In this update3
Full notes
Full A Violent Revelry update
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What changed
- UI and audio
- Gameplay
- Balance
- Fixes
A Violent Revelry changes
Additions
The title screen has access to game settings
Minor vfx/sfx additions
Adjustments
Hold the magic button to delay casting
Shields cost stamina to use and take up to a few seconds to reach full effectiveness
Certain landmarks, such as castles or rare goods, will no longer respawn
Birds will be cool if you're cool
AI may dodge forward if their opponent's weapon is particularly long
Target dummies wear hats now
Damage text now aggregates above live entities
Notes are confined by their center instead of their edges
STR modifies the power of an attack at the same rate it modifies damage, was previously double
STR is less necessary for swing speed and more necessary for momentum-based damage
Different lost civilizations will no longer have identical symbols
Autosaves will no longer occur right after loading in
Large pressure plates will indicate when more weight is required
The armor inspector window will display the armor's material
The equipment window also shows total weight
Adjustments to the Strong vs/Weak vs of some weapon parts to target certain armors
More stars fit in the window below player attributes
Space can be navigated by mousing at the screen's edge
Minor adjustments to some spells
Minor adjustments to some stars
Bugfixes
Fixed a bug causing certain transitions to short-circuit before completing
Enemy armies will no longer congregate in the starting area's southeast walls
The base crit damage mod for many entities (including the player) is no longer abnormally high
Armor can no longer be crit
Strong vs and Weak vs now act independently on each object hit
Fixed a bug that could cause weapon enchantments to deal no damage
Certain one-sided weapons will be held facing down (instead of up) while at leisure
The Tile Master boss no longer creates tiles when dead
Source
Changelog.gg summarizes and formats this update. How we read updates.
