Full notes
Full Kingsvein update
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What changed
- Workshop
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
Kingsvein now has Steam Workshop support!!
There are already lots of great mods - check out the workshop here!
It's now been 1 month since Kingsvein released. Thank you all for giving my strange little RPG a shot! And thanks so much to the talented modders who have already created excellent mods for Kingsvein, and who helped me test and debug the Steam Workshop!
FEATURES
Steam Workshop support!!
New in-game 'Mods' menu for toggling and re-ordering mods
While active, Echo Cast and Spellstrike now show their icon in the tooltips of abilities they work with
FIXES
Spellstrike now triggers Quick Reload and uses up Pneumatic Lance
Fixed Sparking Mass spawning on top of enemies in Dark Tunnel
Dragoon's X-Strike can now only be used with two melee weapons
Altered Corpryst Armor sprite to better distinguish it from Corpryst Plate
Nelius now comments on slaying the Wisps west of him (new games only)
AI no longer loves standing in delayed pushes because it thinks the push pushes them out of the delayed push
Fixed Flare not blinding allies besides the caster for 1t if they have already acted
Fixed being able to oneshot Diecast NPCs without their allies noticing (new games only)
MODDING
Kingsvein now has a basic modding guide! This is a work in progress, but still a good place to start.
Added 'Open Zone Folder' button to top right of build mode menu
Fixed Location mods not working if near existing locations
Fixed ActorPrefab mods causing crashes
Fixed and reworked ZoneMerge
Actor Classes are now refreshed properly in debug mode
Added 'tNewDay' Global Trigger
Source
Changelog.gg summarizes and formats this update. How we read updates.
