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Steam News8 May 20261mo ago

Beta v0.60.9 Patch Notes

v0.60.9 Patch Notes A grab-bag of bug fixes on top of v0.60.8. Most of these are real player-facing balance / UX issues -- the Marked debuff has been silently broken on every class ability for a while, poison was effect

Full notes

Full Usurper Reborn update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes2 additions16 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
  • Fixes
  • Performance
changedv0.60.9 Patch NotesA grab-bag of bug fixes on top of v0.60.8. Most of these are real player-facing balance / UX issues -- the Marked debuff has been silently broken on every class ability for a while, poison was effectively pinned during long boss fights, and one player got NRE-crashed just for changing language in the menu. Two MUD-client improvements (PR #104 + #105 from Coosh) shipped in v0.60.9 too, with post-merge cleanup folded in here.
changedCombat: Marked debuff now works on class abilitiesPlayer report: "Shield bash doesn't get the bonus damage from marked. I'm not sure if this is intentional."
changedCombat: Marked debuff now works on class abilitiesNot Shield-Bash-specific, and very much not intentional. The Marked debuff (applied by ranger / hunter abilities) is supposed to give +30% damage on every subsequent hit against the marked target. Basic attacks honored it. AoE abilities honored it. But every single-target class ability -- Shield Bash, Backstab, Holy Smite, Power Strike, Riptide Strike, Wave Echo, all of them -- silently dropped the bonus. They were applying damage through a code path that just never checked the Marked flag.
changedCombat: Marked debuff now works on class abilitiesAfter the fix, ALL three damage paths (basic attacks, AoE, single-target abilities) consistently apply the +30% bonus on Marked targets. The existing flavor line shouts the bonus the same way it does on basic attacks, so you'll see the call-out fire on ability hits now too. Real DPS uplift for any party that pairs a marker with an ability-heavy DPS.
changedCombat: poison now ticks down during combat roundsPlayer report: "Shouldn't poison tick down in combat? I was poisoned from a trap, I moved to the boss room and defeated the boss in 5 rounds. When I arrived I had 3 turns left, when I moved away I had 2."
changedCombat: poison now ticks down during combat roundsThe reporter expected six ticks consumed (one for the room movement plus five for the combat rounds), which would have cleared the poison entirely. Actual: one tick. Combat was applying poison damage every round but never decrementing the duration counter, so any time you were in combat the poison was effectively frozen. Long boss fights where poison "should have run out" by now -- they hadn't, and weren't going to.

v0.60.9 Patch Notes

A grab-bag of bug fixes on top of v0.60.8. Most of these are real player-facing balance / UX issues -- the Marked debuff has been silently broken on every class ability for a while, poison was effectively pinned during long boss fights, and one player got NRE-crashed just for changing language in the menu. Two MUD-client improvements (PR #104 + #105 from Coosh) shipped in v0.60.9 too, with post-merge cleanup folded in here.

Combat: Marked debuff now works on class abilities

Player report:"Shield bash doesn't get the bonus damage from marked. I'm not sure if this is intentional."

Not Shield-Bash-specific, and very much not intentional. The Marked debuff (applied by ranger / hunter abilities) is supposed to give +30% damage on every subsequent hit against the marked target. Basic attacks honored it. AoE abilities honored it. But every single-target class ability -- Shield Bash, Backstab, Holy Smite, Power Strike, Riptide Strike, Wave Echo, all of them -- silently dropped the bonus. They were applying damage through a code path that just never checked the Marked flag.

After the fix, ALL three damage paths (basic attacks, AoE, single-target abilities) consistently apply the +30% bonus on Marked targets. The existing flavor line shouts the bonus the same way it does on basic attacks, so you'll see the call-out fire on ability hits now too. Real DPS uplift for any party that pairs a marker with an ability-heavy DPS.

Combat: poison now ticks down during combat rounds

Player report:"Shouldn't poison tick down in combat? I was poisoned from a trap, I moved to the boss room and defeated the boss in 5 rounds. When I arrived I had 3 turns left, when I moved away I had 2."

The reporter expected six ticks consumed (one for the room movement plus five for the combat rounds), which would have cleared the poison entirely. Actual: one tick. Combat was applying poison damage every round but never decrementing the duration counter, so any time you were in combat the poison was effectively frozen. Long boss fights where poison "should have run out" by now -- they hadn't, and weren't going to.

Fixed: combat rounds now decrement poison duration and clear the status when it hits zero, exactly the same way room movement always did. A 5-round boss fight now consumes 5 turns of poison. If your duration was about to expire, long fights will let it expire naturally without needing to burn an antidote / temple visit / dungeon shrine. Damage values unchanged -- only the duration counter actually counts down now.

Dungeon: map-reveal events now find the seal immediately

Player report:"I'm on level 80, looking for the Regret seal. Before I finished exploring, I got a flash of insight showing me all the map. After that, I've explored this floor up and down, not finding the seal."

