In this update10
Full notes
Full Inn Over Your Head update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
- Gameplay
- Balance
- Server
- Fixes
Inn Over Your Head changes
Patch Notes v0.4.0
Demo feedback round. Thank you to everyone who filled out the feedback form, posted in the Steam discussions, and left reviews. Nearly everything in this patch came directly from your reports.
New: The Codex
Added a Codex button next to the Menu button. It answers the most requested questions from the demo:
Adventurers: every class with their strong and weak saving throws, so you can build floors that target what your visitors are bad at.
Monsters & Traps: full stats and abilities for every trap and monster you have purchased. The rest stay hidden until you find them.
Effects: what every status effect (Bleed, Poison, Burn, Hexed, and friends) actually does.
Basics: how saving throws, souls, treasure baiting, currency, and trophies work, in case you clicked away a popup and want to read it again.
Talents now visibly apply to built rooms
Trap DC and damage numbers shown in the dungeon, the shop, and floor unlock choices now include your talent bonuses. The bonuses always applied in combat, but every displayed number showed the base value, which made talents look broken (and made it look like you had to demolish and rebuild to get the upgrade).
Trap DC tags under built rooms update the moment you buy a talent.
The talent tree tooltip refreshes immediately after spending a point instead of showing the old rank until you re-hover.
Trap Apprentices now shows its +DC on floor tags while a Kobold is alive on that floor.
Bone Horde now adds the second monster to already-built Skeleton Warrior and Lich rooms too, not just plain Skeleton rooms (they share the bone-summoning rule, but the talent only retrofitted plain Skeletons, so the others needed a demolish and rebuild). Old saves are repaired automatically on load.
Fixed floor-unlock trap tooltips showing placeholder stats (Damage 10 / DC 10) for every trap.
Soul economy clarity
- The stats panel has been rebuilteach floor is now ONE block showing its gold per minute, clearly labeled "Souls earned" and "Souls spent" lines (green and red), and a new Escaped line showing how many adventurers got out alive (with the percentage). The separate Souls section is gone.
Every stats block has a Reset button, so after rearranging a floor (or changing your ale setup) you can zero its numbers and see exactly how the new layout performs.
Spending souls on a monster respawn now shows a floating soul cost over that room, so you can see where your souls go.
The toad has something to say the first time you run out of souls with a monster waiting.
Buying a Spectral Server no longer shows up as a permanent negative entry in the souls-per-minute list.
Frozen floors and stuck adventurers
Fixed the biggest cause of floors freezing with adventurers stuck at the entrance or in the tunnel: a party member lost on the way (including deaths from Poisoned Ale) left the rest of the party waiting for an arrival that could never happen, and blocked a replacement from ever spawning or joining.
Parties now notice a lost member within about a second and delve with whoever is still standing.
Poisoned Ale deaths now properly free the victim's table, reopen their party slot, and request a replacement adventurer.
Floors that timed out once no longer degrade to solo parties forever afterward.
Added a watchdog that force-releases any floor stuck in a locked-but-inactive state, whatever the cause, instead of requiring a restart.
Spectral Attendant / Spectral Delivery
The Spectral Attendant now actually works the moment you hire it. Its delivery filter previously started with everything disabled, so it silently rejected every item you owned. Filters are now opt-out instead of opt-in (existing saves are migrated).
Hiring the attendant now tells you where to configure it: open any treasure room.
Fixed the treasure picker becoming almost unusable with Spectral Delivery unlocked: the info text squeezed the treasure grid down to nothing and the grid overflowed the panel edges.
The treasure picker now always has a close button. Previously, without Spectral Delivery it had no close control at all.
Escape in the treasure picker no longer cancels your entire floor edit.
Fixed a failed delivery animation permanently disabling the attendant until restart.
Bug fixes
Fixed the Brainfog Bisque ingredient menu freezing half-open.
Fixed a noticeable hitch every time a food menu opened.
Fixed music clipping badly when the music slider was above roughly 10%.
The Lich's necromancy now raises fleshbags killed by spells and area attacks, not only ones killed in melee. All of them, as advertised.
Fixed the Crown of the Embered Tears (and other elite baits with full escorts) never attracting their elite: the spawn needed more simultaneous free tavern seats than a busy tavern ever has. One free seat is now enough.
Fixed clicking a relic reveal closing the death message hidden behind it.
Fixed trophy tooltips popping up through the talent tree and other menus.
Fixed floors disappearing from the earnings list after five quiet minutes (the floor 8 gap, floors 3 and 4 vanishing).
The camera can now always scroll far enough to see the bottom of the earnings panel instead of it hiding behind the wallet HUD at 6+ floors.
The Humble Pie and Hindsight Hash recipe menus no longer show a dead empty column where the food display will eventually go.
Quality of life
Buy All button in the merchant shop. It buys everything on the shelf that you can afford, top to bottom. You asked, repeatedly, and honestly it just felt good to click in testing.
