjusted the magic arrows to now penetrate enemies
- Increased the damage of magic arrows
- Reduced the preparation time for magic arrows
- Increased the damage of magic projectiles
- Reduced the preparation time for magic projectiles
- New effect: 10% crit chance
- Increased the damage of additional Magic damage
- New effect: Increase Magic attack by 30%
- Adjusted Magic attack increase duration time: 2 seconds 3 seconds
- Adjusted Magic attack increase rate from basic attacks: 3% 5%
- Adjusted max Magic attack increase rate: 60% 75%
- Adjusted skill cooldown speed rate after dashing: 5% 10%
- Adjusted the max Magic attack increase rate when fully stacking the item effect: 60% 70%
- Adjusted the barrier value: 40 50
- increased Physical & Magic attack increase rate: 40% 50%
- Adjusted the item rarity: Unique Legendary
- Increased the duration time of punishment but decreased its size
- Item effect changes
- Upon using a skill, punish a nearby enemy to deal Magic damage. (Cooldown: 30 seconds) The punishment moves toward a nearby enemy, and enemies hit by it receive 10% more amplified Magic damage for 10 seconds. (Maximum 50%)
- New effect: Crit Rate increases by 30% while the barrier is activated
- Item effect changes
- Freezing an enemy triggers the Frost Witchs magic to deal Magic damage to surrounding enemies and inflict them with Freeze. Upon dealing damage to the enemy with the Frost Witchs magic, Magic attack increases by 8% for 12 seconds. (Stacks up to 80%)
- Item effect changes
- When using a skill, the cooldown of a different skill on cooldown decreases by 2 seconds
- Item effect changes
- Increases Gold gain by 15%. Increases Crit Rate by 25% for 4 seconds when hit
- Now players can gain it through a new item called 'Prohibited Book'
- Adjusted the item rarity: Unique Legendary
- Item effect changes
- Magic attack increases by 60%. Upon using a skill 4 times, one of the 3 spells written in the Demonomicon is triggered for 10 seconds.
New Items
Golden Wand
- Every 100 Gold spent increases Magic attack by 1%. (Stacks up to 70%)
- Increases Magic attack by 15%. Obtain 1 page of the spell book each time you deal damage to an enemy with the skill. (Maximum 3 pages from the same target) Upon obtaining 500 pages of the book, the item changes into the 'Demonomicon'
- Gain a 15 HP barrier every 30 seconds. Magic attack increases by 50% and a barrage of orbs shoots out at nearby enemies every 5 seconds while the barrier lasts, dealing Magic damage.
- This item can only be obtained by defeating the Chapter 4 boss 'Leonia Grand Priest'
Quintessences
- Increased the damage of Wraith
- Increased the damage of Dwarf
- Increased the damage of King Dwarf
- Increased the damage of Raven Soldiers summoned by the Raven Lord
- Increased the required range to reach Archdemon's max damage
- Increased the damage of Imp
- Increased the damage of Balrog
Dark Abilities
Silent Cries
- Item effect changes
- When using a skill, the cooldown of a different skill on cooldown decreases by 20%/30%
New Curses
Ambition
- Obtain all the following effects based on the amount of Core Quartz in your possession.
- 1 or more: Increases Physical attack and Magic attack by 5% per Core Quartz.
- 3 or more: Increases max HP by 3 per Core Quartz
- 5 or more: Increases skill cooldown speed by 5% per Core Quartz
- 7 or more: Amplifies damage dealt to enemies by 2% per Core Quartz
Stages
- Changed the summoning animation of 'Dimensionist' in the Dark Mirror mode
Etc
- Fixed an issue regarding the buttons not functioning properly in the Dark Ability menu while using a keyboard
- Adjusted the function buttons in the Scroll & Dark Ability menu to be unbindable with other buttons
- Adjusted the button bindings used in the Scroll & Dark Ability menu while using a controller
- Adjusted the button to now close the Scroll menu
Bug Fixes
- Fixed an issue regarding crit attack could also be activated to Fixed damage
- Fixed an issue regarding some Quintessences' abnormal damage output
- Fixed an issue regarding the Great Sages Time's cooldown not activating
- Fixed an issue regarding the effects of Great Sages Time could be activated even though the requirement of 4 skills being on cooldown was not met
- Fixed an issue in which the player could receive damage as the gates closed on the way to the Chapter 4 boss
- Fixed some awkward Chinese translations
Hello everyone, It's the Skul team! We have received infinite loading issue reports from users who bought the game from Epic Games Store. First of all, we are sorry for bringing inconvenience to your game play. Currently, we have solved the issue and proceed a update patch on EGS, now users who experienced the infinite loading issue can play the game normally. If there are still the same issues found, please report through our official Discord channel or CS email below. Skul_support@neowiz.com Thank you, The Skul team.
Changes Made
Stages
The event map 'Danka Knight' will be playable again
Enemies
Adjusted the layer of the Ultimate Golem in Chapter 3 to be in front of the map terrain
Bug Fixes
Stages, Enemy Characters
- Fixed an issue in which the players could not progress from the tutorial map
- Adjusted the Root Ent's attack radius to better align with the pre-attack animation radius
- Fixed a bug in which after squishing the Giant Mushroom Ent and then applying a Stun effect could trigger an unnatural animation for the player's character
- Fixed a bug in which the sofa used as a jump pad in Chapter 2 was not working properly
- Fixed a bug in which the Leonia Of Protection in Chapter 4 would sometimes throw rocks in the opposite direction
- Fixed an issue in which the Veteran Adventurer Cleric's attack could still inflict damage even after the attack
- Fixed an issue in which the Veteran Adventurer Celric would sometimes disappear from the map
- Fixed a bug in which spirits spawned by the Saviour did not explode
- Adjusted the layer of [Explosion] effect of the Mage, Grand Mage, and Archmage to be in front of the layer of enemies.
- Fixed a bug in which the player's control would not work if the player had been affected by a status effect while Concentrating
- Fixed a bug in which the Aqua Skull and Poseidon's [Tornado] would not properly track the player
- Fixed a bug in which the skill [Rising Slash]'s effect of the Warlord Skull was not being properly displayed after completing the 1st concentration level
- Fixed a bug in which the item effect of Chimera's Poison Fang did not apply to Dark Enemies
- Fixed a bug in which the effect of level 4 Arson Inscription would only be activated once
- Fixed a bug in which Omen items that had the Sun and Moon inscriptions could reset the number of defeated enemies required to trigger the effect of overcoming death with 1 hp
- Fixed a bug in which the inscription effects after achieving level 4 of Hidden Blades via the 'Inscription Synthesis Equipment' was not working properly
- Fixed a bug in which the item effect of 'Omen: Soul Killer' did not cause damage to explosive barrels
- Fixed a bug in which dropping the Execution Axe and then picking it up again did not increase the Max HP
- Fixed a bug in which changing Omen items to other items showed the Omen item's rarity to be seen as a Unique item in the UI
- Fixed a bug in which the effect of Archdemon was not working properly; Increased damage depending on how further the enemy was
- Fixed a bug in which some summoned characters were not affected by 'Head or Tails'
- Fixed a bug in which the effects of 'Weapon of Arms' did not reset upon starting a new run
- Fixed a bug in which controls would not function if the player selected 'Restart' during the Chapter 2 Boss cutscene
- Fixed a bug in which the players were able to change the Dark Mirror level before even clearing Dark Mirror Level 0.
- Adjusted some awkward and mistranslated texts
Hello everyone! First of all, we sincerely thank you for all the great feedback and response to the 'Dark Mirror' content. There was a ton of new content in 'The Dark Mirror' update, we mainly focused on the feedback and reports we have received from our players regarding the gameplay. Therefore, we came to a conclusion to quickly address those issues through this minor patch today. We are all aware that this single patch would not be enough to provide the perfect balance for the Dark Mirror update. We will continue our work on balancing the 'Dark Mirror' content, as well as the original content too. We will be further discussing those topics in our future DevBlog, and for today's changes, please find the details below.
Changes Made
System
- Reduced the visual effects when entering the Dark Mirror
- The effects of enemy spawning or dying will not cover the player's character
Stages
- Enemy HP is reduced in Dark Mirror and HP reductions are greater at higher levels.
Enemies
- Reduced the HP of some enemies which were hard to hit including some Dark Enemies.
- A cooldown has been added to the Dark Enemy ability 'Penance'
- The normal enemy 'Root Ent' will no longer be stuck in its attack animation if the attack has been canceled
- The normal enemy 'Ultimate Golem' will now be closer to the ground when its weak point is exposed.
- The normal enemy 'Ultimate Golem's weak point will now have a bigger hitbox.
- The normal enemy 'Ultimate Golem's weak point will now be exposed for a longer duration.
- The HP of the 'High Alchemist' who summons the 'Ultimate Golem' has been decreased and the time required to summon the 'Ultimate Golem' has been increased.
- The HP of 'Sticky Subject' has been decreased and reduced the duration of the poison pool after splitting
- The HP of the normal enemy 'Transcendent' in Chapter 3 has been decreased
- The HP of the normal enemy 'Demon Hunter' in Chapter 4 has been decreased
- The HP of the normal enemy 'Arbiter' in Chapter 4 has been decreased
- The Invincible time during the Dark First Hero's every special attack pattern has been reduced.
- The damage of 'Dark First Hero's grab-and-tear attack has been decreased
- The damage of 'Dark First Hero's all thorn attacks has been decreased
Dark Abilities
Innate Power
- The basic attack damage amplification dealt to enemies is increased from [10/20]% to [15/25]%
- The skill cooldown speed while a shield is active has been increased from [20/40/60]% to [25/50/75]%
- The physical and magic attack increase rate has been changed from [10/15]% to [10/20]%
- The physical and magic attack increase rate upon evading enemy attack by dashing has been changed from [70/140/210]% to [80/160/240]%
- The name and effect of this Dark Ability will be changed as below:
- Lightweight
- Dash cooldown speed drastically increases for 1 second after defeating an enemy.
- Adjusted the damage amplification values while dealing damage to enemies: [20/40/60]% [25/50/75]%
Beast Blood
- Max level of ability has increased from 2 to 3
- The physical and magic attack increase rate upon entering the map has been changed from [50/75]% to [40/80/120]%
- The Move speed increase rate upon entering the map changed from [40/60]% to [25/50/75]%
- The physical and magic attack increase rate for every 2 or more inscriptions has been increased from 20% to 25%
- The bomb detonation time has been changed from [9/6] seconds to [8/5] second
- The physical and magic attack increase rate by every second has been changed from [15/30/45]% to [20/40/60]%
- Changed the time required for the effect to reach its maximum from 5 seconds to 4 seconds
Items
Omen: Sword of Chaos- Increased the damage of attacks caused by this item effect.
- Changed the physical attack increase rate from 80% to 90%
- Increased the damage of attacks caused by this item effect.
- Changed the magic attack increase rate from 80% to 90%
- The corruption zone creation cooldown changed from 25 seconds to 20 seconds
- Increased the damage of attacks caused by item effect.
- The amplification rate of damage dealt to the enemy while in an Ominous" state has been changed from 35% to 40%
- Increase the rate of skill cooldown speed while in the Sign of Disaster" state changed from 120% to 130%
- Increase the rate of physical and magic attacks by each Omen inscription has changed from 100% to 110%
- Increased the damage of attacks caused by item effect.
- Increased the damage of attacks caused by item effect.
- Damage amplification rate to an enemy with the mark changed from 40% to 45%
- Increased the damage of attacks caused by item effect.
- Increase rate of physical attack for each Masterpiece inscription has increased from 50% to 60%
- Increase the rate of physical attack for each Masterpiece inscription destroyed has changed from 40%(Up to 400% increase) to 50%(Up to 500% increase)
- Changed the physical attack increase rate from 130% to 150%
- Changed the magic attack increase rate from 130% to 150%
- Changed the physical and magic attack increase rate from 200% to 250%
- Damage amplification rate of damage dealt by Spirits has been changed from 30% to 35%
- Increased the damage of attacks caused by this item effect.
Inscriptions
- Receiving damage increase rate of one Omen inscription has been changed from 70% to 50%
Bug Fixes
System, Others- Fixed a bug in which 'Exit' and 'Destroy' were both set to ESC in the Dark Ability UI
- Fixed a bug in which players could not obtain 'Dark Abilities'
- Fixed a bug in which defeating a boss with the effect of the Dark Ability 'King Slayer' would cause a slower death animation for the boss.
- Fixed a bug in which the level 3 stat bonus effect of 'Coziness' could be activated without shields
- Fixed a bug in which the player's projectiles would not work properly and not disappear sometimes
- Fixed a bug where the wrong character animation was applied in a certain pattern of Chapter 2 boss 'Leiana Sisters'
- Fixed a bug in which the player could interact with the elevator without opening the treasure chest in the Chapter 2 boss stage
- Fixed a bug in which the moving animation of 'Sticky Subject' in Chapter 3 was slower than intended
- Fixed a bug in which the 'Ultimate Golem' in Chapter 3 would flick for 1 frame when it is summoned
- Fixed a bug in which the 'Ultimate Golem' HP was set abnormally high
- Fixed a bug in which the 'High Alchemist' who summons the 'Ultimate Golem' was floating a little above the floor
- Fixed a bug in which 'Demon Hunter' in Chapter 4 could become invisible sometimes
- Fixed a bug in which 'Leonias Assassin' and 'Leonias Wizard' sometimes teleport out of the door and would not return
- Fixed a bug in which the Chapter 5 boss 'Dark First Hero's projectiles fired during the zigzag moving patterns each had an individual hit registration.
- Fixed a bug in which there were 2 Dark Priests on the same map
- Fixed a bug in which the power device's HP in the Dark Mirror event map 'Mystical Ruin' was set abnormally low
- Fixed a bug in which some sound effects became louder when overlapped within a short period of time
- Fixed a bug in which the Dark Mirror Arachne cutscene dialugue was displayed with the original world's Arachne
- Fixed a bug in which the Dark Mirror level 10 clear cutscene was displayed abnormally
- Fixed a bug in which the 'Super Spicy Noodle' effect is applied only to basic attack and skill
- Fixed a bug in which the 'Shuriken Snack' effect is not activating normally
- Fixed a bug in which Skul would throw the head of 'Hero Little Bone' when using the [Skull Throw] skill even after returning to the original world's castle with 'Hero Little Bone' skin
- Fixed a bug in which the treasure chest of 'The King' did not work properly in Chapters 3 and 4
- Fixed a bug in which 'Reassemble' does not activate after destroying 'Omen: Solar Eclipse', 'Omen: Lunar Eclipse', 'Omen: Unknown Darkness'
- Fixed a bug in which the attack effect for 'Omen: Desair' was set to the wrong color
- Fixed a bug in which attacks caused by the 'Omen: Scepter of Whispers' effect were dealt depending on the higher damage of either physical or magic attack
- Fixed a bug in which the effect of 'Wood Statue' and 'Wood Statue of Horror' still remained after being destroyed
Texts
- Fixed an issue with some Dark Mirror texts that were translated incorrectly in languages other than Korean
- Improved some texts where translation was unnatural in some languages
- Fixed an issue in which the English text of 'Pure Gold Bars' was not displayed normally
- Fixed an issue in which the English text of 'Master Brawler' was incorrect
- Changed the texts for 'Super Spicy Noodle' in other languages other than Korean
Known Issues
- We have identified while playing as the 'Saviour', defeating spirits would not cause an explosion as intended. This issue will be fixed as soon as possible.
[previewyoutube=vuDlwQsa9XY;full][/previewyoutube] Peace has finally been restored in the Forest of Harmony but a strange Dark Mirror has appeared out of nowhere. Test your limits in the Dark Mirror update. These patch notes will cover the changes made in this update. Before we dig into the details, we would like to sincerely thank everyone who has participated in the Dark Mirror Beta test. During the Beta, we received much quality feedback from our players, and to this day we have thoroughly reviewed each one of them and have focused on polishing the game before the official Dark Mirror update. Our commitment will not end with today's official update, to provide a better gameplay experience we will continue to improve and make adjustments to the game. To achieve our goal the feedback and suggestions from our players will always be welcomed and appreciated.
Changes
System changes
Dark Mirror
Test your skills and limits in the new challenging 'Dark Mirror' mode. More powerful enemies along with new threats will try to stop you, but you will also have a new trick up your sleeve that will help you in your journey. [quote=author] Developer Comment We would like to say the Dark Mirror update is not just a hard mode that has increased the health and damage of the enemies. It is more of a new DLC, which includes a new story and content. We highly recommend that players personally experience the DLC's full content rather than experiencing it through written texts and images. For these reasons, further details related to the Dark Mirror will be included in the Dev Blog. [/quote]
Changes to the Reward System
- Players will now be given 3 reward options to choose from after clearing the Item Map.
- Players will now be able to loot Adventurers after defeating them.
Changes to how summoned characters attack
- Now damage inflicted on enemies by summoned characters will be recognized as the overall damage the player has inflicted.
Etc.
- Added a new effect for destroying Skulls, Items, and Quintessences.
- Destroying a Quintessence will now increase the player's Max HP, the increasing value will differ based on the rarity of the Quintessence.
- Removed the 'Title Screen' option from the Pause menu
Stages
- Adjusted the layout of several maps across all chapters.
- Decreased the HP of normal enemies and Adventurers in all chapters.
- Increased the drop rate of healing orbs in all chapters.
- Increased the drop rates of Dark Quartz in chapters 1, 2, and 3.
- Decreased the drop rates of Dark Quartz in chapter 4.
- Decreased the number of cleared stages that are required to clear chapters 3 and 4.
- Increased the reroll cost for repeatedly rerolling the Collector's items.
- Now the player's chance to encounter more field NPCs has increased in chapters 1, 2, and 3.
- Now the player's chance to encounter the field NPC 'Odd Dark Priest' has increased in all chapters.
- Changed the HP recovery rate and appearance rate of the type of herbs the field NPC 'Halfling Girl' offers.
- Changed the HP recovery rate of 'Fruit of Love': 15% 20%
- Changed the HP recovery rate of 'Moonlight Herb': 25% 30%
- Changed the HP recovery rate of 'Inferno Flower': 60% 50%
- 'Halfling Girl' will now offer the 'Fruit of Love' less frequently.
- The buffs casted by the field NPC 'Spokesman of the Mist' will now have decreased amplification values to the Physical and Magic Attacks.
- The buffs casted by the field NPC 'Spokesman of the Mist' will now have an increased value to Attack Speed.
- A new device called the 'Ballista' and the 'Launch Pad' has been added to chapter 4.
- The event map 'Dang-Ka Defense' has been temporarily disabled.
Changes to the Enemies
Normal Enemies
- Reduced the attack duration time of Blossom Ents.
- Improved the attack animations of Carleon Assassin for better clarity.
- Reduced the stabbing distance of Gold Mane Spearmen.
- Reduced the projectile speed of dishes thrown by Dish Maids.
- Reduced the number of Maids the Chief Maid can summon to 3.
- Reduced the number of flasks the High Alchemist and Dark Alchemist can throw to 1.
- Players will now have to defeat the Dark Golem summoned by the Alchemists to move on to the next map.
- Reduced the projectile speed of daggers thrown by Catechists.
- Reduced the ability to track players for the spears thrown by Leonias Spearmen.
- Increased the attack wind-up time for Leonias Priests
- Leonias Assassins will now attempt to use the slashing down attack more frequently.
- Reduced the number of followers the Missionary can summon to 3.
- Now enemies summoned by other enemies will have a brief invulnerability time right after being summoned.
Adventurers
- Adjust the AI to be less aggressive when 2 or more Adventurers appear.
- The Rookie Hero will no longer be able to be knock-backed during an energy blast attack.
- Added new attacks to the Warrior.
- Adjusted the speed and hit detection for the Warrior and Veteran Warrior's leap attack.
- Added a stun effect to the Hunter's traps.
- Added new attacks to the Mage.
- Added new attacks to the Cleric.
- Removed the trail of flames the Veteran Mage would leave after using her leap attack on players.
Bosses
- Reduced the damage of Leiana Sisters' dash attack (Mid-air -> Ground dash) and now they will inflict damage upon landing.
- Changed the hit registrations of the black orbs summoned by Awakened Leiana to be one single attack rather than multiple attacks.
- During the First Hero's energy orb summoning, the bolts of lightning will now be more accurate when attacking the player.
- Decreased the detection range of magic fields when the Leonia Grand Priest casts multiple magic fields.
Skulls
Buffs to Tackle Type Dash Effects
- Increased the dash range of Tackle type dashes.
- Increased the damage of Tackle type dashes
- Increased the invulnerability time of Tackle type dashes.
Skeleton-Shield
- Adjusted the Physical Attack amplification values based on the player's current shield value: 50% 30%
- Adjusted the Physical Attack amplification values based on the player's current shield value: 50% 30%
- Increased the attack damage for successfully blocking an enemy attack from the front while concentrating on basic attacks
- Increased the attack radius for jump attacks
Thief
- The gold being dropped when attacking enemies has been visually decreased but the overall gold acquisition will remain the same.
- Increased the damage of gold explosions.
Stone Monkey
- Decreased the concentration time for all skills.
Gene
- Added a brief invulnerability time after using skills.
- Increased the dash casting time and invulnerability time.
- Increased the attack range of clones created after a dash.
- Increased the cast speed of the skill Genie Swordsmanship.
- Increased the attack radius of clones created after a dash.
- Increased the cast speed of the skill Genie Swordsmanship.
- Increased the attack radius for Genie Lamp clones.
Minotaurus
- Increased the damage of the skill Ground Shatter.
Dark Paladin
- Adjusted the shield duration when Darkness is full: 20 seconds 30 seconds
- Increased the damage of jump attacks when Darkness is full.
- Decreased the delay after casting Dark Cross and adjusted the hit registration mechanism.
- Successful Dark Wave hits will now generate more Darkness.
- Successful Dark Charges will now generate more Darkness.
- Successful Dark Cross hits will now generate more Darkness.
- Dark Rush will now generate less Darkness.
Samurai
- Successfully hitting a swap skill will now increase the swap gauge.
Prisoner
- Now landing a single attack on one enemy will only generate up to 5 cells.
Items
Special Inscriptions
- Now a few specific inscriptions will be categorized as Special Inscriptions.
- Special Inscriptions will have a distinguishable coloured icon.
- Special Inscriptions can be only obtained through items that possess these inscriptions. Players will not be able to obtain Special Inscriptions through other methods.
- Therefore the Masterpiece inscription will no longer appear on the items 'Prince's Box' and 'Clone Stamp' and players will no longer be able to obtain the following items of 'Doubled Princes Box' and 'Clone Clone'.
Prince's Box
- Added new effects: increase Physical Attack and Magic Attack by 30%.
Symbol of Toughness
- Added a 1-second cooldown for the item effect.
- Increased the required shield value to activate the maximum attack bonus.
Clone Stamp
- Added new effects: increase Physical Attack and Magic Attack by 40%.
Medal Box
- Adjusted the Physical Attack increase values that could be obtained after defeating an Adventurer: 25% 20%
- Adjusted the maximum Physical Attack bonus value that could be obtained after defeating an Adventurer: 150% 140%
Priest's Staff
- Changed the method of restoring HP: Percentage of Max HP -> Fixed HP value.
Sylphid Wings
- The item's effect of increased dash distance and cool time will no longer be stackable with this same item.
Doomsday
- Increased the maximum damage of Apocalypse explosions.
- Damage dealt to enemies will now have a lower conversion rate to Apocalypse explosion damage.
Pot of Greed
- Changed the VFX for this item effect.
Other Changes made
- The Grand Alchemist and Dark Alchemist's unstable Summoning effect layer has now been placed behind the enemy layer.
- The Gambler's Roulette of Destiny effect has now been placed behind the enemy layer.
- The Quintessence Archdemon's blackout effect and layer have now been placed behind the enemy layer.
- Spirit King Oberon who can be summoned after obtaining 5 inscriptions of Fairy Tale will appear behind the enemy layer.
Bug Fixes
- Fixed a bug in which the effect of the item 'Magical Choker' could be activated through other items
- Fixed a bug in which the 'Guardian' and 'Guardian Commander's Physical Attack increase based on their shield value had no maximum threshold
- Fixed a bug in which the 'Minotaurus's Body Smash would not inflict damage to enemies
- Fixed a bug in which the 'Elder Ent''s enhanced Rapid Growth could not cancel other actions
- Fixed a bug in which the effect of the item 'Jagamon Thorn' could be activated through other forms of attack rather than basics
- Fixed a bug in which the item 'Warrior's Pauldrons' activated the stat 'Decrease incoming damage'
- Fixed a bug in which possessing more than 1 'Symbol of Toughness' item could cause an abnormal amount of bonus damage
- Fixed a bug in which the effect of the item 'Ceremonial Dagger' could not be activated by dash attacks and critical attacks from swap skills
- Fixed an issue in which the description for the item 'Master Fighter' was incorrect: 45% 55%
- Fixed an issue in which the description for the item 'Master Brawler' was incorrect: 45% 55%
- Fixed a bug in which the effect of the item 'Clone Stamp' only increased by 20 HP instead of 30 HP
- Fixed a bug in which enemies affected by the effect of the Quintessence 'Banshee' had to be damaged more than once to return to their normal state
- Fixed a bug in which having 4 Courage inscriptions amplified Physical Attack by 40%
- Fixed a bug in which activating and deactivating 2 or more Fortress inscriptions repeatedly allowed the players to stack shields
- Fixed a bug in which the treasure chests that would appear as an effect of possessing 2 or 4 Treasure inscriptions had different animation timings when appearing and opening the chest
Hello everyone, It's the Skul team! First of all, we would like to thank everyone who has tried the Dark Mirror beta and for the feedback you have shared with us. All of the feedback we received has been taken into full consideration as we polish the game. Today we have released a new update for the beta version, which focuses on improving the overall gameplay experience and bug fixes for some issues. Since the beta was intended to collect data for the official update, minor balance tweaks have been made to maintain the playing experience. The official update will include the full balance changes aimed at a better playing experience! To achieve this goal, feedback from our players is crucial. Your feedback will always be welcome and appreciated as we continue to polish the game. If you have not completed the survey, we would like to request your participation in our survey. Link: https://forms.gle/Mpv8MdtYXqpVgMFe9 Thank you, The Skul team.
Patch Notes
Bug Fixes
- Fixed a bug in which the Ballista device could cause damage to the players in Chapter 4
- Fixed a bug when the player's character could become invisible when swapping Skulls while using the jumping device in Chapter 4
- Fixed a bug in which the Dark First Hero would sink into the floor
- Fixed a bug when exchanging Skulls with the NPC Headless, the Skull which was on the ground would not be able to be exchanged again
- Fixed a bug in which the 'Melanophobia' effect would not be saved after closing the game
- Fixed a bug in which the Dark Ability 'Hard Shell' level 3 was not working properly
- Fixed a bug in which the effect of the Dark Ability 'Counter Attack' could be activated with other actions besides dashing
- Fixed a bug in which the effect of the Dark Ability 'OCD' could be activated by hitting puppets
- Fixed a bug when in possession of the 'Omen: Unknown Darkness', omen chests could still drop the 'Omen: Shard of Darkness'
- Fixed a bug in which the 'Omen: Sword of Chaos' would follow the higher damage stat between Physical Attack and Magical Attack rather than following the Physical Attack.
- Fixed a bug in which the 'Omen: Cup of Fate's ability to increase stats by destroying items that have Masterpiece inscriptions would not be saved after closing the game
- Fixed a bug in which players could not jump back up to a certain map area in Chapter 1
- Fixed a bug in which players did not receive any fall damage in Chapter 4
- Fixed a bug in which a cage would not function properly in Chapter 4
- Fixed specific texts that were still in Korean texts
- Fixed a bug in which the effect of the item 'Symbol of Toughness' could be activated even without shields
- Fixed a bug in which the effect of the item 'Magical Choker' could be activated through other items
- Fixed a bug in which the item 'Warrior's Pauldrons' activated the stat 'Decrease incoming damage'
- Fixed a bug in which the effect of the item 'The Chosen Clerics Bible' was not working as intended
- Fixed a bug in which activating and deactivating the inscription 'Fortress' repeatedly allowed the players to stack shields
- Fixed a bug in which the effect of the inscription 'Sin' did not work properly with projectiles, Quintessence, Spirits, and status effects
- Fixed a bug when purchasing each type of flasks from the Collector, a different rarity of the Skull the player was using would drop
- Fixed a bug in which the effects of projectiles and Quintessence would not disappear
- Fixed a bug in which during the large energy ball pattern of Yggdrasil's 2nd Phase, the blackout effect would wear off faster than intended
- Fixed a bug when players could receive rewards from the event map when moving on to the next map
- Fixed a bug in which the player could still receive damage after defeating the bosses of Hard Mode Chapters 2 & 5
Changes Made
- Adjusted the mirror crack effect which would appear after clearing a level of the Dark Mirror
- Added a 1 second cool time to the item effect of 'Symbol of Toughness'
- Changed the effects of the item 'Symbol of Toughness' to be activated only when the player receives actual damage
- Added a stun effect to the Adventurer Hunter's traps
- Now effects activated by inflicting damage to enemies will also be activated through Spirit attacks
- Enemies spawned while mid-level (during a map) will be invulnerable for a brief moment.
- Now a warning sign will appear once the Adventurer finishes their casting of a tactical spell
- Now Ultimate Golems will not be able to use their laser attacks while moving
Hello everyone! The Dark Mirror Beta starts today. Everyone who has purchased Skul will be able to participate in this Beta. Please participate in the survey after you have played the Beta version. https://forms.gle/Mpv8MdtYXqpVgMFe9
How to access the Beta version
[olist]
How to go back to the previous version
[olist]
Notifications of the Beta version
- The play record of the Beta version wont be reflected into the previous version.
- Functions and files of the Beta version can be only used in the Beta version.
- Currently the Beta version is only accessible via Steam.
- The Beta version starts at the point after the completion of the first ending.
- The maximum difficulty of the Dark Mirror wont be accessible in the Beta version.
- The contents in the Beta version are subject to change.
- In the Beta version, the Witchs traits are reset. We advise you to set the traits with the Dark Quartz we prepared before playing.
[previewyoutube=vuDlwQsa9XY;full][/previewyoutube]
A brand new world of Skul is approaching
A Dark Mirror emitting a strange energy Powerful enemies no one has encountered New mysterious abilities Test your limits in the Dark Mirror Update! The Beta version will be revealed first on Dec 29, with the official update planned for Jan 12. *Updates will be released sequentially, coming first on Steam. *The Beta version can be accessed via Steam. It will be a separate build from the current Live version. *We'll be back with details on how to access the Beta version!
Changes made
System
- Regarding the status effect, Freeze and Stun!, bosss resistance increases for some period of time when the same status effect is applied.
- Now the Inscriptions of the items, Prince's Box and Clone Stamp, will change when the items are restocked at the Black Market.
Bug Fix
- Fixed a bug where players could obtain the items Solar Sword and Lunar Ring after activating the effect of 2 Sun and Moon Inscriptions.
- Fixed a bug where items dropped from the chest after defeating the boss of Chapter 3, stuck between stone pillars.
- Fixed a bug where the projectiles created by the effect of the item Afterimage, aimed the Iceberg created by the Frozen Soul.
- Fixed a bug where the challengers mark disappeared when an enemy had been defeated by Start Match of the Champion.
- Fixed a bug where players went through the terrain and fell, in some maps of the second stage of Chapter 4.
- Fixed a bug where players obtained the same extra item when obtaining the item Blood-Drunk Sword.
- Fixed a bug where items dropped from the chest stuck on the ground after defeating the Chapter 1 boss Yggdrasil.
Hello everyone! New skulls, Davy Jones and Mage, will be joining the Carleon Castle conquest. Davy Jones, who is the master of the dead and the sea, will destroy Carleons soldiers with a great cannon, and the Mage will show its own fire magic to you all. In addition to the New skulls, changes have been made for the Unstoppable status of bosses. Also, Freeze and Stun! skills have received buffs and now users can search items more easily.
Changes made
System
Changes in Status Effect Resistance system of Bosses
- Status Effect Resistance of bosses when afflicted by Freeze and Stun! increases for a moment and decreases fast as time goes by. (Duration of Status Effect decreases when Status Effect Resistance is high)
- All bosses do not become Unstoppable except for some specific patterns.
Changes in reward distribution after defeating the boss
- From now on, users will be given multiple choices from the chests when defeating the boss.
Increased number of Black Market Collectors sales stands
- The number of Black Market Collectors sales stands has increased by 1.
Skull
New Skull: Davy Jones
- Rarity: Legendary
- Type: Power
Do you fear death?