The dungeon's Vision and Wounded-Adventurer mystery events reveal large chunks of the floor map. The seal-discovery system is supposed to find a seal "for free" once you've explored 75%+ of the floor -- but the discovery only ran when you actually walked into a new room, not when an event flipped your exploration percentage to 100%. So the trigger condition was satisfied, but the trigger never fired, and you'd wander a fully-revealed floor unable to find the thing that should have appeared the moment the map opened.

Fixed: Vision and Wounded-Adventurer events now check for seal discovery in your current room the instant they reveal the map. The seal lands on the same screen as the "All rooms are now revealed" message. All the existing discovery rules (uncollected-seal flag, seal-room type, exploration progress, room scaling) still apply -- the fix just closes the path where the trigger condition was satisfied but the trigger never ran.

Bug fix: misgendered narration when Seraphina is your Level Master

Player report:"If you want to reset your skills, the message doesn't respect level master gender. I had Seraphina the Radiant and 'he leaned forward', but I suspect it is a she."

Confirmed. The Level Master cycles between three NPCs based on your alignment:

  • Seraphina the Radiant (Good) -- female

  • Zharkon the Grey (Neutral) -- male

  • Malachar the Dark (Evil) -- male

Four narration lines in the skill-reset flow had hardcoded masculine pronouns ("He gestures...", "...behind him.", "his thumb...", "He pours..."). Good-aligned players (Seraphina) saw misgendered text. Neutral / evil players never noticed because their masters happen to be male.

Fixed: rewrote the four lines to gender-neutral phrasing in English, Spanish, French, and Italian. (Hungarian was already pronoun-neutral and didn't need a change.) The recasts mirror the disembodied imagery already used a few lines later ("Both hands press against your temples") so the style stays consistent throughout the scene.

Bug fix: crash when changing language in /prefs while in the dungeon

Player report:"If I change language in /prefs from Hungarian to English while in the dungeon, I get an Object reference not set to an instance of an object error."

The language picker invalidated the cached dungeon floor so it would regenerate with the new language strings. But "regenerate on next entry" was the literal implementation, and exiting the preferences menu doesn't re-enter the dungeon -- it just redraws the room you're standing in, immediately accessing the now-null floor. Crash.

Fixed: when you change language while you're standing in a dungeon room, the floor now regenerates inline with the new strings baked in. Room progress (explored, cleared, treasure looted, current position) is preserved across the language switch. You'll see room names and descriptions flip to the new language on the next redraw, and nothing else changes.

Bug-report metadata: dungeon floor was wrong

Investigation byproduct from the seal-discovery report above. The bug-report header for any in-dungeon report read"Floor N"where N was your dungeon-entry floor, not your current floor. So if you entered at floor 73 and descended via stairs to floor 80, your bug report still said Floor 73. This delayed root-cause investigation on the seal report (the floor-73 header initially read as "the player is confused about which floor has Regret") until I figured out the metadata bug itself.

Fixed: descending stairs and using the floor-select option both now correctly update your "deepest floor reached" stat. Bug-report headers reflect the actual floor you're on. Steam achievements that gate on deepest dungeon floor and the bounty-board floor cap also use this stat, so those are now accurate as well.

MUD clients: live combat updates (Coosh PRs)

Two GMCP improvements landed in v0.60.9 from community PRs by Coosh. If you connect with Mudlet, TinTin++, or another GMCP-aware MUD client:

  • Char.Combat.Party (PR #105): per-round party HP / status frame. Render party HP bars, detect teammate deaths, light up status icons (poisoned / stunned / etc.) without text-pattern matching the combat log. Post-merge cleanup folded in: package renamed to fit the Char.Combat.* family so prefix subscriptions catch it; class names display correctly ("Mystic Shaman" not "MysticShaman"); status changes now actually trigger re-emits when nothing else moves.

  • Char.Combat.Enemies (PR #104): per-round enemy HP frame. Without it, enemy HP gauges seeded by Char.Combat.Start would freeze at starting HP until the fight ended. Now enemy gauges update live every round. Post-merge cleanup folded in: change-detection wrapper so identical rounds (everyone stunned / fully resisted / heal-only) don't push redundant frames.

If you play in a regular terminal (Steam launcher, web client, SSH, BBS door), nothing changes for you. These frames only fire when the client negotiates GMCP at connect time.

Files Changed

  • Scripts/Core/GameConfig.cs (version bump)

  • Scripts/Locations/DungeonLocation.cs (seal discovery on map-reveal events; deepest-floor stat updated on descent; language-change regenerates the floor inline instead of crashing)

  • Scripts/Server/GmcpBridge.cs (Char.Combat.Party / Char.Combat.Enemies cleanup -- naming, ClassName, status-aware change detection, change-detection helper for the enemies frame)

  • Scripts/Server/SessionContext.cs (per-session snapshot for the enemies frame)

  • Scripts/Systems/CombatEngine.cs (Marked +30% bonus on single-target abilities; poison duration ticks during combat; comment / call-site updates for the GMCP cleanup)

  • Localization/en.json, es.json, fr.json, it.json (gender-neutral skill-reset narration; Hungarian unchanged)

Bug reports and feedback always welcome. Press the! key in-game or type /bug to report. See you in there.

Source

Steam News / 8 May 2026

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