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Full Visseron Idle update
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Repeated intro
Hey everyone,
What changed
- Balance
- UI and audio
- Gameplay
Visseron Idle changes
A batch of fixes and balance changes is live today. Since the last Steam release, v2.18.10, there have been five updates. Here is everything that changed.
Bug Fixes
Favorites dropdown - HP restore potions now have a Use button Healing Draughts and other HP restore potions can be favorited, but clicking the star added them to your Favorites panel with no way to actually use them. They now show a Use button like food and buff potions do.
Dungeon shrine buffs - healing now reaches the new HP cap Shrine buffs that raise your maximum HP, such as Empath's Blessing or Guardian's Blessing, now let you heal up to the new higher HP cap during a run. Before this fix, your heals were still capped at your pre-buff maximum, making the extra HP effectively unreachable.
Crafting no longer bypasses altered and inscribed items If the only copy of a required crafting material in your inventory was an altered or inscribed version, the task could sometimes proceed anyway without consuming it. Altered and inscribed items are now correctly excluded from the material check, so those items are protected from being used as crafting fuel.
Quest follow-ups now wait before appearing Follow-up quests from Mira the Alchemist and Aldric Thornmane were appearing immediately after completing the previous quest in the chain, before you had a chance to actually use the feature or raise any animals. Each follow-up now waits a short time before checking in.
Balance Changes
Dungeon HP no longer restores on entry Entering a dungeon no longer tops you up to full health. You now carry your current HP into the run. Managing your health between fights and dungeon entries is now part of the strategy, so bring food.
Construction recipe standardization Carpentry and Masonry material costs have been leveled out across all tiers.
Carpentry: Wall sections now consistently require 8 planks at every tier. Four mid-game tiers, Ironbark, Aetherbloom, Lumina, and Arclight, previously only cost 6 planks, making them cheaper than early and late-game sections without a good reason.
Masonry: Block production is now 3 blocks per 2 raw stone, up from 2 blocks per 3 raw stone. Foundations now require 6 blocks each across all tiers. The result is a flat cost of 4 raw stone per foundation at every tier, matching how carpentry works.
Feedback Welcome, Always
If you run into anything or have suggestions, the best places to reach me are:
Discord - more closely monitored and the fastest way to reach the developer
Thanks for playing, and thanks to everyone who reported issues!
-- Visseron Games
Source
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