Update log
Full Devil Spire Falls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Fixes
- Balance
As chosen by the Update Poll, the Loathsome Creatures Update is up! Two new, really unique playable and NPC races for you to find in the world and play as, one of them that might just include all the others! Also check out our many long-requested improvements, additions and fixes!
Changelog
New Player and NPC Races!
Undead! Sentient skeletons that can use weapons, and cannot be reasoned with! Boasting very severe Perks and quirks only for the advanced player!
Skinwalker! A featureless being lower than a monster, they must consume their prey to take on their appearance in order to blend in and hunt again!
New NPC Job, mostly for the new Undead race: Marauder! Even more evil and destructive than Bandits, these senseless brutes will attack anyone, and won't run away or surrender! Find them in Temples where their experiments went extra bad
Added Repair Kits to the game, craftable at Craft Tables, and also found in shops and as loot, these will help those struggling to keep their equipment up to snuff
New Lorebok by Miridiana: On Observable Worlds!
Constructs like Living Statues and the Idol now get more cracked as they're damaged, and sparks fly when they're hit!
Added a 0.25s Coyote Timer to the game
Added several missing Ask texts for asking NPCs about Races based on their own
Autowalk/run now works correctly while mounted, taking the mount's Stamina in consideration instead of yours
Bandits now will not attack you if you share a Family or Location-type Faction with them
Changed the color of the Worm Boss' blood from green to blue
Criminal NPCs like Bandits and Thieves can no longer enter Houses uninvited (if they aren't chasing you in combat)
Increased the lower limit of NPC Disposition to be -1000%, to fix cheap exploits with it. Disposition still works as normal otherwise (-100% is still what'll trigger the worst effects)
Increased the time check rate of dropped Items, which means they expire more precisely. Most notable with temporary Invoked Items that use the same system
Item Containers now show how much they can store in the Build menu
Mentioned the Weapon Skill Class to all Weapons' descriptions
NPCs can now come to visit houses in Cities
NPCs now react to being hit with harmful, positive, or weird magic better
NPCs will no longer ask you to murder Merchants if they aren't Criminals
Slightly optimized Racial Perk checks, especially for sunlight sensitivity
Thieves can no longer steal from you if they're unaware of you
Various small misc optimizations, especially in regards to light sources and Gather Spots
Fixed a bug that caused dismissed Party Members to often generate invalid Quests when asked to
Fixed a bug that caused Items eaten with Omniphagia while equipped to not remove their equip effects like armor defense and enchantment effects
Fixed character corruption when Transform Effects are applied right at the same time, most notably with forced and manual Werewolf Transformations
Fixed Goblin NPCs thinking you're a Monster if you're a Goblin too
Fixed Guard NPCs being alerted of crimes by snitching if they're unconscious
Fixed horrible noise that Blinded or Panicked characters made when mounted or interacting with props
Fixed incorrect Skill check/training for some Equipment, mostly wooden shields and arrows, of Level 4
Fixed incorrect Weight values for Avian characters in some menus
Fixed more instances of bugs that could cause fast-travelling on horseback to put you below the ground
Fixed oddities with expired Items' re-expire/destroy time, and other Items generated on Use/Break
Fixed Party Members that are told to Stay while
Source