New Skull: Mage
- Rarity: Common
- Type: Balance
Untalented student who has failed and got kicked out of Magic School
Stone Monkey
- [Heaven-Earth Slam] Changed cooldown: 21 sec 16 sec
- [Heaven-Earth Slam] Changed cooldown: 21 sec 16 sec
Frost Skull
- [Iceberg] Increased damage
- [Glacial Charge] Increased damage
- [Freezing Field] Increased damage
- [Iceberg] Increased damage
- [Glacial Charge] Increased damage
- [Freezing Field] Increased damage
- [Glacial Blade] Increased damage
- [Iceberg] Changed cooldown: 27 sec 24 sec
- [Glacial Charge] Changed cooldown: 19 sec 17 sec
- [Freezing Field] Changed cooldown: 32 sec 26 sec
- [Glacial Blade] Increased damage
- [Glacial Blade] Changed cooldown: 18 sec 17 sec
Minotaurus
- [Bludgeon] Changed cooldown: 19 sec 17 sec
- [Bludgeon] Changed cooldown: 22 sec 17 sec
- [Bludgeon] Changed cooldown: 22 sec 17 sec
Clown
- [Surprise Knives] Changed cooldown: 17 sec 16 sec
- [Surprise Knives] Changed cooldown: 17 sec 16 sec
Alchemist
- [Liquid Nitrogen Flask] Increased damage
- [Liquid Nitrogen Flask] Changed cooldown: 20 sec 18 sec
- [Emergency Ignition Flask] Increased damage
- [Neurolepsis Flask] Increased damage
- [Neurolepsis Flask] Changed cooldown: 22 sec 19 sec
Prisoner
- [Ice Crossbow] Changed cooldown: 20 sec 16 sec
- [Wolf Trap] Changed cooldown: 20 sec 18 sec
Archlich
Skill
- [Deathly Chill] Changed cooldown: 18 sec 16 sec
Item
Luxurious Tea Cup
- 1 sec has been added to the cooldown for the Stiffen effect when concentrating.
Inscription
- Changes are made for the text of the inscription Sun and Moon, and a special function has been added.
- After the Freeze effect due to 4 inscriptions of Absolute Zero is worn off, enemies receive 15% amplified damage for 5 sec.
Map and NPC
- Changes are made for the visual and camera walking of the Demon King Castle.
- Changes are made for the composition of the event map of chapter 4, Gauntlets Trial.
- Changes are made for the composition of the event map Quintessences Sanctuary.
- Dark Quartz doesnt appear anymore as a reward from the event map Quintessences Sanctuary and the Risky Box.
- From now on the Field NPC Magical Slime can appear in chapter 1, and new event occurs when interaction is made without any items.
Bug Fix
- Fixed a bug where the increased attack speed by the Trait of Witch, Spirit Acceleration, didnt appear on the Character Information Window.
- Fixed a bug where Ent Skull could move around from under the ground when swapped after Skeleton-Bombers Kaboom!.
- Fixed a bug where the sound effect overlapped when the inscription Power Strike was triggered consecutively.
- Fixed a bug where the cooldown didnt show for the item Growing Volition.
- Fixed a bug where battle didnt start after entering the Veteran Adventurer map in chapter 4.
- Fixed a bug where the spike tile remained active even after defeating the chapter 1 boss Yggdrasil.
- Fixed a bug where data for the inscriptions, Clone Stamp and Prince's Box, did not get saved when continuing.
- Fixed a bug where the flag created by the effect of the inscription Spoils, still remained even after the inscription effect had been disabled.
- The effect of the quintessence Troll has been changed from Increases critical rate by 100% to All attacks become critical hits.
- Fixed a bug where the projectile attack of the quintessence Hydra was considered as skill attack.
- Fixed a bug where users couldnt mark other enemies after moving on to the next map without eliminating a marked enemy by Champion.
- Fixed a bug where the Champion was in the state of rage, time flowed slow for cutscenes as well.
[previewyoutube=OHNDBapXWK0;full][/previewyoutube] New skulls, Davy Jones and Mage, will be joining the Carleon Castle conquest. 2, August, 2022
1.5.2 patches released on Linux
Hello everyone, Today we would like to inform you about the inquiries we received after the Major Overhaul for Skuls Items update.
Issue of the Attack Speed increase of trait Spirit Acceleration not appearing on the Character Information Window
The trait Spirit Acceleration increases Attack Speed and Movement Speed of Speed type Skulls However, even though a user has the Spirit Acceleration trait and uses a Speed type Skull in the game, there is a problem of the increased Attack Speed not showing on the Character Information Window. In this case, Attack Speed increase is properly working within the game, but that information is just not applied on the Character Information Window. This problem is due to the fact that the mechanism of the trait Spirit Acceleration increasing Attack Speed is different from other contents. We will take measures needed to fix this problem and by the next patch, increased Attack Speed by the trait Spirit Acceleration will be shown on the Character Information Window properly.
What is the difference between Amplify and Increase?
If stats are Increased, stats are added to the base stat If stats are Amplified, stats are multiplied to the base stat Example)
-
If the current Physical Attack is 200%
- When Physical Attack is increased by 50% 200% + 50% = 250% Physical Attack becomes 250%
- When Physical Attack is amplified by 50% 200% x 1.5 = 300% Physical Attack becomes 300%
Does the effect with 4 Inscriptions of Heritage have effect on transformation quintessences?
Yes, there is. Currently there are 3 transformation quintessence which are Slime, Harpy, and Balrog. Attack by a Skull transformed by these quintessences is considered as Quintessence Attack. Balrog can inflict damage to enemies by Normal Attack and Skill, and this Normal Attack and Skill is considered as Quintessence Attack which can be amplified by the effect with 4 Inscriptions of Heritage. We apologize for the inconvenience of leaving unclear explanations after the Major Update. We will keep on improving Skuls content to be clear and consistent in order to minimize the unnecessary questions and doubts users get. Thank you and wish you all a great day.
Hello everyone! We sincerely thank you for the great feedback that you gave us on the recent Major Overhaul for Skuls Items. As there were a lot of changes, we missed some important points. However we are glad that Skul is finding its place thanks to your feedback. As a result of the Major Overhaul for Skuls Items, difficulty of the game relatively increased. We did not want this outcome. There is more room to be improved but for the first step we checked users feedback and applied elements which could improve the game and be applied right away. To make the game more exciting, we would love to get your continuous attention and feedback on the new contents.
Changes Made
[h2Map and NPC
Through the recent update many new items were added in the game but the number of items users could obtain remained the same. This led to a problem that it became difficult for users to combine items as they wished. Considering the characteristics of Skul which allows users to possess a limited number of items, the recent update caused the level of difficulty to increase. Therefore by this patch we lowered the item price and the restock price of the Black Market Collector. We took this action for an immediate patch but we dont think this is the best solution. In the next update we are going to find a more fun way for users to obtain items considering the total number of items and the difficulty of gaining items.
- For all stages, the price of items sold by the Collector will decrease
- For all stages, the restock price of items sold by the Collector will decrease
- When restocking repeatedly, restock price increase rate will decrease
- Amount of gold required by the field NPC Little Gust & Lions Sword will decrease
- Change in Physical Attack increase rate of Grace of Jealousy against the NPC Evil Druid of the Demon King's Castle: 50% 80%
- The issue of the Poison Gas Trap in the event map Dangerous Box applying higher damage from time to time is fixed
Skull
As we were preparing for the Major Overhaul for Skuls Items, we focused a lot on the Frost Skulls boss battle. Stopping the boss with Freeze is certainly a cool thing but if Freeze is used too frequently, the boss cant do anything and just gets defeated inside the ice. When this happens too frequently, it might reduce the tension and excitement of the battle. Before this patch, the new Freeze system was more than enough to neutralize the boss considering the Frost Skulls skills. The easiest way to solve this problem was to give probability for Frost Skuls Freeze effect, however we did not want Status Effect skill to be probability based. As a result we overestimated Frost Skulls ability of neutralizing the boss and designed the Frost Skull weaker than we expected. This patch boosted the ability of the Frost Skull to a suitable level but still, we do not think that too high value of Freeze and Stun effect in boss battles is the best scenario. In order to solve this problem we will improve the Status Effect Resistance system of bosses as soon as possible. In this patch we will take alternative measures that boosted the ability of Frost skull and Status Effect like Freeze, Stun to a proper level considering the current Status Effect system. However in the next update, we will figure out a way to make the boss battle much more exciting using the Status Effect system.
Frost Skull
- Reduced before-cast & after-cast delay for all skills
- [Iceberg]
- Changed cooldown: 24 sec 17 sec
- Increased damage [Glacial Charge] Changed cooldown: 21 sec 15 sec
- Increased damage [Freezing Field]
- Changed cooldown: 26 sec 18 sec
- Increased damage [Glacial Blade]
- Changed cooldown: 20 sec 14 sec
- Increased damage dealt to nearby enemies for 5 sec
- [Iceberg]
- Changed cooldown: 24 sec 19 sec
- Increased damage [Glacial Charge]
- Changed cooldown: 21 sec 17 sec
- Increased damage [Freezing Field]
- Changed cooldown: 34 sec 21 sec
- Increased damage [Glacial Blade]
- Changed cooldown: 20 sec 16 sec
- Increased damage
- Increased damage dealt to nearby enemies for 5 sec
- Changed number of hit for Glacial Cut: 1 2
- Increased damage of Glacial Cut
-
[Iceberg]
- Changed cooldown: 30 sec 27 sec
- Increased damage [Glacial Charge]
- Changed cooldown: 21 sec 19 sec
- Increased damage [Glacial Blade]
- Changed cooldown: 20 sec 18 sec
- Increased damage
Petty Thief
- [Backstab]
- Changed chance of Stun when hit: 30% 50%
- [Backstab]
- Changed chance of Stun when hit: 30% 50%
Alchemist
- [Liquid Nitrogen Flask] Changed cooldown: 25 sec 20 sec
- [Liquid Nitrogen Flask] Increased damage
- [Neurolepsis Flask] Changed cooldown: 27 sec 22 sec
- [Neurolepsis Flask] Increased damage
Rock Star
- [Climax] Changed cooldown: 20 sec 14 sec
Minotaurus
- [Bludgeon] Changed cooldown: 24 sec 19 sec
Clown
- [Peek-A-Boo Knives]
- Changed cooldown: 21 sec 17 sec
- [Peek-A-Boo Knives]
- Changed cooldown: 21 sec 17 sec
Prisoner
- [Wolf Trap]
- Changed cooldown: 25 sec 20 sec
Archlich
- Skill
- [Deathly Chill] Changed cooldown: 25 sec 18 sec
Items
We think Common items regarding Status Effect had a lower value than we thought. Instead of changing the probability of these items, we added abilities that could help clearing the early stages of the game. Toxic Pendant
- Added the effect: Physical Attack is increased by 20%.
- Added the effect: Attack Speed is increased by 15%.
- Added the effect: Magic Attack is increased by 20%.
- Added the effect: Cooldown Speed is increased by 25%.
- Added the effect: Crit Rate is increased by 5%.
- Additional damage is applied on Dash Attack as well
- Additional damage is applied on Dash Attack as well
- Screen Shake effect is added when additional damage is dealt
Inscriptions
We overestimated the Inscriptions combination flexibility and changed effect. In result the ceiling of growth got lower, and in the end stages inscriptions weren't as effective as before. We looked into the overall value of Inscriptions and the difficulty of enemies, and boosted up the overall effects of Inscriptions. By this measure, we made the upper-limit for growth similar to before. Heirloom
- Effect with 4 Inscriptions - Change in damage amplified: 20% 45%
- Effect with 4 Inscriptions - Change in damage reduce rate: 35% 45%
- Effect with 2 Inscriptions - Change in Physical Attack increase rate: 35% 45%
- Effect with 4 Inscriptions - Increase in damage of Additional Attack
- Effect with 6 Inscriptions - Increase in damage of Additional Attack
- Effect with 2 Inscriptions - Change in Magic Attack increase rate: 35% 45%
- Effect with 4 Inscriptions - Increase in damage of Additional Attack
- Effect with 6 Inscriptions - Increase in damage of Additional Attack
- Effect with 3 Inscriptions - Change in Spirit attack Cooldown Speed increase rate per 1 Spirit: 20% 25%
- Effect with 5 Inscriptions - Increase in attack of the Spirit King
- Effect with 4 Inscriptions - Increase in damage of Additional Attack
- Effect with 2 Inscriptions - Change in damage amplified: 25% 35%
- Effect with 4 Inscriptions - Change in damage reduce rate: 30% 40%
- Effect with 2 Inscriptions - Change in Physical Attack & Magic Attack increase rate: 30% 35%
- Effect with 2 Inscriptions - Increased gold found in chests
- Effect with 4 Inscriptions - Increased gold found in chests
- Effect with 4 Inscriptions - Change in casting speed increase rate: 60% 100%
- Effect with 2 Inscriptions - Change in Quintessence cooldown speed increase rate: 50% 65%
- Effect with 4 Inscriptions - Change in damage amplified: 25% 40%
- Effect with 2 Inscriptions - Change in Physical Attack amplified: 15% 20%
- Effect with 4 Inscriptions - Change in Physical Attack amplified: 25% 45%
- Effect with 2 Inscriptions - Change in Magic Attack amplified: 15% 20%
- Effect with 4 Inscriptions - Change in Magic Attack amplified: 25% 45%
- Effect with 2 Inscriptions - Change in Attack Speed increase rate: 25% 30%
- Effect with 4 Inscriptions - Change in damage amplified: 20% 30%
- Effect with 2 Inscriptions - Change in skill cooldown speed increase rate: 40% 50%
- Effect with 4 Inscriptions - Change in damage amplified: 20% 30%
- Effect with 2 Inscriptions - Change in swap cooldown speed increase rate: 35% 45%
- Effect with 4 Inscriptions - Change in damage amplified: 25% 35%
- Effect with 2 Inscriptions - Change in Crit Rate: 10% 15%
- Effect with 4 Inscriptions - Change in Buff cooldown: 35 sec 25 sec
- Effect with 2 Inscriptions - Change in Crit Damage increase rate: 15% 20%
- Effect with 4 Inscriptions - Increased deadly strike damage
- Effect with 4 Inscriptions - Change in effect duration: 2 sec 3 sec
- Effect with 4 Inscriptions - Change in damage amplified: 20% 30%
- Effect with 2 Inscriptions - Change in Crit Rate: 15% 20%
- Effect with 4 Inscriptions - Change in damage amplified: 20% 40%
- Effect with 2 Inscriptions - Change in damage amplified: 40% 60%
- Effect with 2 Inscriptions - Change in damage amplified: 1% (Max 10%) 1.5% ( 15%)
- Effect with 4 Inscriptions - Change in damage amplified: Max 20% Max 30%
- Effect with 2 Inscriptions - Increase in damage of Additional Attack
- Effect with 2 Inscriptions - Increase in damage of Additional Attack
- Effect with 4 Inscriptions - Change in Attack Speed & skill cooldown speed increase rate: 35% 50%
- Effect with 2 Inscriptions - The interval between damage ticks is reduced
- Effect with 4 Inscriptions - The interval between damage ticks is reduced
- Effect with 2 Inscriptions - Change in damage amplified: 50% 60%
- Effect with 2 Inscriptions - Change in damage amplified: 40% 50%
- Effect with 4 Inscriptions - Increase in damage of Additional Attack
- Effect with 4 Inscriptions - Change in hits required to end the Freeze: 2 Hit 3 Hit
- Effect with 4 Inscriptions - Change in damage amplified: 30% 50%
Quintessence
Medusa
- Increase in Gaze damage
- Increase in Ice Flower explosion damage
Bug Fix
- Fixed a bug where in some languages the item Grudge Stones type of additional attack damage is printed wrong
- Fixed a bug where in some languages the item Hate Stones buff effect duration is printed wrong
- Fixed the explanation of the damage type of Skull Balrog's passive effect which was originally printed as Magic type
- Fixed a bug where the skull Demolitions Experts [Kaboom!] cooldown is not 0 sec
- Fixed a bug where the skull could move in the state of hibernation when Skeleton-Bomber changes to Frost Skull after the explosion
- Fixed a bug where the swap skill Charge Attack of Elder Werewolf and Alpha Werewolf inflicted damage to only 1 enemy
- Fixed a bug where spear thrown by a paladin landing in a certain location in chapter 4
- Fixed a bug where an enemy falls from Bleed damage, the item Blood-Drinking Sword effect doesnt increase
Hello everyone, A minor patch took place and we are continuously checking your feedback about the recent update. We will provide additional balance-adjustments and more, as soon as possible. Please give us a lot of feedback for a more exciting patch! https://forms.gle/rCcZomVr14DXDVVZ7 or Comment
Bug Fix
- Fixed a bug where souls were not acquired when the enemies were defeated by the swap skill of Grim Reaper
- Fixed a bug where a flesh was not acquired when the enemies were defeated by the swap skill of Ghoooooul
- Fixed a bug where the player was also damaged when the Burn was inflicted to the cage of Chapter 4
- Fixed a bug where Quintessence Dwarf appeared as a compensation even when the player already has Quintessence King Dwarf
- Fixed a bug where Item Blood-Drinking Sword appeared as a compensation even when the player already has Item Blood-Drunk Sword
- Fixed a bug where the increase in physical attack was resetted when the player mid-runs the game with Item Golden Sword or abandons Item Golden Sword and retrieve it
- Fixed a bug where Item Clone Stamp randomly gained 4 inscriptions and not 2
- Fixed a bug where Item Doubled Princes Box didn't increase the number of all inscriptions by 1
- Fixed a bug where the mirage of Inscription Heirloom was gone when it was hit during the parrying related skills or invincible status
- Fixed a bug where script Unstoppable was shown in Korean in other language setting
- Fixed a bug where the colors for physical and magic were not applied in the script about 4 effects of Inscription Relic
- Fixed a bug where the color for magic attack was not applied in the script about the effect of Item Nether Mana Suppressor
- Fixed the typo where the effect type of Petty Thief and Thief's [Rip Pocket] was written as physical attack
Changes
- Added the effect when the effect of Item Bone of Courage is activated
- Changed the barrier status icon to show the remaining barrier from Item Elder Ents Gratitude
- Reduced the duration of Stun when the player runs into a servant from Chapter
- Increased the distance of moving forward of Skeleton-Swords [Double Slash] depending on the grade
We're really sorry for the delayed updates for MacOS and Linux. The issue with the MacOS version has been fixed and the build updated. Thanks again for your patience Mac users! As for the Linux version, there is still a problem that we're trying to solve. We're trying our hardest to get it done as soon as we can, but would like to apologize once again for the delay. Along those lines, in the near future we'll also be releasing another minor patch to make v1.5 even more fun than it is now.
Hey Skul Squad! First of all, we'd like to sincerely apologize for the delay. Today we were in the process of applying the v1.5 update patch and suddenly experienced a technical issue with the MacOS and Linux builds. Currently, the Windows version has been updated, but the MacOS and Linux builds aren't quite ready yet. Please just know that we're trying our best and hope to update them by June 9th. We'll keep you posted on the matter and let you know when we have further news. Once again, we really apologize for the delay and ask for your understanding. In this update weve reformed the Inscriptions and Status Effect System. As will be detailed in this post, Skulls, Items, and Quintessence all received major changes. In addition, 67 new items were added along with reformation of some existing items. There are more changes regarding the game system, not to mention a Character Information Window, so scroll down and see the details! [hr][/hr]
Changes Made
System
- Improved system for invincibility effect [quote=author] Developers Comment We improved the system regarding invincibility. From now on when hit by the majority of enemy attacks, not only will you not take damage, but you wont be knocked back either. No more need to worry about straying too far after avoiding an enemies attack by dashing. [/quote]
- Damage dealt by a swap skill and damage dealt by using a normal skill will now be differentiated [quote=author] Developers Comment Up until this point, damage caused by skills triggered as Swap Skills were treated as skill damage, but now the two types are treated differently. [/quote]
- Added Character Information Window
Reformed Status Effects
Current Status Effect had little effect on battle so it was considered as an attack enhancement rather than an actual attack method. However, through this reformation, each Status Effect will gain distinctive characteristics so that users can utilize Status Effect as an effective attack method when conquering Carleon.
1. Changes in Status Effects
- The outcome of Status Effects will be the same regardless of how Status Effect is applied
- Status Effects that give damage will be affected by Physical or Magic Attack Power
- Bosses can be afflicted with Status Effects
- Some of the enemies patterns will have a status Unstoppable, which makes the enemies immune to Freeze and Stun [quote=author] Developer comment Now Bosses can be afflicted with Status Effect but not always. The effectiveness of Status Effect to Adventurer and Boss decreases by a certain amount and all the Bosses will be in Unstoppable status while preparing for the attack. [/quote]
2. Changed Effect for Each Status Effect
- Poison: Deals Physical damage every 0.33 seconds and continues for 3 seconds
- Wound: If additional Wound is given to the enemy who already has Wound, it will inflict Bleed and give one huge Physical damage.
- Burn: Gives Magic damage every 2 seconds, continues for 10 seconds, and gives more Magic damage to surrounding enemies
- Freeze: Paralyze movement for 3 seconds and Freeze status ends when attacked
- Stun: Paralyze movement for 1.5 seconds
Skull
By reforming the Status Effect system, each Status Effect will now be more effective and useful. In particular, Status Effects and skulls who rely heavily on them have been changed significantly.
Skeleton-Sword
The Skeleton-Sword has been reformed. It will still use its sharp blade to wound enemies like a true swordsman.
The Skeleton-Sword is a master of inflicting status effects on enemies and the Legendary Grade Royal Guard Captain deals even more damage to enemies who are bleeding. Along those lines, in order for the status effects to have the right synergy, weve decided to change all the damage types from Magic to Physical. Applies to all skulls Passive Effects
- Reformed Passive Effects
- Reformed Swap Effect
- Changed damage type: Magic Physical
- Deleted the skill [Tetanus]
- Added new skill [Double Slash]
- Reformed Skill effects
- Changed damage type for every skill: Magic Physical
Frost Skull
We reformed the Frost Skull and Status Effects.
The Frost Skulls main strength is still its Freeze Status Effect, but now even bosses can be affected by it. Applies to all skulls Passive Effects
- Reformed Passive Effects
- Reformed Swap Skill Effect
- Removed [Glacier Fragment]
- Removed [Hibernation]
- Reformed effects for each skill
- Added new skill, [Glacial Blade]
Werewolf
-
[Beast Leap]
- Reduced Skill Damage
-
[Rip Apart]
- Removed Bleed Effect
- Increased Skill Damage [Beast Leap]
- Reduced Skill Damage
-
[Rip Apart]
- Removed Bleed Effect
- Increased Skill Damage [Beast Leap]
- Reduced Skill Damage
-
[Rip Apart]
- Removed Bleed Effect
- Increased Skill Damage [Beast Leap]
- Reduced Skill Damage
Petty Thief
Applies to all skulls Swap Skill
- Changed Damage Type: Physical Magic
- Increased Swap Skill Damage
- Changed Damage Type for [Rip Pocket]: Physical Magic
- Increased Damage for [Rip Pocket]
- Changed Damage Type for [Backstab]: Physical Magic
- Increased Damage for [Backstab]
-
[Back Roll]
- Removed Bleed Effect
-
[Backstab]
- Changed it so that Stun is inflicted 30% of the time
-
[Backstab]
- Changed it so that Stun is inflicted 30% of the time
Skeleton-Shield
Applies to all skulls Basic Attack
- Increased the vertical attack range for the shield slam when doing a Basic Attack
Mummy
Applies to all skulls Skill
- Changed name from [Mummy Poison] to [Mummy Breath]
- Removed poison effect from [Mummy Breath]
- Increased damage of [Mummy Breath]
- Removed poison effect from [Mummy Ball] and [Mummy Bug]
- Increased damage for [Mummy Ball] and [Mummy Bug]
- Changed it so that [Scratch] and [Survival Knife] have a fixed chance to deal a wound
Alchemist
Applies to all skulls Swap Skill
- Made it so that flasks inflicting poison dont mix when hurling different flasks at once
- Deleted the skill [Poison Flask]
- Added the new skill [Neurolepsis Flask]
- Changed the name of [Plague Flask] to [Pollutant Flask]
- Changed the name of [Flame Flask] to [Emergency Ignition Flask]
- Changed the number of charges up to 4 times for [Pollutant Flask] for all skulls
- Changed the cooldown of [Pollutant Flask] to 14 seconds for all skulls
- Increased the damage of [Pollutant Flask]
- Changed the number of charges up to 3 times for [Emergency Ignition Flask] for all skulls
- Changed the cooldown of [Emergency Ignition Flask] to 16 seconds for all skulls
- Reduced damage for [Emergency Ignition Flask]
- Changed the number of charges up to 2 times for [Liquid Nitrogen Flask] for all skulls
- Changed the cooldown of [Liquid Nitrogen Flask] to 25 seconds for all skulls
-
[Emergency Ignition Flask]
- Changed the additional embers to inflict Burn with a 5% chance
Rock Star
Applies to all skulls Skill
- [Climax] Changed cooldown: 10 sec 20 sec
- [Climax] Increased damage
Minotaurus
Applies to all skulls Skill
- [Bludgeon] Changed cooldown: 14 sec 22 sec
- [Bludgeon] Increased damage
- Allows the player to cancel the delay after the attack of [Ground Shatter] by dash
Stone Monkey
-
[Heaven-Earth Slam]
- Changed cooldown: 12 sec 21 sec
-
[Heaven-Earth Slam]
- Changed cooldown: 12 sec 21 sec
Gene
-
[Genie Smash]
- Changed cooldown: 13 sec 20 sec
Clown
-
[Peek-A-Boo Knives]
- Changed cooldown: 12 sec 21 sec
-
[Peek-A-Boo Knives]
- Changed cooldown: 12 sec 21 sec
Prisoner
Applies to all skulls Swap Skill
- Changed the daggers to inflict Wound with a 10% chance
- [Ice Crossbow] Changed cooldown: 10 sec 20 sec
- [Ice Crossbow] Increased skill damage
-
[Blood Sword]
- Changed cooldown: 7 sec 13 sec
- Increased damage [Fire Grenade]
- Changed cooldown: 10 sec 15 sec
- Added the effect of inflicting Burn [Cleaver]
- Changed cooldown: 13 sec 18 sec
- Changed the circular saw trap to inflict Wound on enemies with a 3% chance [Wolf Trap]
- Changed cooldown: 10 sec 25 sec
- Increased damage
Archlich
Applies to all skulls Skill
- [Deathly Chill] Changed cooldown: 14 sec 25 sec
Inscription
The Inscription system has been reformed. No more need to worry about the Courage Inscription losing its effectiveness if you dont have the Standard-issue Carleon Sword.
1. Changed Inscription System
From now on Inscription will become meaningful when users collect 2 Inscriptions and 4 Inscriptions respectively. However not every Inscription gains meaningful effect by collecting 2 and 4. There are some special Inscriptions that give meaningful effect when collecting 2, 3, 5, and 6 Inscriptions. We think the original system that changed the effect of Inscription as users added Inscriptions one by one, had some downsides. But with your feedback and with our effort to make the system better, we concluded that the original system had more negatives than positives. That is why we changed to a system that activates an effect when users collect 2~3 Inscriptions. We also lowered the required number of Inscriptions for maximum effect to 2~6 Inscriptions. As a result of this change, we are hoping that you can utilize various item combinations with less stress.
This systematic reform regarding Inscription changed the UI related to Inscriptions too. Inscriptions in effect are now highlighted with color, so you can easily see which Inscriptions are in effect. [hr][/hr]
2. Additions, Changes & Elimination of Inscriptions
With the reform of the Inscription system, every existing Inscription has been either changed or eliminated. Physical attack and Magic attack are important and popular stats in Skul, but we hope other stats to be attractive as well. Due to this system reform, the effect of every Inscription was changed in some way and we would like to introduce a few Inscriptions that best represent the direction we aimed for. [hr][/hr]
- Effect with 2 Inscriptions: Skill cooldown speed increased by 40%
- Effect with 4 Inscriptions: Damage dealt by skills is amplified by 20%
- Effect with 2 Inscriptions: Can spot an enemy with treasure.
- Effect with 4 Inscriptions: Type of reward users can get by finding a treasure chest will increase.
Treasure is a replacement for Miser and this Inscription gives you an opportunity to gain more gold. If you defeat an enemy with treasure, you can get a treasure chest with gold and if 4 Inscriptions are collected, the treasure chest might include items too. Getting more gold and obtaining a better item combination is a valid strategy but Miser just increased the amount of gold which was not that effective and was also boring. In this reform, we tried to make the system more exciting. [hr][/hr]
- Effect with 1 Inscription: Basic Attack triggers ice pikes from the ground and Freezes enemies nearby (Cooldown time: 15sec)
- Effect with 2 Inscriptions: Freeze duration increases by 2 seconds
- Effect with 4 Inscriptions: To end Freeze status, one more additional hit is required
- Effect with 2 Inscriptions: The first attack of an enemy leaves a mark that lasts for 1 second (5 seconds for Adventurers and Bosses). Damage to an enemy with a mark is amplified by 25%.
- Effect with 4 Inscriptions: Attacking an enemy with a mark becomes a critical hit.
- Heirloom
- Antique
- Masterpiece
- Arms
- Artifact
- Fairy Tale
- Relic
- Hidden Blade
- Fortress
- Spoils
- Treasure
- Mannatech
- Heritage
- Bone
- Sun and Moon
- Brave
- Wisdom
- Rapidity
- Mana Cycle
- Mutant
- Misfortune
- Strike
- Chase
- Soar
- Execution
- Duel
- Brawl
- Revenge
- Poisoning
- Excessive Bleeding
- Arson
- Absolute Zero
- Dizziness
https://store.steampowered.com/news/app/1147560/view/3324233322398276841
Item
Due to Status Effect and Inscription system reform, a lot of items went through reform as well and a lot of new items have been added. In particular, we focused on the reformation of less popular items and tried to build up synergy with new Inscriptions. For this change to happen, every items Inscriptions changed accordingly. Our direction for change was to boost the performance of items. Items which need to be bought from the Grave Robber with Dark Quartz received a higher degree of enhancement. In addition, items that were difficult to use before should be easier for you to use now. [hr][/hr]
1. Changes in Existing Items
Ring of Wind
- Changed the amount of increase in speed: 10% 15%
- Changed the amount of increase in HP: 40 25
- Changed the amount of increase in Physical attack: 25% 30%
- Changed the amount of increase in Crit Rate: 6% 8%
- Changed the duration of buff: 3 sec 4 sec
- Changed the effect: Taking damage restores 1 HP. (cooldown: 1 second) (Before the change: When HP drops below 20, restores 40 HP. This item disappears after its effect is activated.)
- Changed the amount of increase in skill cooldown speed: 25% 40%
- Changed the amount of increase in Crit Rate: 10% 15%
- Changed the amount of increase in movement speed: 15% 20%
- Changed the amount of increase in Physical attack: 40% 50%
- Changed the amount of increase in Gold gain: 20% 25%
- Changed the effect: Dashing within 0.4 second after a previous dash engulfs you in a cutting wind, dealing Magic damage to a nearby enemy. (Before the change: Increases dashing distance by 40%. Dashing has a 30% chance of resetting Dash Cooldown.)
- Changed the effect: Increases dash attack damage by 80%. Dash attacks gain 10% chance to inflict Wound. (Before the change: Increases Dash Damages by 100%. Decreases Incoming Damage by 10%)
- Changed the effect: Increases Physical attack by 40% while in midair. Normal attacks performed in midair have 15% chance to inflict Wound. (Before the change: Inflicts Physical damage to enemies that you land on after jumping. Increases Physical attack by 25%.)
- Changed Item Name: Distorted Curved Sword
- Changed the effect: Defeating 5 enemies restores 1 HP and causes a vampires stake to extend and inflict Wound to nearby enemies. (Before the change: Restores 1 HP every 3 kills.)
- Changed the chance of effect being inflicted: 20% 30%
- Changed the type of additional attack damage: Physical Magic
- Increased additional attack damage
- Increased additional attack damage
- Changed the amount of increase in Crit Rate: 7% 10%
- Increased additional attack damage
- Changed the effect: Swapping for the third time stuns nearby enemies. (Before the change: When swapping, inflict stun on nearby enemies.)
- Changed the amount of increase in Physical attack: 35% 40%
- Decreased additional attack damage
- Changed the effect: Jumping within 0.1 second after dashing increases Movement Speed by 300% for 1 second. (Before the effect: Increases Dash Cooldown Speed by 100% and dashing distance by 80% if there are 4 or more enemies around you.)
