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That might need to be tweaked at some point though :)
Edit: hmm, noticed the base values were a little off actually. Updating that.
The process of pushing a complete build on steam (ie: Linux, windows, mac) can be pretty time consuming and it's more things to manage, so we're not looking at increasing the different branches right now.
It does seem at this pace that we'll we have a build most every week though, so builds should update fairly regularly.
We do have a dev branch that usually gets updated a bit before Friday so testers can start checking the build in advance, but it's not really something I would recommend for players in general: it's more likely to have problems :-T
As for the def, there was a bug in there and it was higher than it was supposed to be.
It appears to have been changed from 99 stacks to 24(?) and with good reason, just slap it on someone who can wear it and watch them solo whole maps by themselves.
>> Reducing some of the bonuses to Blood Armor and Soul Eater. Adding a configurable cap as well.
The armor used to be called Blood Armor and it's still called that way in the code, so I messed up the naming in the patch notes >.<
The cap is 50 stacks currently (configurable), but some of the stats on it (evasion, crit, speed) only grow by 1/2 of that amount.
It might still be a little too powerful for sure. It is meant to be super gear though :)
Still, I can't help but feel that it shouldn't be quite that well rounded. Even "only" having atk and crit grow would still be very powerful, but give it a more unique identity. The issue is that the massive defensive power it has means it's always worthwhile on anyone - in fact, you're better off giving someone Equip Heavy so they can use over not actually having anyone equipping it.
I don't necessarily mind it being an "auto-equip" in the sense that you would be silly to not have *someone* wearing it, but even super gear shouldn't be a large upgrade to ANY character who wears it. At that point it sort of lacks the fun thing about gear - being giving characters more unique and specialized arsenals - and just becomes a free "make this character act as if they have 10 extra levels and also a crit, evade and speed passive" button.
Obviously I could just configure the stats lower, but I would rather see it be powerful in an interesting, narrow way that tempts you to build for it rather than always be total generalist gear. As is, while it's "best" on an atk+mnd set with versatile, it's a major improvement for almost any character, and that just feels a bit less interesting than the alternative.
If I remember correctly, the sword is in the chest surrounded by water on the first city's patrol map.
Not really sure, though, as it does not start all that good, so for a long time I did not pay attention to it. Only when I saw the cursed shield did I think of really giving the Soul Eater a spin.
the Ancient Locket sidequest