In this update1
Full notes
Full Devil Spire Falls update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Security
- Fixes
- Performance
Devil Spire Falls changes
As chosen by the Update Poll, the second part of the Interface Update is up! Despite doing less than what we expected, as messing with the interface proved to be way more time-consuming than predicted, this update nonetheless includes several significant upgrades and expansions to the HUD, menus, maps, and more! Included also are a big list of important bug fixes and improvements!
Changelog
Several improvements and additions to custom Map Markers:
Many more options for icons
You can now choose their color
Added all marker options as Checks for Locations too
Custom Markers now show 1x1 in the minimap
New gauges in the HUD: At the bottom of the minimap, to help with stealth!
Illuminated gauge: It shows how illuminated you are
Alerted gauge: It shows if an enemy can see you and is about to spot you
Death-Invisibility gauge: How long you are invisible after dying and respawning. Also buffed it from 10 to 30 seconds
Several improvements and expansions to the NPC Skill Teaching Menu, like showing the selected Skill's description and next-level Perk, and made the Disposition cost to do so dependent on the Skill's Level
Added a Randomize options/confirmation Window to Character Creation, allowing you to pick and choose which aspects of your character you want to randomize!
Replaced the plain text Durability window in the bottom right of the HUD with radial icons that are much more dynamic, compact, readable, and can show all breakable equipment at once!
If you have the Survival Skill Perk, enemies now show their current HP/SP/MP as little bars instead of plain text for much better readability and less noise
Adjusted the formula for spawning rare humanoids as NPCs like Goblins, Avians and Fairies. And they now always belong to their racial Faction
Enchanting a stack of equipment that are not throwing weapons will only enchant one of them
Further adjusted the distance Party Members keep from you, especially inside
Improved the Height and Weight modifiers when Transforming as a Fairy or Goblin
Lowered the detection distance of all characters, so you can clearly see them before they see you
Lowered the elevation houses have to be in to be considered flooded and thus abandoned
Made it so Bandit NPCs no longer spawn in Pyramids, and adjusted the spawn table of Monsters and Bandits in all Dungeon types
Made it so the materials to Upgrade an Item in the inventory with the Skill Perk are the same as the ones to do it in the Grindstone WorkStation
Reduced the volume of the Menu Open/Close sound effect
Slightly buffed equipment's Durability as a temporary solution for late-game warriors not being able to use any weapons decently, until more late-game mechanics to deal with that are introduced
The Blink Effect on self now blinks you to where you're looking based on its Intensity
The Bloodsuck Ability from Vampires now Raises Dead for 1 day
The Orb Stand's ring now spins!
To avoid setting attributes to negative values, all Buff and Debuff-enchanted Equipment are unequipped when you resurrect after death, and all such Effects are purged
You can now Wait inside Dungeons, as the annoyances outclassed the roleplaying, and there were few exploits you could do with it
Your arms, including equipment and enchantment vfx, are now translucent when attacking, to avoid having your vision blocked when doing it
Fixed a bug that caused Invoked Items that expire in your hands to leave ghost weight in your Equip Weight
Fixed a bug that caused issues when equipping or unequipping Items with the exact same enchantment Effect type and intensity
Fixed a bug that caused the Fillup Effect on target to convert entire sacks of bottles into a single filled one. Now it preserves the original sstack
Fixed an oddity that caused NPCs wearing Transform-enchanted Equipment to transform if you cancel out of the Barter Menu after trading the equipment
Fixed bugs that made the facing/direction calculation for detection disfunctional, so characters now have t oproperly be looking in your direction to detect you
Fixed bug that caused NPC Jobs, specially when changing them, to not save
Fixed bug when trying to push Animals and Monsters out of houses through the door
Fixed comparison text of Weapons not taking into account Imperial or Metric units
Fixed crashes when de-Transforming
Fixed focus going out of the Virtual Keyboard when moving the cursor around some letters with a gamepad
Fixed incorrect formula for the material cost of Enchanting when selecting the Equipment
Fixed missing Hold prompt for locking doors when inside houses
Fixed missing vertical space in the Recruit menu's stats description window
Fixed oddities when loading the model of a broken Weapon that has a style variant (like the Sword)
Fixed oddities when Transforming an Item
Fixed pressing Z in the Crafting Menu's Inventory Window's filter field causing the Quantity selector of the Crafting Window to be selected
Fixed the Ooze and Guardian's Ultimate damage being excessively low
Fixed the Unlock magic Effect not working on locked Houses
Other misc fixes and improvements
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Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!
Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.
Source
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