Full notes
Full Witching Stone update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, it’s been a while since I posted an update but I have a pretty big one: You can play it! To opt into a beta right click Witching Stone in your Library, select Properties, then Betas, and then in Beta Participation pick “v130 beta.” I don’t have a Steam Deck so I cannot tell you the process there, but I imagine you press similar things.
What changed
- Compatibility
- UI and audio
- Events
- Store
- Gameplay
Jumping between branches shouldn’t be a problem for your main data, but in-progress runs will be incompatible. Simplified Chinese isn't fully supported yet, but it will be for the actual launch.
To set some expectations: everything is implemented and either localised or out for localisation, and I’m hopefully not going to be changing too much outside of bug fixes. Please use this thread if you notice any problems.
I’m also going to drop the full patch notes here ahead of time. But I will repost them when I set this as the main branch (which might be a bit anticlimactic).
Major Update! Story!
The 1.30 update is pretty chunky. Its headline feature is the story! It’s admittedly coming in a bit late, but now you’ll bump into other characters as you descend the dungeon and glean a little bit more about them and their relationships. It also adds a lot more content through events, spells, badges, and keywords. As well as just little polish changes to make it clearer what is going on.
Story
Now there will be story sequences at certain points in the game, such as when resting at camps or visiting shops. I don’t want to go into too much detail here, but I think they’re fun and make everything feel more complete.
These story sequences were written by the talent npckc. And you should also check out her latest game, too!
https://store.steampowered.com/app/2620590/Marrons_Day/
More Toys
There are just over 50 new spells, 15 new badges, an extra event shop per act, and a couple more events I won’t discuss here. All characters now have sixteen spells per act, which means a lot of these are concentrated on Blodeuwedd and Arawn who were lacking before, but even the main cast have gained a lot.
New Quests
Three new quests have been added that reward three new Badges. Two of these are blatantly just to encourage playing with Daily Challenges and the new conversations but that’s fine, right?
Pwca, Blodeuwedd and Arawn currently have quite cryptic unlock criteria. Completing the game (not “Victory?”) with 2/3/4 characters will now make these quests explicit.
Potions
These exist as part of the new events and modifiers. Once obtained these will sit on your board and persist between fights. Once quaffed they provide a big boost but are gone for good.
Modifiers, Rerolls and Collection
It might not be clear what’s going on with these changes. But I am trying to discourage players from restarting multiple times before each run, or trying to max out a very grindy collection screen. However, I have also added options to not only enable the previous behaviour, but make it much less tedious. So you no longer have to do a restart to get your rerolls back, you can just spin forever.
By default, rerolls are reset when defeating a boss
By default, modifiers just have one completion state, rather than per character
In the options you can give yourself infinite rerolls
This will always give the sussy dagger on the victory screen
Rerolling Modifiers will blacklist Modifiers you have previously seen.
Resets with your reroll
Source
Changelog.gg summarizes and formats this update. How we read updates.
