Update 4.2.2 gives the inventory a real cleanup tool and takes the unpredictability out of enemy crits: you can now sell loot in bulk by tier or level, and enemy critical damage follows one consistent rule from Curse 1 to the endgame.

Bulk sell in the inventory

The sell dropdown in the inventory gained two new entries: Below tier… and Below level…

  • Pick a threshold and the dialog previews the result before you commit — for example “Sell 24 items for 133963 gold?” — so you always know what you are giving up.
  • It sells everything strictly below the chosen tier or level, across all rarities.
  • Locked items and equipped gear are never touched, so a stash clean-up can’t eat your build or your keepsakes.
  • The payout uses the same sale value as selling one item at a time.

Enemy critical damage, rebalanced

At high Curse levels, enemy crits could spike to lethal amounts with no counterplay — some elites scaled their crit damage to well over 900%. This patch flattens that curve:

  • Every enemy type now starts from the same 50% crit damage base, instead of per-type values up to 900%.
  • Crit damage scaling from Curse levels is halved.
  • A hard cap of 800% crit damage applies everywhere, including boss phases and older saves.
  • Bosses no longer gain an extra crit damage multiplier per phase.
  • Boss phase attack multiplier reduced from 1.25× to 1.20×.
  • The Enraged affix’s attack bonus reduced from +30% to +20%.

Bosses and elites still hit hard — Enraged is still dangerous — but sudden one-shot crit spikes should be far rarer and much easier to read. This is a deliberate nerf to enemy burst damage; survivability at high Curse is now more about your stats and less about surviving a lucky roll.

Fixes

  • The level-up preview no longer shows negative values like +-8% when a companion bonus (for example the Phoenix’s HP boost) is larger than the level-up gain — companion bonuses are now included in the preview.
  • Auto Mode settings: the Blessings and Heal options now use their rarity colors.
  • The combat panel got more height, removing scroll bars that appeared on some screens.

No save migration is needed — existing runs continue unchanged, and stored enemies are normalized to the new crit damage cap the first time they load.

Play now:

Read the full release notes on GitHub.