Ten bosses, new synergies and battle improvements
Version 1.0.1 brings ten new bosses, drawn for this version. Every tenth floor from 10 to 100 now ends with the boss of that land
Each stands twice as tall as a hero and takes up four spaces in a 2 by 2 square that nobody else can enter. Each has two or three area spells and a trick of its own
10: Sluice Colossus: Break the shield to make it stagger
20: Mother Elm: Kill three sprouts in eight seconds while she is underground, or she returns stronger
30: Crane Kraken: At 66% and 33% health, it shells up, heals and reflects melee hits
40: Blind Tunneler: Leave the cracked ground before it erupts
50: Sludge Troll: It heals itself, but a wound stops the healing
60: Glass Sphinx: It seals the strongest hero in glass, and the shards hurt nearby heroes
70: Frost Hauler: Its charge knocks everyone from its path and leaves ice behind
80: Slag Ogre Founder and Slag Ogre Crucible fight at once: when one falls, the other heals and grows stronger
90: Rigging Widow: Every ten seconds, she drops two mana eaters
100: Lamplighter King: At 60% health, he wakes his Second Self, and both must fall
Past floor 100, the bosses come round again, stronger
Every boss has its own animations, spell effects and sounds
People synergies now have their own effects instead of giving plain armor. They grow with 2, 3 and 5 different heroes; calling synergies reach their higher tiers with 2 and 3 heroes, while Warriors do so with 2, 3 and 4. Extra copies of one hero count once
Etalon: At 2, each starts battle with a shield; at 3, shielded Etalons deal more damage; at 5, their shields return once after a short wait, and nearby allies start with half a shield
Wind-Ups: At 2, their attack and movement speed rise, then fade; at 3, the first time one falls below half health, it gets the bonus back and slows nearby foes; at 5, the whole team gets half the bonus, while Wind-Ups keep at least half
Half-Life: At 2, attacks and abilities leave radiation that keeps hurting enemies; at 3, a foe that dies while irradiated passes the remaining harm to nearby foes; at 5, a fallen hero lingers as a glowing husk no enemy can hit, harming nearby foes before fading
Pack: At 2, it deals more damage to enemies below half health; at 3, its kills make the whole Pack attack faster for a short time; at 5, its leader marks the weakest nearby enemy, and the Pack goes after it
Bloom: At 2, heroes grow stronger over time, gaining health and damage; at 3, fully grown heroes heal nearby allies; at 5, a fallen hero leaves a sprout that heals nearby allies and grows into a thorn bush
Hive: At 2, each other living Myrmidon or one of their summons makes Hive heroes deal more damage; at 3, they share some of the damage they take with other living Myrmidons; at 5, a fallen hero leaves a larva behind
Heroes now gain experience from their kills in battle and can level up before the fight ends
Newly hired heroes start at level 1; when you merge copies, their experience is added together
A shop freeze lasts one turn, then lifts on its own; cards now animate when the shop freezes, thaws or refreshes
Hero highlights now clear when you move focus away
For now, the game is available for Windows. Download it

