In this update6
Full notes
Full Golden Krone Hotel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Store
- Fixes
- Security
Golden Krone Hotel changes
Update highlights
This update is one of the largest to ever hit GKH. It includes:
- Graphical improvementsindividual potion icons, wall shadows, rounded corners on water/lava, several new sprites, hovering animations for flying monsters, and more
A complete disguise rework that gives each disguise a Special property
3 new disguises: Bombardier, Ice Mage, and Commander
New branches: MENAGERIE and ICE HOUSE
A new Weekly challenge mode
Speedrun and seed support
AI pathfinding improvements - Charm is much more usable
More sounds, bug fixes, and secrets...
Competition
To commemorate the introduction of the new Weekly challenge mode, I'm also a running a competition. Here are the rules:
The competition runs one week: Monday, August 31st - Sunday, September 6th.
Play the new Weekly mode and upload your morgue file
The top score for Week 1 wins - track the leaderboard here .
The prize? Get your own tombstone in the Graveyard with your chosen name and an "epitaph" (a short phrase chosen by you). Alternatively, choose the epitaph for my tombstone.
This comp is a one shot event. If you find a way to submit a second score, it won't count.
Full changelog
Compare the previous version to v1.7:
Graphical Improvements
Rounded corners on water/lava and a much nicer water animation
Flying/levitating monsters are now animated!
There is now a shadow near the bottom of walls making them appear less "floaty"
Individual icons for each potion bundle, which makes your collection easier to understand at a glance
Redrew the awful looking stone walls
New floor tile in the mix
You can now see 2 tiles deep through cave walls, making them look chunkier and eliminating ugly gaps.
You may have noticed some odd behavior with obstacles like tables, particularly that if they were forcibly moved they didn't seem to cleanly animate. It wasn't your imagination and it's been fixed.
Pits have gotten a makeover. Dust particles float out of pits to make them more distinct from dark areas. The edge of pits matches the surrounding tiles better now.
Improvements to the visual effects of CHARM, GLACIATE, and QUAKE
Effects for some monster spells that summon monsters
Added a nice fade in effect to pages in the book menu.
Fixed some weirdness that occurs the split second after taking a portal.
Clearing outdated sunlight/moonlight from previously seen tiles which tended to look rather jarring and confusing as well.
Disguise Rework
The disguise menu has been refactored from scratch. No more sensory overload with all the gory details of 15+ options staring at you.
Almost every disguise has been tweaked
Each disguise except the Officer now has a unique Special, something that no other disguise can get.
New disguise: Bombardier. Starts with the BOMB spell and is particularly proficient at using it.
New disguise: Ice Mage. Can only learn ice spells. Ice resistance and fire vulnerability. Starts with ENCASE.
New disguise
Commander.
Addresses a very common complaint
why do your fellow humans and vampires never pitch in to help you?
Changes to existing disguises
Officer gets improved leggings in addition to the other improved gear
Vagabond has reduced metabolism
Scholar will find improved grimoires
Assassin now gets Invisibility Potion instead of Blood and a bonus to dexterity when Hidden/Invisible.
Cultist has reduced cooldowns on demon blood abilities.
Shapeshifter no longer starts as a werewolf (it seemed to be a major letdown when people realized it was only temporary), but can easily become one on Floor 1. The timing of Lycanthropy triggered
Source
Changelog.gg summarizes and formats this update. How we read updates.
