- New Dungeon: The Labyrinth. 20 floors of pain, and the conclusion of the stories of the current six characters. - New boss for The Labyrinth. - Fixes for the zoom-in bug for iPad 1 and iOS 5.1.1. - Control tweaks for iPad devices, you can set movement and swipe sensitivity separately. - Health potions are no longer awful. - Automatic screen flipping. - Map now also shows your floor number. - Try to charge up a power attack when low on energy will no longer prevent you from moving. - You no longer get an energy regeneration bonus for charging up a power attack. - Hats stay on your head instead of unequipping. - Match Hat Color moved to the hatbox menu instead of options. - A bunch of new hats. - REPEAT STORY: ON/OFF toggle in options menu. - Gauranteed rare chest after each boss. - Chests can now be destroyed after being opened, to prevent weird situations where you could get stuck. - Some fixes to level generation in the first three dungeons. - Increased gold drop rate in the third and fourth dungeons. - Rare chests now drop normal hats if you run out of rare hats to find. - Guard Captains should no longer attack you immediately when they take damage. - Flame traps should be a bit more forgiving now. - Tapping during the retry/victory epitaphs now skips the text much faster. - Reflection damage buffed to triple of what it was. - Super Secret Area, will YOU survive its enigmatic horrors? - Various other minor tweaks and fixes. - Lots of character balance changes, with more coming in Update 2: WARRIOR - Starter shield and Thorned shield have 6 charges maximum now, instead of 9. - Mirror shield and Obsidian shield have 8 charges. - Mirror shield now reflects magic for both levels. Level II is now lighter. - Obsidian shield now applies an 8 second slow effect to attackers, 12 seconds at level II. - Stonebeard shield has 11 charges maximum now. - Starter sword takes slightly more energy for its power attack. - All forge weapon upgrades now take less energy for their power attacks. - Stained Glass Sword takes much less energy. - Stained Glass Sword II now has a longer power attack range. - Fixes for Bane of Bones and Stained Glass Sword not breaking Guard shields. - Health potion upgrade and gift replaced with an upgrade that makes you do up to 5 points extra damage on your next hit, if hurt by an enemy. ROGUE - Dagger attacks now do +2 damage. This means front-attacks do about 40% more damage. Backstabs around 10% more. - Tormentors and the Gutter damage also increased by +2. - The energy cost of all forge kicking upgrades were reduced significantly, to be the same cost as the basic kick. - Other adjustments to the different kicks, such as the Whirlwind Kick doing more damage now and the Tormentors having a little less range due to the lowered energy cost. - Toadskin Cowters now poisons enemies that hit you 100% of the time. Level II does a more damaging poison. - Nullguards now protect against one more magical hit than they used to. - More Rogue changes will come in Update 2, including a revamp of Fake Out. MAGE - Mage basic power attack now does the same damage as the normal attack, instead of a little less. Energy cost went up slightly to compensate. - Energy costs of all forge staff upgrade power attacks went down. - Earth Staff now also has a bonus where its normal attacks have increased range. Power attack range was also buffed slightly. - Ice Staff revamped to travel the same distance as basic staff, and its power attack is now a lower energy but lower damage piercing shot that also slows briefly. - Fire Staff had a bug where the II version didn't get increased range. This was fixed. - The Push style abilities (basic robe, blazeweave, typhoon mantle) were all buffed. Larger size, greater duration. - Mage now gets a +MaxHealth upgrade. The previous "get energy back on using an ability" upgrades got merged into a single upgrade. - Fix for a bug about using power attacks near walls. - Walwin's Frock II decoy lasts for a shorter duration. - Footstomp has 6 charges max instead of 9. ADVENTURER - All amulet magic attacks now have 9 ammo instead of 6. - Adventurer stuns now do a little bit of damage, about 30% of a shortsword attack. - Sunlight Rosary pierces 2 enemies now instead of 3, but has a more forgiving attack hitbox. - Tears of the Ice Queen poison damage was increased by 60%. - Blast Marble hitbox width was slightly increased. - Red Death triggers slightly more often, and level II hurts your health regeneration less. - Lantern damage increased a little bit. - Forge sword upgrades generally take less energy for their power attacks. For example, Flicker II can quickly charge twice. - Orvar's Buckler now has 6 charges maximum, instead of 9. - More tweaking to lanterns planned for Update 2. SPELLSWORD - Mist Vambraces duration decreased slightly. - Phaseblade power attack's explosion lasts for a slightly shorter duration. CULTIST - Dagger attacks now do +2 damage. Same as the Rogue. - Athame of Coiled Flame now has a longer attack range, like Warrior's Stained Glass Sword II does. ------------------------ Second update plans: - MFI Controller support - Further character tweaks, especially to Rogue - New Cheevos (achievements for the layman) - At least two new dungeon modes, including Endless - Saint Statue revamp, including a bugfix to make them actually appear on random floors. - Boss healthbars - Looking into some sort of save syncing, not necessarily iCloud - Other stuff we didn't get to do in the first update