Greetings Dungeoneers! We’ve prepared an approximate list of the things going into this week’s bug-fix patch. The patch should be circulating through all the usual distribution channels some time next week; We’ll let you know when it happens.
CORE
- FIXED: various issues with saving and loading games, including but not limited to your inventory disappearing, your save games breaking, and you losing levels when entering or leaving the pocket dimension
- FIXED: insurance fraud payout on dead corpses
- FIXED: primary stats not being buffed by skills
- FIXED: game now runs correctly on machines with international localizations
- FIXED: aggressively regenerate levels when a level has been deleted from a save game
- FIXED: instructions now included on Magic Box pop-up
- FIXED: sight radius could not be decreased
- FIXED: flickering up/down buttons in the skills tree
- FIXED: phantom slots on skills grid
- FIXED: crash clicking “next” on tutorial button
- FIXED: at low resolutions, wizard key falls offscreen at 2x mode
- FIXED: magic box could be exploited to steal from shops
- FIXED: Steam overlay not working in -opengl mode
- FIXED: missing expansion2 caused problems with expansion3
- FIXED: spell points could result in negative mana
- FIXED: dagger and polearm bonuses now only apply when wielding a dagger or a polearm
- FIXED: Confiscate Evidence allowed theft
- FIXED: rutabagas would dash repeatedly at you, either killing you instantly or locking the game
- FIXED: named monsters no longer spawn in Mysterious Portals in enormous piles
- FIXED: clicking the Digest button in the pocket dimension no longer freezes the game
- FIXED: item stacking problems
- FIXED: buff stacking problems
- FIXED: skill level is now actively checked when encrusting a weapon
- FIXED: when we add a steam achievement, we also add the local achievement
- FIXED: some local achievements
- FIXED: transmuting monsters could repeatedly set off traps
- FIXED: various other polymorphing monster crashes
- Increased all monster perception values
- Slightly nerfed first level polearm skill
- Fixed polearm stance effects that weren’t firing
- Made high level polearms harder to craft
- “Platinum Ring” removed from Lucky Find spawnlist because it doesn’t exist
- Radiant Aura, Magic Steel buff stacksize capped at 1
- tweaked Healing Rain effect
- tweaked This Root Shall Suffer to cause more suffering
- fixed some random spelling and grammar
- UI: darkened Krong popup dialog background to make icons easier to read
- UI: darkened resistance & damage extension widgets to make icons easier to read
- Master of Arms description updated to reflect chance of triggering “Suit Up”
- removed unnecessary skill category tags
- Tentacular Infestation bolt no longer infests you with tentacles when it hits others
- Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked
ROTDG
- fixed Helm of Threepwood artifact quality
- enhanced the Broadside skill
- added a new sound for Broadside
YHTNTXP
- Ravens now make proper sounds
- Mage’s Mana Maille buff stacksize capped at 1
- all eruptors spawn fewer traps
- Clockwork Knight: teleport animations removed from movement-based spells
- Puissant Veil now hits enemies with magic damage when player is attacked
COTW
- decreased monster charge attack damage (see: deadly Rutabagas of death)
- Communist healing skill may now fire commie debuffs
- Hammer and Sickle can be found in the dungeon
- Hammer is now craftable
- Sandstorm nerfed (Sandstorm damages reduced, mana cost increased, additional player debuff added)
- Asp Empowerment buff changed to fire less commonly
- damage scaling added to “Alien Weapon” skill
- added special craftable Communist Armour & Helm
- Bailout should now remove fiscal responsibility
- Pyramid Scheme can now trigger correctly
- Reform and Opening now actually pays out
- gave minor passive bonuses to Tourist & Paranormal Investigator
- added missing item definitions for Helm of Ultimate Knowledge and Shrat’s Helm
- added four new high-level daggers
- added some more Wizardlands so we don’t keep running into that room with the Evil Clones all the time. (Wizardland Geometry may slightly change as a result.)