[2] Release 1.4 Patch Notes
[quote=author] ziiiiiiiiiiiiiiiiiiiiii [/quote]
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
Mana Bone
[ 2022-02-09 23:57:16 CET ] [ Original post ]
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
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
MINIMAL SETUP
- 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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