In this update6
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Full Kingsvein update
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What changed
- Gameplay
- Balance
- Fixes
- UI and audio
- Performance
Kingsvein changes
It's been exactly one year since Kingsvein launched, so let's celebrate with a big new usability feature: ability demos! Now when you look at an ability in your class window, you get to see an example preview of it! There's also two new items and a new passive to play with, plus plenty of little bug fixes.
FEATURES
New ability previews! Hover abilities in the class window to see a demonstration!
New accessory, Shattered Heirloom, which
powers up Defy Death
, found in
the Pale Ravine, but only for saves that haven't visited it yet
New accessory, Lamprey Disc, which
adds a debuff to shield attacks
, found in
the bottom of the Pale Ravine, but only for saves that haven't visited it yet
New Titan passive, 'Full Power', which increases club, fist, and shield damage based on your HP
BALANCE
Fanger's 'Whiplash' base range increased by +1
Marksman's 'Backscatter' primary shot base damage is now always 100% instead of starting at 80%
Reduced most Knight and Mystic base ability XP costs to improve early game pacing
Slightly increased XP reward for defeating Wisps
Slightly increased average starting XP
Remir now starts with Brave learned
FIXES
Advanced Tips section now mentions that damage always rounds up
Fixed AI aiming Catalyze at empty tiles
Fixed AI sometimes using the wrong weapon for their Counter
Fixed NPCs being able to rank up Defy Death
Fixed unnecessary delay when ending turn with Chilling Curse passive
Fixed being able to cure Vixflies of their time limit
Fixed tooltips not pointing at object
Fixed Dendal saying his peaceful dialog when you attack after befriending him
MODDING
Fixed procgen items with toMake=; creating 'blank' items
Reverted extra, unnecessary fReq check on ItemReaction actions
Converted Zone.actors to MyDictionary for better error detection
AI now ignores ActorValueAffecters with forActEvalPurposesOnly
Added 'flying' actorValue that allows airborne movement. (Does not have any visual change)
Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)
Modded abilities default to having no preview demonstration, but can be given one using the format explained in c_actions_knight.txt
Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!
v.1.2.01
Fixed 1 in 100 chance of summoning an item (Spikes, Sigils, etc) failing
Fixed Defy Death revive chance being inaccurate at 0 ranks
v.1.2.02
Fixed rare crash on loading a save that was made while Spikes are dealing damage
Attempted fix for rare controller inventory manipulation crash
Source
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