In this update3
Full notes
Full A Violent Revelry update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Maps
- UI and audio
- Balance
- Performance
A Violent Revelry changes
Additions
A starting quest
Controller support
Ability to use Instinct, unique to the Agility stat
Ability to reverse your weapon
Grindstones to level up weapons
Decapitation
Priests for each god
Some new enemies and bosses
A handful of new starting weapons
New magic weapons that are easier to obtain
A couple new spells
A few new recipes
New stars
Enchanter crystals in the wild
Mushrooms
A few new special buildings can spawn in towns
Option to mark the map with icons
An area’s level will show near the map
New sound effects
New options in Settings
New keybindings for movement and positioning followers
Loading screen art
Small visual indicators of an attack’s angles
Minor graphical feedbacks
Adjustments
Changes to various weapon parts
The player is given a weapon after dying
Magic weapon parts can only appear once in a design
Longer and heavier weapons have reduced attack speed
There’s less of a spin when your weapon rebounds
Dodging during an attack no longer trips you
Dodging with negative stamina has a chance to trip you
Tripping hurts more
You can dodge while in deep water now
Improved balance when two handing a weapon
Humans may push or parry
Harder bosses spawn further from the center
Various AI improvements
Humans are a little braver in general
The undead won’t collect goods
The Dominion is shirtless now
Certain common armors have bonus stats
Picking up armor will automatically equip it to any available slots
Gloves (like boots) only block damage in very specific situations
Nearby light sources alter the ambient light
Changes to various spells
Ice and fire spells interact with water
Minor change to how teleport circles are made
Shrines work a little different
Popped-up goods spread out a little better
Adjusted loot rates
Changed god dialogue
Followers are indicated with a little arrow
Exit flags will indicate when they’re unusable
Naming an area no longer requires confirmation
Various combat balances
Minor VFX improvements
Minor improvements to some sprites
Minor UI improvements
Bugfixes
Ruins are less chaotic
Fixed a couple landmarks that were being filled in with walls
Sheep no longer have infinite health under certain circumstances
Stars will highlight correctly when a token is chosen
Various fixes to UI bugs I don’t feel like writing out
The AI won’t keep their shield up out of combat
Reduced the absurd hit radius of spires
Blood no longer drips off of weapons while paused
The edge of the telescope view no longer scrolls when paused
AI followers won’t send their leader goods if the leader is dead
Fixed some game breaking issues when loading a saved game
No longer able to return to the previous area after loading a saved game
Nobody is getting infinitely stunned anymore
Objects on a wall (like sconces) are destroyed when the wall is destroyed
Removed some obsolete stars
Fixed some tall objects appearing under ceilings
Certain buff effects are no longer infinite
You can’t get notes from a destroyed bookshelf anymore
Bone requirements show on recipes
Followers will cross areas previously occupied by walls
Pausing the game isn’t overwritten by slow motion effects
Bows correctly show upgraded damage/power
Those tall people no longer have bugged helmets when sprinting
Player no longer keeps keys after death
Great elementals no longer look for weapons to wield
AI wielding torches no longer light each other on fire
Certain spawned enemies no longer have an infinite weapon spin sound
Various fixes to world generation bugs
Apologies for the long wait! Saved games from old versions will not work.
Source
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