- Changed the effect: Increases Magic attack by 40% while in midair. Normal attacks performed in midair have 5% chance to inflict Freeze. (Before the change: Creates a 20% chance of Freezing enemies that you land on after jumping. Increases Magic attack by 35%.)
- Changed the duration of buff: 3 sec 5 sec
- Changed the amount of increase in Attack Speed: 55% 50%
- Changed the amount of increase in skill cooldown speed: 30% 40%
- Increased additional attack damage
- Changed the amount of increase in Quintessence cooldown speed: 50% 65%
- Changed the effect: Increases dash attack damage by 30%. Dash attacks have a 10% chance to inflict Freeze. (Before the change: Upon attacking with dash attack, there is a 30% chance to inflict freeze on affected enemies. Decreases incoming damage by 10%.)
- Changed the duration of buff: 3 sec 4 sec
- Changed the grade of the item: Unique Rare
- Increased additional attack damage
- Changed the cooldown of additional attack: 4 sec 10 sec
- Deleted the effect Bleed by the additional attack
- Changed the grade of the item: Unique Rare
- Decreased additional attack damage
- Changed the cooldown of additional attack: 7 sec 12 sec
- Deleted the effect Stun by the additional attack
- Increased additional attack damage
- Increased additional attack damage
- Decreased the ninja stars damage
- Decreased additional attack damage
- Changed the duration of buff: 7 sec 10 sec
- Changed the cooldown of buff: 15 sec 20 sec
- Changed the amount of increase in the effect of buff
- Increase in Physical attack and Magic attack: 40% 60%
- Decrease incoming damage: 50% 40%
- Increase in Attack Speed and Movement Speed: 65% & 45% 55% & 60%
- Changed Item Name: Bone of Time
- Added the effect: Increases Magic attack by 35%.
- Added the effect: At the end of concentration, Crit Rate is increased by 15% for 1 second.
- Added the effect: Increases Physical attack by 45%
- Changed the number of skill use required to prepare a wagon wheel: 5 times 4 times
- Increased the duration of wagon wheel
- Added the effect: Changed to deal damage to adventurers and bosses by summoning tendrils (For adventurers and bosses, damaging 5% of their Max HP activates the effect)
- Added cooldown (1 sec)
- Increased additional attack damage
- Changed the effect: Increases Physical attack by 40%.
- Changed the effect: Increases Magic attack by 40%.
- Changed the amount of increase in Physical attack for each enemy nearby: 6% 9%
- Changed the Max increase in Physical attack: 102% 90%
- Changed the amount of increase in Physical attack for each skill having a cooldown: 15% 25%
- Added the effect: Swapping draws out inner flames that deal Magic damage and inflict Burn.
- Changed the duration of buff: 4 sec 12 sec
- Added the effect: Swapping brings out your inner malice, dealing Physical damage and poisoning nearby enemies.
- Changed the duration of buff: 4 sec 12 sec
- Changed the amount of increase in Physical attack: 50% 60%
- Changed Item Grade: Unique Rare
- Changed the effect: Normal attacks against enemies inflicted with Wound deal an additional 7 Fixed damage and increase your Attack Speed and Movement Speed by 3% for 5 seconds. (Stacks up to 30%) (Before the change: Normal Attacks inflict 10 additional true damage.)
- Changed the effect: Taking damage Freezes nearby enemies. (Cooldown: 10 seconds). Frozen enemies receive Magic damage at the end of Freeze duration. (Before the change: Increases Max HP by 35. Incoming damage hurts and freezes surrounding enemies. (Cooldown: 1 sec.))
- Changed the effect: When normal attack is dealt, depending on the higher stat between Physical attack and Magic attack, an enemy gets additional damage. Based on the number of Speed Skulls owned, the amount of additional damage amplifies by (20%/60%).. (Before the change: Critical Attacks inflict a fixed amount of additional damage. This item's damage bonus increases by 30% or 100%, depending on how many Speed Skulls you have. (Cooldown: 0.5 sec.))
- Changed the effect: Every 5 seconds, your physical attacks amplify Physical damage by 20% for 1 second. Based on the number of Power Skulls owned, the amount of damage amplified increases to (40%/80%). (Before the change: Amplifies the damage of the next Physical attack by 20% every 3 seconds. Based on the number of power skulls owned, the damage amplification can be increased to (40%/80%))
- Changed to show a specific effect when the effect is ready to be activated
- Changed the amount of amplification based on the number of balance type skulls owned: (30%/100%) (20%/60%)
- Increased additional attack damage
- Changed the effect: After using a skill, use Mana Eater to stab an enemy in front of you by performing a normal attack, dealing Physical damage. (Before the change: After using a skill, the next normal attack deals an additional Physical damage.)
- Change in explosion effect
- Increase in explosion range and damage
- Change in explosion damage type: Fixed damage Physical damage
- Change in explosion cooldown: 0.5 seconds 2 seconds
- Change in explosion effect
- Increase in explosion range
- Decrease in explosion damage
- Change in projectile damage amplification: 50% 40%
- Decrease in enemy detect range
- Change in effect: Physical attack and Magic attack increase by 25%. If there are 4 or more enemies nearby they increase by 45%. (Before change: If there are 4 or more enemies nearby, Physical attack and Magic attack increase by 70%)
- Changed the effect: Increases Physical attack and Magic attack by 25%. This is further increased by 45% when you are near 2 or fewer enemies. (Before the change: Increases Physical/Magic attack by 70% if there are 2 or less enemies around you.)
- Changed Item Name: Silence Sword
- Changed the amount of amplification when damage is dealt from behind: 40% 25%
- Changed Item Name: Manatech Cudgel
- Changed the effect: Normal attacks turn into Critical hits for 3 seconds after 3 skills are used. (Before the change: Makes subsequent Normal Attacks inflict Critical damage every 3 seconds.)
- Changed Item Rarity: Rare Unique
- Changed additional attack
- Changed it so that an additional attack sometimes inflicts burn
- Changed additional attacks cooldown time: 5sec 20sec
- Increased damage and range of additional attack
- Changed Item Rarity: Rare Unique
- Changed additional attack
- Changed it so that an additional attack sometimes inflicts burn
- Changed additional attacks cooldown time: 5sec 20sec
- Increased damage and range of additional attack
- Changed buff duration: 5sec 8sec
- Changed amount Magic Attack Power is increased: 100% 90%
- Changed amount Physical Attack Power is increased: 80% 90%
- Changed buff duration: 1sec 2sec
- Changed Effect: Stunning an enemy deals an additional physical damage and increases Physical attack by 40% for 10 seconds. (Before Change: Stunning an enemy deals an additional 60 damage. Enemies are stunned every 10 seconds)
- Changed increase in Crit Damage: 50% 35%
- Changed buff duration: 3sec 2sec
- Changed number of skill usages needed to activate buff: 8 times 6 times
- Changed amount Physical Attack Power is increased: 15% 25%
- Set max amount of increase for Physical Attack Power (150%)
- Changed amount Magic Attack Power is increased: 25% 30%
- Set max amount of increase for Magic Attack Power (150%)
- Changed Effect: Concentrating grants 10 HP barrier and taking damage to the barrier increases Crit Rate by 50% for 2 seconds. (Before Change: Concentrating grants 10 HP barrier and disappears after done concentrating)
- Added Effect: Skill Cooldown Speed increased by 70%
- Changed buff duration: 5sec 12sec
- Changed amount concentration speed is increased: 60% 100%
- Changed Item Name: Mithril Gear
- Added Effect: Damage is reduced by 20% when this items effect is maxed out
- Changed buff duration: 2sec 6sec
- Changed amount Physical Damages is increased by successful Dask Attack: 4% 8%
- Changed Item Grade: Rare Unique
- Changed Effect: After using a Power Skull skill, dash to transform into a bull and deal Physical damage with increased dash distance (Before Change: After dashing with a Power Skull, transform into a bull and deal Physical damage with increased dash distance(Cooldown Time: 20sec))
- Changed Effect: When in mid-air, dash distance and cooldown speed are increased by 50%. If you dash 10 times in mid-air, blades of wind are projected and deal Magic Damage. (Before Change When in mid-air, Attack Speed is 70%, Movement Speed is 100% and you can jump once more.)
- Increased damage of additional attacks
- Reduced additional damage for Basic Attack
- Removed buff that increases Magic Attack Power when item is activated
- Changed it so that Ragged Doll increases Magic Attack Power by 60% when item is activated
- Changed duration of buff: 3sec 5sec
- Changed amount the buff increases Physical Attack Power: 70% 60%
- Changed the amount of increase in Magic attack for every 10% increase in skill cooldown speed: 4% 6%
- Changed the Max amount of additional increase in Magic attack: 80% 60%
- Changed max stacks for increases in Attack Speed and Movement Speed: 30 20
- Added Effect: Every skills cooldown time is reduced by 5 seconds when Apocalypse goes into effect
- Changed cooldown time for Apocalypse: 30sec 44sec
- Changed duration of Apocalypse: 10sec 11sec
- Increased expolosions damage and range
- Changed effect of Apocalypse
- Added Effect: Gain one random Legendary grade item when maxing out the effect of this item
- Changed amount increased for Physical and Magical Attack Power: 15% 30%
- Set max amount of increase for Physical and Magical Attack Power(120%)
- Changed extra attack
- Changed way item is acquired
- Changed it so that the World Tree Seed spawns when Swapping after the Cooldown is done
- Increased affect range of World Tree Seed
- Changed amount Physical and Magical Attack Power are increased: 30% 40%
- Reduced damage for additional attacks
- Changed max stacks for increases in attack speed and crit chance: 10 5
- Changed max amount of increase for attack speed: 60% 50%
- Changed max increase in damage taken: 35% 40%
- Changed max amount of increase for Physical Attack: 100% 150%
- Changed proportion of HP needed when effect is activated: 10% 20%
- Changed it so that it affects Adventurers and bosses too (Is activated when current HP is below 10%)
2. Added New Items
Common
- Toxic Pendant
- Broken Dagger
- Manatech Cogwheel
- Abandoned Wedding Ring
- Old Cross
- Shadow Spirit Death
- Kendo Stick
- Attendants Pauldrons
- Disposable Syringe
- Fragments of Sun Wagon
- Justice Served
- Decayed Heart
- Burning Scripture
- Relatability Generator
- Mysterious Apparatus
- Cavalry Decoration
- Sphere of Sniping
- Manatech Booster
- Magical Choker
- Rapid Sword of the Subconscious
- Passed-Down Scabbard
- Beak of Raptor
- Acceleration Sword
- Invisible Sword
- Golden Whip
- Glowstone
- Health Screening Machine
- Manatech Gravity Generator
- Bone of Madness
- Afterimage
- Ancestral Bracelet
- Symbol of Toughness
- Golden Sword
- Jennys Chain Sickle
- Authentic Stone of Plague
- Fatal Sword
- Blood-Drinking Sword
- Terrible Blade Shards
- Chest of Flames
- Charred Jamadhar
- Frost Giants Leather
- Aftershocks
- Victory Baton
- Wing Armor
- Mana Gauntlets
- Architects Breastplate
- Heart of the Ascetic
- Wood Statue
- Hand of Glory
- Holy Footsteps
- Witches Brew
- Stone Mask
- Stigma Leg
- Manatech Staff
- Rosary
- Approaching Death
- Miracle Grail
- Cursed Live Embers
- Glacial Breaker
- Armor of Fear
- Crown of Thorns
- Veiled Mask
- Mane of the Beast King
- The Ring
- Multidimensional Prism
- Light Spirit Lou
- Fulgent Dawn
3. Deleted Items
- Draft Stone
- Magic Mirror
- Bottled Embers
- Explosive Ointment
- Clowns Surprise Box
- Emergency Bomb
- Ruby Heart
Quintessence
Slime
- Removed poison effect and increased damage when untransforming
- Changed chance of freeze for [Snow Cannon]: 100% 20%
- Reduced Damage of [Gaze]
- Added burn effect and reduced damage for [Snow Cannon]
- Reduced explosion damage of [Ice Flowers]
- Changed chance of poison for [Regeneration]: 100% 10%
- Changed color of acidic breath
- Reduced damage of [Javelin]
- Changed chance of wound infliction for [Gust of the Canyon]: 100% 10%
- Changed it so the chance of inflicting burn is 50% when attacking with a fireball
- Removed burn effect and increased damage of [Hellfire Breath]
- Removed burn effect from every attack and changed it to Physical type damage
- Suonisios damage is no longer fixed but is now influenced by the higher stat between Physical attack and Magic attack
Miscellaneous
- Changed the amount of increase by level in Physical attack of Witchs trait Thick Bone: 4% 6%
- Changed the effects of some of the foods
- Changed the amount of increase in Physical attack of a Piece of DC: 30% 35%
- Changed the amount of increase in Physical attack and Magic attack of Molten DC Cake: 25% 30%
- Changed the amount of increase in Physical attack and Magic attack of DC Cake: 30% 35%
- Changed the possibility of bad smell of Poison Flower Stew inflicting Poison: 100% 20%
- Changed the color of the Poison Flower Stews bad smell
- Changed the fixed damage of Boiled Jagamon Egg: 5 20
- Changed the timing of NPC Mist Wolfs buff script appearance
- Changed the effect when NPC Halfling Girl hands the herbs
- Changed the pattern of damage of traps from the special map Dangerous Chests
- Increased the distance between light pillars that are created by Leiana Sisters, the boss of Chapter 2
- Changed the effects expression Increase to Amplify that are calculated as amplification in damage
- Changed arrangement of the Chapter 5 map decoration
Bug Fix
- Fixed the bug where occasionally the quintessence King Dwarf drops constantly
- Fixed the bug where occasionally the veteran adventurer Wizard flies too high and gets out of the frame
- Fixed the bug where skull Great Warlock, Abyssal Monarch were not in an invulnerable state when dashing during the concentration
- Fixed the bug where skull Ninja Master was not in an invulnerable state while using the swap skill in midair.
- Fixed the bug where the actual value of physical damage increase effect of skull Guardian Commander skill [Shield Rush] was different to the script
- Fixed the bug where NPC Mist Wolfs buff was not maintained after continuing the mid-run save
- Fixed the bug where the number of Curse of the light, the debuff that increases the incoming damage, which is inflicted by the enemies of Chapter 4, being stacked was not maintained after continuing the mid-run save.
[previewyoutube=Tgx1DXbDOHo;full][/previewyoutube] On the 7th of June (PT), there will be some huge changes for the items in Skul.
Greetings, Skul Squad! This Dev Blog will be about the content were working on for our next update thats planned for early June (Release 1.5). SouthPAWs top priority for this year is definitely the Hard Mode update. We dont want to just make the game difficult and say its a Hard Mode, but actually want to design content that is both challenging and entertaining. To do so, the existing main content needed some improvements. The first step for this was the Skul Balance Adjustment. And now it is time for us to improve the items and inscription system along with the status effects that received a lot of feedback.
1. Items Reformation
Intention: To allow various combinations of items by making some changes in the items that were somewhat useless. There are many reasons why the players try to avoid or discard specific items. It may be the low spec or the fact that it requires too much effort to use it.
Cretan Bull, for instance, is a rare item that can be acquired from the Grave Robber in the Black Market. Its effect is activated by summoning an image of a bull with an enhanced dash when a Power Skull dashes. For the Power Skulls with this item, its as if the players have an additional charge skill since the enhanced dash increases the distance of the dash and gives physical damage to the enemies. We wanted this item to have a dramatic effect for fun and because of its powerful effect, it needed to have a long cooldown. This, however, turned out to be not the best decision we had made.
[quote=author]What the?!?[/quote] There were occasions where the effect of Cretan Bull would be activated in the wrong timing. Cretan Bull has a long cooldown and the only way to check this was to look at the status icon below which is not the easiest way when one is in the middle of the chaotic combat. Many players were also frustrated by this since the effect was suddenly activated by a dash resulting in an unexpected movement during the battle. Thus, despite its rarity, Cretan Bull became one of the unwanted items.
So we decided to change the condition of activating Cretan Bulls effect to dashing after using a skill. By this, we expect the players to activate the enhanced dash when they actually want. This is one example of how we are planning to change the unused items. And through this update, you will experience the improved items along with the new ones.
2. Inscription Reformation
Intention: To make gathering inscriptions less stressful. This is what were planning.
Unlike now, players will be able to feel the effects whenever 2~3 inscriptions are gathered and the overall number of inscriptions required to have the maximum effect will be reduced. In the case of Courage inscription, players needed to gather 8 inscriptions to have the maximum effect. And because the effect was increased by every inscription collected, the more it was gathered, it quickly became overvalued. This was quite a stressful process at one point, since the players had to focus on finding the same type of the inscription.
[quote=author]Choices, choices...[/quote] Such situations like giving up the legendary item for common ones to maintain the inscription are frequently seen. We expect this update will give some flexibility for players by reducing the required inscriptions.
Also, like the other contents, we will improve the inscriptions that werent very useful. As a result, some inscriptions are changed, gone, or added. Hopefully, inscriptions like Courage, Tactics, and the others will now be considered as a top on the player's list.
3. Status Effect Reformation
Intention: Making the status effect useful in every way. Initially, we designed the status effect as a device to show the concept rather than as the means of attack. The status effect had no relation to actual attack stats and wasnt really practical when it comes to fighting against the boss. In the Hard Mode contents, every moment will be challenging and we want to give as many options as possible to the players. Wed love to see the players strategizing the attack with our new status effect system.
Players will be able to inflict the status effect on most enemies including the boss and strategically use it to clear the stage. But of course some enemies will always find their way to avoid this effect and wont be frozen or stunned.
New status effects will have unique characteristics based on their type. In the case of Burn, enemies in the surrounding area will take even more damage than the burned character. For this reason, this can be a very powerful status effect to have when in big group battles. Other status effects will also have their own unique traits. Now damage inflicted by status effects will affect the stats of Physical and Magic Attacks.Youll get more powerful just like the enemies, and the status effects are no exception. Like detailed above, the reformation should have a tangible effect on some skulls, items and Quintessence that use status effects.
4. New Items and Status UI Added
New items will be added to support the updated inscription and status effect system. We will also have Status UI for players to check their power in specific numbers when using these items.
Thats all for today!
Just like the Skul Balancing Adjustment and the upcoming Hard Mode, this reformation is just a part of the process. It goes without saying that your feedback will have a big impact on Hard Modes development and will help us to make it as fun as possible. Please look forward to future updates and well keep doing the best we can! Thanks as always for the support!
Please find the 1.4.4 patch notes below.
- Fixed a bug where the minions did not inherit the player's Crit Rate normally
- Fixed a bug where Carleon Recruit's basic attack concentration motion for each grade was affected by attack speed instead of concentration speed.
Greetings, Skul Squad! We have performed additional balance adjustments to the improved skulls. Thanks to all your feedback we were able to quickly identify and address parts that turned out differently than intended. All your support is greatly appreciated. [hr][/hr]
Bug Fixes
- Fixed a bug where when using Genes swap per grade, invincibility is removed after exiting the lamp
- Fixed a bug where the amount of bones dropped when Yaksha is destroyed was abnormally high
- Fixed a bug where the effect of turning to darkness blocked the 2nd phases Leonia Grand Priest when Yaksha takes the form of Rakshasa
- Fixed a bug where some Quintessences that use the installation and summoning method did not activate the Diorite Circlets effect even if it damage enemies
- Fixed a bug where the status icon for Bone of Courage was not shown
Text
- Ninja Master: fixed a translation error with the skill name Transform: Phantom Wheel Shuriken (Simplified Chinese)
- Champion: fixed a translation error with the dash type (Simplified Chinese)
- Gladiator, Warlord: fixed an unnatural part within the sentence for the passive effect (Korean)
- Gladiator, Warlord: fixed a translation error with the passive effect (English, Simplified Chinese)
- Bronze Gargoyle, Golden Gargoyle: fixed a translation error with swapping (Simplified Chinese)
- Ghoooul, Ghoooooul: fixed a translation error with the passive effect and swapping (Simplified Chinese)
Changes
Skulls
Grim Reaper
- Changed basic attack damage type: Physical Magic
- Reduced damage of basic attack
- Increased chances of a Spirit being created when enemy is defeated
- Reduced cooldown of the enhanced [Harvest]: 60s 44s [quote=author] Developer Comment We previously overestimated the potential of the Grim Reaper. The idea was that it would provide incomparable power if obtained early on, and be sufficiently utilized if acquired in the latter half of the game. The Grim Reaper is supposed to be a character that relies on skills more than basic attack, which is why the skills power was enhanced and the basic attack type changed to Physical. However because the Grim Reapers powerful attacks had comparably long cooldowns, more time was spent using basic attacks. Unlike our intentions, this generated a lot of stress. Hence as part of improving the Grim Reaper, we have changed the basic attack type back to magic, and in exchange for maintaining skill damage, have slightly reduced the damage of basic attack. [/quote]
Yaksha
- Added effect that pushes back and slows down enemies when entering the area
- Increase area range
- [Yaksha Fist] Reduced cooldown: 16s 12s
- [Yaksha Fist] Increased amount of power stacks gained
- [Iron Strike] Reduced cooldown: 12s 8s
- [Iron Strike] Increased amount of power stacks gained
- [Yaksha of Iron Will] Reduced cooldown: 9s 7s
- [Yaksha of Iron Will] Increased amount of power stacks gained
- [Demonic Massacre] Reduced cooldown: 14s 10s
- [Demonic Massacre] Increased amount of power stacks gained
- [Demonic Massacre] Increased repeated attacks Attack Speed
Rakshasa
- Increased basic attack damage
- Increased duration of stomping feets effect that slowed down enemies. This effect is activated when skill is used.
- [Rakshasa's Punch] Increased attack damage after concentration is complete
- [Rakshasa's Punch] Increased attack range for before and after concentration is complete
- [Iron Strike] Increased damage
- [Rakshasa of Iron Will] Increased damage of downward slash attack
- [Demonic Massacre] Increased damage of repeated attacks
- [Demonic Massacre] Increased range of repeated and finishing attacks [quote=author] **Developer comment** Thanks to your feedback we were able to confirm that the difficulty in managing Yakshas was higher than expected. In order to ease the issue, we have added and enhanced convenience related factors. To balance the management difficulty, an overall increase has been applied to all of Rakshasas skills. [/quote]
Champion
- Increased amount of energy acquired when the attack that occurs if you are hit during dash is successful: 10 15
- [Combo] Reduced energy consumption: 70 50
- [Dirty Smash] Increased damage
Archlich
- Reduced the time it takes to completely charge the gauge required to use [Deathtrap]: 60s 50s
Werewolf
- Reduced cooldown of [Beast Leap] per grade: 12s 9s
- Reduced damage [Beast Leap] per grade (Damage is still higher than before version 1.4.0)
- Increased damage of [Hunt] for Elder Werewolf, Alpha Werewolf, Eternal Werewolf(Damage is the same as before version 1.4.0)
Carleon Recruit and Grave Digger
- Previously minion attacks would not activate the effects of certain items. It has been changed so that they will activate the effects of such items again.
Please find the 1.4.2 patch notes below.
Bug Fixes
- Fixed a bug where Ninja Masters Full Blooming Blade skill was stackable
- Fixed a bug with the invincibility judgment of Ninja Masters Transform: Phantom Wheel Shuriken skill
- Fixed a bug with the invincibility judgment of Grim Reapers swapping and Harvest skill
- Fixed a bug where if the Skeleton-Bombers Kaboom! skill is used, the swapped skulls skill must be used
- Fixed a bug where The Kings skill was not saved normally
- Fixed a bug where the Poseidon skill cannot cancel the Power Bomb post-delay with dash
- Fixed a bug where if the player has 2 Voodoo Doll items upon death, two effects are activated at once
Greetings, Skul Squad! First of all, thank you for your patience with our update. In this patch, weve finally brought out the Skul Balance Adjustment! Old skulls newer, Dumb skulls funnier, Weak skulls stronger, Let me introduce our brand new skulls! [hr][/hr]
Bug Fixes
- Fixed bug where the inscription Piercing Wind would have Rear Blast not properly work
- Fixed bug where Gunpowder Sword would not work properly when dash attack deals a critical hit
- Fixed bug where Mage and Warrior would not appear in Chapter 4
- Fixed bug where Priest would not deal with some of the attacks
- Fixed bug where Magical Slime would occasionally duplicate an item in a specific column of inventory
- Fixed bug where Prisoner would not show Legendary awaken animation
- Fixed bug where Dark Paladins enhanced normal attack would have a smaller range than the VFX
- Fixed bug where Dark Paladins Dark Rush would have a smaller attack range than the VFX
- Fixed bug where Dark Avenger would not form a magic field when using Dark Cross
- Fixed bug where dark orb traps would deal much higher damage to enemies than usual
Changes
System
- Polished the animation when attacking enemies get stiffened
- Reduced and polished each skulls hit VFX
Maps
- Reduced HP of the energy source in each chapters Mystical Ruin map
- Added SFX when interacting with Magical Silme
- Added SFX when interacting with Halfling Girl
Skulls
Skul
-
Swap Skill
- Increased damage of swap skill
- Adjusted the amount of skill to 1 in the air
- Reduced the range of the projectile
-
[Skull Throw]
Skeleton-Sword
-
Passive
- Increased chance of enemy bleeding when attacked
- Increased bleeding duration
- Increased bleeding damage
- Reduced bleeding duration
- Increased bleeding damage
- Increased damage of swap skill when Royal Guard or Royal Guard Captain
- Changed damage type: Physical Magical
- Increased cooldown time: 10s 12s
- Increased skill damage
- Changed damage type: Physical Magical
- Reduced cooldown time: 6s 5s
- Increased skill damage of Skeleton-Sword and Skeleton Guard
- Reduced skill damage when Royal Guard or Royal Guard Captain
- Reduced cooldown time: 12s 8s
- Reduced skill damage
- Reduced cooldown time: 25s 20s
- Increased Poison duration
- Increased Poison damage of Guard, and Royal Guard
- Increased Royal Guard Captains buff damage duration: 10s 15s
-
[Rusty Piercer]
-
[Triple Pierce]
-
[Sawblade Slash]
-
[Tetanus]
Skeleton-Shield
-
Swap Skill
- Increased Guardian and Guardian Commander swap skill damage
- Reduced cooldown time: 13s 10s
- Reduced skill damage
- Reduced skill damage
- Increased cooldown time: 11s 13s
- Increased skill damage
- Changed the number of hits by projectile for the Guardian Commander from multiple hits 1 hit
- Reduced cooldown time: 30s 25s
- Changed Guardian Commanders damage type: Magic Physical
- Increased Guardian Commanders skill damage
-
[Shield Smash]
-
[Shield Bash]
-
[Shield Charge]
-
[Shield Rush]
-
Passive
- Increase damage dealt to enemies in front when blocking damage while concentrating
Skeleton-Spear
-
Swap Skill
- Increased damage of swap skill
- Reduced cooldown time: 8s 7s
- Increased skill damage for Skeleton-Spear
- Reduced skill damage
-
[Charge!]
-
[Ready to Charge!]
Werewolf
-
Normal Attack
- Reduced jump attack damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
- Increased damage of swap skill
- Increased skill damage
- Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
- Increased cooldown time: 7s 12s
- Increased skill damage
- Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
- Increased skill damage
- In case of the Elder Werewolf, Alpha Werewolf and Eternal Werewolf, the stats increase for each enemy killed by the Scratch attack: 1% 4%
- Increased cooldown time: 6s 9s
- Reduced skill damage
-
[Rip Apart]
-
[Beast Leap]
-
[Predation]
-
[Hunt]
Petty Thief
-
Passive
- Reduced amount of gold that falls from enemies: 3 Gold 2 Gold
- Reduced amount of gold that falls when using the Wanderer or Outlaws Normal Attack: 20% 15%
- Increased damage of swap skill
- Increased skill damage
- Changed the number of hits: 2 hits 1 hit
- Increased amount of gold that falls from enemies
- Reduced skill damage
- Fixed issue where the attack range was wider than the actual effect for the Wanderer
- Increased explosion range for Outlaw
- Increased skill damage
- Changed the number of hits: 2 hits 1 hit
- Increased amount of gold that falls from enemies
-
[Rip Pocket]
-
[Throw Gold]
-
[Backstab]
-
Swap Skill
- Increased damage of swap skill
- Increased cooldown time: 7s 10s
- Increased skill damage
-
[Back Roll]
-
Swap Skill
- Increased damage of swap skill
- Reduced the amount of Gold obtained from enemies: 5 Gold 3 Gold
- Changed damage type: Physical Magical
- Increased cooldown time: 7s 10s
- Increased skill damage
- Increased bleeding damage
-
[Back Roll]
-
Swap Skill
- Increased damage of swap skill
- Reduced the amount of Gold obtained from enemies: 5 Gold 3 Gold
- Increased cooldown time: 7s 10s
- Increased skill damage
-
[Back Roll]
-
Swap Skill
- Reduced damage of swap skill
- Changed the number of hits made by the attack involving swinging a dagger after movement: 2 hits 1 hits
- Reduced debuff duration debuff: 5s 3s
- Reduced skill damage
- Reduced Smoke Screen duration
-
[Back Roll]
Carleon Recruit
Since both Carleon Recruit and Grave Digger fight by summoning minions, something was needed to set them apart.
The new Carleon Recruit will now only perform the minions special attacks once the minions appear to inflict great damage at the desired time. The timing and direction of the summons allows the new Carleon Recruit to lead the battle more advantageously. Passives of the Carleon Recruit, which now feature additionally enhanced active combat, were also modified to better emphasize its characteristics.
Depending on the Carleon Recruits grade, they can have a passive buff that amplifies the physical attacks of minions. The attack power of the minions can be greatly improved for a certain period of time by using the gauge. A passive buff like this will allow you to concentrate the full force of the Carleon Recruits power.
-
Normal Attack
- Increased distance moved forward when attacking after concentrating
- Decreased damage dealt when attacking after concentrating
- Improved passive for Carleon Sergeant, Carleon Officer and Carleon Commander
- Increased damage of swap skill when using Carleon Recruit, Carleon Sergeant and the Carleon Officer
- Reduced number of squad members called when using Carleon Commander: 5 3
- Improved skill [Comrade System- Recruit]
- Improved skill [Comrade System- Archer]
- Improved skill [Comrade System- Armored Soldier]
- New skill [Comrade System- Assassin] added
- Deleted skill [Perfect Slash]
- Improved visual effect when minions come and go
Ent Skull
No matter the grade of skull, we want the Ent skulls to have a unified concept and playstyle.
Based on its grade, the new Ent skull will receive reduced cooldown times, stat bonuses and stronger skills when standing on grass. In order to plant grass, the Ent skull requires a special resource called Seed, so if you time it right it can make a positive impact in battle.
-
Normal Attack
- Increased attack range for combo attack
- Improved hit box for combo attack
- Increased forward movement speed when using combo attack
- Improved passive
- Increased damage of swap skill for Ent Skull
- Reformed skul swap for Old Ent Skul, Huge Ent and Elder Ent Skul
- Improved skill [Rapid Growth]
- New skill [Natures Grip] added
- New skill [Deep Roots] added
- New skill [Natures Fury] added
- Deleted skill [Tree Charge]
- Deleted skill [Thorny Vines]
- Deleted skill [Tree Buddy]
Stone Monkey
-
Skills
- Increased skill damage
-
[Rapid Thrust]
-
Skills
- Increased skill damage [Buddha Cyclone]
- Increased skill damage [Striking Staff Technique]
- Increased cooldown time: 8s 14s
- Increased skill damage
-
[Heaven-Earth Slam]
-
Skills
- Increased skill damage [Buddha Cyclone]
- Increased skill damage [Striking Staff Technique]
- Increased cooldown time: 8s 14s
- Increased skill damage
-
[Heaven-Earth Slam]
-
Skills
- Increased skill damage [Occult Arts: Magic Staff]
- Increased cooldown time: 10s 14s
- Reduced skill damage
- Changed the number of hits: 23 hits 12 hits
-
[Heaven-Earth Slam]
-
Passive
- Increased damage of clones skill attack
- Increased skill attack damage to the nearby enemies when concentrating
- Reduced damage of swap skill
- Reduced damage of attack without concentration
- Increased damage of attack with concentration
- Increased damage of attack with concentration
- Increased cooldown time: 10s 14s
- Reduced damage of attack without concentration
- Increased damage of attack with concentration
- Changed the number of hits: 23 hits 12 hits
-
[Heaven-Earth Slam]
-
[Buddha Cyclone]
-
[Occult Arts: Magic Staff]
Grave Digger
Comparing with the Carleon minions, the minions from Grave Digger will not be able to move around and hard to be summoned. Therefore, by reducing the skill cooldown and duration of minions, weve decreased the stress caused when summoend to an improper position. Also, those minions from the brand new Grave Digger can deal with magical damage so that Grave Digger will summon them based on its magical power.
