Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
- UI and audio
- Balance
- Store
- Maps
As chosen by the Update Poll, the Swamps & Skylands Update is up! Featuring not one, but two new special Biomes for you to explore, each with their own unique characteristics! More special monsters, animals, buildings and settlement types will come exclusively for them soon. Enjoy also a myriad of fixes and improvements as usual!
Changelog
New special Biome: Skylands! Rarely appearing in the overworld, these massive floating islands hide powerful materials, if only you could get to them!
New special Biome: The Swamp! Filthy water bodies held by huge stone basins, these lands have all the perks you'd expect, especially the ailments!
New GatherSpot: Floating Rocks! Filled with precious gems and ores, and easily gatherable, like the herbs, these oddities only show up as a reward for those who can reach the Skylands!
- New GatherSpotSwamp Trees! Rooty classic spawning only on the new biome!
Added a marker indicating the current Spell's cost to the HUD's Mana bar
Adventurer's Guild's Managers now pay S-Rank adventurers in Gold Coins for Quests instead of Silver like everyone else
Avians now can't equip Ear Accessories like glasses, earrings and masks, due to the unique shape of their heads. In exchange, they now take 25% less damage from collisions
Battle remixes of the music wil now only play if enemies are aggroed on you, not when you just have your weapon out
Becoming a Vampire or Werewolf now levels you 10 times instead of 25, the increase to the max level is still 25
Better code for choosing Sky, Land or Sea Monsters to spawn when fast-travelling, waiting, and loading chunks
Better code to check for Item Steam Achievements, like for lv10 Equipment. They now only proc when you close Menus and Containers
Buffed the Death Effect to be 5x stronger than it was before, so it pairs with Damage Spells and doesn't fall off compared to them, also made it de-scale with the enemies' level instead of HP
Consumable Items updated with magic now have increased Intensity for their use-Effects
Factions with the same name and type, and thus ID, are now properly counted as the same, including possibly having multiple leaders, which must all be killed in order to destroy them
Goblins and Fairies now turn into miniature versions of creatures when they Transform
Improved the light of Lamps to offset their worse positioning compared to Torches
Improved the spawn code of GatherSpots in Caves, mostly making rocks, ores and boulders more common in them
Improved the tree type spawn algorithm by biome and geographical stats
Killed every single thing named "Hildebrng.rand" in the entire multiverse of Devil Spire and replaced them all with identical clones called "Hildebrand"
Less blurry Map Menu location texts and icon
Made it so the jaw of monsters is no longer visible when you Transform into them in first-person, to avoid clipping and blocking your vision
Made Light, Invisibility, Levitate and Flight only Toggle-Effects when they're cast from the racial abilities of Avians and Fairies, fixing problem with stacking equipment enchanted with them
Made the Devil Spire dungeon tend to be more vertical
Made the Magic Power subattribute scaling be the same as the Speeds', making it better in the early game
Magic Walls and Floors are now dithered, so you can see through them!
Monsters spawned from Waiting outdoors will no longer spawn in the air if you're Levitating and they aren't
Multi-Effect Spells are no longer named Effect1&Effect2, they're now named Effect1-ing Effect2
Nerfed the Debuff Effect to 1/4 of the original value, as it could way too easily make
Source