New merchant upgrade: Selective Stock (100 souls, after Spectral Delivery). Toggle any rarity off and the merchant stops stocking those treasures, traps, and monsters from the next restock, no more Common clutter once you've outgrown it.
The merchant's restock countdown now shows under the shop sign in the tavern, so you don't have to open the shop to check it.
Dialog lines that trigger while you have a menu open (shop, Codex, trophy chest, floor edit...) no longer play unseen underneath it. They wait their turn and play once you close the menu.
New Dialog tab in the Codex: everything said this session, newest first, in case you clicked a line away too fast.
New CRT Strength slider in Options for everyone who wanted the filter "reduced but not gone".
The special arrival camera now only plays when a treasure transforms (the exciting part). Deliberately re-placing a named adventurer's own treasure summons them without the camera flying across the inn, you knew they were coming. There's also a Special Arrival Camera toggle in Options to turn the flight off entirely.
All game audio now mutes while the game window is unfocused.
Loose trophies show a small "Drag me!" hint until the first time you drag one.
Fixed the table capacity upgrade sometimes refusing to sell with a misleading "not enough gold" message.
Fixed the serve-ale key sometimes reopening the last dungeon menu you had clicked instead of pouring ale.
The floor edit menu now highlights which room slot you are currently picking a trap, monster, or treasure for.
Clicking a treasure on the quest board now glides the camera down to its floor.
A monster or trap queued for one floor (waiting for a delve to finish) no longer shows up as available when editing another floor. Picking it twice never worked, the second copy just silently failed to build.
All floating text (damage numbers, status popups, treasure swap messages) is now 50% bigger and lingers a full second longer. It was genuinely hard to read at the old size and speed.
The Abandoned Apothecary's tooltip now lists every potion on the shelf by name, with what each one does to the unlucky drinker. Yes, including that one.
The character sheet that appears when hovering an adventurer no longer blocks clicks on the rooms behind it. You can watch a fighter's stats and still swap the monster they're fighting. Pin sheets with the pin button or by clicking the portrait.
The trophy room's "unlock stand" button is now a slim bar along the bottom of the room, next to the hatch button, in one fixed spot. It used to ride its pedestal into the treasure chest, where one click would buy the stand AND open the ledger at the same time.
Food shop upgrade panels no longer grow over the Open Shop buttons, the shop counters, and the neighbouring slot's unlock cost once you've bought a few upgrades. Long upgrade lists now expand the panel upward into open air instead, and the panels sit slightly higher.
Fixed turning OFF the pixel font breaking layouts: the Talents button ballooned off the bottom of the screen and the floor edit panel could freeze itself oversized and hang off the UI. Both behave with either font now.
New talent icons for Generous Tips, Insidious Design, Maddening Presence, Spectral Efficiency, and Trap Apprentices. Five fewer padlock placeholders in the talent tree.
The Codex's Basics tab now explains how the food shops work: what each dish drains, matching recipes to tastes, and how the either-or shop upgrades behave.
Food shop upgrade choices now show a red strikethrough over the option you'd be passing up while hovering the other, instead of just dimming it.
Tavern flow
Fewer adventurers wait around for busy floors: the standby bench for each class now grows much more slowly with how many delving parties need it. The next party still forms the moment a floor opens up, there is just less of a crowd in the meantime.
Standby adventurers who have waited long enough now hand their seat to a fresh arrival and leave as the newcomer walks in, instead of walking out and leaving an empty-feeling gap. Same tavern, more natural comings and goings.
Extra adventurers beyond the standby bench's size now finish their drink and leave like normal patrons, instead of every matching walk-in parking at a table indefinitely. The tavern crowd should now actually match the bench sizes above.
Balance
Food shops pay double. Base sale prices and every Better Ingredients tier are all worth twice as much, at every shop. Feeding adventurers should feel like a business, not a tip jar.
Higher level adventurers drop a lot more gold. Level 1-2 drops are unchanged, then the curve ramps up from there: level 5-6 kills pay about 67% more, and level 7-10 kills roughly double (a level 9-10 party member now averages around 1.4 gold). Deep floors were underpaying badly for their difficulty, several of you noticed the upper floors were more profitable to farm.
Bone Fortification and Sharpened Claws now apply to ALL Undead, not just Skeletons. Your existing talent points carry over. Bone Horde remains a skeleton specialty. (Direct response to the Steam thread asking why the tree was so skeleton-focused.)
Zombie damage increased from 3 to 4. Combined with the talent change above, early undead floors should pull their weight now.
Might stacks (Dark Cultist ritual, blood spill) now reset when a delve ends. A Pit Fiend fed by a Dark Cultist was scaling its damage forever, with reports of 1,600 damage hits. The combo still snowballs hard within a delve, it just starts fresh for each party.
Known / still cooking
Recipe display art for Humble Pie and Hindsight Hash is still being drawn.
Remaining balance feedback (trap-heavy meta, stall builds) is queued for a dedicated balance pass.
Source
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