In this update3
Full notes
Full A Violent Revelry update
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What changed
- Gameplay
- UI and audio
- Balance
- Fixes
A Violent Revelry changes
Additions
Dodging leaves a brief silhouette behind that activates dodge effects
Note buttons will indicate any new notes
A few new area pre/suffixes
Added some new SFX
Adjustments
Shrines will spawn common tokens when neutral to the player
An unstuck weapon will be immune to sticking during the backswing
The player can no longer interact or inspect while stuck
Reduced the weight penalty on a weapon part's momentum
Invisibility will hide armor and clothes
Parties will no longer stay at a location they claim (this goes for the starting area as well)
NPCs will occasionally pick up offhand items
Follows are calmer when you're standing still
Travelling between areas will tire the player even if they just rested
Areas should no longer have identical names
Visual update to the weapon design screen
The current note category is displayed
Minor adjustments to some weapon parts
Minor adjustments to some spells
Bugfixes
Armor stands and corpses no longer duplicate
NPCs will correctly display their tabards after loading a save
Fixed some items not saving correctly
Weapons no longer get stuck in a wind up loop at high levels of DEX and STR
Getting stuck on a newly dead enemy won't send you flying through the walls
Arrows loosed from an enchanted bow will no longer flash whenever the bow flashes
Dodging will no longer trigger the slow motion effect if the damage was undodgeable
Floor traps won't inexplicably hide right in front of you
Inching forward will correctly update the player's current tile
Fixed a room that could lock the player inside
The Adaptive Defense star will actually work for the player now
Fixed some minor UI issues relating to high resolution displays
Saved games may not work with new updates
Source
Changelog.gg summarizes and formats this update. How we read updates.
