Devil Spire Falls
Steam News 20 February 20262mo ago

The Fairy Bug Fixing Update is LIVE

Got sick, so couldn't work on this week's community-voted Update, so did what I could and pushed this as a maintenance update, fixing a lot of the harsher bugs, especially with Fairies. Also, doing some experiments with…

Update log

Full Devil Spire Falls update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix5 additions5 changes5 removals
  • Performance
  • Gameplay
  • Balance
  • Store
  • Workshop
  • UI and audio
fixedGot sick, so couldn't work on this week's community-voted Update, so did what I could and pushed this as a maintenance update, fixing a lot of the harsher bugs, especially with Fairies. Also, doing some experiments with the game's balancing and performance. Couldn't get all the bugs fixed, but please let us you know what you think of the experimental changes, at least!
changedCHANGELOGUpdated to Godot 4.6.1. Please let us know if this caused any issues for you
changedCHANGELOGReplaced the "Magic Whirlpool" Spellcasting Skill Perk With "Magic Balance", which makes it so Mana Cost doesn't scale with Magic Power, as it was before
removedCHANGELOGMore experimental changes, same deal as above: Let us know if you don't like them so we can roll them back: Doubled the material cost (Gems) to Enchant Equipment You can no longer offer Items while Bartering if the NPC is overencumbered, unless you have the below Skill Perk: Changed the effect of the Very Important Person Barter Skill Perk to allow you to offer Items even if the NPC is over weight. The previous effect of making the NPC offer you all their best Items is now always active.
addedCHANGELOGNew method to optimize GatherSpots. Please let us know if it made performance, especially the overworld, better or not for you!
changedCHANGELOGAdjusted the hitboxes of Slimes

Got sick, so couldn't work on this week's community-voted Update, so did what I could and pushed this as a maintenance update, fixing a lot of the harsher bugs, especially with Fairies. Also, doing some experiments with the game's balancing and performance. Couldn't get all the bugs fixed, but please let us you know what you think of the experimental changes, at least!

CHANGELOG

  • Updated to Godot 4.6.1. Please let us know if this caused any issues for you

  • Implemented the Big 3 Magic Nerfs. These are experimental changes to make Magic less broken, more balanced, less extreme, but ultimately more fun. If you think, after playtesting, that these changes were bad ones, please let us know so we can roll them back:

    • 1 - The Magic Power subattribute from Intelligence now scales less, from (1x) to (0.5 + 0.5x), like how the Skill Learning subattribute currently is

    • 2 - Magic Power now also increases the Mana Cost of Spells, like Physical Power increases the Durability and Stamina cost of Attacks

    • 3 - Halved the power, and cost, scaling of Level 1~10 Spells

  • Replaced the "Magic Whirlpool" Spellcasting Skill Perk With "Magic Balance", which makes it so Mana Cost doesn't scale with Magic Power, as it was before

  • Bosses and Beasts now properly benefit, if they have them, from the Spellcasting Skill Perks "Chargeable Spells" and "Magic Whirlpool" (this one being currently inaccessible). Mostly relevant for casting Spells while Transformed

  • More experimental changes, same deal as above: Let us know if you don't like them so we can roll them back:

    • Doubled the material cost (Gems) to Enchant Equipment

    • You can no longer offer Items while Bartering if the NPC is overencumbered, unless you have the below Skill Perk:

    • Changed the effect of the Very Important Person Barter Skill Perk to allow you to offer Items even if the NPC is over weight. The previous effect of making the NPC offer you all their best Items is now always active.

  • New method to optimize GatherSpots. Please let us know if it made performance, especially the overworld, better or not for you!

  • Adjusted the hitboxes of Slimes

  • Armor Skills' training now only considers damage and concussion up to your current HP, to avoid cheap exploits with extreme, but non-lethal, damage. They also no longer proc if the target is invincible

  • Armor/Defense is no longer ignored if you hit an unconscious character, so you must strip them of it if you want to maximize damage or minimize durability loss

  • Better general code for Item model loading, which mostly makes it so Enchanted Tools now have the magic visual effect

  • Better outline color for Sign Monuments, and made their Text wrap around if too long

  • Better ticks for the ui sliders, especially in the Options Menu

  • Changed the damage type of Avian Kicks to Piercing from Slashing

  • Dying now properly gets rid of all ailments, including magical ones

  • Enemies will no longer keep attacking excessively after getting Parried and you go out of range

  • Flying characters will now get closer to your eye height when chasing/following you

  • Made it so "Natural Invisibility" now costs 1 Mana per second it is active, with the new Siphon Effects

  • Moving while invisible now grants Stealth Skill Experience proportional to how invisible you are

  • NPCs no longer release their cast Spells if you're the target and are behind cover

  • Outline for the text of the sign outside Guild Halls

  • Replaced the Fairy's "Too Light for Noise" Perk with "Fairy Light"A new ability that provides light in exchange for Mana, 1

Source

Steam News / 20 February 2026

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