What changed
0 fixes1 addition2 changes0 removals
changedHEXCRAWL Early Access — Patch 0.9.22A big combat audio pass, a much wider roster of mastery trainers, and roomier reagent bags.
addedHEXCRAWL Early Access — Patch 0.9.22Combat and dice audio: Landing a blow now has its own impact sound for each weapon family — swords, blunt arms, chains, whips, arrows, bolts, and spells all hit differently. Taking damage has its own body-and-armor weight, with a heavier layer when a critical lands on you. Dice have far more roll variations, so long sessions stop sounding like the same three clatters. Swings, connects, and misses are leveled against each other so nothing is buried in the mix, and a miss now sounds off with the Miss! callout instead of lagging behind the swing.
changedHEXCRAWL Early Access — Patch 0.9.22Mastery trainers: Training is far easier to find. Cities keep arms offices for blunt weapons, pikes, and shields; towns have militia and hedge tutors; more road and site teachers cover skills and creature lore; and craft gurus now sell profession Mastery too. Exotic arms finally have full specialty paths — Oddments, Reaping Blades, Fist Weapons, Morningstars, and Whips — so those builds get the same depth as any other weapon family.
HEXCRAWL changes
changedA big combat audio pass, a much wider roster of mastery trainers, and roomier reagent bags.
addedCombat and dice audio: Landing a blow now has its own impact sound for each weapon family — swords, blunt arms, chains, whips, arrows, bolts, and spells all hit differently. Taking damage has its own body-and-armor weight, with a heavier layer when a critical lands on you. Dice have far more roll variations, so long sessions stop sounding like the same three clatters. Swings, connects, and misses are leveled against each other so nothing is buried in the mix, and a miss now sounds off with the Miss! callout instead of lagging behind the swing.
changedMastery trainers: Training is far easier to find. Cities keep arms offices for blunt weapons, pikes, and shields; towns have militia and hedge tutors; more road and site teachers cover skills and creature lore; and craft gurus now sell profession Mastery too. Exotic arms finally have full specialty paths — Oddments, Reaping Blades, Fist Weapons, Morningstars, and Whips — so those builds get the same depth as any other weapon family.
HEXCRAWL Early Access — Patch 0.9.22
A big combat audio pass, a much wider roster of mastery trainers, and roomier reagent bags.
Combat and dice audio: Landing a blow now has its own impact sound for each weapon family — swords, blunt arms, chains, whips, arrows, bolts, and spells all hit differently. Taking damage has its own body-and-armor weight, with a heavier layer when a critical lands on you. Dice have far more roll variations, so long sessions stop sounding like the same three clatters. Swings, connects, and misses are leveled against each other so nothing is buried in the mix, and a miss now sounds off with the Miss! callout instead of lagging behind the swing.
Mastery trainers: Training is far easier to find. Cities keep arms offices for blunt weapons, pikes, and shields; towns have militia and hedge tutors; more road and site teachers cover skills and creature lore; and craft gurus now sell profession Mastery too. Exotic arms finally have full specialty paths — Oddments, Reaping Blades, Fist Weapons, Morningstars, and Whips — so those builds get the same depth as any other weapon family.
Reagent bags: Reagent Satchels now hold 12 reagent stacks instead of 6 (value 75 gold), and the rarer Spellstitched Satchel keeps its 18 slots at 500 gold.
Other minor fixes and tweaks as well.
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