Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Maps
- Gameplay
- Store
- Fixes
As chosen by the Update Poll, the first part of the Armory Update is up! It features both new weapons and armor, and a ton of improvements to them and other systems! Don't even read the rest, re-create your world and go find all the new shiny stuff that's been added!
Changelog
New Weapons!
Sword type: Katana! Sharp, but fragile. Elegantly deadly!
Halberd type: Naginata! The most badass home-defense weapon of the eastern region!
Mace type: Club! The classic/ancient beat stick, the ungaest of weapons!
Flail type: Whip! Long, light, much less lethal, but very, very painful...
Greatsword type: Claymore! So beautiful, thin and long...
Staff type: Twinblades! Surely a historical fact, these deadly oars are as deadly as they are cool!
New Heavy Armor, fan-contributions by MisterWraith!
The Northern 4-piece Armor set! What a viking would wear if they used metal armor!
Western Breastplate, Bracers and Cuissards! These complete the "Western" Heavy Armor set, together with the pointy helmet the Deserter starts with!
New Hats!
Hood: The classic medieval hood! Cool mantle included!
Bycocket: Robin Hood's hat! Stylish feather included!
Kasa: The traditional asian conical hat!
Updating the starting classes' equipment to use some of the new Items!
Equipment generated for NPCs now follows their regional style! Not all styles are in, but you can see the difference it makes, especially for their clothes!
Made Equipment Item "Style" variables more consistent
Slightly optimized the code for equipping items, specially armor
Fixed the broken code for the rotation of Flails, replacing it with a less good but at least functional version. To be improved later, possibly with real physics
Renamed several clothes in the files, to actually organize them in a manageable manner. This can cause some Items in old worlds to turn invisible, but is a necessary step in implementing more of them. This is probably the last time a change like this will have to be made, at least for clothes
Updated the Godot engine to version 4.6.2
Added grates to Wells for safety and compliance to engineering standards (this is a lie)
Barrier-Projectile Spells now shoot the previous ones on recast
Better check for dousing Burning while in water
Better formula for Courage Checks for characters, so the level difference doesn't matter so excessively
Better pairing of Seed and Log drops from harvesting Trees
Better setting of Next-Level XP for when you're killed while at max level
If you create a Faction of a type you're already in, you now Betray that Faction
Improved the damage/effect formulas and tick rate for all Boss Ultimate abilities
Increased the Defense and Durability of Stone Tile Decorations
Made the base of Ruins props taller
Made the head props inside the Pyramid Dungeon smaller to avoid covering levers
Monsters that're being ridden no longer show their status label above their heads
More than one Boss can spawn at a time in the overworld based on how many ????? ????? fell
NPCs that are hit with Ailments that force movements and animations no longer have those replaced by interaction ones (eg Dance and Surrendering)
Ooze's acid spill no longer spawns under the ground, and has weird AABB fopr its particles=
Renamed the Masterwork suffix for Items to Artisanal, to avoid confusion with its effect (only making the Item more expensive)
Roamers, like Nomads, no longer set up camp in places filled with Monsters or Traps
Slightly better code for checking if a Delivery from a Quest was made when closing Items-based menus
Transforming while riding
Source
