Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- UI and audio
- Fixes
As chosen by the Update Poll, the Quest Update part 2 is up! For our first content update of the year, we have a seemingly small, but very over-arching set of changes, fixes and expansions to Quests, which will be paramount to implementing the larger Origin Quests later on! Also included are a lot more bug fixes and improvements reported and suggested by our growing community!
CHANGELOG
Quests
New Quest Type: Delivery. Take a letter from one NPC to another, and don't you dare open it!
Added Continuation Quests: Quests that are generated based on previous ones! For now, you get the classic "Kill who ordered the hit instead!" and "Deliver my letter back!" ones
Quests now accept multiple Item deliveries (like Items of the same type but different levels). Also added Quests that specifically ask for this, such as Collect Multiple Weapons and Throwing Weapons
Throwing Weapons are no longer accepted in Collect Weapon Quests... But are required for the ones that specifically ask for them
Shortened the Quest Objective texts so they doesn't cramp the HUD so much
Items & Inventory
New Item: Letters! Used for Delivery Quests. I wonder what could be written inside...
Cut the weight of Book Items (including Grimoires) by half
Picked up projectiles fired from enchanted ranged weapons will no longer be permanently enchanted with that weapon's effects
Workstations now consider all items of a type for their Material counts (so stolen and normal Gems and Ingots are both considered when using them). They also prioritize stolen and broken Items!
Characters & NPCs
Goblins no longer talk with you as if you are a monster, even if you are
NPCs no longer sheathe their weapons when staring at you if it wouldn't be adequade
Animals will now only not-eat edible Items given to them if they're not hungry and aren't a Party Member
Animals will no longer distract themselves while talking with you
NPCs now have effective Night Vision if they're a Vampire, Goblin or Werewolf
Better dialogue for when a guild attendant refuses to welcome you due to excessively low Disposition
Animals that are your party members now no longer ignore you, or run away (or fight you) if they have excessively low Disposition with you when you talk to them
Bandit dialogue for not-fighting you due to them failing a courage check now better shows they're scared
Item Service menus of NPCs now show their current Skill and Character level, to better judge what items they offer and how likely they are of producing them to you
Animals & Taming
Animals will now eventually stop Fleeing, if they pass a courage check
Removed the Hunger mechanic from Animals, as it was only relevant for taming, and not that much. Mostly irrelevant, but caused a lot of confusion
Unique pitches for Animal cries depending on the situation
World & Locations
Bosses now spawn more frequently in the overworld as Devil Spires fall
Improved how Devil Spires after the twelfth are named
Improved Interaction detection for the entrances of Dungeons
Improved and fixed how locations are marked as discovered
Better model for the outside of Pyramids
Improved the outside visuals of Caves
Improved the generation of Roamers while creating a world, and made it have a percentage in the progress bar
Skills & Mechanics
Nerfed the Stealing Skill Experience gain
Nerfed NPC Disposition gain from Surrendering
Nerfed Survival Skill Experience gain from eating/using Items
Slightly buffed the success rate of Item NPC Services, to offset their lowered Skill levels overall
Fixed the Pierce Perk of the
Source