-
Passive
- Increased the duration of spirits appearing automatically
- Increased damage of the explosion when defeating specters for Saviour
- Changed damage type: Physical Magical
- Reduced the duration of minions: 20s 8.5s [Hamlet]
- Reduced cooldown time: 20s 15s
- Increased skill damage [King Lear]
- Reduced cooldown time: 25s 18s
- Reduced skill damage [Macbeth]
- Reduced cooldown time: 33s 24s
- Reduced skill damage
- Increased Macbeths special attack speed for Soul Bearer and Saviour [Othello]
- Reduced cooldown time: 28s 21s
- Reduced skill damage
- Increased Othellos special attack speed for Soul Bearer and Saviour
-
[All Skills]
-
Swap Skill
- Increased the duration of spirits appearing automatically in Land of the Damned
Warrior
We initially designed the Warrior as a slow but a skul of immense power. This is why every attack of Warrior has a delay and skills can be enhanced by concentration. However, due to the games fast and dynamic pace, it was too risky and stressful to just stand in one place. We were concerned that the Warrior may lose its colors if we just reduce the duration of concentration and delay of the attack. Wed been constantly discussing how to deliver the strength and power of the Warrior to our squad and this is what weve thought of.
The new Warrior will continue to be slow and wait in place for enemies, but it now can withstand enemy advances and perform even more powerful attacks. When the new Warrior is carrying out the skills concentration completion attack it becomes invincible, and the relative attack is enhanced by the number of times you were hit while invincible according to grade.
-
Dash
- Changed dash type: Charging Tackle
- Improved passive for Gladiator and Warlord
- Increased damage of swap skill
- Changed hit amount: 3 hits 1 hit
- Increased buff time for Gladiator and Warlord: 5s 8s
- Increased concentration speed for Gladiator and Warlord
- Added a delay to attack with concentration for Gladiator and Warlord
- Adjusted the direction after attack with concentration for Gladiator and Warlord
- Changed VFX of attack with every level of concentration for Gladiator and Warlord
- Improved delay for skill animation
- Polished VFX [Rising Slash]
- Reduced cooldown time: 12s 10s [Power Strike]
- Reduced cooldown time: 14s 11s
- Can adjust the leap distance [Dominate]
- Reduced cooldown time: 10s 8s
- Changed attacking process
- Reduced skill damage [Final Strike]
- Increased cooldown time: 8s 14s
- Reduced skill damage
-
All Skills Overall
-
Skills
- Reduced skill damage [Power Strike]
- Reduced skill damage
-
[Rising Slash]
-
Skills
- Increased damage of attack without concentration
- Reduced damage of attack with concentration [Power Strike]
- Increased damage of attack without concentration
- Reduced damage of attack with concentration
-
[Rising Slash]
-
Skills
- Increased damage of attack without concentration
- Reduced damage of attack with 1st level of concentration
- Reduced damage of attack with 2nd level of concentration [Power Strike]
- Increased damage of attack without concentration
- Reduced damage of attack with 1st level of concentration
- Reduced damage of attack with 2nd level of concentration
-
[Rising Slash]
Hunter
-
Swap Skill
- Increased damage of swap skill
- Reduced Bow Master and Snipers delay before concentration. [Piercing Shot]
- Changed damage type: Magical Physical
- Increased skill damage [Multi-Shot]
- Increased cooldown time: 8s 10s
- Increased skill damage [Siege Shot]
- Increased cooldown time: 10s 13s [Stationary Shot]
- Increased cooldown time: 12s 16s
-
Skills
- Increased skill damage [Stationary Shot]
- Increased skill damage
-
[Siege Shot]
-
Skills
- Increased damage of attack without concentration [Stationary Shot]
- Increased skill damage
-
[Siege Shot]
-
Passive
- Increased the degree of concentration speed increase, when there are no enemies nearby
- Increased the damage of concentration-completed attack [Stationary Shot]
- Decreased the damage of concentration-completed attack
- Fixed the issue of the effect not following the player during the concentration-completed attack
-
[Siege Shot]
Minotaurus
Everytime the hefty Minotaurus slams the ground, chunks of the rock and dirt go flying into the air. We designed the Minotaurus with size and power in mind, but the chaos caused by the countless fragments flying in the air wasnt actually that cool. So we decided to get rid of the chunks of rock flying in the air and change Minotaurus into a close-range fighter.
The new and improved Minotaurus has a stronger passive than before. This effect is called Earthquake and it increases attack range and damage dealt. Depending on the skulls grade, repeatedly targeting enemies could result in the powerful attack called Ground Shatter.
-
Normal Attack
- Changed number of hits for jump attack: 2 1
- Improved passive for Minotaurus II and Minotaurus III
- Increased damage of swap skill
- Reduced cooldown time: 10s 8s [Stomp]
- Reduced cooldown time: 20s 12s
- Reduced skill damage
- Changed it so that jump distance is adjustable
- Changed attack style of back attack for Minotaurus II and Minotaurus III [Plow Up]
- Reduced cooldown time: 12s 10s
- Increased skill damage
-
[Body Smash]
-
Skill
- Reduced skill damage
-
[Body Smash]
-
Skill
- Reduced skill damage
- Improved effects
-
[Body Smash]
-
Skill
- Increased skill damage
- Changed attack style of back attack
- Improved effects [Bludgeon]
- Increased skill damage [Plow Up]
- Changed to one big boulder that penetrates the enemies instead of several small boulders
-
[Body Smash]
https://store.steampowered.com/news/app/1147560/view/3120434024088084280
Mummy
[quote=author] ziiiiiiiiiiiiiiiiiiiiii [/quote]
-
Normal Attack
- Improved phenomenon where attacks would be interrupted when attacking continuously
- Increased chance that weapons drop after clearing enemies with Revived Mummy and Revived Ancient Mummy
- Improved weapon damage
- Increased ammo for some weapons
- Increased cooldown time: 6s 8s
- Increased skill damage [Mummy Bomb]
- Increased cooldown time: 10s 12s
- Increased skill damage [Mummy Ball]
- Increased cooldown time: 5s 6s
- Reduced skill damage when using Revived Mummy [Scratch]
- Increased skill damage
-
[Mummy Poison]
-
Passive
- New weapon added, Laser
- New weapon added, Homing Missle
- Changed so that a random weapon is received through a supply drop
-
Passive
- New weapon added, Railgun
- Reduced supply drop cooldown time: 60s 40s
Gargoyle
We tried to design Gargoyle to control the skies, but there were few opportunities to actually fight in mid-air. The original Gargoyle had to be mid-flight in order to get bonuses, but the enemies werent in the air so the player always had to maintain an awkward altitude. This wasnt what we hoped to achieve with this skulls design. And since we cant just increase the number of airborne enemies, we changed our way of thinking.
The new Gargoyle will still be a master of the sky and might even spend more time mid-flight. When in mid-air, it can dash three times in whatever direction you want and the reformed skills should help to adjust its altitude. .And most of the attacks will target enemies below and to the right, so it should boost your battle prowess. Enemies will now be struck with fear when seeing the Gargoyle fly above them.
-
Passive
- Improved Passive
- Increased speed when falling to ground after performing a mid-air basic attack
- Swap Skill Reformed
- [Wind Gust] skill reformed
- [Eye of the Gargoyle] skill reformed
- New skill [Storm] added
- [Stone Stomp] skill removed [Petrify]
- Increased cooldown time: 10s 16s
- Increased skill damage
- Reduced amount of time enemies are slowed by Golden Gargoyle
-
Normal Attack
- Changed damage type: Physical Magical
Clown
-
Normal Attack
- Improved feeling of control when attack speed is increased
- Reduced explosion range of marks
- Increased damage dealt by marks when using Pierrot and Joker
- Increased damage of swap skill
- Reduced skill damage [Surprise Box]
- Reduced skill damage
-
[Two in One Hand]
-
Skills
- Increased skill damage
-
[Peek-a-boo Knives]
-
Skills
- Increased skill damage [Highlight]
- Reduced skill damage
-
[Peek-a-boo Knives]
-
Skills
- Reduced skill damage
- Increased duration of stun inflicted by Peek-a-Boo Knives of normal explosion [Highlight]
- Reduced skill damage
-
[Peek-a-Boo Knives]
Water Skull
Originally, the Water Skulls unique point was its ability to knock back enemies. We intended for its design to sweep up enemies and carry them away on waves, but due to the high number of enemies moving around from side to side, this wasnt very rewarding for players.
The new Water Skull will now allow you to push around enemies when and where you want. Along those lines, the Normal Attack has also been improved so that the Passive takes effect and that should create interesting synergies.
-
Normal Attack
- Changed damage type: Physical Magical
- Increased attack speed of combos
- Increased distance moved forward by combo attack
- Increased attack range of combos
- Improved hit boxes of combos
- Increased attack range of jump attacks
- Removed knock-back effect of waves
- Increased distance traveled by waves
- Increased duration of waves
- Increased damage dealt by waves
- Changed swap skill name: Dive Overflow
- New skill [Lake of the Spirit] added
- [Ebb Tide] skill removed [Rising Tide]
- Reduced cooldown time: 8s 6s
- Reduced skill damage
- Changed the number of hits: 5 hits 1 hit [Dive]
- Changed name: Overflow Dive
- Added invicibility frames to moving action before raising water pillar
- Reduced cooldown time: 12s 10s
- Reduced skill damage [Tornado]
- Changed it so that water pillar will move the player when using Aqua Skull and Poseidon
-
Swap Skill
- Reduced damage of Swap Skill
- Reduced skill damage
-
[Tornado]
-
Swap Skill
- Increased damage of swap skill
- Increased cooldown time: 14s 18s
- Increased skill damage
-
[Tornado]
-
Passive
- Icon will display the number of waves on the current map
- Increased damage of swap skill
- Changed proportional effect of number of waves: Increased size Reduced cooldown time [Tornado]
- Increased cooldown time: 14s 18s
- Increased skill damage
- Increased amount that the duration of whirlpools is increased by each wave: Max 15s Max 20s
-
[Rising Tide]
Ghoul
The Ghouls main concept is eating up enemies and growing in size. This characteristic is quite unique and visually appealing. Also, growing in size and being able to attack whole groups of enemies in a large radius is a fun factor that cant be found in other skulls. However, due to the Skul being a Rogue-lite, its extremely important to manage your HP bar and having a huge body (and hit box) really increases the chances of being hit. And since the act of eating enemies was such a large focus, the Passive only being activated by clearing enemies meant that it wasnt really usable in boss battles.
The new Ghoul can now be commanded to Digest the flesh chunks it has and shrink to its normal size while recovering some health. And now when taking damage from enemies, there is a certain chance that flesh chunks will drop. This should help boost your power in battles with Adventurers or bosses too. We also changed [Hook Attack] to a basic skill to boost Ghouls mobility and usability rather than focusing on damage dealt. We hope these changes will help you to slice and dice enemies with the huge butchers blade.
-
Passive
- Changed it so that there is a certain chance that flesh chunks drop when hitting enemies with normal attacks
- Increased duration of flesh chunk buff: 10s 20s
- Increased max carrying amount of flesh chunks: 10 30
- Reduced amplification of physical attack damage per flesh chunk: 4% 2%
- Reduced maximum size that the body can grow [quote=author] Developer comment Now Ghoul can go anywhere, no matter how big it grows. [/quote]
- New skill [Wide Slash] added
- [Hook Attack] Changed it to a basic skill
- Improved hit box of biting attack for Ghoooul and Ghoooooul [Inhale]
- Increased cooldown time: 10s 13s
- Increased skill damage [Body Bullet Tank]
- Reduced skill damage
- Changed the number of hits: 8 hits 1 hit [Deadly Crusher]
- Increased cooldown time: 12s 13s
- Changed the number of hits: 2 hits 3 hits
- Changed it so that jump distance is adjustable
-
Swap Skill
- Increased damage of swap skill
-
Swap Skill
- Increased damage of swap skill
-
Swap Skill
- Increased damage of swap skill
- Increased duration of stacks gained for biting attacks: 5s 20s
- Reduced amplification of physical damage per stack for biting attacks: 10% 4% [Body Bullet Tank]
- Increased duration of stacks gained for biting attacks: 5s 20s
- Reduced amplification of physical damage per stack for biting attacks: 5% 3% [Deadly Crusher]
- Increased duration of stacks gained for biting attacks: 5s 20s
- Increased crit chance per stack for biting attacks: 3% 5%
-
[Inhale]
Ninja
The original Ninja wasnt bad, but its also hard to say that it was great. It wasnt easy to control or maximize its potential, so some players didnt prefer it. So for this reformation we focused on making it easier and more fluid/agile. When we first designed Ninja, we focused on the skills/attack done by the dagger rather than ninja arts, but this changed as we released ver1.0. For instance, during Early Access, the Swap Skill of Ninja used a dagger instead of the current ninja arts such as Fire/Water Style. This eventually weakened the color of Ninja and we decided to change the Swap Skill to using a dagger.
-
Passive
- Changed it so that youre invincible when performing a Switcheroo
- Increased damage dealt by a Switcheroo
- Changed Swap Skill: [Fire Style: Fire Dragons Breath] [Light Speed]
- Reduced cooldown time: 8s 6s
- Reduced skill damage
- Reduced delay between charging forward and slashing [Full Blooming Blade]
- Reduced cooldown time: 10s 8s
- Reduced skill damage
- Reduced amount that projectiles spread [Phantom Rampage]
- Reduced cooldown time: 15s 12s
- Reduced skill damage
- Changed the number of hits: 18 hits 9 hits
- Increased skill speed [Wheel Shuriken]
- Reduced cooldown time: 13s 10s
- Reduced skill damage
-
[Flash Rampage]
-
Passive
- Allows to use special jump attack up to 3 times in the direction player wants
- Increased special jump attack damage
- Reduced the charge distance when special jump attack is used in up, down
- [Phantom Wheel Shuriken] skill removed
- New Skill [Transform: Phantom Wheel Shuriken] added [Flash Rampage]
- Increased cooldown time: 8s 10s
- Reduced skill damage
- Changed it so that the skill can be charged 3 times, but you can only move forward once [Flash Phantom Slash]
- Increased cooldown time: 5s 10s
- Increased skill speed [Full Blooming Blade]
- Reduced skill damage
- Reduced amount that projectiles spread [Exploding Shuriken]
- Increased cooldown time: 7s 16s
- Increased skill damage
- Allows the player to cancel the later delay if the skills are used in a row
- Changed it so that the skull will temporarily maintain its elevation when using a skill [Phantom Rampage]
- Reduced cooldown time: 25s 12s
- Reduced skill damage
- Changed the number of hits: 14 hits 7 hits
- Reduced the amount of clone groups that can be summoned: 4 3 [Phantom Cross]
- Increased skill damage [Wheel Shuriken]
- Reduced cooldown time: 18s 14s
- Reduced skill damage
Berserker
-
Skills
- Increased skill speed
-
[Mad Rush]
Samurai
-
Swap Skill
- Increased damage of swap skill
- Reduced base damage of skill
- Increased damage per mark [Spinning Slash]
- Reduced cooldown time: 10s 9s
- Increased skill damage [Evading Slash]
- Increased skill damage
-
[Single Slash]
-
Skills
- Reduced amount that cutting wave is spread
-
[Quick Slash]
-
Passive
- Increased amount gauge is filled by using skill attacks on enemies
- Reduced skill damage [Spinning Slash]
- Reduced max amount of spins: 4 times 3 times [Evading Slash]
- Increased amount gauge is filled by successful counterattacks [Quick Slash]
- Increased skill damage
-
[Full Moon Slash]
Living Armor
It was quite difficult for the previous Soul Knight to collect the spirit flames until it was in a stable stage. Also, using the skill in a state of combustion would consume all soul flames and the skill tended to be restricted until it became stable, which was frustrating. Therefore, we have increased the number of spirit flames for Living Armor, while Soul Knight will have fewer spirit flames for a stable stage and be able to deal with the strengthened skills more frequently.
-
Normal Attack
- Changed damage type: Physical Magical
- Increased the size of the gauge
- Increased damage of swap skill
- Reduced skill damage [Soul Burn]
- Reduced cooldown time: 15s 12s
- Reduced skill damage
- Changed the number of hits of the blaze on the ground when used during combustion: 10 5 [Soul Knuckle]
- Reduced skill damage [Soul Charge]
- Reduced cooldown time: 13s 12s
- Reduced skill damage
-
[Soul Sword]
-
Passive
- Reduced the amount of flame spirit required from combustion to being stable
- Increased skill speed when used in a stable state [Soul Burn]
- Changed the number of hits of the blaze on the ground when used in a stable state: 10 6 [Soul Knuckle]
- Increased skill speed when used in a stable state
- Reduced number of consecutive explosions when using this skill in a stable state: 10 5 [Soul Charge]
- Increased skill speed when using this skill in a stable state
-
[Soul Sword]
Rock Star
-
Swap Skill
- Changed damage type: Physical Magical
- Changed it so that the amp is affected by gravity [Climax]
- Changed damage type: Physical Magical
Predator
-
Normal Attack
- Improved hit VFX
Grim Reaper
The Grim Reaper was the very first Legendary skull, so its really simple mechanisms drove us to work on it some more. So we took this chance to completely overhaul the Grim Reaper and it has been reborn.
The new Grim Reaper can collect spirits each time an enemy is killed. And depending on how many spirits are collected, its Magic Attack Power can be increased and when certain thresholds are reached, every skill will grow stronger. This type of Passive means that the Grim Reaper will be a little bit weaker than other Legendary skulls. However, if you pick it up in the beginning of the game, it should become a force worth reckoning with in the late game.
-
Character Animation
- Improved character animation
- Changed damage type: Magical Physical
- Improved passive
- Reduced damage of swap skill
- When clearing enemies with the Swap Skill, receive the same effect as collecting spirits
- [Harvest] skill reformed
- [Sentence] skill reformed
- New skill [Guillotine] added
- New skill [Fissure of the Netherworld] added
- [Death by Fire] skill removed
Champion
Champion is a master of one-on-one matches with specialized skills. However, we dont think Champion is a true champion just yet. We plan to make our Champion the utmost fighter and as a boss slayer through this update. The first step to this will be having all of Champions skills consist of skills that give damage to a single target.
-
Dash
- Changed Dash Type: Normal Duck(Counterattack and deal physical damage when hit while dashing. Every action can be cancelled by dashing.)
- Improved effect of rage
- Reduced amount of energy gained with Normal Attacks
- Increased amount of energy gained with Skill Attacks
- Swap Skill Changed: [Dragon Kick] [Start Match]
- New Skill [Combination] added
- New Skill [Dirty Smash] added
- [Nuclear Punch] skill removed
- [Parry] skill removed [Quick Step]
- Reduced skill damage
Yaksha
The original concept of stomping the ground the attack wasnt bad. However, being tied to the concept of stomping and requiring dull gameplay was.
The new Yaksha unfolds the Domain of the Wicked to take the form of Rakshasa, and stomp on enemies within the Domain.
-
Character Animation
- Improved character animation
- Improved normal attack
- Improved passive
- Reduced damage of Swap Skill
- [Yaksha Fist] Reformed skill
- New skill [Iron Strike] added
- New skill [Demonic Massacre] added
- New skill [Rakshasa of Iron Will] added
- [Yaksha March] skill removed
- [Sorcery: Goblin Stomp] skill removed
Archlich
One unfortunate thing about Archlich was that the preference for Deathtrap was overwhelmingly low compared to other skills. One can only pray to meet the Dark Priests if they only had Archlich without Deathtrap. This got us to think, if its a skill that you always want, lets make it a skill you always have!
-
Passive
- Archlich can now input commands at specific intervals to use Deathtrap.
- Reduced damage of chains summoned to random enemies
- Increased damage of swap skill
- Reduced skill damage [March of Death]
- Reduced skill damage
- Increased the speed of summoning chains [Prison of the Damned]
- Increased cooldown time: 16s 20s
- Reduced skill damage
- Reduced the effect of slowing down the time [Deathly Chill]
- Reduced skill damage
-
[Soul Steal]
Gambler
Depending on luck, the Gambler is a skull that can become stronger or weaker. Unfortunately, we felt that the previous Gambler was not worth the risk, which is a mistake in design. Hence we continued to contemplate ways of making the Gamblers risk and return fun and appropriate. As a result, in addition to providing a new solution, the controls and visuals were also improved.
-
Normal Attack
- Changed attack method of combo attacks
- Upon the skills great success, regains 100% of its cooldown
- Upon the skills failure, regains 50% of its cooldown
- Changed the Slot Machines attacks
- Changed the Roulettes attacks
- Increased skill casting speed [Russian Roulette]
- Changed success and great success attack method
- Reduced damage upon failure
- Reduced damage upon great success
- Increased skill casting speed
- Improved VFX [Black Jack]
- Changed so that projectiles pass through terrain
- Changed great success attack method
- Improved VFX [Rain of Darts]
- Changed great success attack method
- Improved VFX
-
[Roulette of Destiny]
Items
Mana Bone
- Improved item effects effect
Look forward to the newly reformed skulls on February 10th. [previewyoutube=MSSQfjYKbig;full][/previewyoutube] Update Schedule : PST : February 9th @ 4PM
Hey Skul Squad!
There are now more than 1,000,000 players, meaning that Skul is now a million seller! We are extremely delighted and honored to have more than 1 million players with us. Hence today, well be looking back on our journey to becoming a million seller.
[hr][/hr]
Early Access
Skul was first shown to our players on February 19, 2020. It was SouthPAW Games first game, created over a period of 2 years.
During Skuls Early Access period, which featured 22 skulls, we were able to closely communicate with our players and worked towards fun changes.
We remember the June 2020 2.0 version as being an experimental yet successful update. Can you believe that before the update there were no map rewards or crossroads, and that the amount of items owned was limited to only 6? Not even half a year has passed since Early Access began when we decided to challenge the foundations of the game with a variety of changes through the 2.0 update. It was then that many systems such as stage composition, rewards, stats, inventory limit etc. were changed to become the basis of Skuls system today. Although we were certain that the game would become even more enjoyable with this update, some of those around us were doubtful, questioning if the update was too drastic and what if the game loses its enjoyment. It was risky of course, since it was extremely experimental and brought changes to various systems. But, isnt that what Early Access is for?
Another reason the 2.0 update was particularly memorable is because of the DeadCells collaboration, for which we had a lot of fun integrating the Prisoner to Skul. While maintaining true to the speed and characteristics of weapons in DeadCells, the detailed designs of weapons that only existed as icons were brought to life through character animation. We wanted to stay true to DeadCells while bringing a new feel and sense of enjoyment that could not be experienced in DeadCells. [hr][/hr]
Official Release
After almost a year of Early Access, Skul was finally officially released on January 21, 2021.
Skul experienced many changes after graduating from Early Access. Among which, the most memorable was the Awakening. To be honest, originally there were no plans for an Awakening system. But, it ended up being a newly designed system to resolve issues discovered during Early Access. At the time, whether the player had a powerful skull greatly affected the likelihood of finishing the game. Meaning even if they had a skull that they liked, it was recommended that higher grade skulls were used. Naturally this led to an increase in the importance of luck. Hence during Early Access, the Awakening system was created to resolve such issues. However due to the amount of work required for the Awakening system, it was clear that starting development so late would cause a delay to the official release schedule. It was a hard decision, but we decided on moving forward with the Awakening system because at the end of the day, what really mattered was that our game was fun. In order to reduce the delay caused by developing the Awakening system on the official release timeline, our team members put forth their best efforts to speed up the development process. It sure was difficult, but we were able to reach our goal because we had a great time while working on the Awakening system.
In 2021 many updates such as the item unlock, event map, and Quintessence reform were carried out. Among these updates we think that the Quintessence reform was an especially meaningful one. The context of the Quintessence reform was also similar to the Awakening system. Because the stats of each Quintessence varied greatly according to grade, the base stats of a high grade Quintessence was much more important than having a good combination of Quintessence, items, and skulls etc. This led to only a few high grade Quintessences being used constantly while the others were barely utilized. As a result, we emphasized the unique effects of each Quintessence and reduced the performance difference of each tier to resolve the issue.
We also attempted to display each Quintessence in-game. It was already possible to see some of the Quintessences when used, however most of them were only expressed through text so players had to use their imagination. Creating a physical form for the Quintessence by combining the concept designers imagination and the textual descriptions was an interesting and fun experience for our developers as well, which is why the Quintessence reform was such a memorable update. [hr][/hr]
Future Plans
We originally planned to provide updates such as a hard mode, and QoL improvements in 2021. But it unfortunately didnt happen and it is true that recently updates have been infrequent. This is because there was a lot of trial and error while developing hard mode, which meant that we had to adjust the design and update plan.
In the midst of developing hard mode, we came to the conclusion that Skul's hard mode shouldnt just be a higher level of difficulty. It was a difficult decision but we ended up redoing the previous design, and are currently working on developing a more daring approach. Hence other systems related to hard mode must also be reformed in order for the hard modes content to function as intended.
Therefore as you all know, plans were changed and it was decided that the reform of Skul be carried out first. Old skulls will be renewed, boring skulls will be more fun, and it will become meaningful to use skulls that were weak. Through the upcoming Skull reform update, we would like to bring forth a new sense of enjoyment and experiences while laying down the foundation for hard mode content.
In addition to skulls, items and Inscriptions will also be reformed, and adjustments to level design made along with the hard mode update. The direction of this reform is the same as the skull reform. The goal is so that even more diverse combinations can be powerful and enjoyable to prevent certain items and combinations from becoming overused. It is very unfortunate that content which should have been released in 2021 is delayed once more. But in addition to re-creating hard mode, many quests occurred in the process of expanding the size of the development team, which inevitably led to a longer update cycle.
[quote=author] It's under construction! [/quote] One of our recent quests is to move our studio from a regional city to Seoul, the capital of Korea. Thanks to everyone's support we are now able to continue developing in an even better environment. In return, we'll continue to do our best for our games. Even though it may be a bit slow, well continue to provide updates for our players and stay true to SouthPAW Games philosophy of guaranteeing the fun in our games. [hr][/hr]
Conclusion
Thank you for sticking with us while we looked back on Skuls road to becoming a million seller. This was a lot of fun to write while reminiscing about our journey with our players. Once again, we deeply thank all of Skuls one million players for your wonderful support. Well continue striving towards creating fun in our games.
Hey, everyone! This is our seventh dev blog and where we'll be talking about the direction we're going to be taking with Skul: The Hero Slayer. Currently, our scheduled date for the major Skul reformation update is in early February. Our apologies for the delay in both the blog and the update. SouthPAW has grown tremendously over the past year through your support and as such, we are facing new quests that surpass our current capacity. We're grateful to everyone for getting us here, but it is true that the team is just not big enough to cover everything. We're actively recruiting new members and transforming our environment to set a smooth working pace and continue polishing Skul. The team may be under pressure now, but we believe we're right in the middle of another milestone that'll push us forward to become a greater team of developers. Rest assured that we're working hard to achieve this milestone and make Skul a fun and lovable game. So first, let's talk about what everyone's been waiting for: the skulls. A diverse pool of skulls defines fun in Skul. Including the Awakened ones, 100 skulls currently exist in Harmonia. We realize some of these skulls have flaws, big or small. Not only that, but there are also skulls that can be really fun to play, given the right change in mechanics. These are the reasons why we're working on skull reformation- in order to mitigate the flaws and amplify the fun. Let's walk you through what kind of changes are coming. [hr][/hr]
1. Skulls that were designed early in the game were comparatively weak or inefficient and were not as fun
Yaksha's stomping skill is quite unique. You can stomp on your enemies with normal attacks or by using skills; on your fifth use, you can deal great damage with Yaksha's giant foot.
Yaksha was a huge character, originally, but we downsized it a bit throughout development. Despite the change in physique, we kept the idea of Yaksha brutally stepping on its enemies. The concept was maintained when developing its passives and skills. We were satisfied with how we conceptualized Yaksha's skills in the game, so the character hasn't seen much change since its appearance in Harmonia. However, after the addition of far more interesting skulls, the signature Yaksha stomp ended up being more bland than unique. Yaksha couldn't quite provide an exciting gameplay experience.
We decided to be bold with Yaksha. The concept we originally had in mind wasn't just stamping feet, it was the idea of brutally crushing the enemies with a massive and menacing physique. Wait, it doesnt look that intimidating?
The new Yaksha uses power stacks to open the Domain of the Wicked. Within the realm's boundaries, evil spirits reign the world. Yaksha returns to its true form, Rakshasa, in the Domain of the Wicked. As Rakshasa, its basic attacks and skills are stronger. Yaksha doesn't just stomp around anymore- you can now use its ability to open the Domain of the Wicked and swing a giant club at your enemies. [hr][/hr]
2. Skull's mechanism wasn't uniform through the Awakening process
In Skul, Awakening means to obtain the true power of the skulls owner. Awakening wasnt part of Skuls development plan; weve implemented it through our players feedback during Early Access. This is why early skulls that were already made before the Awakening feature were difficult to design when we had to create Awakened levels for them, since they were made without taking upgrades into consideration.
We had an especially hard time designing the Awakened skulls for the Ent Skull. The concept at the moment is that each Ent Skull has the characteristic of its matching Ent enemy found in the Forest of Harmony. Due to this exceptional design, the Ent Skulls attack type and play strategy continued to change with each Awakening, which wasnt the direction we meant to take. Through the reformation, were going to define a single play style for the Ent Skull and allow its Awakened skulls to build up on that style.
Were going to focus on shaping the new Ent Skull into a melee fighter regardless of its type. It pounds on the ground as it advances, and can enlarge its body part to reach enemies that are standing slightly farther.
The Ent Skull will be able to plant grass using seeds. When you use a skill while standing on the grass, youll receive helpful buffs such as shorter cooldown times or the activation of stronger skills. Different buffs are available depending on the Awakened level. The grassy area is not big, but you can plant multiple patches around the map. Where you plant and how you plan to use the seeds will be strategically important. [hr][/hr]
3. Sometimes, enemies and other aspects of the game made it difficult to use the skulls to their full potential
We put a lot of thoughts into balance each time we design a new skull. Three main elements we take into account for each skull are concept, fun, and efficiency. We found that if we focus on just one or two elements of the three, by the end of the development it makes the skull feel rather incomplete.
The Ghoul grows in size and strength by devouring its enemies. We designed the Ghouls skills and passive with this concept in mind, which led to quite a disappointment in terms of efficiency considering Skuls gameplay mechanics.
As the Ghoul, you grow in size and receive stat bonuses by acquiring flesh chunks or Swallowing your enemies. A big body means increased attack range, but it also means a huge hitbox in favor of the enemies. This worked as a double-edged sword for Ghoul players. Allowing your enemies to land hits on you is a huge risk in roguelike or roguelite games like Skul. Keeping your health bar full is of utmost importance.
All of the Ghouls skills require you to defeat the enemy. This is useful against a mob of enemies, but becomes a huge pain during one-on-one battles.
The new Ghoul can digest the chunks of flesh it has. Digesting uses up all the flesh chunks youve got; youll restore some health and return to your normal size. In addition, chunks of flesh have a chance to drop each time you hit your enemy, which will help you fight adventurers and stage bosses. We hope this will help make playing the Ghoul less challenging and, in turn, encourage our Ghoul lovers to tackle melee fights against powerful enemies.
Last but not least, Throw Hook is now a basic attack. In Skul, where you can only have up to two skills, deciding which skills to make essential always comes with much contemplation. Skulls with essential skills will have much less skill combinations, so we try not to lock the skills down as essentials. We made Throw Hook an essential skill only to realize that it was a poor choice. There arent many reasons to make Throw Hook an essential skill. We still do, however, think that Throw Hook is an interesting and fun technique, so we decided to turn it into the Ghouls basic attack. [hr][/hr]
4. Some were simply not as good in terms of efficiency or control
The Water Skull uses up moisture, which is obtained via basic attacks, to attack and strengthen its skills. This means basic attacks are crucial in using the Water Skull, but short range and slow attack speed unfortunately had a negative impact on the Water Skulls efficiency and controls. Additionally, the waves you can create with moisture have shown the adverse effect of pushing your enemies back. This inconveniently relocated the enemy at unwanted times.
