Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Balance
So after my two-week vacation, it seems the goblins have been running rampant and causing all sorts of bugs and problems. So this week we had to have a dedicated bug-fixing update, but rest assured next week the voted-for content update will be done!
CHANGELOG
Goblins
Adjusted several animations for Goblinoids
Fixed incorrect guide-line from the Throwing Skill Perk for Goblins
Fixed the Goblins' Standing, Crouching/Sneaking and Lying/Crawling hitbox areas not being properly scaled for them
Fixed the Goblin's Kick and Slam hitboxes' height and range
Fixed the head scaling of all characters with extreme heights and weights
Fixed the nose positioning of Goblins with different heights
Fixed the shoot point of Spells for Goblins
Goblins can now properly swim at the surface of water
Goblins now have a unique speech tick like Felines and Reptilians, by replacing "u" vowels with "o"
Goblins now only get their illumination/darkness bonus when they're not completely illuminated
Monsters & Transformation
2 new powers for Werewolves: Bite, similar to Vampires' Blood Suck, but quicker and not required for survival, and Howl, a free buff to Strength
Beastscourge and Bloodcurse now cancel each other
If you level while Transformed, you now get those Points even if you spent them while Transformed. As your Attributes are reset, but not your Level and Points
You are now set back to the max character level when you Transform back from a beast
NPC Behavior & AI
Bandits must now have over 75 Disposition with you before they stop attacking you on sight. From 50 to 75, they only have a lower chance of doing so
Fixed a bug that caused NPCs that use stairs to forget they were battling you
Fixed a bug that caused names inputted with the virtual keypad for gamepads in Character Creation to be ignored
Fixed bugs when trying to push animals and monsters through building gates, creating bugged NPCs inside/outside. You can no longer push Bosses inside or outside too
Fixed NPCs running in circles instead of away from the player in some Flee-action triggers
Monsters no longer fight each other if they're inside, even if they're not of the same race
Non-bandit NPCs now no longer start Patrolling instead of simply Wandering when they give up looking for you, and added extra dialogue to differentiate
NPCs can now use special "Kicks", like Pommel Strike and Shield Bash from their Skill Perks
NPCs now have unique dialogue when you talk to them as a Monster or Goblin
NPCs now more frequently use their special/power Attacks like Lunge, Cleave, Uppercut, etc. they know from Skill Perks
NPCs now no longer attack/run away from you if you're a monster or Goblin if they have at least 25 Disposition with you
NPCs no longer equip armor enchanted with Flight or Float Effects on their own
NPCs no longer interrupt/cancel their pointing action (like when asking for directions) to run away from you if you're a monster or goblin
Other Goblins now no longer run away or attack you if you're a Goblin or a Monster
Outcasts (mostly Merchants and Nomads) now no longer ignore the fact you're a Monster or a Goblin
Shopkeepers, Guards, Attendants and Managers no longer greet and detect you instantly on entering a building if it's not their work hours
Services & NPC Mechanics
An NPC may now critically fail or succeed a Steal Service with 1% chance each, either dying on the job, or giving you double the bounty!
Fixed some instances of horses dying repeatedly if they did so while being ridden by high Riding
Source
