Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Balance
- Workshop
- UI and audio
- Maps
As chosen by the Update Poll, the Forest Update is up! It features a new dungeon type: Deep, dark Forests, full of new dangerous traps beautiful flora! Also included are a multitude of requested improvements, and a lot of fixes too.
Changelog
New Dungeon Type: Dense Forest! A dark, closed off labyrinth of wood filled with beasts that'll surely not be a walk in the park!
New Traps, I mean Flora, I mean Forest dungeon Props! Mantrap and Ambrosia. I wonder what these innocuous plants do...
New "Door": Vines! Not very durable, but may need a sharp sword to cut down!
Added Utility Scrolls: Magic scrolls with pre-selected Effects non-Mages would need, like Flight, Escape, Magic Bag, Return to Town, etc. Dropping as utilities like arrows and torches, and sold in Item shops!
You can now lock the doors that lead into houses, to stop NPCs from coming in (or going out)
NPCs may now lock their doors if they're the last to leave, or if they go in while it's night
Doors to houses locked by NPCs have to be lockpicked just like other doors and containers
HP, MP and SP now also increase with your character level, at the same rate as spending stat points on their Attributes. This is an experimental change to remedy excessive amounts of one-shotting at the end game. PLease let us know what you think of it!
Abilities (Lv0 Spells) can no longer be taught to or forgotten by NPCs
Current Durability now also increases when you upgrade an Item. Have fun remembering to repair equipment every time you want to upgrade them. No, I won't slap a free repair to Upgrading because then Repairing becomes useless
Cut Impact to Force by 50% again. Stop complaining about it or I'll nerf it until you can no longer throw enemies even if you're a max level hulk with 999 STR kicking a level 1 mushroom
Flying (aka Levitating) characters now lose their levitation if they're knocked down/off-balance
If you have a stack of Tools (torches, pickaxes, etc.), they're now properly equipped/unequipped if you use them from the Shortcuts bar
Increased the delay on load before movable props can cause collision damage to NPCs
Now all characters, not just the player, get re-positioned to the entrance if they fall through the floor while inside
POIs and Landmarks are now properly shown in the HUD's minimap
Properly added POIs (Graveyards and Ruins) to the World Map, with their own icons! You can fast travel top them, unlike with Landmarks (Mountains and Special Biomes)
Put and Take All in Item Containers now only transfer the Items currently listed in the inventory (so accounting for tabs and filters)
Raised-Dead Bosses no longer enter Dungeons with you, and instead wait outside like Animal companions
Renamed the "Ruins" Dungeon type to "Shipwreck", as Ruins were implemented as POIs instead, to avoid confusion when asking NPCs about them
Replaced the effect of the Creative Spellmaking Skill Perk from giving a chance to not consume Gems, to allowing greater freedom in choosing spell properties, like Cast Time and Mana Cost, plus allowing Effects that last up to an hour
Replaced the sound effect for Kicks as it was the same as the Dodge one
Ruins can now also have all types of ItemContainers (like cabinets and coffins!)
Ruins in the Desert now use the Pyramid's Wall textures for a better look
Slightly better animations when using tools
The terrain in Swamps now transitions more nicely to the surrounding area
Trees no longer spawn in Graveyards, rocks do
Source