Our goal with the Water Skull is to improve the efficiency of its basic attack by increasing the attack range and speed. Weve also changed the waves so that they will no longer push the enemies around. The idea of tides creating knockback makes sense, but in all reality, did not provide a satisfying gameplay experience. The new Water Skulls waves now focus on dealing swift damage. The longer your battles are, the more powerful your Water Skull will become. The skulls increase in power will be visible to the eye when fighting in smaller areas. [hr][/hr]
5. Combining physical and magic attacks (hybrids) didnt work out sometimes
Weve categorized the attacks to physical and magic in Skul. So-called hybrid skulls came into play because we wanted to create skulls that utilize both physical and magic types.
Piercing Shot is the only magic attack the Hunter has. Any other attack by the Hunter deals physical damage. Since its inefficient to buff your magic attack only to use Piercing Shot, the skill was absolutely useless to Hunter users. As such, we changed Piercing Shots attack type to physical. Like so, were going to switch the attack types of various moves accordingly, and continue to research new ways to make hybrid skulls fun to play. [hr][/hr]
Thats all for today!
Problematic skulls arent the only ones changing through our upcoming reformation update. Were constantly trying out different ways to help you enjoy Skul even more. The skulls weve shared with you today are only a part of what we have planned. Many other skulls will see changes, whether they be big or small. Well continue to do our best to balance the fun and make each and every skull fun to play. Thank you all for your continued love and support.
Hey everybody!
Voting for The 2021 Steam Awards has started!
We're shooting for the winning space under Outstanding Visual Style and would greatly appreciate your support. Each and every one of your votes means a world to us.
You can finally enjoy Skul on Switch, XBOX, and PS4 starting at midnight on 21st October. [previewyoutube=T3SlZgNFUCc;full][/previewyoutube] Thank you for your continued support and love for Skul: The Hero Slayer!
Hello Skul Squad! Are you enjoying swapping some skulls?
Today, we would like to spend some time to give you an update on what SouthPAW devs have been up to since the last update.
Skul on Switch / XBOX / PS4
We have been continuously working on the porting process of Skul to Switch, XBOX, and PS4 so the players could enjoy Skul anywhere, with any gadgets.
We have been working on the porting process with Blitworks, who are experts in high-quality game porting. We believe in their successful experience in porting Divinity Original Sin 2, Rogue Legacy, and many others. We are almost at the last step of the porting process, and are carefully estimating when would be the best time to release the game.
We aim to release the console version at about mid-October, and we will make sure you know when we fix the date.
Skull Reformation
We believe that every skulls action needs to be fun to play with and that every one of them should perform just as strong as the others with each play style and item combination.
But with about 100 skulls in Harmonia, we are aware that some skulls dont come up to the expectations.
To achieve our aim, we are analyzing and reviewing every one of our skulls for the reformation. Hopefully, the system is going to be implemented in the game by the end of the year.
The main problems that we aim to address are as follows:
[olist]
Hard Mode
We are aware that many players have already become veteran hero slayers of the Demon Kings castle, and they long for challenging quests to conquer. For this, we are working on developing the hard mode. The original roadmap shows that the hard mode is supposed to come out in Q3. However, we thought it would be best to come out in 2022 Q1 to deliver a perfectly polished version after the skull reformation update. The schedule for the contents that aimed to come out in Q4 will also be adjusted to come out after the hard mode update. While we are fully aware of the users expectations on the Hard Mode contents, we ask for your generous understanding in adjusting the schedule to deliver our best. The hard mode of Skul doesnt mean a simple increase of power and HP of Carleon soldiers. We are going through various trials and errors so we can provide you with new and exciting experiences. The initial plan for hard mode focused on making levels simply more difficult for the players. We tried constantly changing the patterns of the enemies, changing the map system mechanic to randomly level up the difficulty, trying to create new hardship for the players. We even tried to weaken the player. However, we quickly concluded that this is just not Skul Style. The very core of Skul is the player, and the new content should be there to provide a new experience for the player. Therefore, we blew away the weakening system. The pattern change system was also discarded as it completely ignores the players learning process, ruining the intuitive experience. Instead, we are focusing on developing brand-new enemies for the hard mode, and implementing a new level-up aspect for the players to stand against the more difficult levels.
We will have new enemies for each chapter. They will have more threatening patterns than the original enemies and the new and the old will blend to provide a fresh combat experience. As for the new abilities to deal with the powerful new enemies, we are trying to reduce the effect of RNG compared to the original level-up contents. The players will control and design the new level-up aspect to tackle the hard mode, along with the original skulls, items, and essences. You can match the controllable elements to the RNG elements, or you can create synergy by matching RNG elements to the controllable elements. One thing is for sure: the way you play Skul will be greatly intensified, and youll be able to try your way on the new enemies without restrictions. In this way, we expect Skul Hard Mode to not just stop at being a hard mode. It will be another aspect that further expands the Skul story. After polishing the existing content through the skull reformation, we expect to present cool and fun hard mode content. We hope you will continue the journey of Skul with us, sharing your experiences and stories along the road. Thank you.
This hotfix (Release 1.3.2) fixes the bug that switching some levels of Grave Digger would not raise any tombstone. ---------------------------------------------------------------------------------------------------------- Hello Skul Squad! This update (Release 1.3.1) improves some VFX that affected gameplay and resolves some bugs in the previous build. From now on, players will be able to enjoy the action without any visibility issues. Well keep polishing those effects and thank you guys again for sharing your feedback!
Bug Fixes
Skulls
- Fixed bug where the achievements could never be achieved with The King, Overload or Saviour
- Fixed bug where Saviours skill Macbeth would call upon 3 Macbeths
- Fixed bug where The King would get the same skill when talking to Dark Priest
- Fixed bug where the treasure chest animation would not properly start when opening the chest with The King
- Fixed bug where walking animation would not change when The King acquires a random scroll
- Fixed bug where Overloads skill Heaven-Earth Slam would deal much higher damage than normal
- Fixed bug where some projectiles from certain skills would deal damage at incorrect locations
Quintessences
- Fixed bug where the required number of hits to destroy the Kobolds gold vein and Naias ice flower would be much higher than normal
- Fixed bug where the player could not jump down when transforming into Harpy
- Fixed bug where spear attack would occasionally switch its direction when activating Centauros
- Fixed bug where the damage reducing effect would not properly be applied when activating Ogre
- Fixed bug where Max HP would increase when transforming into Slime
- Fixed bug where the status icon would show as Demonomicon when acquiring Kobold
- Fixed bug where the generation rate of the gold vein was incorrect when killing enemies with Kobold
- Fixed bug where Phantoms skill Phantom Magic would deal when using other kinds of dodge buffs
- Fixed bug where the attack from the Magic Tech Turret would occasionally affect much lower hit than normal
- Fixed bug where Flame Dragons attacking effects would not match its VFX in time
- Fixed bug where Ifrits effect Firestorm would have much more hits than normal
- Fixed bug where Spinkss effect Poison Gas Trap would show its VFX at incorrect locations
Other Bugs
- Fixed bug where Magical Slime would not randomly duplicate items when rescuing it
- Fixed bug where the gunpowder cart would not explode when bumping into Dang-Ka People in Dang-Ka Knight Map
- Fixed bug where the minimap would not properly show in Dark Market
- Fixed bug where Adventurer Warrior would cancel the casting and use his special move when attacked by the player
Changes
Skulls
Grave Digger
- Reset y-axis move as 0 when using skills in the air with different levels of Grave Digger
- Fixed problem where the player would not find spirits when entering maps and preparing for switching different levels of Grave Digger
- Changed VFX for [Wave of Denial]
- Changed VFX for [Blood Sword]
Quintessences
Centauros
- Increased the reducing cooldown when recovering the spear: 10s 15s
- Changed VFX for the end of the flying spear
- Increased the hit of turret attack when activated: 3 4
- Polished charging VFX for turret attack when activated
- Adjusted the turrets that cover the player and enemies when activated
- Increased the contact damage when activated
- Changed VFX for the attacks when activated
- Increased the damage of activation
- Adjusted VFX for Raven Soldier and the explosion
- Fixed problem where Imps jump attack would not deal damage until landing
- Increased the explosion rage of Imps Fireballs
- Changed explosion VFX for Imps Fireballs
- Increased the activating damage and range
- Changed the activating animation
- Increased the explosion damage of Ice Flowers when activated
- Adjusted the Ice Flowers that cover the player and enemies when activated
- Increased the activating damage
- Increased the speed of cooldown: 150% 200%
- Increased the activating damage
- Increased the activating damage
- Polished the electrocuting animation
- Adjusted VFX that cover the player and enemies when activated
- Added flare VFX when activated
- Adjusted the turrets that cover the player and enemies when activated
- Adjusted the Flame Dragon that covers the player and enemies when activated
- Changed the disappearing animation for VFX
- Changed the appearing animation for Gryphon when activated
- Adjusted the Ifrit that covers the player and enemies when activated
- Changed the landing animation when transforming into Slime
- Changed the VFX of the activation
- Changed the disappearing animation for Suonisio
- Changed the disappearing animation for Succubus
- Changed the disappearing animation for Weapon Master
- Fixed problem where Magical Slime would appear in Chapter 1
- Fixed problem where some objects in the event maps would not properly show in the minimap
Text Corrections
- Fixed issue where Barlogs cooldown was incorrect: 30s 20s
- Fixed issue where Phantoms activating damage type was incorrect: Physical Magical
Hey Skul Squad,
Are you enjoying the new update? :)
Well...we have some more great news for you! Weve joined forces with the legendary Motion Twin to create the Off With Your Head Bundle!
Both games can be purchased with an extra 10% discount through the bundle (even if you already own one of them). Not only that, but Skul will be available at 25% off for the duration of the summer sale too.
Last but not least, were also introducing another bundle with Blade Assault that is aptly named The Bone & The Blade. It will be available at 15% off, so check it out!
Hello Skul Squad, Here come two new skulls (the Stone Monkey and Grave Digger!) to take part in the assault of Carleon Castle. The Stone Monkey beats up Carleon soldiers with its clones while the Grave Digger calls upon different spirits to unite the Legion of Death. Also, the Prisoner will finally get his original form back. With the help of completely new Quintessences, skulls will continue their way to the Carleon Castle. Along those same lines, the Quintessences had some issues with balancing and/or didnt have stunning effects, so we decided to work on overhauling every Quintessence in this patch. Were also planning on a huge update for skulls, so dont miss it! Last but not least, we also added new special event maps and NPCs. Please see below for more detailed information. *This patch will reset the Auto-Saved data in the previous version.
Changes
Skulls
- New Skulls - Stone Monkey - Grave Digger
A monkey demon born on a rock at the top of a mountain in the East.
Grave Digger Rarity: Common Type: Power
Well, apparently some drab guy with a coffin was fighting some spirits.
- Added The King (Upgraded Prisoner)
You... ARE AN INCORRIGIBLE ASS!
- Reduced incoming damage caused by each survival scroll for Prisoner: 10% 5%
Items
[olist]
Quintessences
New Quintessences
- Common - Steel Golem
- Unique - Wisp - Hareubang - Phantom - Banshee
- Legendary - Balrog
- Changed VFXs for every quintessence
- Changed effects for every quintessence
- Deleted stat bonus for every quintessence in the previous version
- Deleted Pegasus
Overwhelming size and incredible power. It feels like the end of the world. [quote=author]Developer Comment: In this update, we focused on both balancing and maximizing the effectiveness of quintessences during gameplay.[/quote]
NPC
- New NPCs - Halfling Girl - Magical Slime - Odd Dark Priest - Frivolous Dark Priest - Cynical Dark Priest
Do you want to compare our height???
Maps
[olist]
[quote=author]Developer Comment: The Unknown Boy is now back in-game.[/quote]
Other Changes
- The master of Quintessences will appear more often in the Black Market
- Added animations for every dish
[quote=author]Developer Comment: The food looks tastier, doesn't it?[/quote]
Bug Fixes
- Fixed bug where the Prisoners damage decreasing effect from Survival scroll would not properly work on some attacks
- Fixed bug where the Evil Druids buff Greed would not disappear after starting a new game
- Fixed bug where the enemies with Freeze or time-controlled status would still hit by the player
- Fixed bug where Carleon Commanders soldiers would appear at incorrect locations
- Fixed problem where the item Elder Ent's Gratitude would not save its current barriers during Auto-Save
- Fixed problem where the background image would not properly display in Chapter 1
- Fixed problem where the player would jump onto the elevator in the first map of Chapter 4
Text Corrections
- Fixed issue where the description for the Prisoners skills was incorrect (English)
Hello Skul Squad, This update (Release 1.2.4) fixes some bugs caused by the Auto-Save system update. Also, youll be happy to hear that the rescued Demon King will always appear in the castle from now on (as long as youve saved him of course). Please see below for more detailed information.
Bug Fixes
- Fixed bug where the Evil Sword: Kirion would duplicate after using Auto-Save
- Fixed bug where both the Clone Stamp and Princes Box would have different inscriptions after using Auto-Save
- Fixed bug where maps would provide different rewards after using Auto-Save
- Fixed bug where the Demon King would not appear in the castle after defeating the First Hero
- Fixed bug where the bomb-moving recruit would stop when stunned in Dang-Ka Knight maps.
Hello Skul Squad, This update (Release 1.2.2) fixes some bugs that affected gameplay and at long last.. we finally added an Auto-Save function!! Wed like for you to play Skul whenever and for however long you want without worrying about losing progress. Please see below for more detailed information.
Bug Fixes
- Fixed bug where some of the control settings would not work in the Menu or Inventory
- Fixed problem where a skulls current item status would not properly show in 21:9 aspect ratio
- Fixed bug where the Adventurer would not show up in Chapter 4
- Fixed bug where a black screen would appear in place of the Title Screen
- Fixed bug where a black screen would appear and the game wouldnt be playable in some cases
Changes
System
- Added Auto-Save System - You can now quit mid-run and come back later to pick up where you left off.
- Increased the loading speed when switching from the Title Screen to in-game maps
- Improved the screen transition when switching maps
- Increased the loading speed when switching maps and chapters
Hey Skul Squad, Its been a while since our last Dev Blog, right? ;) Hope you all are doing well! This Dev Blog will focus on our development schedule for the rest of this year. We cant wait to build upon what we have so far and make Skul an even more thrilling experience for everyone. Its also important to mention that a lot of these decisions were made based on your feedback, even from the Early Access period. We hope the proposed changes/additions are to your liking. Without further ado Here are the proposed changes!
Updates Planned for Q2
Continue where you left off Auto-Save Function
Many of you have been asking for this feature for a long time, so were currently developing it. No more need to worry about having to quit mid-run because of some other engagement and losing all of the progress you made. We want you to be able to play Skul whenever or for however long you want.
Add New Skulls & Improve Existing Ones
When it comes to improving existing skulls, we aim to make some of the less fun or difficult to use skulls more accessible and exciting to play with.
Add New Quintessence & Improve Existing Ones
Considering that Quintessence are closely tied to a players growth and gameplay weve spent a lot of time looking into how to make them even more meaningful and fun to use. And we think the future changes should do just that. In addition to that, we also plan on adding another field NPC and special event maps to boost the replayability even more.
Launch Switch, PS4 and Xbox One Versions This Summer
Youll finally be able to enjoy playing Skul on other platforms this summer. And you may not have seen this yet, but earlier today we revealed some gameplay footage from the Switch version in the Nintendo Indie Showcase! All three console builds are pretty far along in development and just need some more optimization and polishing. If all goes well, we may be able to launch them in June. Fingers crossed! You can check out the video for yourself at the link below. [previewyoutube=2RNkRaNfCp4;full][/previewyoutube] **Starts at 16:15
Updates Planned for Q3
We think that you and Skul are getting pretty OP, so weve decided to add a New Game+ mode (hard mode)! Lets see if you can complete the challenge in your own special way.
Updates Planned for Q4
For this update, well be focusing on adding several QoL features such as a stat interface and index for skulls, items and Quintessence. Were also currently looking into adding more options for permanent player progression and how to better utilize the Witch Trait system. Food will also be improved to make it more dynamic and fun. Please keep in mind that depending on the situation we may have other updates that arent currently listed. For example, we would love to do another character crossover! Well do our best to continue to improve Skul and make the best version of it that we can. Please stay tuned for more updates. Thank you! Skul Team
Hey Skul Squad, This Update (Release 1.2.0) adds 4 new special event maps to the game along with some major improvements to the UI. The new maps in particular should boost the replayability of Skul even more! We also were able to fix a lot of bugs and text thanks to your feedback. Thanks again for letting us know! Please see below for more detailed information.
Changes
System
UI Changes
- Increased size of text displayed on the HUD
- Increased size of text displayed on the HP Bar of bosses
- Changed UI design of the Adventurer's HP Bar and increased size of the text
- Changed UI design of the Pause Window and increased size of the text
- Increased size of text in dialogue boxes
- Changed UI design of the witch trait window and also increased size of text
- Changed UI design and increased size of text for pop-up descriptions of skulls, items and food. Also added See More option.
- Changed UI design of the Scroll and also increased size of text
- Increased size of text in NPC speech bubbles
- Increased size of text in cutscenes
[quote=author]Comment from the Developer: We thought the legibility of the text wasnt great, so we decided to change the UIs design and increase the size of the text to make everything easier to see/read.[/quote]
[quote=author]We hope Russian-speakers can forgive us...[/quote]
Maps
4 Special Event Maps Added
- Dang-Ka Knight
- Mystic Ruin
- The Gauntlet
- Altar of Greed
[quote=author]Comment from the Developer: These new maps wont appear very often, but theyll provide a wide range of rewards if youre willing to accept the risks involved.[/quote]
Bug Fixes
- Fixed bug where the final cutscene wouldnt play properly if you defeated the 3rd phase of the First Hero while he was stunned.
- Fixed bug where the number of bone fragments you receive when destroying a skull was sometimes displaying the wrong number.
- Fixed problem where the wrong status icon was being displayed when in possession of the Attitude inscription.
- Fixed bug where the Archlichs basic attack was being registered as a skill attack.
- Fixed problem where the Berserkers Bone of the Devil skill didnt work properly if your attack speed was very high.
- Fixed problem where all grades of the Gargoyle mistakenly didnt become invincible when swapping heads.
- Fixed problem where skulls could still move forward when swapping all grades of the Skeleton-Bomber to the others and it had immovable duration
- Fixed problem where enemies sometimes didnt take damage when hit by all grades of the Skeleton-Spear.
- Fixed bug where the projectile would sometimes disappear after using Skuls Throw Head skill.
- Changed it so that the effect of the Empire inscription no longer makes the flag cover up enemies.
- Fixed bug where the cooldown time was mistakenly reset for the Cretan Bull item when swapping a non-power type skull.
- Fixed bug where the effect for the Rear Blast item wasnt working properly because of the effect for the Gold Mane Rapier item.
- Fixed bug where the hands of Yggdrasil would not properly show when gathering its energy
- Fixed bug where the visual effects of legendary-grade skulls, quintessence and items wasnt displaying properly after dropping them on the ground.
- Fixed problem where interacting with NPCs at the start would affect the frame rate
- Fixed problem where entering Settings would automatically reset the current resolution to the default setting for each monitor
- Fixed problem where the background pop-ups were still activated when the mini pop-ups were opened
- Fixed problem where game background would glitch in both sides in 21:9 aspect ratio
- Fixed problem where camera moving would follow a wrong direction in some resolutions
- Fixed problem where the death pop-up would not display the items properly
- Fixed problem where Dark Quartz and Gold showed white during the interaction with NPCs in some languages
Text Corrections
- Fixed issue where the description for the trait Ancient Alchemy was incorrect (Japanese)
- Fixed issue where the Magic attack showed red in the description for 'Basic Carleon Staff (Portuguese)
- Polished the flavor text for the item 'Cretan Bull' (Chinese-Simplified)
- Polished the flavor text for the item Dark Priest Robe (Chinese-Simplified)
- Fixed issue where the text was not properly displayed when destroying Savage Altar (Spanish)
- Fixed issue where Upon Great Success was replaced by Success in the description for Gamblers Russian Roulette (Korean)
- Fixed issue where the skill name for the Destroyer was incorrect (Every language except for Korean)
Hello Everyone, In this update (Release 1.1.1), we have fixed some of the bugs that players reported in the previous build. Thank you again for sending over all the information to our support channel!
Bug Fixes
- Fixed problem where the player randomly would get stuck in some of the maps.
- Fixed bug where the Voodoo Doll would not appear in the previous build.
- Fixed bug where some items would be duplicated even after disappearing and transforming. - Rejuvenating Root - Unknown Seed - Elder Ent's Gratitude - Forbidden Sword
- Fixed problem where the Devil Berserker would cancel its [Demonization] with [Rage Tackle].
- Fixed problem where the number of killed bosses and adventurers would reset when the player dropped Stone of the Heir and Medal Box.
Text Fixes
- Fixed some text that was not displayed properly in Simplified and Traditional Chinese.
Changes
System
- Changed the icon in the Pop-up UI when the player purchases items from the Grave Robber.
Hello Everyone, This update (Release 1.1.0) features a ton of new items and Inscriptions that add new strategic elements and should kick up the action another notch. Weve added a total of 38 new items, some of which have very unique properties and may only activate after certain enemies have been defeated. Choosing which items to pick up during your run will require even more strategy than ever. There is also a new NPC called the Grave Robber who will randomly show up in the Black Market and sell new items in exchange for Dark Quartz. Not only that, but weve also implemented 7 new Inscriptions that will create even more crazy synergies depending on the type of damage being dealt and the number of enemies in the area. For example, if there are a bunch of enemies nearby one of the Inscriptions may create a shockwave effect. So go ahead and see what wild combinations of skulls, items and Inscriptions you can create!
Bug Fixes
- Fixed bug where the Chapter 4 Mage Adventurer would sometimes freeze after being hit with Genies Genie Swordsmanship skill attack.
- Fixed problem where the increase in crit chance and max number of stacks for the Elder Werewolfs Predation skill attack was implemented improperly
- Fixed problem where some controllers werent registering properly at the Title Screen
Text Issues
- Fixed the flavor text for the Archdemon Quintessence (English, German, Spanish, Portuguese, Russian, Polish, French)
- Fixed the explanation for the stacks related to the Elder Werewolfs Predation skill (Every Language)
- Fixed the explanation of Dark Paladins passive ability (English, German, Spanish, Portuguese, Russian, Polish, French)
- Fixed the explanation for each Living Armors passive ability (English, German, Spanish, Portuguese, Russian, Polish, French)
- Fixed the explanation for the Whirlwind skill for each Predator (English, Japanese, Chinese Simplified and Traditional, German, Spanish, Portuguese, Russian, Polish, French)
- Fixed the explanation of each Samurais swap ability and skills (German)
- Fixed the explanation of Warlords passive ability (English, Japanese, Chinese Simplified and Traditional, German, Spanish, Portuguese, Russian, Polish, French)
Changes
System
New NPC in the Black Market: Grave Robber
[quote=author]You wont have seen these anywhere else! Ill trade them for a few of those black jewels![/quote] The Grave Robber is the only human in the Black Market and he sometimes steals hidden treasures in Carleon. He possesses items that you cant get normally during your run and can only be purchased with Dark Quartz. They will drop like all other items after being bought though.
Boss Items
After clearing a boss, an item that possesses a special characteristic of it will appear. These Boss Items will only appear in the chests after defeating the bosses.
Skulls
Gladiator - Increased amount Concentration Speed increases when swapping Warlord - Increased amount Concentration Speed increases when swapping Abyssal Monarch - Increased amount Concentration Speed increases when swapping while in the barrier
Items
Newly-Added Items
Common
- Unknown Seed
- Basic Carleon Staff
- Prayer of Grace
- Rejuvenating Root
- Luxurious Tea Cup
- Offensive Wheel
- Inner Malice
- Inner Flame
- Lunar Ring
- Trainees Necklace
- Abyssal Virus
- Princes Box
- Elder Ents Gratitude
- Cretan Bull
- Solar Sword
- Fighters Belt
- Sages Time
- Arch Bishops Scriptures
- Magic Pocket Watch
- Mithril Armor
- Clone Stamp
- Forbidden Sword
- Frost Witchs Staff
- Contaminated Core
- Proof of Fellowship
- Growing Volition
- Stone of the Heir
- Gold Mane Rapier
- Medal Box
- Evil Sword: Kirion
- Voodoo Doll
- World Tree Seed
- Doomsday
- Pot of Greed
- Pain & Despair
- Chimeras Poison Fang
- Nether Mana Suppressor
- Hope Slasher
Adjustments for Existing Items
Standard-issue Carleon Sword - Changed Inscriptions: (Duel, March) (Empire, Courage) Standard-issue Carleon Armor - Changed Inscriptions: (Leonia, Endure) (Empire, Endure) Standard-issue Carleon Bow - Changed Inscriptions: (Chase, Execute) (Empire, Chase) Carleon Insignia - Changed Inscriptions: (March, Miser) (Empire, Miser) Draft Stone - Changed it to increase the Physical and Magic Attacks for all skulls, not just Skeleton Soldiers - Changed Inscriptions: (Endure, March) (Endure, Adaptation) Grudge Stone - Changed effects damage type: Magic Physical - Changed Inscriptions: (Tactics, Execute) (Execute, Brawl) Thorny Pauldrons - Changed Inscriptions: (Endure, Fortress) (Blitz, Endure) Clowns Surprise Box - Changed Inscriptions: (Fuse, Mutant) (Fuse, Preparation) Assassin Dagger - Changed Inscriptions: (Sprint, Madness) (Weakness, Madness) Warriors Gloves - Changed Inscriptions: (Sprint, March) (Courage, Blitz) Thief Armor - Changed Inscriptions: (Madness, Chase) (Weakness, Chase) Ancient Incense Burner - Changed Inscriptions: (Swamp, Ruins) (Heart, Ruins) Giants Ax - Changed Inscriptions: (Mutant, Demolition) (Demolition, Preparation) Iron Shoes of Bitter Cold - Changed Inscriptions: (Alchemy, Blizzard) (Soar, Blizzard) Ceremonial Dagger - Changed Inscriptions: (Tactics, Mirage) (Tactics, Weakness) Ice Scale Spaulders - Changed Inscriptions: (Sprint, Blizzard) (Blitz, Blizzard) Manatech Circulator - Changed Inscriptions: (Manatech, Tactics) (Manatech, Mirage) Bone of Courage - Changed it so that Physical Attack damage would be amplified, not Basic Attack damage Ninja Mask - Changed Inscriptions: (Soar, Duel) (Blitz, Duel) Master Brawler - Changed Inscriptions: (Execute, Endure) (Brawl, Execute) Bone of Swiftness - Changed Inscriptions: (Madness, Execute) (Weakness, Execute) Heros Holy Sword - Changed Inscriptions: (Duel, Sprint) (Duel, Blitz) Hunters Wooden Longbow - Changed Inscriptions: (Chase, Mirage) (Chase, Weakness) Raven Monarchs Feather - Changed Inscriptions: (Ruins, Mutant) (Ruins, Preparation)
Inscriptions
Newly-Added Inscriptions
- Empire
- Attitude
- Adaptation
- Brawl
- Weakness
- Blitz
- Preparation
Adjustments for Existing Inscriptions
Madness - Changed max number of inscriptions: 6 7 - Changed effect for each level: (5/15/25/45/75/125) (5/10/15/30/55/90/150) Necromancy - Slightly reduced damage done by projectiles Sorcery - Changed max number of inscriptions: 6 7 - Changed effect for each level: (10/20/40/70/120/200) (10/15/25/50/90/160/240) Alchemy - Changed max number of inscriptions: 4 3 - Changed effect for each level: (5/20/40/70) (10/30/60) Soar - Changed max number of inscriptions: 6 5 - Changed effect for each level: (15/25/35/55/100/150) (15/25/35/70/120) Spring - Changed max number of inscriptions: 3 4 - Changed effect for each level: (5/10/20) (5/10/15/25) Mutant - Changed max number of inscriptions: 6 7 - Changed effect for each level: (10/25/35/50/70/90) (10/15/25/35/55/80/105) Endure - Changed max number of inscriptions: 6 7 - Changed effect for each level: (1/2/3/5/7/10) (1/2/3/4/6/9/15) Tactics - Changed max number of inscriptions: 6 7 - Changed effect for each level: (5/10/20/40/60/100) (5/10/20/30/45/75/120) March (Courage) - Changed Inscription Name: March Courage - Changed max number of inscriptions: 6 8 - Changed effect for each level: (3/6/15/25/45/90) (5/10/15/25/40/65/100/145)
Hello Everyone, Weve added high-quality and uncompressed WAV files to the soundtrack. We hope this is music to your ears! https://store.steampowered.com/app/1525720/Skul_The_Hero_Slayer_Soundtrack/ Fan Art Highlights Tijoe [previewyoutube=iHTPfLlorww;full][/previewyoutube] [quote=author] This art contest featured a massive amount of creative and high-quality fan art![/quote] Reg https://twitter.com/MeowReg/status/1358292140011343873 [quote=author] This artist has been doing a series of skulls and this is one of our favorites :)[/quote]
Hey everyone, Here are patch notes for our update: Release 1.0.3.
Bug Fixes
- Fixed an issue so that Elder Ent skulls [Tree Buddy] skill properly damages enemies with Magic Damage instead of Physical Damage.
- Fixed an issue so that Guardian Commander skulls [Shield Rush] skill properly damages enemies with Magic Damage instead of Physical Damage.
- Fixed an issue where the swap skill of the Werewolf skull would not grant frames of invincibility as intended.
- Fixed an issue so that the Blizzard synergy effect properly damages enemies with Magic Damage instead of Physical Damage.
- Fixed a bug where the Thief and Priest adventurers would disappear from the map when players entered the map but did not touch the ground as the Gargoyle skull.
- Fixed a bug of a VFX being repeatedly applied to the Rockstar skull.
- Fixed a bug where the charged basic attack of the Warlord skull would repeatedly damage nearby enemies.
- Fixed a bug where players could duplicate skulls during skull Awakenings.
- Fixed a bug where players could not normally Awaken their skulls when attempting to Awaken while charging, focusing attacks or skills.
- Fixed a bug of sound effects not playing after defeating the Chimera boss.
- Fixed a bug of not being able to use Quintessences when rapidly using and swapping two different Quintessences.
- Fixed a bug where players would be able to freeze the game by moving too far to the right of the exit after defeating the First Hero.
- Fixed a bug where the buff effects from consuming food items could be transferred over to a new game.
- Fixed a bug where shutting down the game right after deciding to make repairs to the Demon Castle would keep Dark Quartz from being spent.
- Fixed a bug so that starting a new game will properly reset the game to its original settings. (camera view, amount of bone fragments, camera shake effect, etc)
- Fixed a bug of the Leiana Sisters becoming stuck on map terrain.
- Fixed a bug of the Priest adventurer becoming completely invisible when stunning her at a certain time.
- Fixed an issue where players could knock enemies to unreachable areas in Chapter 4.
Text Changes
- Fixed a text issue regarding Eternal Werewolf skulls [Predation] skill cooltime.
- Fixed text issues where damage types would not be properly displayed in languages other than Korean:
- - Eternal Werewolf skull, [Beast Leap] skill
- - Water Skull (all variants), Passive wave attacks
- - Nightmare skull, Swap skill while riding hell bike
- - Neo Samurai skull, [Quick Slash] skill
- Fixed text issues that existed in German where the text did not match the actual in-game values:
- - Raven Monarch's Feather quintessence
- - Wraith quintessence
- - Ifrit quintessence
- - Hydra quintessence
- - Skeleton-Pike (all variants) skills, passive, swap skill
- - Hunter skull (all variants) skills, swap skill
- Fixes on spelling errors & grammatical changes
Game Changes
System
- Fixed issues so that all of the players current buffs will be shown as icons.
- Added a new VFX for the buff granted by the Iron Altar for better visibility. (the altar that grants players/enemies super-armor)
- Partial 21:9 screen resolution support enabled
Map
- Added an invisible ceiling to the First Heros 3rd phase fight map.
- Fixed a bug of Chapter 4 enemies being able to teleport around the map.
Skull
- Changed the Ent skull (all variants) so that its swap skill animation can be interrupted/canceled by dashing.
Enemy
- Fixed an issue so that players will be able to more stably stand on Yggdrasil branches.
Hello everyone!
Weve been receiving a lot of feedback from you guys after our official release, thank you so much for that & please keep them coming!
That being said, theres been a lot of bug reports and weve been trying our very best to fix them as quickly as possible. Please take a look at our patch notes to see if your bug has been fixed. There are still a lot of leftover bugs to be fixed and improvements that can be made, so were taking the time to talk about them here.
[Q&A on your reports/feedback]
Q. My game crashes on launch and/or my in-game graphics are tearing and breaking?
A. First, please make sure youve updated your graphic card to its latest version.
[AMD / ATI Driver Download]: https://www.amd.com/support
[NVIDIA Driver Download]: https://www.nvidia.co.kr/Download/index.aspx
If you have already updated your graphic card and are still experiencing this issue, please follow the steps below.
