Full notes
Full DA_RL update
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What changed
- Gameplay
- Balance
- Performance
- UI and audio
Hi, I have a quick DA_RL update before I take a short break. First, thank you for all your feedback. I have implemented a lot of your suggestions into this patch, and I am working on adding more. Second, if you like the game, a review really helps, especially as I am just one guy with $0 for marketing or anything. Finally, hope you all have a good day!
New Features
Throwing: press T to open the throw menu and hurl items at enemies.
Inventory category filters: press Tab to cycle through categories (weapons, armor, scrolls, potions...). Makes finding what you need much faster. This is a temp kind of change until I implement a proper change.
Elemental attacks: on-hit effects (freeze, burn, poison, lightning, vampiric) now apply consistently from weapons, enchantments, and AI attackers.
Balance
Item balancing pass: tuned damage, weights, and drop rates across weapons, armor, potions, and scrolls.
Bug Fixes
Death now deletes the save, no more reloading from a pre-death state.
Identify scroll no longer misbehaves on already-identified items and equipped gear.
Strength readout now reflects the correct value after equipment and buffs/debuffs.
Enemies render above floor items, no more monsters hiding under potions or scrolls.
Pacifist / Untouchable / Speed Runner achievements no longer awarded when you go up and back down a floor. They only trigger on descents into new depth.
UI
Unified inventory screen: Use, Drop, Throw, and Identify now share one screen with a mode-based title. No real in game changes, but has made development easier.
Umbra shrines are now slate-blue instead of purple, so they no longer clash with Arcanus shrines.
Tutorial
Inventory step now covers Tab category cycling, plus D for Drop and T for Throw.
Final step quick reference lists D, T, and Tab alongside existing hotkeys.
Source
Changelog.gg summarizes and formats this update. How we read updates.
