Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
- Balance
- Store
- Workshop
- UI and audio
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