- For [OpenGL] or [DirectX 12] users: Input -force-glcore45 in the games Launch Option.
- For [DirectX 12] users: Input -force-d3d12 in the games Launch Option.
- For [Vulkan] users: Input -force-vulkan in the games Launch Option.
If you have taken all the steps above and are still experiencing issues, please contact us at: skul_support@neowiz.com. Please make sure to include your PC information such as your OS, graphic card info.
Q. Theres too many visual effects in the game so its difficult for me to dodge enemy attacks!
A. We think that this is an important issue. Were thinking of implementing an opacity option for visual effects for players that want more visual clarity.
Q. I cant see my HUD while playing the game on my Mac PC.
A. Were currently investigating a way to fix this issue. As for right now, heres a temporary solution that can fix the problem.
Please set the in-game resolution to any of the following resolutions:
1344x756 / 1440x810 / 1600x900 / 1024x575 / 1024x576 / 1280x720
Q. Are there going to be convenience options such as saving the game mid-play & an in-game encyclopedia?
A. Were currently developing an in-game save system so that you can save your progress even during your runs. Were also planning to create an in-game encyclopedia so that players can look at all the skulls, items, quintessence in the game!
Q. Theres a big gap in the usability of different skulls. Power-type skulls in general seem to be worse than other types of skulls.
A. Weve rolled out patch 1.0.2 and buffed physical items & quintessences recently. Well have to monitor the situation a bit more regarding this feedback. We promise that well do whatever it takes to fine-tune the balance of the game and make each and everyone of our skulls, items, quintessence fun & viable to play with.
Q. The default skull seems a bit boring. Theres nothing you can do with the default skull. Isnt there a way to make the default skull more fun?
A. We agree with this opinion. Well try to come up with a way to make the default skull more usable!
Q. Can we have a UI that shows how much my items & buffs are increasing my characters stats?
A. Were currently working on an interface that can tell users their characters stats. Its something thats going to take a while, but well make sure there are improvements regarding this issue. We thank you in advance for your patience on this.
Q. My controller isnt working.
A. Well have this fixed as soon as possible. Please send us an email at: skul_support@neowiz.com with your issue and the controller you are using. You can help us fix this problem quicker by making sure to include details.
Q. The game doesnt seem to be supporting 21:9 resolution anymore?
A. We added contents that dont support 21:9 for our official launch, so the resolution has been blocked temporarily. But dont worry, well develop the game to support 21:9 soon!
Q. I need more ways to restore my HP during runs. The healer adventurer is a pain to fight, please nerf her.
A. Were listening to all of your feedback, they have been very helpful for us thus far. With your feedback, well try to make the correct decisions to improve the game. Please continue to tell us your opinions about the game and help us make it even better & more fun to play!
Hello Everyone! Here are the Patch Notes for Release 1.0.2. Weve received a lot of bug reports from everyone and that has been a huge help. Well do our best to fix the issues as soon as we can! That being said, we have seen some people pose as us on some online forums and spread fake stories or untrue information. So please keep in mind that all of our official announcements will only be done on Steam!
Bugs Fixed
- Fixed an issue where the gauge meter for Alchemist skull, Bomber skull would not increase if the player skipped over the story cinematics.
- Fixed an issue where players would not receive the full amount of Bones when leaving the map right after salvaging Skulls.
- Fixed a bug where Grim Reaper skulls [Death by Fire] skill would not properly hit boss enemies suspended in the air such as Yggdrasil and St. Joan II.
- Fixed an issue so that Sniper skulls [Multi-Shot] skill used after concentration correctly deals Physical damage instead of Magic damage.
- Fixed an issue so that Warlord skulls [Rising Slash] skill used after concentration correctly deals Physical damage instead of Magic damage.
- Fixed a bug where Pikeman Captain skulls dash attacks would randomly be negated when the skulls gauge is full.
- Fixed an issue where the animation for Skeleton-Shield, Shield Bearer, Guardian, Guardian Commander skulls [Shield Charge] skill would appear inverted. (left-right)
- Fixed a bug where some text in the story cutscene would appear repeatedly.
- Fixed a bug where the HUD would not appear if the player restart the game via options before the ending credit scene after finishing the game.
- Fixed an issue where the FX for Carleon Recruit skulls [Comrade System - Recruit], [Comrade System - Archer], [Comrade System - Armored Soldier] would appear inverted (up-down)
- Fixed problem where the Chapter 3 Adventurers Attack Power was abnormally high.
- Fixed a bug where the focus would not move in the games UI.
- Fixed an issue where using the Unstable Quintessence would mark the player character with a Duel mark.
- Fixed a bug where the player would sink beneath the floor in the boss map of Chapter 3.
- Fixed the hitbox of the homing light tower attack of boss St. Joan IIs first phase.
- Fixed the hitbox of the dashing slash attack of boss First Heros first phase.
- Fixed a bug where the homing projectile attacks of boss First Heros first phase would hit the player more times than intended.
- Fixed the hitbox of the dashing slash attack of boss First Heros second phase.
- Fixed the hitbox of the giant light beam attack of boss First Heros second phase.
- Fixed the text for the debuffs in Chapter 4. (ex: Increases damage received by 110% Increases damage received by 10%)
- Fixed a bug where players could not play the game if their save file data has been corrupted/damaged.
- Fixed the Adventurers Defeated count so that it now properly displays the actual number of adventurers the player defeated.
Text Corrections
- Fixed problem where the Korean text explaining the Gamblers swap effect wasnt displayed correctly
- Fixed problem where the Roll Type was mistakenly still appearing in the Korean text for the Skeleton Bomber and the Demolitions Expert.
- Fixed issue where some of the figures for Physical Attack, Magic Attack, Damage Taken, etc. were displaying the Early Access versions numbers for German.
- Fixed bug where some of the key images for German text wasnt displayed properly
- Fixed bug where Tackle was mistakenly shown in the description for Skeleton-Shield for German
- Fixed problem where the Roll Type was still mistakenly being displayed in some skull descriptions for German.
- Fixed problem where the Roll Type was still mistakenly being displayed for the Outlaw for Portuguese and Spanish.
- Fixed problem where the damage type for the Aqua Skull and Poseidon was wrong for Japanese and Chinese (Simplified and Traditional)
Changes Made
Maps
- Weve either removed or adjusted the location of the bounce pads from every map.
- Removed cutscene-like camera movement on certain maps
- Reduced difficulty of Chapter 3 maps with guillotines by adjusting the map layouts and guillotine movements
- Adjusted amount of damage that the breakable floors can take in some Chapter 4 maps.
- Removed a door from Chapter 5 that closed.
Level Design
- Increased drop rate of health orbs when clearing enemies in Chapters 2, 3 and 4.
- Increased amount of gold that drops from piles of gold after clearing a map
- Reduced amount of gold it takes to get a blessing from the Magnifico Temple Priest NPC
- Reduced amount of gold it takes to request help from the Little Gust or Lions Sword NPCs
- Reduced the price of items being sold in the Black Market
- Reduced amount of gold it takes to request a restock of items
- Reduced chances of the Headless and Quintessence Seller appearing in the Black Market in Chapter 3
Enemies
- Reduced amount of damage it takes to break every Adventurers concentration when attempting to use a special skill
- Increased Attack Power of basic enemies in Chapter 4
- Decreased the amount of stacks needed to activate the incoming damage increase debuff in Chapter 4 from 5 3.
- Reduced HP of Yggdrasil
- Increased Attack Power of St. Joan II
- Increased HP of St. Joan IIs 1st Phase
- Decreased HP of St. Joan IIs 2nd Phase
- Decreased time between attack patterns for St. Joan IIs 2nd Phase
- Increased difficulty of First Hero battle
- - Increased HP for all 3 phases
- - Increased damage dealt by some attacks in the 1st and 2nd Phase
- - Reduced time between attacks in the 1st Phase
- - The First Hero is now invincible when using the attack in the 1st Phase that covers the whole screen
- - Added a bit of delay in between the First Heros teleports and slashes
- - Adjusted Attack Patterns in the 2nd Phase
- - Increased the amount of times the First Hero becomes vulnerable, but reduced the time he is in that state in the First Heros 2nd phase.
- - Changed the First Heros 2nd phase attack pattern so that his second consecutive slashes dont track the player anymore.
Items, Quintessence and Inscriptions
- Increased effectiveness of Physical Attack-related Items, Quintessence and Inscriptions
- Increased amount Physical Attack is increased by Standard-issue Carleon Sword: 20% 25%
- Increased amount Physical Attack is increased by Execution Axe: 35% 40%
- Increased amount Physical Attack is increased by Thorny Boots: 20% 25%
- Increased amount Physical Attack is increased by Brawlers Knuckle: 20% 25%
- Increased amount Physical Attack is increased by Emergency Bomb: 20% 25%
- Increased amount Physical Attack is increased by Giants Ax: 30% 35%
- Increased amount of time Rear Blast lasts: 2 secs 3 secs
- Increased amount Physical Attack is increased while Rear Blast is in effect: 70% 80%
- Increased amount Physical Attack is increased while Heros Holy Sword is in effect: 90% 100%
- Increased amount Physical Attack is increased by the Cobalt Quintessence: 20% 25%
- Increased amount Physical Attack is increased by the Centauros Quintessence: 30% 40%
- Increased amount Physical Attack is increased by the Orc Quintessence: 30% 40%
- Increased amount Physical Attack is increased by the Weapon Master Quintessence: 45% 55%
- Increased amount Physical Attack is increased by the Shadow Knights Quintessence: 65% 80%
- Increased the amount each stack of the March Inscription amplifies Physical Attacks: (3/5/10/25/35/75% 3/6/15/25/45/90%)
- Changed the Warriors Pauldrons so that the shield is based on the point of attack, not the attacker
- Increased cooldown time of the Cyclops Quintessence: 20 secs 30 secs
Misc.
- Changed it so that you can interact with the fountain in Chapter 4 even if you havent stacked any Curses
- Increased the HP of all attack dummies.
- Changed it so that you cant get the Skeleton-Bomber from the Headless if you only have one skull at the time.
Hello Everyone! Here is an update regarding Release 1.0.1. Besides everything in these patch notes, were also currently reviewing other bug reports and hope to get them fixed soon as well!
Bug Fixes
- Fixed problem where the Glacial Skull would sometimes disappear if you used [Ice Field] and swapped skulls at the same time.
- Fixed issue where the character would sometimes spawn in a weird place when moving from Chapter 4 to 5.
- Fixed bug where sounds effects from some items, Quintessence and Inscriptions could be heard during cutscenes and the ending credits.
- Fixed bug where the Priestess Adventurer would sometimes freeze if the last one left.
- Fixed bug where the actual hitbox of the cleric in the Chapter 4 Boss Johannas summon didnt match the visuals.
- Fixed problem where the Gamblers Swap Skill [Slot Machine] would mistakenly show up below the character.
- Fixed issue where the Alchemist, Grand Alchemist and Dark Alchemists Basic Attack Speed was being increased by the Cooldown Speed.
- Fixed bug where after using the Shadow Knights Quintessence the shield didnt last as long as the text displayed.
- Fixed some text that was displayed wrong in English and Simplified Chinese.
Skull Changes
- Changed Gamblers Joker Card damage type from Physical Magic
- Changed Gamblers [Blackjack] Joker Card damage type from Physical Magic
- Changed Rockstars [Amp] damage type from Physical Magic
Winners of the Launch Promotion Event
- Miaobiao
- Kak Seto Kaiba
- tgaw34
[previewyoutube=-V7rluQohmY;full][/previewyoutube]
Hello Everyone!
The time has come We have finally graduated from Early Access and are releasing the 1.0 version of Skul: The Hero Slayer!
Its been just under a year since we started this journey with you and it has truly been a life-changing experience for us. We cant thank you enough for taking a chance on our game and joining us on this thrilling ride.
But now without further ado, here are some of the things you can expect to see in the 1.0 version!
*Also please note that the game will be 20% off at launch, so dont miss your chance to get a good deal :)
Major Changes/Additions
New Chapters Added
- Weve added Chapter 4 (The Ramparts of Fate) and Chapter 5 (The Sacred Grounds).
The Story Comes Full-Circle
- Skuls whole backstory is finally revealed
Upgraded Skulls
- The new NPC called Arachne will help each skull reach its full potential. - You can collect bone fragments by destroying skulls you dont want to pick up and use them to power-up the skulls that you do.
Captured Demon Brethren
- Youll be able to meet many more of your Demon brethren that have been captured by the Carleon Army. - And for those that you rescue, theyll pay you back in kind.
Captured Demon Castle Leaders
- Youll be able to meet several captured Demon Council Officials in Chapters 3 & 4. - And if rescued, from then on out they will help you in the Demon Castle before you start each run.
New Maps, Traps and Devices
- Were adding a bunch of new maps for each chapter. - The Carleon Empire has installed a dangerous array of new traps and devices to bolster their defenses.
Various New NPCs
- Youll find new NPCs in various places and theyll support you with items, buffs and the like. - But of course, that support sometimes wont come cheaply.
Revamped Skills for Existing Skulls
- We took a close look at each skulls abilities and fun-factor and made the proper adjustments for the 1.0 version.
Improved Enemies & Bosses
- We also reviewed every enemy and boss to make them just right for the full release.
New Settings Menu
- We added several new features to the settings menu for even more customization.
Bug Fixes
- We fixed the majority of bugs that were discovered during the Early Access period.
Digital Soundtrack
- You will finally be able to get your hands on the wonderful OST for Skul. Thank you all once again for supporting us and providing us with invaluable feedback this whole time. This 1.0 release isnt the ending, but merely a checkpoint in the process. We plan to add a lot more content to the game before all is said and done. This new version should be even more fun to play than before and we hope to continue on this path for the future with a lot of the exciting things we have planned. So please enjoy the 1.0 version! Well also share our development plans in the near future, so stay on the lookout for that. Thank you! Fan Art Highlights By: Manda-of-the-6
[quote=author]This is just too perfect :)[/quote] By:
[quote=author]Now THAT is the face of death.[/quote]
Hello Everyone! Its almost time for us to release the 1.0 version of Skul: The Hero Slayer!!! Were currently putting the finishing touches on the 1.0 build in preparation for launch, but we know that youre probably very curious about the exact schedule. So please see below for some key details.
Official Launch Schedule
Please refer to the exact times for each time zone below.
- PST : 1/20 4:00PM
- CET : 1/21 1:00AM
- KST : 1/21 9:00AM
20% Off Launch Discount
Skul will be available at 20% off for a period of 2 weeks after launch. So dont miss your chance to get it now!
Media Reviews & Influencer Content
The review/content embargo will lift a day before launch, so you can expect to see a lot of videos be released and streams go live by a wide range of channels and media outlets around that time. This is a pretty common practice and we did this to ensure that we reach as many people as possible and really get the word out about Skuls launch beforehand. For those of you that have supported us since Early Access, we ask that you wait just one more day to dive into the new content and hope you can understand why we did it this way.We promise that the wait will have been worth it! Wed also like to re-emphasize that this isnt the end, but only just the beginning. We have a lot more content planned for 2021 alone and cant wait to reveal more details about that later on. Thank you again. Skuls Team
Hello Everyone!
As we previously announced, the full version of Skul: The Hero Slayer will officially be launched on January 21st, 2021.
And to commemorate this special occasion, weve decided to run a giveaway to promote it! Please join us and recommend Skul to your friends!
[How to Participate]
1. Copy the link below (our 4th Dev Blog)
https://store.steampowered.com/news/app/1147560/view/3952437255364381462
2. Share the link on social media websites, game communities or any other online platforms and add a comment like Skul Official Launch Date: January 21st.
3. Leave a comment on this post with the words [Giveaway Participation] and the link of your post included.
[Deadline & Prize]
1. Deadline: January 19th (Korea Standard Time)
2. Giveaway Prize: 6 random participants will be rewarded with a $20 Steam Digital Giftcard via Steam friend invites.
3. Announcement of Winners: Winners will be announced on January 22nd in a Steam Community Post.
Thanks for participating!
Hello Everyone,
Its been a crazy year to say the least, but wed like to take this opportunity to reflect on all the changes that have been made to Skul in the past year and highlight some of our favorite moments. It goes without saying that the best thing to happen to us this year is this community and its still sometimes hard to believe that so many people have decided to give Skul a shot. We couldnt be more thankful for this and cant wait to introduce our game to even more people going forward.
But without further ado, heres a quick recap of 2020 for Skul.
How We Got Here
February
Starting Early Access
"The hardest journeys always begin with a leap of faith!" - quote from The Skull Will Conquer
March
The 1st Round of New Skulls
Skeleton-Bomber: We knew this skull was gonna be a hit. I mean...who doesnt love to blow things up?
Skeleton-Shield: Nothing more satisfying than shoving some soldiers onto the spikes.
Carleon Recruit: The rookie aint too shabby.
April
The 2nd Round of New Skulls
Archlich: When it comes to style points, no skull can match the Archlich.
Aqua: When overwatering is a good thing.
Sneak: A thief that throws money? If it works, it works.
May
The 3rd Round of New Skulls
Living Armor: Raging on em.
Alchemist: Good things come in small packages.
Ent: Fist of Fury. Bruce Lee would be proud.
June
The Dead Cells Crossover
WePlay 2019 in Shanghai last December. Was this an omen of what was to come?
This was an absolute blast to do with Motion Twin. Who should we do the next collab with?
Skul's Marked Improvement
We've all been there, but Chapter 1 was a struggle back in the day.
Now even the Chimera is no match for Skul.
July
Community Contest
We were absolutely blown away by the level of participation and quality of the submissions we received for this contest. Its something that we cant wait to do again soon!
This wasnt even submitted for the contest, but its too darn good not to showcase it once more :)
The 4th Round of New Skulls
Archmage: The asteroids might be a little overkill, but were not complaining.
Rockstar: The power of Rock n Roll exemplified.
Ghoul: The Ghouls bag of tricks is as big as its appetite. ** And must we never forget the most entertaining bug of the year, a.k.a. the Ever-growing Ghoul. [previewyoutube=Fl8Xo4vh8fg;full][/previewyoutube]
August
The Inscription System
Adding this system was a huge undertaking, but were glad that we did it because it adds a lot more depth to the game. We hope you have enjoyed it as well.
The Gamescom Awesome Indies Showcase
Showing Skul to such a large audience on a stage like that alongside other amazing indie games was a dream come true for our team. [previewyoutube=0XWcPB6kxnk;full][/previewyoutube]
September
Dev Blog #0
The first major reveal of the skull upgrade system.
Dev Blog #1
A more in-depth look at whats waiting for you in Chapter 4.
October
Dev Blog #2
A sneak peek at the Adventurers slick new moves.
November
Dev Blog #3
The mysterious Arachne and a breakdown of the Ninja Master!
December
The launch date for the 1.0 version of Skul has been set for January 21st! Were almost there! We promise the wait will be worth it :)
What's Coming Next
January
Trading Cards
We'll be adding 34 trading cards at launch, but here's a couple to give you an idea of what they'll look like.
Badges
We have 6 different badges coming your way as well.
Steam Achievements
The 1.0 patch will also bring with it the much-anticipated Steam Achievements! Around 50 or so will be ready to be claimed at launch, but who will do them all first?
Language Support
We're also extremely excited to announce that we'll be adding the following languages to Skul. - French - Chinese (Traditional) - Russian - Spanish - Portuguese - Polish
And last, but certainly not least... another couple upgraded skull teasers.
You can't hit what you can't see.
They never saw it coming...
'Beast Mode' Activated See you next year. SouthPAW Games
Hello everyone,
Well just get straight to the point.
Were planning to release the 1.0 version of Skul: The Hero Slayer on January 21st.
This is sure to come as a surprise and major disappointment since we had long-planned to launch this month, but it was absolutely not a decision that we took lightly. As well explain below, we felt that this was our only option and ultimately what is best for both Skul and this community.
First of all, wed like to sincerely apologize for not being able to follow through on our promise to release the update this year. We gave it our best effort, but ultimately fell short of our goals and it is killing us not being able to share what weve been working on with you before the holiday season. Simply put, we underestimated the amount of time it would take to fully implement and test all of the changes and additions that weve made to the game. As we referenced in earlier posts the 1.0 patch will be pretty massive, so it was hard to accurately predict our development timeline.
That being said, youre probably wondering what well be doing until launch. With the addition of the final two chapters, several cutscenes and a ton of new skull upgrades, well be focusing on further polishing everything and balancing the game as much as possible. We only get one shot at launching the 1.0 version, so we want to do everything in our power to make sure that it goes off without a hitch and that we deliver the best version of Skul that we can. Because at the end of the day, you deserve nothing less than our best and we expect that of ourselves as well.
Wed also like to thank you all once again for supporting and sticking with us through this extended gap between updates. It means the world to us and we couldnt be more grateful to have you by our side.
This truly has been the ride of a lifetime for us and were just getting started
- SouthPAW Games
Hello Skul Squad!
This Development Blog will introduce one of the coolest things about the upcoming 1.0 Version of Skul: The Hero Slayer, the upgraded skulls!
As you already know, Skul can swap his skull to take on the form of one of his fallen demon brethren and make use of their special powers.
But due to his inexperience he wasnt able to take full advantage of their abilities.
However a spider demon called Arachne is looking to help each skull reach its full potential.
Nobody knows why she has agreed to help, but her eight legs are imbued with magic silk that can breathe new life into skulls and transform them in magical and interesting ways.
"Its a pity how those skulls ended up in the hands of a weakling skeleton such as yourself. Theres so much untapped power within those skulls..."
[previewyoutube=gYOPovD3_Rw;full][/previewyoutube]
That video gave a quick overview of our thought process regarding the skull upgrade system.
We also think that every single aspect of our game deserves our fullest attention, so we did a lot of research to make sure that each upgraded skull stayed true to the original but also was a ton of fun to play.
This allowed us to succeed in transforming the playstyle and visuals for each skull through the upgrade system.
Just like in the video, you can see that the Skeleton-Spear can be upgraded from its base Common form and amplify its special ability to charge forward.
You may then be wondering, how about Unique grade skulls that are already quite extraordinary? How will the upgrade system affect them?
Lets take the Ninja for example. The nimble Ninja is the only skull that can triple jump or dash which makes it an aerial combat artist of sorts.
But when upgraded to the Ninja Master, it becomes more agile than any other skull in the air which gives it a big advantage when going against the Adventurers.
We actually removed the Ninjas ability to triple jump.
Instead the Ninja Master will have a new ability called Substitution Jutsu.
When using this ability while jumping, an exploding log is summoned and the Ninja teleports in mid-air.
Rather than just simply working on the triple jump, we thought it would add a more strategic layer to the fights overall if done this way.
The Ninja Master can zip around in any direction you want, but only once in a row for each.
Not only does this significantly boost the Ninjas mobility, but it allows for some pretty sweet combos that can deal more damage in short spurts.
But we dont think that this makes the Ninja Master an Aerial Attack Ace so to speak ;)
Just like the base Ninja skull, the Ninja Master can have a maximum of two skills. But heres where it gets interesting. its arsenal of skills changes when its in the air!
The Ninjas swap skill has also changed from Phantom Drive to Fire Style: Fire Breath Jutsu.
When swapping with the Ninja Master on the ground, it breathes out fire and finishes it off with several explosions to make it even spicier.
If swapping in the air, it uses the Water Style: Sludge Bomb Jutsu skill and launches poison-laced projectiles towards enemies on the ground.
Flash Slash is a skill focused on mobility and charging forward.
The Ninja Master takes it up a notch though by being able to change direction up to 3 times when using the skill.
If used while in mid-air, the Ninja Master teleports behind the closest enemy and absolutely slices them to shreds with a lightning-fast combo.
The Numerous Blades skill is all about throwing good old fashioned shurikens, but it can leave the Ninja open to attacks from the back and long-range.
The Ninja Master is able to overcome these weaknesses though.
If used while in mid-air, the Ninja Master throws 3 exploding knives. This skill can also be charged several times and if the cooldown time is managed well the amount of damage dealt can be maximized.
The Phantom Drive skill is all about dealing heavy multi-hit attacks along with your clone. However just like Numerous Blades it leaves you vulnerable to attacks from behind and ranged attacks.
The Ninja Master can attack multiple enemies within a set range by summoning several clones of itself.
And if done in the air, it summons 8 of itself and can hit enemies in a large radius.
The Wheel Shuriken skill sends out huge shurikens that penetrate enemies and is great for dealing with mobs.
But the Ninja Masters shurikens are even bigger and can pull nearby enemies closer to it.
If used in the air, 3 wheel shurikens are summoned that revolve around the affected area.
The Ninja Master is difficult to control and if a mistake is made, it can result in getting swarmed by enemies and not being able to use a skill when you want to.
However once you get the hang of it, youll truly become an aerial combat force to be reckoned with.
Like we said previously, were doing our best to make sure each new upgraded skull is fun to play but stays true to its original/base form as well.
That being said, we do have another good piece of news to share with you.
Skul: The Hero Slayer was selected as the Best Overseas Game at the IndiePlay 2020 Expo and also the Top Indie Game for Korean Games 2020.
It really means the world to us to see how many people enjoy playing our game and these awards are just the icing on the cake.
[quote=author] Also, you may have seen that the Steam Awards is currently taking place. Wed really appreciate it if you could vote for us as the Sit Back and Relax Award ;)https://store.steampowered.com/steamawards/nominations/76561199006886376?k=11209032490807525876 [/quote]
[previewyoutube=kJAww7NSpz4;full][/previewyoutube]
Well keep doing our best to create the best game that we possibly can.
Thank you!
Hello Everyone!
The day youve been waiting for is almost here...
Were getting closer and closer to finishing the Early Access period and releasing the full version of Skul: The Hero Slayer! The last couple of weeks weve been putting in long hours to make sure its a smooth transition that meets your expectations. And we know youre ready, but the wait will be worth it!
That being said, wed like to give you another quick sneak peek of what youll see/experience in the full version.
And what better way to start off than discussing some never-before-seen Demon comrades!
The Carleon Empire has been indiscriminately kidnapping countless Demons to serve their dastardly purposes.
Even now many of Skuls Demon brethren are crying out in pain while trapped and on their way to the Black Lab in Carleon Castle.
We hope youll lend them a helping hand if you happen to come across them.
If youre able to free them from their captors, theyll be sure to pay you back for your good deeds.
Their rewards could prove to be decisive in helping Skul to attack Carleon Castle and ultimately save the Demon King.
But like you would expect, there is someone standing in your way...
Skuls rival is dead-set on taking Skul down and has really stepped up his game.
The other Adventurers have also leveled up and grown a lot stronger since you last saw them.
But they arent the only ones. Skul has also gotten much more powerful through the experience of countless deaths.
We personally cant wait to see how the supercharged battles unfold and if you can overcome the upgraded enemies.
That does it for this Development Blog! See you again soon!
Hello Skul Squad!
This is our first official Development Blog. Well be uploading these periodically leading up to our full launch later this year to keep you in the loop.
Do you remember us briefly mentioning the Ramparts of Fate at Gamescom a while back?
Well this Dev Blog will shed some more light on what makes the new content so special.
Carleon is a religious state that follows Leonism in service of the Goddess Leonia.
With the empire crumbling, the struggling citizens have turned to Leonism in hope of a better life. However this has made the religious order all the more powerful in the process and given it the opportunity to wipe out the Demon race and brainwash their followers into becoming zealots who are unafraid of death.
The Leonist zealots are quick on their feet and menacing when in a group.
But their speed is not the only thing that makes them tough to deal with.
If they take a deadly hit and think that they cant overcome Skul, theyll sacrifice their own lives. And what results from that can only be described as the embodiment of devotion itself. Which is also very dangerous in this case...
The Religious Order of Leonia can wield the power of light, which is deadly to the undead Skul.
If one of the zealots hit you with a special attack, the Light from Leonia will slowly break Skul down and permanently increase the damage it takes.
If Skul gets too weakened by the light, it might only take one attack to get blown to smithereens.
On your way to the top of the castle, you will come across some Leonist fountains.
You may have no idea what their true purpose is, but you can use them to eradicate the light from Skul.
In the Religious Order of Leonia there exists an independent group of knights with a separate chain of command. The Knights of the Holy Order are imposing figures with an unwavering belief in Leonism and the Archbishop. So theyll do anything to eliminate their enemies.
The Knights of the Holy Order are on a different level than the Carleon Imperial Soldiers and will apply pressure to Skul in ways that they cant. The Knights also hold the power of light just like the Leonist zealots.
The Knights wield massive shields and swords that they can easily use to control Skuls movements and attack in rapid succession.
Currently, were mainly focusing on adjusting the balancing and visual effects of everything.
Well make sure that the new chapter will really test your mettle and push you to challenge yourself to complete it.
Thats it for this edition of the Dev Blog. See you again soon!
We unfortunately have had to roll back this update since new players started to experience the 'infinite loading bug' at the start-up screen. If for some reason you're still having trouble playing the game, please try following the steps below. A. Delete the registry: Use 'regedit' to delete the data at HKEY_CURRENT_USER\Software\Southpaw Games B. Delete the local data: %userprofile%\AppData\LocalLow\Southpaw Games **Start Windows and input the following route to delete all the data in that folder. ----------------------------------------------------------------------------------------------------------- Hey Skul Squad! This patch should take care of some bugs that were reported in our Steam Community, Discord and by email. The main details are listed below.
Bug Fixes
- We bolstered the save data to make it more stable.
- Fixed an issue where the game would sometimes become unplayable after talking with an NPC.
- Fixed problem where the enemies or player would sometimes go off the map.
- Fixed bug where gold wasnt acquired after destroying an item received after defeating an Adventurer.
Hello Everyone! This patch is to adjust the balancing and fix some bugs related to the recently added Inscription System. All of the changes are based on your generous feedback. Please see below for more details.
System
- You now only need to press the key to throw away an item for 1 second instead of 1.5 seconds.
- Changed input key to throw away items while in the scroll from D to F.
- Changed input key to alter skill order in the scroll from D to F.
- Changed input key to see the list of acquired inscriptions in the scroll from F to D.
- Changed input key to change items in the Item Swap Window from D to F.
- Fixed bug where you could acquire gold by not picking up an item dropped by the Adventurers and proceeding to the next map.
- Fixed issue where the Ghoul in an enlarged state would sometimes go outside of the terrain when moving to certain maps.
Inscriptions
General
- Fixed issue where for some Inscription Effects the item didnt register attacks properly.
- Increased attack damage of the Spirit King Oberon.
- Reduced cooltime of every pattern for Spirit King Oberon.
- Reduced damage but increased number of exploding orbs emitted by Spirit King Oberon.
- Fixed issue where Spirit King Oberons explosion attack pattern was registering as a physical attack.
- Reduced distance with enemies to get the full effects of the Inscription.
- Fixed it so that the explosion visual effect wont block view of the player.
- Fixed problem with the explosion visual effect blocking the screen.
- Fixed problem with the lightning visual effect blocking the screen.
- Reduced the cooltime reduction based on the movement distance.
- Slightly reduced the size of the projectiles.
- Reduced effects based on the number of this inscription type in possession from (25/55/95/160/240/360) to (25/40/60/85/115/150).
- Demolish
- Reduced cooltime from 10 to 8 seconds for effects happening to the same enemy.
- Reduced effects based on the number of this inscription type in possession from (15/35/70/150/300) to (10/20/40/85/170).
- Fixed problem where the Inscription Effect was mistakenly being invoked by basic attacks, not physical attacks.
- Added sound effects for when the Inscription is invoked.
Items
Raven Monarch Feather
- Changed inscriptions from (Mutant, Tactics) to (Mutant, Ruins).
- Fixed problem where the attack range increase wasnt registering correctly based on the number of Balance Skulls in possession.
- Fixed issue with the visual effect blocking the screen.
- Reduced size of damage taken effect from projectiles.
Enemies
Normal Enemy
- Fixed it so that the visual effect created by the Alchemist summoning a Golem in Chapter 3 doesnt block the view of enemies anymore.
- Adventurer
- Reduced the amount of damage it takes to interrupt an Adventurer in Chapter 3 from using their special skill.
- Fixed problem where the Chapter 2 Boss HP didnt increase with Update 2.2.0 and was abnormally low when compared to other enemies.
