Hey folks!
Just like with the overhauled caves quest, the first thing to implement for a new Imp quest area is a new entrance, but this time it’s a bit more impressive!
In v3.3 the Imp will spawn in his own dedicated room with a large pit leading to a dwarven vault. The vault is magically sealed, but that won’t completely stop you from being able to teleport in…
(Image Description: A gif showcasing the new entrance room for an upcoming quest. The room contains the hero, the ambitious imp questgiver, and a large circular pit. A grid of green squares forms a barrier over the pit, and they steadily glow in and out of view.)


I’ll likely be sharing more gameplay specifics as the quest takes shape after the release of v3.3, but the general idea is that the environment will have different enemy behaviors, where retreating is a lot more feasible, and the player will be expected to avoid combat with some or all enemies as they work their way back to having some gear.
Oh I see, I see
Thanks for the answer, I look forward to it
I guess this can give heroes such as Huntress a bit of an edge with talents such as Heightened Senses. Possibly also cripple some heroes that rely on their class artifacts more, such as Cleric.
Certain heroes are a lot more dependent on equipment levels and others on their class item, I am aware of that and am considering it in balancing.