What changed
1 fix0 additions4 changes2 removals
changedEarly Access — Patch 0.10.0The explorer found the strange black relic in an ancient hull that lay broken in a wasteland crater. He dusted off the device and studied its alien design. If only he’d taken up the practitioner’s staff rather than sword and shield, perhaps he could make sense of the atrous thing’s workings. The triggers suggested a weapon of some kind. Or perhaps its odd buttons, marked with cryptic symbols, unlocked doors to other worlds—or summoned things best left undisturbed. Its single cyclopean eye stared up at him. Or was it some kind of arcane sigil, the sign of a lost god? Either way, the central circle began to glow eerily, promising power or doom—or both. The wanderer’s thumb brushed one of the mechanism’s protruding knobs. Soon his curiosity would eclipse his caution, and he would learn that this otherworldly artifact was not something he could ever hope to control. It would come to control him.
changedEarly Access — Patch 0.10.0In this patch: full gamepad support; islands and coasts that stay put; sea fights that stay watery; craft kits back on market shelves; enchant scrolls that apply from bags and the Vault; Soul Anchor on Marked; Shop / Vault / Guide polish.
changedEarly Access — Patch 0.10.0Take Control — gamepad: Xbox-layout pad through Title, overland, delves, combat, Shop, Vault, Character Sheet, Save/Load, and Guide. Stick aim with a slow-start cruise; hold A to drag inventory; LB/RB cycle bags; Options → Controls can enable/disable the pad.
removedEarly Access — Patch 0.10.0The map remembers: Islands and coasts keep their terrain when you sail away and return (or load a save). Open water no longer spawns land vermin — sea tables stay watery (and vice versa).
removedEarly Access — Patch 0.10.0Markets and craft: Town and city shops always stock their profession kits. Rare bag offers stay on the shelf for the visit. Buying a bag when Carried is full no longer false-refuses if your worn bags still have room.
changedEarly Access — Patch 0.10.0Soul Anchor on Marked: A worn Soul Anchor can return you at half Health when you would die in combat (Mercy-style), then shatter toward Mortal. Sanctuary wake-ups after defeat or blackout are half Health across difficulties.
HEXCRAWL changes
changedThe explorer found the strange black relic in an ancient hull that lay broken in a wasteland crater. He dusted off the device and studied its alien design. If only he’d taken up the practitioner’s staff rather than sword and shield, perhaps he could make sense of the atrous thing’s workings. The triggers suggested a weapon of some kind. Or perhaps its odd buttons, marked with cryptic symbols, unlocked doors to other worlds—or summoned things best left undisturbed. Its single cyclopean eye stared up at him. Or was it some kind of arcane sigil, the sign of a lost god? Either way, the central circle began to glow eerily, promising power or doom—or both. The wanderer’s thumb brushed one of the mechanism’s protruding knobs. Soon his curiosity would eclipse his caution, and he would learn that this otherworldly artifact was not something he could ever hope to control. It would come to control him.
changedIn this patch: full gamepad support; islands and coasts that stay put; sea fights that stay watery; craft kits back on market shelves; enchant scrolls that apply from bags and the Vault; Soul Anchor on Marked; Shop / Vault / Guide polish.
changedTake Control — gamepad: Xbox-layout pad through Title, overland, delves, combat, Shop, Vault, Character Sheet, Save/Load, and Guide. Stick aim with a slow-start cruise; hold A to drag inventory; LB/RB cycle bags; Options → Controls can enable/disable the pad.
removedThe map remembers: Islands and coasts keep their terrain when you sail away and return (or load a save). Open water no longer spawns land vermin — sea tables stay watery (and vice versa).
removedMarkets and craft: Town and city shops always stock their profession kits. Rare bag offers stay on the shelf for the visit. Buying a bag when Carried is full no longer false-refuses if your worn bags still have room.
HEXCRAWL: TAKE CONTROL
Early Access — Patch 0.10.0
The explorer found the strange black relic in an ancient hull that lay broken in a wasteland crater. He dusted off the device and studied its alien design. If only he’d taken up the practitioner’s staff rather than sword and shield, perhaps he could make sense of the atrous thing’s workings. The triggers suggested a weapon of some kind. Or perhaps its odd buttons, marked with cryptic symbols, unlocked doors to other worlds—or summoned things best left undisturbed. Its single cyclopean eye stared up at him. Or was it some kind of arcane sigil, the sign of a lost god? Either way, the central circle began to glow eerily, promising power or doom—or both. The wanderer’s thumb brushed one of the mechanism’s protruding knobs. Soon his curiosity would eclipse his caution, and he would learn that this otherworldly artifact was not something he could ever hope to control. It would come to control him.
In this patch: full gamepad support; islands and coasts that stay put; sea fights that stay watery; craft kits back on market shelves; enchant scrolls that apply from bags and the Vault; Soul Anchor on Marked; Shop / Vault / Guide polish.
Take Control — gamepad: Xbox-layout pad through Title, overland, delves, combat, Shop, Vault, Character Sheet, Save/Load, and Guide. Stick aim with a slow-start cruise; hold A to drag inventory; LB/RB cycle bags; Options → Controls can enable/disable the pad.
The map remembers: Islands and coasts keep their terrain when you sail away and return (or load a save). Open water no longer spawns land vermin — sea tables stay watery (and vice versa).
Markets and craft: Town and city shops always stock their profession kits. Rare bag offers stay on the shelf for the visit. Buying a bag when Carried is full no longer false-refuses if your worn bags still have room.
Enchant scrolls: Dragging from bags or from Vault storage onto bagged or equipped gear applies and consumes the scroll (green highlight, floating success).
Soul Anchor on Marked: A worn Soul Anchor can return you at half Health when you would die in combat (Mercy-style), then shatter toward Mortal. Sanctuary wake-ups after defeat or blackout are half Health across difficulties.
Also in this build: Support codes (Campaign Support ID + SG- redeem into Lost Items, free claim). New trainers (Range Warden, Quickguard, Ropewalker). Sneak Attack hits harder. New Evasion / Ward enchantments and charms. Shop / Vault hex focus polish, dead storage hexes fixed, Legendary shard Combine from bags.
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