[quote=author]Is that little lollipop really worth facing the Witchs wrath?[/quote] SPray : https://steamcommunity.com/sharedfiles/filedetails/?id=2174155160
[previewyoutube=0XWcPB6kxnk;full][/previewyoutube] Hello Everyone! Having fun playing Skul? Wed like to thank you once again for all of your support so far. We truly wouldnt be where we are today without it and definitely wouldnt have seen this much success during the Early Access period (which has us over the moon by the way). It also goes without saying that the feedback youve provided has been instrumental in our development of the game and is invaluable to us. The bug reports have been very helpful too and will set us up to deliver the best quality and stable game that we are capable of. With that being said, weve been working tirelessly behind the scenes and think well be ready to leave Early Access by December. However since were so focused on achieving that, the Early Access updates have become less frequent and for that we apologize. We hope that you can understand where were coming from on this. But without further ado Please look below for a detailed breakdown of what we have planned for the future of Skul!
Skul Full Version (1.0)
The full-version of Skul will finally bring about the end of the struggle between Skul and the Carleon Empire. The next chapter will also feature a formidable new boss, so we have several pieces of content planned to power Skul up and help level the playing field.
Skull Class Upgrade System
Love playing with one skull but wish it were a higher grade? Or get a skull that youre not thrilled about using? Through the skull class upgrade system, youll be able to strengthen their passive abilities and skills to make them pack more of a punch. Although doing so will require the use of a new resource called Bones which can be broken down to use in said upgrades.
New Chapter 'Ramparts of Fate'
Best the Leonists blocking your path and head to the very top of the Carleon Castle to finally free the Demon King.
Final Chapter
Face off against the formidable last enemy standing in the way of Skul saving the captured Demon King. Win the battle to put an end to the tragic war and deliver peace to the Demon race.
Adventurer Reformation
Skul isnt the only one getting stronger and stronger. The Adventurers also have some new tricks up their sleeves that are sure to kick battles against them into high gear.
New Allies
Some of your Demon brethren are still being held captive, so go free them and join forces to take down the Carleon Empire.
Updates Planned for After Early Access
Were not even close to being finished adding stuff to the game and will continue on the path of making this game by your side and with your support.
Periodic Updates Planned for Post-EA Period
We set several goals for each half of 2021, but will also be periodically updating contents like those listed below.
- Adding skulls, items & quintessence
- Adding meals
- Adding new maps
- Developments and updates based on your feedback
Goals for 1st Half of 2021
Add New NPC to the Black Market, the Grave Robber - The Grave Robber will accept Dark Quartz as payment for new skulls, items and Quintessence. Reform Quintessence System - This reformation will adjust the standard effects of Quintessence and provide new ones for you to experience. Reform Cooking System - Food will be improved and dish out (pun intended) more interesting and fun effects.
Goals for 2nd Half of 2021
Add a New Game Mode - Well be offering a higher-difficulty mode for gamers that want a stiffer challenge. Reform Witchs Trait System -The traits will have much more character and really breath new life into the system itself. We plan on continuing to develop the game even after this point and hope to provide new game modes, chapters and contents to make Skul bigger and better.
Full-Version Price & Call for Support
Like we previously mentioned when starting Early Access in February, we plan on raising the price of Skul for the full-version release. As such, were planning to sell it for $19.99 from that point on. Luckily Skul is still being sold at the discounted EA price, so if youre going to buy it this is the time to do it! Also, we would really appreciate it if you could support us in some of the following ways. [olist]
Development Diary: The Path Out of Early Access
For the rest of the Early Access period we plan on making one to two entries a month in our Development Diary to keep you in the loop about the latest developments. We also hope that you can provide as much feedback as possible during that time. Thank you again for all your support!! Fan art Highlights
Sunwoomin : https://steamcommunity.com/sharedfiles/filedetails/?id=2177861503
Skul Squad! This patch features the long-awaited Inscription System! Each item will have two inscriptions, and the more of the same type that you collect, the more powerful they become. This update also brings with it several quality-of-life improvements to the games UI and features as well as balancing adjustments. We also have some exciting news regarding Gamescom and the Awesome Indie Showcase. Well be providing a sneak peek of some of the contents we have planned for the full version of Skul! Make sure to tune in at the link below to see it revealed live on air. https://www.youtube.com/watch?v=3JdqCSysZSo @ 8/29 5PM (UTC) Please see below for a breakdown of this updates contents.
System
New System: Inscriptions
- Every item will have two inherent inscriptions. - Each inscription provides a beneficial effect that can be amplified by collecting more of the same type. [quote=author]Developer Comment: We hope that this system will allow you to mold your character however you see fit. This should really emphasize the uniqueness of each item and make them shine.[/quote]
New Feature: Restock
- For a fixed price, you can now request that the Collector restocks its items. Different items for sale will then appear at random.
UI Improvements
- Changed it so that items can now be destroyed by holding down the button. - You can now destroy items without acquiring them first. \
- When already at max item capacity, you can now utilize a new UI to compare and exchange items when picking up another one.
Misc.
- Reduced the increase in dash distance caused by an increase in movement speed. - Slightly bumped up the increase in dash distance for tackle-type dashes when you have an increase in movement speed. - The damage dealt by all status effects is now fixed. - Changed it so that skills which can be used repeatedly during a set period of time will invoke when skill used effects only once, not each time the skill is used. - Increased the shield capacity gained from destroying a steel altar from 20 to 30. [quote=author]Developer Comment: Honestly speaking, this bug was a ton of fun. Especially for the Predator ;) However it needed to be fixed in order not to take away from other unique skulls and items.[/quote]
Items
Grudge Stone - Increased radius of explosion. Thief Armor - Reduced damage of shurikens that shoot out after a critical strike. Dark Priest Robe - Reduced cooltime of barrier from 90 to 60 seconds. Rear Blast - Reduced duration of effect from 3 to 2 seconds and physical attack increase from 100 to 80%. Fire Spirit Salamander/Water Spirit Undine/Earth Spirit Gnome/Wind Spirit Sylphid/Dark Spirit Shade - Even if a Spirits cooltime is over, it will not attack or waste its chance to attack if no enemies are in range.
[quote=author]Developer Comment: Spirits should be much more efficient than before.[/quote]
Quintessence
Cyclops - Increased the shields capacity from 20 to 30.
Enemies
- Increased the HP of all enemies (especially for enemies in the later chapters) Fan art Highlights
[quote=author]Not sure how we feel about this, but it looks cool, right? ;)[/quote] TheGuyWhoSaidLol : https://steamcommunity.com/sharedfiles/filedetails/?id=2207257735 Streamer of the Week Beelz https://www.youtube.com/watch?v=6wk44ek3h0A
Hello Everyone, The next update will bring with it the long-awaited Inscription System. It was previously called the Synergy Effect System in the Development Roadmap, but its been given a more fitting name after making some revisions to it. Were also planning on releasing it this month if all goes well.
What is the Inscription System?
Every item will have two inscriptions. And the more inscriptions you have of the same type, the stronger of an effect theyll have.
Just take a look at the mind-blowing power being exhibited below.
Simply put, the inscriptions will enhance the special characteristics of each item you have and let you develop your skull however you see fit. Currently were in the final stages of this systems development which consists of adjusting balancing and fixing bugs. Were doing our best to get it out asap. Thanks again for all the support! P.S. Weve been paying close attention to all the fan art being posted recently and were blown away by two in particular. We thought everyone should see them, so we made a point of adding them to this post. Fan art Highlights
[quote=author]These skulls look so alive we cant even call them undead anymore.[/quote] DarkSlayer : https://steamuserimages-a.akamaihd.net/ugc/1484452135855954677/B4AA88742226542D2AC7060976A618027E8BB4C7/
[quote=author]This would be another great character crossover. Anyone tight with Team Cherry? ;)[/quote] Anri : https://steamuserimages-a.akamaihd.net/ugc/1478823585993641003/2D43B063269725E6D5B7EEA0457812AB0B9D967F/
Hello Skul Community, Enjoying the new skulls we recently added? Please let us know what you think about all the new additions. Your feedback is always much appreciated. But without further ado, it's time to announce the winners of the UCC Contest! First of all, it was extremely difficult for us to choose just 10 winners out of all the submissions. We know that we have an awesome community, but we were still blown away by all the amazing content that was submitted. The creativity on display was really next-level and an absolute pleasure for us to see every day. Now behold some of the best user-created content you've ever seen...
#1: Zepkron
#2: camperboy
#3:
#4: BGMLG44
#5: Canned_Cabbage
#6: Beanni
#7: PAJAMAsLOVE
#8: S.G.
#9:
#10: Fantastic_Who
*We'll be sending DMs today to all the winners to get their addresses and send them their mousepads. **All prizes must be claimed by August 14, 2020
Hello Everyone! This new patch introduces 3 new skulls to the Land of Harmonia! First we have the Rock Star, which harnesses the Power of Heavy Metal to wreak havoc on its enemies. Try it out for yourself, but make sure to play until the very end of the song for a little surprise. You can see what were talking about below~ Next we have the Ghoul, which can wipe out multiple enemies with one belly flop and even grow in size to squash Carleon Soldiers like peas. Last but definitely not least we have the Archmage, which can charge up to unleash devastating AoE attacks. This lends itself to a different playstyle than the other skulls and should add a really interesting dynamic to your runs. In addition to that, we slightly reduced the HP of enemies in Chapter 1 & 2 to make it a little easier for newer players to adjust to the game. We also fixed a bunch of bugs that you reported. See below for more details.
System
- Fixed problem where the color code for attack types didnt display properly in the inventory.
- Added 1 Effect Count to all food purchased in the Black Market to address the issue of losing 1 Effect Count when leaving the Market.
Stage & Level Design
- Reduced the HP of normal enemies in Chapter 1 & 2.
- Food being sold in the Black Market now heals a percentage of health rather than a fixed amount.
Skulls
- New Skulls Added - Rock Star - Ghoul - Archmage
Rock Star
- Grade: Rare
- Type: Speed
A bone-shaking heavy metal maniac
Ghoul
- Grade: Rare
- Type: Power
A belly-flopping nightmare with an insatiable hunger
Archmage
- Grade: Unique
- Type: Balance
A mage with limitless power in its 2 I mean 4 hands
Thief
- Fixed problem where sound and visual effects didnt register when the projectiles disappeared.
Item
- Priestess Veil : Fixed problem where the HP increase option became standard.
Enemies
- Fixed bug where you could take out the Rookie Hero with a ranged attack before starting the conversation.
- Fixed problem where the Adventurer Mage would sometimes freeze when being knocked back while slamming into the ground and attacking.
- Fixed problem where columns that were supposed to fall during the 3rd Boss battle (Chimera) didnt because of a skill that slowed or stopped time.
- Fixed problem where the buff effect of Chp 1 Infantrymen sometimes appeared to be way too large.
- Fixed problem where the buff of spirits summoned by high-level Alchemists sometimes didnt display properly.
(Now thats what I call Rock-n-Roll!) Feel free to suggest a good band name in the comments ;)
Hey guys!
Weve made some bug fixes and changes for better gameplay.
Please check the details below:
System
- Fixed a graphics related bug that occurred in some PCs.
Skull
- Fixed a bug where some skulls would repeat their jump attack animation when in air for an extended period of time.
- [Triple Pierce] skill now properly deals Magic Damage.
- Fixed a bug where using [Steady Shot] with additional attack speed items/quintessence would sometimes only play the attack animation and not launch arrows.
- Fixed a bug where using [Spinning Slash] with additional attack speed items/quintessence would cancel the skill animation prematurely.
- Fixed a bug where using [Whirlwind] with additional attack speed items/quintessence would cancel the skill animation prematurely.
- Fixed a bug where using [Hack] with additional attack speed items/quintessence would cancel the skill animation prematurely.
- Decreased the projectile size of fully charged [Ice Crossbow].
- Fixed a bug where the scroll VFX would not appear on top of the player character.
- Fixed a bug where a black triangle would appear when obtaining multiple scroll buffs at once.
- Fixed the [Flexible Joints] passive skill so that it properly applies.
Item
Bone of Courage
- Fixed a text issue.
- Fixed a text issue.
Quintessence
Yeti
- Now explodes within contact of enemies.
- Fixed a bug where the size of the explosion was smaller than the shown VFX.
- Fixed a bug so that the duration VFX properly follows the player character.
- Fixed a bug so that the passive effect applies properly.
- Fixed a bug where the screen flashing VFX would not play when used.
Map
- The SFX of flame traps in Chapter 2 is now affected by the distance between the trap and the player character.
- Fixed a bug related to the elevator appearing after defeating the boss of Chapter 2.
- Fixed a visual bug where the floor of the Chapter 3 boss room would have distorted display.
Hey guys!
We hope everyone is enjoying the new update and our first-ever crossover, the Dead Cells skull!
As for us, we were recently looking through our community pages and found that many of you have been posting some awesome and creative content! It's truly a dream come true for us to have such a talented community supporting us.
So with that being said, we think this is a great time for us to run a friendly little contest!
We plan on awarding a Skul XL Mouse Pad to 10 outstanding creators that post their content in one of our official SNS channels or Steam community. So please upload your best screenshots, memes, GIFs, video clips or artwork to participate (*including a caption is also highly recommended). Whatever tickles your fancy!
You can upload your content to one of the channels below by July 16th. (Submissions after this date won't be considered.)
Steam Community: https://steamcommunity.com/app/1147560
Twitter: https://twitter.com/HeroSkul
Facebook: https://www.facebook.com/SkulHeroKR/
Reddit: https://www.reddit.com/r/Skul/
Again, we're humbled with the amount of support you guys have given us so far and we'll try to deliver the best possible gaming experience to you that we can.
Cheers!
The Skul Team
Hey guys! Its finally here, the big update weve been developing restlessly over is now live! This update brings a lot of overall changes to our game. Weve tweaked skills, items, quintessence and made level design changes so that youll be able to enjoy the game at a more fun, faster pace. Weve also implemented a new system where you can choose your own path after clearing a map depending on what you need. Two random doors will appear after each level out of a total of three different doors. Each door will lead you to one of the three rewards: skulls, items or gold. On top of that, weve simplified over 10 different attack-related character stats down to just 2 stats: Physical Attack and Magic Attack. With this change, were hoping that it will be clearer which items you want to obtain and buy when playing your runs and try strategizing building certain combinations. One final announcement, were bringing you an official collaboration skull with the popular roguelite game: Dead Cells! Weve had a blast developing the new Prisoner skull and want to give a special shoutout to Motion Twin who has been wonderful to work with. With the new update, youll be able to play as the agile and spectacular Prisoner skull. Check out the full details of this patch down below!
Skul x Dead Cells CROSSOVER
Prisoner
- Grade: Unique
- Type: Speed
Arent you that Beheaded fellow?
System
New Reward System
- Three types of reward doors added. Can choose between [Gold], [Skull], [Item].
- After a level has been cleared, two doors will appear instead of one.
- [quote=author] Developer comment We hope that with this change, each run will feel unique and different from the last. [/quote]
Stat Changes
- All attack related stats have been simplified down to two stats: [Physical Attack] and [Magic Attack]
- All damage related stats have been simplified down to three stats: [Physical Damage], [Magic Damage] and [True Damage]
- - [Physical Damage] is influenced by [Physical Attack]
- - [Magic Damage] is influenced by [Magic Attack]
- - [True Damage] is not influenced by any stats.
- Most basic attacks deal [Physical Damage], most skills deal [Magic Damage]
- Active components of items and quintessences will also either deal [Physical Damage] or [Magic Damage] and will be affected by the characters [Physical Attack], [Magic Attack] stats.
Increased item inventory slots
- Weve increased the total amount of items from 6 9.
Others
- Damage floaters will now have colors to represent which type of damage it's dealing.
- Weve applied physics to enemy remains! You can now hit and move around enemies youve defeated.
- The amount of enemies left in a level will now be displayed on top of the minimap.
- Skill casting animation speed will now be affected by attack speed.
Changes to Level Design
Number of levels in each chapter has been decreased
- Decreased the amount of levels in each chapter.
- The number of levels for early game chapters has been decreased more.
Decreased the rate of increase of item prices based on progression
- Decreased the rate of item price increase as the game progresses.
- The increased amount of gold earned in lart parts of the game has also been decreased accordingly.
Buffs to offensive items
- Increased the effects of offensive items.
Reduced the amount of % Healing effects
- Changed many max HP % healing effects to static number healing effects.
- Rookie Mode effect has been changed to Decrease incoming damage by 50%
Reduced critical damage
- Reduced critical damage from 2x 1.5x
Making each skull type unique
- All skulls will gain a bonus according to its type as follows:
- - Power: Physical Attack +20%
- - Balance: Magic Attack +20%
- - Speed: Critical Hit Chance +10%
Others
- Witch upgrade [Flexible Spine]s effect time has been reduced. Dashing makes you Invincible for (0.2 seconds /0.4 seconds) (0.2 seconds /0.3 seconds)
- Reduced the HP of all Altars.
- Altar of Energy - Reduced the amount of healing.
- Altar of Steel - Increased the shield duration when the altar is destroyed.
- Removed the knock back resistance effect enemies gained when near an active Altar of Steel.
- Increased the damage of traps dealt to enemies.
- New levels that are more difficult than normal levels have been added.
Skull
General
- All swap skills have been buffed.
- All skills damage has been increased and cooltime shortened.
- Decreased the hit-stop duration of enemies when hit.
- Increased pre-input time of all attack inputs.
- Improved VFX for some skulls.
Sneak
- [Gold Toss]
- - Increased number of Gold Coin projectiles: 3 5
- - Increased amount of gold used: 3 5
Carleon Recruit
- Increased the damage of a fully charged basic attack.
- [Hey-ho!]
- - Increased duration time: 8 sec 10 sec
- - Increased Physical Attack: 30% 50%
Skeleton - Shield
- Increased the time needed to fully charge a basic attack, attack distance greatly increased for a fully charged basic attack.
- Reduced animation delay when landing after a mid-air basic attack.
- Swap skill
- - Increased duration time: 4 sec 5 sec
- - Increased shield amount: 15 20
- [Shield Strike]
- - Increased duration time: 6 sec 8 sec
- [Shield Rush]
- - Increased duration time: 4 sec 5 sec
Skeleton - Spear
- Deleted dash attack increase stat from passive skill.
- No changes to Dash attack itself.
- [Rush! Rush!]
- - Increased duration time: 6 sec 10 sec
- - Increased dash attack damage: 100% 300%
Skeleton - Sword
- Swap skill
- - Increased duration time: 5 sec 6 sec
- [Tetanus]
- - Increased duration time: 5 sec 7 sec
Ent
- Reduced animation delay when landing after a mid-air basic attack.
- Swap skill
- - Increased AoE
Mummy
- [Mummy Poison]
- - Now poisons all enemies upon impact.
- [Mummy Ball]
- - Fixed a bug where the skill only affected one enemy.
- - Increased the amount of charges: 2 5
Skeleton - Bomber
- Swap skill
- - Increased duration time: 4 sec 5 sec
- - Increased movement speed: 100% 200%
- Improved SFX
- - Fixed a bug where the fuse SFX would play even after the user has swapped skulls.
- - Fixed a bug where the fuse SFX would not play when the skull is obtained.
Gargoyle
- Passive skill
- - Increased aerial basic attack speed: 50% 100%
Glacial Skull
- Passive skill
- - Increased changed of freezing enemies: 5% 10%
Minotaur
- Reduced animation delay when landing after a mid-air basic attack.
Werewolf
- Swap skill
- - Now damages all enemies within the skills range
- [Hunt]
- - Increased debuff duration time of enemy receiving 100% more damage: 2 sec 3 sec
Hunter
- Increased the damage of uncharged basic attacks
- Decreased the time needed to fully charged a basic attack
- [Siege Shot]
- - Increased the speed of the projectiles
- [Steady Shot]
- - Decreased duration time: 3 sec 2 sec
- - Increased attack speed: 150% 200%
Rider
- Passive skill
- - Critical hit chance is now affected by movement speed.
- [Flame Boots]
- - Increased buff duration time: 6 sec 7 sec
Samurai
- Passive skill
- - Increased max amount of marks: 5 9
- - Increased the damage of each mark deals when removed by [Single Slash]
Berserker
- Passive skill
- - Increased the max attack damage amplification based on HP loss: 30% 80%
- Swap skill
- - Increased duration time: 5 sec 6 sec
- - Basic attack damage increase: 30% 50%
- [Berserker's Roar]
- - Increased duration time: 8 sec 10 sec
Predator
- Swap skill
- - Increased attack speed: 20% 40%
- [Whirlwind]
- - Increased attack speed
- [Hack]
- - Increased attack speed
Dark Paladin
- Passive skill
- - Increased Magic Attack amplification: 20% 30%
Yaksha
- [Yaksha Fist]
- - Fully charged skill attack AoE increased.
Grim Reaper
- Passive skill
- - Projectiles will no longer collide with terrain
- Swap skill
- - Increased the AoE of Hellfire
Fighter
- Changed Type: Power Speed
- Changed basic attack combo
- Passive skill
- - Increased the duration and stat buffs when in Berserk mode, decreased time-slow.
- - Increased the amount of Energy gain with basic attacks.
- [Parry]
- - Added a energy gain bonus after a successful Parry
Enemies
General
- Changed some enemy attack patterns.
- Improved some enemy VFX.
Adventurers
- Changed some adventurer attack patterns.
- Increased casting time for special skills.
- Increased the amount of damage needed to interrupt a special skill cast.
Elder Ent: Yggdrasil
- Added platforms on Yggdrasils body.
- Fixed a bug where the dust cloud VFX after Yggdrasil is defeated didnt disappear.
Gold Mane Knights Adjutants: Leiana Sisters
- Reduced the amount of time the Leiana Sisters fight the character alone.
Distorted Goddess: Chimera
- Increased attack speed of the Chimera based on how low her HP is.
- Made changes to an attack pattern where the Chimera rapidly spews toxic liquid at the character.
Look whos dropping soon...
The Beheaded is on its way, so get ready to meet our most ambitious skull yet! Unfortunately, when it comes to the major update we teased last week (level design, reward system & balancing changes), it still needs a little more time in the oven before its ready to go. Were trying our best to make this update as fun and rewarding as possible, so we hope that you can understand the slight delay. Just know that were working extra hard to release it as soon as we can and that it should be out by the end of June at the latest.
Hello, SouthPAW Games here!
Our next update is planned to be released next week! That being said, the update contains a lot of experimental design elements and pretty big changes to our game.
We want you to know that were always listening to your feedback and making this game together as gamers. With this experimental update, were trying to implement all the things that we think that will make the game more fun to play.
We think this will make the game more fun, what do you think?
Heres a teaser of what will change with next weeks update.
1. Balance Changes
Weve made balance changes to all Skulls, Items and Quintessences.
As always well be open to feedback and insights you can provide us. Here are the changes:
- Skills changed to be more powerful. Cooltime on skills reduced.
- Increased the efficiency of swapping skulls. Users will be rewarded for being able to masterfully swap between skulls.
- Overall buffs to items across the board.
- Increased the usefulness of the Active element of Quintessences compared to their Passive stats.
2. Level Design Changes
Weve received many feedback from our users saying that our game could benefit from having a faster gameplay pace. Weve been looking into how to make the game have a faster pace while also making it fun.
In our next patch, youll be able to play our new level design that hopefully makes the game both more fun and feel fast-paced.
3.New Reward Mechanism
We thought that having an entire map dedicated to having one Grave or Treasure Chest prop disrupted the flow of the run.
So weve created a new reward mechanism that will allow you to pick up your skulls, items or gold after clearing each map without having to enter a whole different map.
With the new update, there will be 2 doors instead of just 1 that you can choose to proceed to after clearing a map. Different doors will grant you different rewards, (skull door, item door, gold door) so you can choose which door you want to enter depending on what you need at that given moment in your run.
Were planning to further develop this method of placing rewards and also add more variety of rewards so that each of your runs feels unique.
4. Simplifying in-game Stats
We have a lot of different stats right now. (Damage, Basic Damage, Skill Damage, Melee Damage, Ranged Damage, Projectile Damage, Item Damage, Quintessence Damage we have 10+ stats related to just the damage aspect of our game!)
We know that most of you have felt that the sheer number of stats to be confusing, and with good reason.
Now weve narrowed damage related stats to just 2 types of stats: Physical Damage and Magical Damage
WIth the new update, most basic attacks will deal Physical Damage and most skill attacks will be considered Magical Damage.
There are some exceptions, a few skulls will have basic attacks that will have magical damage and have skills that deal physical damage.
Items and Quintessences will now clearly display which of the 2 damage that theyll increase or deal.
We hope with these new changes, youll be able to more clearly be able to stack synergies between different items, quintessences and skulls and have fun testing out creative strategies each run.
5. Item Slot Increase
Weve decided to increase the amount of items you can equip from 6 to 9!
We want you to have more fun trying out different item combinations and continue to feel more and more powerful as you obtain better items.
As always, thank you so much for having fun playing our game. Keep those wonderful feedback coming. Well be posting the full detail of the update once the patch is live!
Hey guys, SouthPAW Games here! Since our Development Roadmap post in late April, weve been receiving a lot of user feedback regarding our game. We appreciate all of you who have played our game and those that went the extra mile to send us feedback. Based on some of your great feedback, were improving the current state of our Early Access build. Of course, were also simultaneously developing our planned contents for official launch. Please understand that we werent able to address each and every one of your feedback. So if your feedback didnt make it onto the list today, maybe we can talk about them at a later date! We hope that through this post, we can address your curiosities, concerns, and excitement for our game. For our next patch, were looking to make balance and level design changes. Were trying to take the time we need before implementing this to our live client, but please do stay tuned for our next update! Without further ado, lets talk about some of the most requested feedback that youve sent us. Q: There seems to be lots of different stats that affect my character during gameplay but this is not very clear during my play at the moment. Can we have some way to show what items are affecting which of my characters stats? A: We agree that this needs to be addressed. Were planning to make it so that its intuitively clear which stats affect your attacks and skills by using color. Were also planning to simplify the stats in the game by removing many unclear stats. Q: Can we be able to sell Quintessences like we can with items? A: Of course, we'll look into having this function implemented after checking that this doesnt cause unforeseen issues with the game. Q: Can we have a Save function? I would like to be able to save and return to my game. A: We didnt think about implementing this feature during our early stages of development, but weve received so many requests for this function that were recently feeling the need to. However were going to have to develop this from the ground-up, which is a massive task, so were going to need a lot of time for this. Q: Can we have more upgrades available through the Witch NPC? A: Yes, in fact, weve mentioned this on our roadmap. We feel that permanent upgrades are a big fun factor when it comes to rogue-lite games. We already made some progress with new upgrades to come and we think theyre really fun. Hope you guys will feel the same way! Q: Can we have more NPC related in-game events? A: This is a great idea! We could definitely give the world of Harmonia some depth through NPC interactions and events. But until our official launch, were going to focus on making the core game. Well keep this idea in mind for updates to come after launch though. Q: Can we have more map diversity? A: Yes, creating new maps is a priority task for us. Were also trying to find a better way to make each of your runs feel exciting and fresh. Q: Any plans for a hard mode? A: Were thinking that this feedback came from one of our more dedicated players looking for an extra challenge. If you are one of those players, we would like to extend our greatest gratitude to you for playing our game to this extent. However, until our official launch, were trying to focus our development effort on the overall experience of the game: from starting the game to finishing the game and reaching our games ending. Q: Can you revert the color of the Rider Skull back to its fiery color? (Orange, not green) A: We were very surprised to see this much feedback about this. Well make sure that the Rider Skull will have its original fiery orange color back by our official launch date. On top of this, a handful of other skulls will be receiving visual upgrades so look out for those! Q: We need MORE skulls! A: Yes we do. Were hoping to have 50 skulls by our official launch. This is double the amount we started out with in Early Access. We strongly believe that the amount of skulls directly affects how fun our game is as a rogue-lite game. Stay tuned for more skulls to come, and keep all those cool skull ideas/suggestions coming! Q: Any plans for local co-op? A: Local co-op is a feature that we would definitely like to develop later down the road. Were expecting to add this feature after our official launch so that youll be able to take on the Imperial Army with a buddy! Q: Can we be able to control how high my character jumps with the jump input? (hold to jump higher, release to descend) A: We think that this comes down to user preference. Weve designed our game so that the game doesnt require you to use this function. Also, there are nifty ways that you can cancel your jumps mid-air so theres also the matter of rewarding skilled gameplay that we want to keep. So for right now, were going to leave the jump mechanism as it is! Q: I think it would be cool if the Carleon Recruit that appears with Carleon Recruit skulls [Comrade: Recruit] skill had something marking him as a traitor like a red scarf or something (@Heyo) A: Thats a fun idea, well make it happen! Q: Anybody else thinks that Skeleton - Spear skulls [Rush Forward!] skill is a bit OP? A: Were always attempting to create new fun skills, but in this case it seems like most of you thought that this particular skill was a bit overpowered. Well try to balance this out while still keeping the fun aspect alive. Q: Can we have randomized maps? A: This is a huge development task and doesnt align with the gaming experience we want to deliver with our game. That being said, we dont have any plans of adding this feature at the moment. Q: Can we have finished items that can be made with certain item recipes? A: Another great opinion! Well look into having powerful items that can be made with combining certain items together. Q: Any plans for achievements? A: No worries, were going to have achievements! Q: Can we have a UI that tells me how far along I am with my run? A: Were thinking of clever ways of showing users their level progression during their run. Well make sure to think of one and implement it by our official launch. Once again we thank you all so much for supporting us in the form of playtime and feedback, well try our best to deliver a fun gaming experience by adding new contents and developing different features. Cheers!
Hello Skul Squad,
Were here with another update, bringing you 3 new skulls to help Skul on his quest to rescue his King from captivity.
New Skulls!
Living Armor
- Tier: Unique
- Type: Power
Sword and armor with the spirit of a knight that is no more.
Alchemist
- Tier: Rare
- Type: Balance
When did it start to go downhill...
Ent Skull
- Tier: Common
- Type: Power
A skeleton that has received nutrients from the giant trees of the Forest of Harmony.
Here are the detailed patch notes:
- Living Armor
- Alchemist
- Ent Skull
- New skill added: [Comrade: Archer]
- Fixed a jumping animation bug
- Fixed a bug where the Mining gold coin drop effect would not trigger.
- Fixed a bug where arrows fired by the Archer adventurer would appear inverted.
Hey Skul Squad,
You may have seen this listed on our Development Roadmap, but this patch includes a major update of the skills for a bunch of different skulls (Common~Rare grade).
The list of additions is pretty extensive, but we think one really stands out from the rest.
Behold the new and improved Gargoyle equipped with Laser Eyes. Bet you didnt see that coming! (Neither did the soldiers though to be fair....)
The new set of skills should really liven up the gameplay for the skulls involved and make clearing maps even more fun. And as always, let us know what you think of the changes on our Discord! Your feedback is very important to us.
We also fixed some bugs, sound effects and balancing issues. Please see below for the deets~
System
- Fixed bug where some projectiles passed through walls.
- Fixed problem where a Lion Statue in Chapter 2 hit the player for an abnormally high amount of damage.
- Fixed sound issue related to a trap on a certain map in Chapter 2.
Skulls
- Skeleton-Spear - Added skill [Rush Forward!]
- Carleon Recruit - Added skill [Comrade: Recruit]
- Sneak - Damage is now dealt to nearby enemies when using [Back Roll]
- Werewolf - Damage is now dealt to enemies when using [Beast Leap] - Added skill [Hunt] - Added skill [Predator]
- Warrior - Added skill [Mighty Strike] - Added skill [Suppress]
- Minotaur - Added skill [Pulverize] - Added skill [Bludgeon]
- Jinn - Added skill [Giant] - Added skill [Genie Lamp]
- Mummy - Changed effect of skill [Mummy Poison] - Added skill [Mummy Ball] - Added skill [Claw]
- Gargoyle - Added skill [Gargoyle Eyes] - Added skill [Twister]
- Glacial Skull - Added skill [Ice Field]
- Hunter - Added skill [Siege Shot] - Added skill [Steady Shot] - Improved sound effect of projectiles when hitting enemies or walls
- Aqua Skull - Added skill [Waterspout] - Removed water sound effect when dashing
- Rider - Raised Max Passive Attack Increase from 30% to 50% - Added skill [Flame Boots] - Added skill [Flame Chain]
- Clown - Added skill [Jack-in-the-box]
Enemies
- Raised volume of enemy characters death sound effect
- Fixed issue where the Chapter 2 Gold Mane Infantrymans ax attack visual effect didnt match up with the actual hit box
Get 20% off the recently-updated Skul: The Hero Slayer! Duration: 4/29 00:00 PST ~ 5/13 00:00 PST https://store.steampowered.com/app/1147560/Skul_The_Hero_Slayer/
Hello! This is SouthPAW Games, the development team for Skul: The Hero Slayer. First of all, wed like to thank you once again for being a part of this community. All of the feedback weve received has been extremely insightful and helped us to both improve the Early Access version of the game and also prepare it for the full launch. These first two months of EA in particular have helped us to choose our path going forward. And now that weve decided exactly what content needs to be added before the full launch, were finally ready to present our Development Roadmap for Skul: The Hero Slayer to you.
Roadmap Summary
Were going to try and add as much new content as possible during the Early Access period. Well also do our best to polish the existing content based on your feedback until the games full release. When considering the amount of content we have planned and the time it will take to develop that, were expecting to officially release the game sometime in October. With that being said, weve also started to work on the PS4 and Switch ports. Well continue development of them in parallel with the PC version and hope to release the console versions soon after the full launch on Steam.
Direction Going Forward
Our main focus is to double down on what makes Skul fun, all the while improving upon its underwhelming aspects.
Battles Kicked Up A Notch
Picking up skulls and items will come faster and easier than ever before. Also depending on your luck, you can get much stronger at the beginning of the game. This should ratchet the tension up a notch and make for even more exciting battles.
New Event
The little skeleton will be helped in a wide range of ways after rescuing its demon brethren or meeting other helpful characters. We also plan on reforming the Witchs Trait System for the full version. Youll have much more to choose from and be able to improve the character more strategically. This should provide for even more varied and interesting battles.
Even More Drama
Well be adding a wide range of skulls, skills and items going forward. Youll also experience special effects thanks to the Set Effect System we plan on implementing. A keyword system will provide new and diverse effects that will strengthen your character and give you even more ways to take out the Imperial Army.
Wrapping Up The Story
The adventure of the little skeleton is drawing close to its climax. Youll soon find out how the story ends and also learn more about Harmonias past thanks to the memories of the undead skeleton. Weve said this before, but Skul: The Hero Slayer really is a game thats being shaped by this community. Were paying close attention to your opinions and thats really helped us to paint a clear picture in our minds of how this games development should progress going forward. With that in mind, this announcement is just a summarization of all the main points we wanted to share with you. There are countless other opinions and ideas that we couldnt address here, but you can be rest assured that your voices are being heard and were working tirelessly to bring the best version of Skul to you that we can. We cant wait to continue down this path together with you all. Thanks everyone!
Skul Squad! This Patch welcomes 3 new skulls to the Continent of Harmonia! The uber-powerful Archlich will strike fear into the hearts of enemies, while the Thief will rob enemies blind and then use their coins against them in the heat of battle. All of the new skulls have their own unique characteristics and skills, so you should experience even more special action and have a great time playing with them. Also, we have improved and added to the sounds and special effects in the game. So listen closely! See below for more detailed info.
Skulls
- New Skulls Added - Archlich - Aqua Skull - Thief
Archlich
- Grade: Legendary
- Type: Balance
*Gatekeepers of darkness! My agents and soldiers! Obey my command!*
Aqua Skull
- Grade: Rare
- Type: Power
*A Skeleton Soldier that fell into the Elemental Lake.*
Thief
- Grade: Common
- Type: Speed
*When I got Demon Life Insurance, they didnt pay me, but rather just brought me back from the dead as a skeleton!*
- Grim Reaper - Drastically increased the amount of skill damage dealt when swapping
- Ninja - Fixed problem where you could cancel a skill by jumping
Quintessence
- Archdemon - Fixed it so that projectiles wont explode even after hitting walls
Sound
- Improved and added sound for Adventurers
- Improved sounds effects when swapping
- Improved overall quality of the sound
- Added sound effect to Iron Shoes of Bitter Cold when landing on the ground
- Improved sound of the Broken Mana Engine
Hey Skul Squad, This patch is focused on System Optimization just like we previously promised to update. And while its still not perfect, you should experience improved and stabler gameplay during the EA period. As for the next update, were planning on adding new content based on your feedback up to this point. Please see below for more detailed information about this update.
System
- Weve optimized the game so that you should be able to play comfortably on lower spec computers from now on! [olist]
- Vastly improved the performance of the Light Effect - Lowered the minimum specs needed to use the improved lighting feature. a. System Memory 16GB+ 4GB+ b. VRAM 3GB+ 1GB+ - Use this path to improve the lighting [Pause Settings Light Effect]
- Improved performance of the physics engine. - This should really lighten the load on your CPU!
- Improved speed of map loading. [/olist]
- Fixed a bug where the character sometimes got stuck in the wall.
- Fixed problem where the amount of gathered Dark Quartz displayed on the Game Over Screen didnt reset.
Item
- Fixed a bug where the Ruby Hearts effect wasnt working properly.
Hello Skul Squad, This update was focused on improving the games overall stability. We also added a wide range of new items to diversify the gameplay. You should experience even more fluid and fast-paced action because some of the new items take effect whenever you take damage or drop to a certain level of HP. Please check them out and let us know what you think! Attention Speedrunners! The playtime will no longer keep running when the game is paused, so this should help you out. We expect to see even more impressive times than weve already seen~ During Early Access were going to continue working on the games optimization. See below for more details.
System
- Changed effect of the Healing Orbs to make it clearer.
- Fixed problem where the Character sometimes broke through walls.
- Fixed issue where the game sometimes crashed and shut itself down.
- Playtime no longer keeps running when the game is paused.
- Drastically increased the damage Enemies take from traps.
Skulls
- Skul - [Rebone] Fixed it so that the delay in motion can be cancelled by dashing, jumping, attacking or attacking in-air
- Skeleton-Shield - Changed effect of the Shield
- Rider - Overhauled its looks and design
- Skeleton-Bomber - Changed colors of the hat and the bomb
- Dark Paladin - Changed effect of the Shield
Item
- Jagamon Thorns - Made it so that the fixed damage doesnt fluctuate
- Added New Items [Common] - Hate Stone - Draft Stone - Bottled Embers - Explosive Ointment [Rare] - Rake of Fury - Broken Mana Engine - Magic Bead of Darkness - Ancient Incense Burner - Ice Scale Spaulders - Elementalists Blessing - Ceremonial Dagger - Sphinx Eye - Giants Axe - Cowards Cape - Iron Shoes of Bitter Cold [Unique] - Diorite Circlet - Rear Blast - Dark Priest Robe
Enemies
- Fixed problem where the Blossom Ents Attack didnt damage the Mummy.
- Fixed bug where the Blossom Ents Attack Effect stacked up.
- Changed it so that the shards of the test flasks summoned by the Chp 3 Boss (Chimera) will disappear after some time passes.
- Changed it so that you dont have to clear summoned monsters to move onto the next map (ex. Living Room Maid, Kitchen Maid, Released Spirits, Unstable Spirits)
Skul Squad, Heres another round of bug fixes based on your feedback. You should experience more fluid gameplay and action. Thanks again for the support and see below for more details~
System
- Fixed bug where the Bombers Self-Destruct ability didnt damage the Chp 3 Boss (Chimera)
- Fixed bug where Chp 2 Boss (Leiana Sisters) took damage while not in battle
- Improved look of Healing Orbs so they are much easier to spot
- Fixed problem where the option to increase number of jumps sometimes wasnt applied correctly (especially for the Ninja)
- Fixed problem where the character kept dropping down little by little after dashing in the air
Background
- Improved background of Demon King Castle
Skulls
- Increased the time period where you can input another command during every skulls Basic Attack
- In regards to Air Attacks that allow for 2+ attacks while in air, you can now cancel the attack during the later stage of the motion. This allows for more attacks per second and provides better feel for aerial attacks
- Gargoyle - Petrify is no longer cancelled by a Basic Attack
- Clown - Fixed bug where passive markings didnt work correctly at times
- Glacial Skull - Fixed problem where the percentage chance of freezing enemies upon Basic Attack didnt match the description
- Rider - Alleviated hit delay after each attack
- Ninja - Changed dash effect
- Predator - After jumping from a high place and attacking in air, you can now jump again immediately and attack once more - Alleviated hit delay after each attack - [Whirlwind] Increased max number of attacks and attack speed - [Hack] Increased max number of attacks and attack speed/ Improved feel/ Number of available uses now displayed correctly
- Samurai - After inflicting damage with the Single Slash, you can cancel the motion delay by dashing or using another skill. This will make it easier to string together attack combos after using a skill. - The number of times Spinning Slash can be used will appear correctly now
Quintessence
- Evil Eye - Fixed problem where the passively increasing Skill Attack Power didnt match the text
- Troll - Fixed problem where the passively increasing Crit Chance didnt match the text
- Shadow Knights - Fixed problem where the passively increasing Attack Power didnt match the text
Text
- Fixed problem where the description of the Clowns passive ability didnt match up with the actual effect
- Fixed issue where the description of the Manatech Baguette didnt appear
- Some text that was displayed in English for German players will now all be in German
Salutations Skul Squad! Were excited to announce that 3 new skulls have been added to the game and are ready for battle in Harmonia! Just like every other skull they have their own unique abilities and skills so be sure to try them all out. Youre sure to find the experience enjoyable and the gameplay even more diverse than before. We also adjusted a couple of the skulls types and grades. The Clown in particular has received a major overhaul and should be a ton more fun to play with. In addition to that, we fixed bugs and other issues based on your comments. So keep the feedback coming!
System
- Fixed bug where the effect of the Yggdrasils exploding projectiles were in the wrong spot
- Fixed problem where projectiles passed through terrain on some maps
- Fixed bug where you could break through the ceiling on the map
- Fixed bug with Chapter 3 Boss roar knock-back
- Fixed bug where the Warrior Adventurer would freeze during an attack or deliver an attack suddenly
- Altered background music to play uniformly in all Chapters
Skul
- New Skulls Added
- Skeleton-Bomber / Grade : Rare
- Skeleton-Shield / Grade : Common
- Carleon Recruit / Grade : Common
- Minotaurus - Grade Change: Common Rare
- Werewolf - Grade Change: Rare Common
- Clown - Grade Change: Common Rare - Attack Speed increased - Increased forward movement while attacking - Changed number of marks for passive explosion: 4 3 - Reduced passive explosions damage - Increased damage for Basic Attacks projectiles - Altered Jump Attack - Changed Passive Effects & Sound - Skill: Changed Surprise Knife (effect changed, attack range and damage increased) - Skill: Two in Each Hand (damage increased) - Skill: Highlight (new effect)
- Rider - Type Change: Balance Speed
Items
- Eleventh Finger of Lightning
- Fixed bug where actual cooldown time didnt match the items description
Text
- Fixed problem where a description of the Yakshas tackle didnt appear
- Fixed problem where Hidden Daggers item description didnt match the actual in-game effect (for languages other than Korean)
Hello Skul Squad!
A long awaited and sorely needed system update is finally ready to go. Of course were talking about Steam Cloud Support!
Sorry it took so long, but better late than never I guess. Right? ;)
With that being said, there is one thing you need to be aware of. If youve already played Skul on several different PCs, you may see a message like the one below.
You will be prompted to either download the save files from the Steam Cloud, or to upload the local files instead. So please take your time and think about which save file has the most saved contents!
In addition to that, weve fixed a ton of bugs (many of which we found thanks to your feedback). You should notice improved gameplay especially in the battle system.
Please look below for specific details.
System
- Steam Cloud now supported
- Fixed bug where effects intermittently wouldnt disappear
- Resolved issue with long item names messing with the UI and stretching it out
- Fixed problem with Jump Attacks not being affected by Basic Attack Speed
- Enemies will chase you down quicker after seeing you (increased movement speed)
- Fixed bug where Quintessence and Items caused deadly attacks
- Reassemble Trait added
Skul
- Alleviated time slowdown when using a Tackling-type Dash
- Fixed bug where Concentration Attack Skill Moves were cancelled out by using them again.
- Skul (The OG) - Fixed bug where two skulls sometimes fell after throwing your skull
- Clown - Fixed bug where Skills were cancelled by Dashing - Fixed bug where the puppet doesnt have a marking in the bone pile map
- Samurai - Fixed bug where the puppet doesnt have a marking in the bone pile map
- Jinn - Type Change: Balance Power
- Grim Reaper - Type Change: Power Balance - Now invincible when performing Harvest
- Yaksha - Fixed bug where Yaksha Fist was cancelled out by other actions - Changed attack style for Yaksha Fist once Concentration completes - Sorcery: Time slows down for enemies when using Goblin Step to crush them
- Mummy - Fixed bug where Mummy Bomb didnt explode when hitting an altar - Fixed bug where Mummy Bomb didnt damage altars or other structures
- Hunter - Fixed bug where Basic Attack commands were ignored - Attack stiffening time decreased for Basic Attack and Jump Attack once Concentration completes
Items
- Fixed bug where some items thumbnails didnt display properly in the scrolls - Hunters Boots - Execution Axe - Warriors Pauldrons - Dark Spirit Shade
- Fixed bug where some items additional damage didnt register correctly - Gunpowder Sword - Clowns Surprise Box
- Thief Armor - Fixed bug where the option wasnt registering normally
- Water Spirit Undine - Attack Range drastically increased
- Hunters Boots - Fixed bug where item description and actually ability didnt match up
- Mages Mana Bracelet - Problem fixed with item grade not registering properly: Legendary Unique
- Gunpowder Sword - Grade Alteration: Rare Unique - Fixed bug where explosion didnt match Attack Type
Quintessence
- Arch Demon - Damage of Soul Releases projectile explosion increased
- Raven Monarch - Vortex of the Abyss multi-hit and explosive damage increased
- Centauros - Range of Javelin decreased
Misc.
- Fixed bug where some projectile attacks didnt damage alters
Enemies
- Carleon Infantrymen - Hammer Attack Range decreased so nothing behind it is damaged
- Carleon Ice Mage - Idle time after Attack added, Continuously attacking pattern deleted
- Gold Mane Knight New Recruit - Deleted its ability to block players movement with shield
- Gold Mane Knight - After performing the Power Wave Attack, idle time is now determined probabilistically - Added idle time for when Tackle Attack is reused
- Housemaid - Enemy perception range increased for attacks
- Adventurers - Fixed bug that caused strange status effects when casting lethal spells - Energy ball projectiles can no longer penetrate players - Changed hit style for Thiefs large shurikens - Fixed bug where Adventurer Mage kept moving towards the sides of the screen
Bosses
- Chapter 2 Boss: Leiana Sisters - Fixed problem where boss stays in a diagonal position after being killed when moving diagonally
- Chapter 2 Boss: Transformed Leiana - Added random attack pattern - For full-screen chain attacks, the amount of time attacks do damage has been reduced
- Chapter 3 Boss: Chimera - Fixed bug where some attack pattern were skipped due to time slowing or stopping during an attack
Map
- Chapter 1 Poison Flower - HP significantly decreased
- Fixed bug where some players were forced up into the sky in some Chapter 2 maps due to screen fractures
- Increased the chances of the Mysterious Boy providing high grade Quintessence in the later stages
- Fixed bug where some enemies continued to get bigger after spawning
- Fixed bug where some buff effects appeared to be extra large at times
- The plates on the table in Chapter 2 fly more realistically and deal way more damage
Text
- Fixed incorrect English text for Mummy
- Fixed bug where an outdated version of the the Witchs Trait Name was incorrectly displayed
Misc.
- Improved cutscene and added sound
- Improved and added sounds to Skul
Hello.
We are proud to announce that Skul will be going to 2020 PAX EAST!
PAX EAST (also known as Penny Arcade Expo) is a gaming festival held annually in Boston, United States. This year PAX EAST will be held from the 27th of February to the 1st of March, 2020 (4 days in total) at the Boston convention and exhibition center.
We will be participating as NEOWIZ, and for the location of the booth please review the image below.
We have prepared amazing events with rewards, so please come and visit NEOWIZ booth at the Boston convention and exhibition center.
We will be looking forward to meeting you at PAX EAST!
Thank you.
Hello Skul Community~ Skulites? Skul Squad? Help us come up with a name for this passionate and growing community! In all seriousness though, thank you so much for your support and helping us successfully launch Skul: The Hero Slayer for Early Access! We were overwhelmed with the response we received and couldnt be more grateful. Were looking forward to seeing where this journey takes us and are excited to have the Skul Community by our side. With that said, weve been closely monitoring everything you have had to say (the good and especially the bad). We know there are a lot of bugs currently, so we are doing our best to rectify those problems as quickly as we can. If you experienced any bugs or issues we sincerely apologize for that. Please just know that this game is a work in progress and will only improve from here on out. See below for the updates included in this patch.
1.)Polishing Some Skulls
Nimble Ninja with Range?!? One word. Unstoppable Flash Slash Attack type changed: melee range Cheesing with the Mummy no more! Its sidearm is going down a caliber or two.
- Basic Attack type changed: skill basic (was skill by mistake)
- Basic Attack range reduced
- Basic Attack damage reduced
- Exploding Head damage increased
- Exploding Heads now burst upon impact (Humans beware!)
- Shooting upwards possible now (Shoot those pesky Adventurers out of the sky!)
Death Itself, made a little less deadly (The not so grim Reaper)
- Passive projectiles homing range increased
- Passive projectiles attack damage decreased
- Problem with Basic Attack cancelling out Berserker Tackle resolved
- The Gargoyle now descends slowly after attacking while in flight
- Passive Icon added (displays the additional attack power based on increases in movement speed)
- Now invincible while performing the Beast Leap
- Now invincible while performing the Fairy Swordsmanship skill
- Now invincible while performing Parrying action
- Fixed problem with attacks for some skulls being cancelled out
2.) System Updates
- System language now automatically selected (based on OS language settings and defaults to English)
- Controller vibration added
- Dated now saved after dying (Some data didnt save if you immediately quit the game after dying)
- If you quit the game right after selecting traits with the Witch, the Dark Quartz you use will not be returned to you
- No more freebies! The Witch caught onto your little scheme...
- Max frame rate set at 80 (some users experienced overheating due to no limit)
3.) New and Improved UI
- Version Info added to top-right corner of screen
- Deleted Dont Press Anything warning message from the main screen (loading issues resolved as well)
4.) Items and Quintessence Rebalancing
- Slime Quintessences Invincibility Period 2secs 1, Cooldown Time 15secs 10
- Eleventh Finger of Lightnings Cooldown Time Increased to 10secs, Can now hit up to 3 enemies at once
- Added Ritual Staff buff icon
- Centauros Quintessence damage range decreased
- Medusa Quintessence damage range decreased
- Fixed bug of skill cooldown resetting because of Infinite Bone item being used after consecutive skills (Usually happens with the Predator)
- Archdemon projectiles homing range increased
5.) Better Map
- Fixed bug where store owners didnt sell items at times
- Sound effects from flame projectiles in Chp 1 & 2 reduced by 50%
- Fixed problem in Chapter 1 map where a void space appeared in the background behind the vine decorations
- Fixed problem in Chapter 3 map where some layers clashed with each other
- Fixed issue with some bone pile maps spawning the puppet in a strange location
6.) Enhanced Sound
- Added sound effects to some fire shooting traps in Chapter 2 that were missing it
- Sound effects caused by fire shooting traps hitting a wall in Chapter 1 & 2 reduced by 50%
- Sound added to spike traps in Chapter 2
- Solved problem with Yggdrasils 8-directional projectiles sound overlapping
- Got rid of overlapping sound when Yggdrasil appears and grabs the ground.
- Added wailing sound to Mongal boss in the tutorial
- Sound added for scene after clearing the Chapter 3 boss
7.) Text Improvements
- Solved issue with English version of skill accelerations description appearing where the name should
- Key guide now appears in the appropriate language in the Witchs skill tree
Chapter 3 Boss
- Venom Fall damage reduced
- Venom Fall animation properly synced
- Venom Fall Chimera now falls forward
- Venom Breaths projectile gravity increased
- Occurence of idle time pattern reduced
- Idle time after Venom Ball removed
- Venom Ball projectile speed increased
- Knocked-back action added during roar
- Venom Cannons gravity increased
- Falling speed of wreckage increased
- Falling speed of experimental flasks increased
- Added sounds effects to experimental flasks that explode on impact
Chapter 2 Boss
- Leiana Sisters can no longer take damage during the intro
- Fixed bug that slowed the bosses down after getting hit by the Medusa Quintessence
- Added sound to part of intro when the Leiana Sisters land
- Added sound to Leiana Sisters Rising Pierce attack
- Added sound to Leiana Sisters Homing Pierce attack
Chapter 1 Boss
- Fixed bug that slowed the boss down after getting hit by the Medusa Quintessence
Monsters
- Basic Ents forward movement increased
- Chimeras attack damage increased
- Sound effects for Ice Mages attack reduced from 1 0.5
- Fixed issue with Gold Mane Infantrymens attack power surging out of control if frozen while in the act of performing a Power Wave attack
- Tutorial Ogres Max HP increased
- Tutorial Ogre now not stunned by attacks
- Reduced idle time for Chapter 3 Golden Mages after attacking
- Ogre summoning Golden Mages Max HP increased
Adventurers
- Solved issue with Adventurers teleporting and getting stuck on the edge of the screen
- Edited background music to come after dialogue is completed
- From now on 2 Adventurers will appear in Chapter 2-1 and 3 will appear in Chapter 3-1
- Higher amount of damage necessary to cancel out casting
Hello! We greatly appreciate your efforts and your helpful comments in identifying issues and we apologize for the inconvenience due to this. We will do our best to fix all issues/bugs received as soon as possible. Updates made on Feb 19 after the EA launch are as follows.
[Bug Fix]
- Updated text and image of Quintessences.
- Fixed the Gates not opening even after defeating all monsters on the map.
- Set English as the default language for the Settings menu.
- Set English as the default language for Early Access Notice, and added a text asking players not to input any key at the loading screen as it may make the game crash.
- Steam Community: https://steamcommunity.com/app/1147560/discussions/
- Official Discord: https://discordapp.com/invite/RQf6kBK
Hello! We are excited to announce the official Early Access launch for Skul: The Hero Slayer! Give it a go~
The Early Access Period
We plan to keep the Early Access period as short as possible and hope to release the full version of the game in the first half of this year. That being said, the current build of the game does not include every feature or all of the contents that we have planned for it. The overall balancing of the game is still very much a work in progress as well, so your feedback will be invaluable in helping us improve all aspects of the game going forward. As such, if you find any bugs or would like to make suggestions on how to improve the game please let us know! You can reach us on any of the channels below.
- Steam Community : https://steamcommunity.com/app/1147560/discussions/
- Discord : https://discordapp.com/invite/RQf6kBK
- Email : Skul_support@neowiz.com
EA Launch Discount
Skul: The Hero Slayer will initially be priced at $17.99, but will be discounted by 20% at launch.
Rookie Mode
Finding Skul to be a little difficult? Dont give up just yet! Try out our Rookie Mode that is geared towards gamers who are a little unfamiliar with the roguelite genre or just want a more casual playing experience. You can find it under the Gameplay tab in the menu and it will boost your characters Max HP by 100!
Thanks again for the support and joining us on this journey!
Salutations Skul Community! As we've said before, we're planning to be as transparent and proactive during the Early Access Period as possible. So please look below for the answers to a couple questions that we think you may already have.
Key Things to Keep in Mind!
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- Steam Community : https://steamcommunity.com/app/1147560/discussions/
- Discord : https://discordapp.com/invite/RQf6kBK
- Email : Skul_support@neowiz.com
EA Special
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Hello Skul Community! First of all, we would like to thank everyone for their continued support of Skul: The Hero Slayer. Weve been working day and night to improve the game and get it ready for release. In that regard, please see below for our EA launch schedule!
- UTC : 2/19 1am
- EST : 2/18 8pm
- PST : 2/18 5pm
Hello Skul Community, Wed like to thank everyone one last time for participating in the Beta Test for Creators. All of the feedback we received was very helpful and insightful. What we learned through the test spurred a lot of internal conversations about how best to improve the game, so wed like to share with you some of the changes were making going forward.
1. New Features Galore!
We have a lot of features in the works to make Skuls gameplay really shine. One key aspect is the number of playable skulls (characters). There will be over 20 different skulls available to play, each with their own unique skills and characteristics. Going forward Skul will also feature a special group of NPCs, dozens of monster types and 6 mini-bosses for you to take on. And dont forget the main bosses at each stage :)
2. Better Balancing!
We received a lot of feedback regarding balancing and difficulty level issues, and we think that getting these right is of paramount importance. Also when it comes to increasing Skuls replayability, were planning to add contents to power up your character as time goes by, which will lower the initial learning curve and make the gameplay smoother overall.
3. Squashing Bugs
It goes without saying that bugs can really break up a games flow and ruin its immersion. So over the past couple of weeks we have been intensely focused on fixing any and all bugs that have been found. This should lead to a more polished version of the game than you previously experienced. Thanks again for taking part in the beta test! We cant wait to show you all the improvements that weve made to the game. This is just the beginning and we couldnt be happier to have you join us on this journey.
Hello!
We are happy to announce Early Access of Metal Unit.
From now on, the Early Access version of Metal Unit is available on Steam.
About Metal Unit
Metal Unit is a sprawling side-scrolling platformer with rogue-lite features. The wide range of melee and ranged weapons at your disposal also give you the ultimate flexibility to take out enemies any way you see fit. Upon death, the game will convert all equipped items into permanent research points. The points can then be used to unlock new items and skills. You will constantly receive weapons of varying utility and will need to adapt your strategy to match your current equipment.
Early Access Exclusive Offer
Metal Unit is priced at $14.99, however a 20% discount will be offered at launch!
Early Access Period
We are striving to keep the game in Early Access as short of a time as possible and release the full version by April 2020! The full version of Metal Unit will contain the complete ending, new storylines, and countless additional features. On top of that, there will be achievements, trading cards, and all the in-game contents (including bug fixes, localizations etc.) will be updated.
PAX EAST 2020
Metal Unit will be attending PAX East 2020! We hope to see you all there and get as much feedback and insight from you as possible.
Community
Throughout the EA period, we plan on communicating with you as much as possible and also providing constant updates as to the status of the games development. Your feedback will be invaluable and we look forward to hearing your original ideas to improve Metal Unit. Steam Community: https://steamcommunity.com/app/1173200/discussions/ Official Discord: https://discord.gg/AzpY29t Metal Unit Support Team: metalunit_support@neowiz.com Thank you!
Attention All Skul Supporters! This posting is our first official 'Development Status Update' and will be just one of many, many more to come. So please check in here from time to time to see what we're working on and provide any feedback you have for us. If you enjoyed the demo version of our game, then you're going to love what we have in store for you going forward. Look below for a sneak peek at a couple of new features we'll have ready to go for Early Access!
More Skulls & More Items
Ready to try out some new playable characters and items? Not only do we have some exciting new skulls to reveal, but we're also making the original skulls even more fun to play! Get pumped~
A Slew of Sidekicks
You've got some backup on your journey now~ [quote=authpr]First Spotted by the Developer: Just Another Day in the Demon Castle[/quote]
[spoiler]Pay no heed to the cats.[/spoiler]
Even More Powerful Rivals
It may be hard to believe, but your rivals can help you succeed. Going up against them requires you to remain focused and on the right path. See if you can go toe-to-toe with your new and improved rivals and ultimately save your demon brethren. Lastly, we would like to thank everyone once more for participating in the beta test. All of your feedback was invaluable and will help us to make the best game we can. We'll see you again soon for Early Access with a ton more new and exciting features! https://store.steampowered.com/app/1147560/
Hello,
We've decided to extend the 'Beta Test for Creators' until January 26th!
1. Why is it being extended?
- We've received a great amount of support and useful feedback so far, so we would like to continue the process for about two more weeks until the 26th.
- Just like before, if you are a streamer you can apply through Keymailer. [Keymailer Application Page] Click~!
- You can apply through the google form link below and will receive an email if chosen to participate. [Skul: The Hero Slayer Application Form] Click~!
- Those chosen to participate in the beta test will be sent a Steam key.
- On the lower-left corner of the Steam Library page, click on "Add Game" > Then click "Register a Steam Product" > Then just input the key code~
- Feel free to share your thoughts or suggestions on our official Discord server~ [Official Beta Test Discord] Click~!
- Of course you can always register on our Steam Community as well!
- Please note that only people chosen to participate will receive emails.
- Don't worry if you're not a content creator, you can still wait for the official release and enjoy the demo version in the meantime! [Skul: The Hero Slayer Demo Download Page] Click~!
Season's greetings!
After a successful showing last month at G-Star in Korea, we decided it was time to take 'Skul' global and attend the 'WePlay Show' in Shanghai!
Check out the photos below to see how it all went down.
Skul chillin' like a villain at the airport.
The Skul booth was set up in a flash~
Crowds were forming long before the gates even opened.
Not a moment to rest for Skul. Always grinding...
Skul watching over some gamers (a little creepily maybe??)
Of course Skul couldn't resist getting in on the action himself!
All of the attendees were amazing and we couldn't be more thankful for all the love and support they showed for our game.
Skul checking out the competition for a bit.
Skul in complete awe of Dead Cells... Will he be on that level one day?
The first (and last) gamer to reach the "Yggdrasil"!
Interview Summary
He typically likes playing rogue-lite games and thought Skul was a lot of fun. He just wished that he could've defeated the last boss.
This was just the first stop of many around the world. We hope you join us on this journey and help make Skul the best game it can be!
Thank you!
Hello again!
The 'Beta Test for Creators' is officially underway!
1. When can I start?
- Starting on December 12th, we will begin sending out beta test keys to those selected to participate.
- On the lower left corner of the Steam Library page, click on "Add Game" to use the key> Then click "Register a Steam Product"> Then just input the key code
- Feel free to share your thoughts or suggestions on our official Discord server.~ [Official Beta Test Discord] Click~!
- Of course you can always post on our Steam Community page as well~
- Absolutely not! We will be accepting applications until further notified. If you are interested in 'Skul: The Hero Slayer" and are an active content creator in the gaming community, please don't hesitate to apply!
- If you are a streamer and currently use Keymailer, you can apply there. [Keymailer Application Page] Click~!
- You can also apply through the google form link below. [Skul: The Hero Slayer Application Form] Click~!
- Please note that only people chosen to participate will receive emails.
- December 12~ January 12, 2020
- Any changes in the schedule will be announced on the Steam News page.
- Starting on December 12th, we will begin sending out beta test keys to those selected to participate.
Hello!
Were looking for content creators to participate in our Beta Test starting on December 12th!
1. Application Period
- From December 5th until further notified
- Gaming content creators around the globe that stream gameplay, make videos, manage communities, etc. And of course you must be interested in Skul: The Hero Slayer!
- If you're a streamer that uses Keymailer, feel free to apply there. [Keymailer application page] Click~!
- Otherwise, you can click on the link below to apply. If chosen to participate, youll receive an email at a later date. [Skul: The Hero Slayer Application Page] Click~!
- Please note that you will not receive an email if not chosen for this test trial.
- From December 12th until January 12, 2020
- Any changes in the schedule will be announced on Skul's Steam page.
- Starting on December 12th, emails containing the digital key will be sent to selected participants in order of their application submittals.
- The schedule of this Beta Test is subject to change without notice.
- Dont worry if youre not a content creator, you can still enjoy the demo version and wait for the official release! [Skul: The Hero Slayer Download Page] Click~!
Hello!
The Steam page for "Skul: The Hero Slayer" is finally here!
We're working day and night to bring this game to you as fast as we can. Thanks again for all the support and stay tuned for more updates. [Notes]
- Add us to your wishlist and be the first to get any updates~
- If you haven't seen the trailer yet, check it out now!
Skul: The Hero Slayer
SouthPAW Games
NEOWIZ
2020-02-18
Indie Singleplayer
Game News Posts 107
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(46433 reviews)
https://store.steampowered.com/app/1147560 
QA Linux [423.3 M]
The Backstory
What's left of the Demon King's castle...
The human race attacking the Demon King's castle is nothing new and has happened countless times before. What makes this time different though, is that the Adventurers decided to join forces with the Imperial Army and the 'Hero of Caerleon' to finally succeed in the total destruction of the Demon stronghold. All of the demons in the castle were taken prisoner except for one lone skeleton named 'Skul'.
Skul, a member of the Demon's Guard
Skul is no ordinary skeleton. In addition to his formidable fighting skills, he can gain new and exciting abilities depending on which skull he's wearing.
Use up to 2 skulls at a time, each of which has its own unique attack range, speed and power. So choose ones that match your playing style and switch them in the heat of battle to bring your enemies to their knees. The power is in your hands!
The Adventurers
Skul has crossed paths with a party of Adventurers! They are powerful foes that hunt Demons for sport. But while Skul may be small, he still packs quite a punch. So just see who really is the hunter and who is the hunted....
Unique Features
- Exciting and Fast-Paced Battles
- Dozens of Undead Character Combos & Abilities
- The Unmatched Thrills of a Rogue-lite Game
- Fantastical Pixel Art Graphics
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
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