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high rated
Updated up to b052.

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Build b051 Patch Notes

NOTE: This includes b050a hotfix!

AUDIO/MUSIC

Various sound mix adjustments and placeholder fixes
Expanded max # of sound channels
New SFX cue for things stepping on spikes, thorns


BALACE

Increased monster damage curve starting at level 4 (especially higher level monsters)
Many telegraphed and ground hazard monster abilities from level 8+ monsters (and upper level champions) are now more deadly
Bandit Buffslinger ice prisons now paralyze AND root you
You can now store up to 30 items with Mr. Chimperton
Enemies with energy shields (such as TURTLING and BARRIER) now reflect damage in melee, if you attack the shield head-on
The Regen Flask now scales a little less with HP, but base healing has been increased. Overall, its effectiveness is now lower at >400 HP
Orb of Reverie drop chance reduced
Magic seed drop chance reduced
Fewer fountains will spawn in Item Dreams floors that are below your level
Treasure sparkles now give more gold on more difficult maps
Champion monsters are a bit tougher now, particularly later ones
Budoka unarmed damage scaling reduced (offhand too)
Budoka Tornado Stance duration reduced by 1
Bezo's Crossbow now spawns with at least 1 magic mod


BUGS

Fixed bug that occurred on menu after dying
Fixed bug where you would sometimes interact with an NPC or sign instead of traveling via a staircase
Added extra error checking to prevent odd nullref with ability targeting
Removed non-functional and redundant "warp to stairs" option when completing a side area (you can just use your Portal for the same effect)
Fixed bug with magic item drop rates (I had made them *higher* instead of lower)
The banker no longer charges a fee if you deposit 0g
Fixed cursor issue on Consumables page with unusable items (such as seeds, orbs)
Added extra error checking for resolution settings
Added extra error checking for when a 'null' actor dies
Attempted fix for monsters not being cleared out at 0% HP
Fixed some bugs when mixing keyboard and mouse control of sliders in the Options menu (clicking now refocuses the highlighted slider)
Added extra error checking related to Paladin's Radiant Aura ability causing errors
Budoka should no longer get a double attack if you're using a shield in your offhand
Fixed bug where temporary crit chance modifiers were not loaded properly, causing load game issues
You can no longer get more than 2 feats by selecting one, and then using the "random 2" option


CONTENT/GAMEPLAY

By default, Item Dreams no longer have a chance to give an item an additional magic modifier. Instead, you can put a variable amount of gold into the Dreamcaster. Depending on the level of the item, the number of existing mods, and how much gold you put in, you'll have up to a 100% chance of getting a new magic mod!
Three new high-level champion mods offering champs (near) immunity to certain damage types. Vary up your builds!
Legendary and gear set items can now receive EXTRA magic mods from Item Dreams... for a price!


ENGINE

Removed debug console for now, to avoid some display garbage on startup occasionally
Added support for game to load data from multiple files per data type (i.e. multiple monster definition files, item files etc)
Expanded monster balancing debug tools


QUALITY OF LIFE

New "Text Speed" slider on the Options menu
When viewing items in the Dreamcaster, you will be shown what upgrade bonus they will receive
You can now click or press your mapped "Confirm" button to fade the level description overlay text in the dungeon



-------------------------------
Build b052 Patch Notes

NOTE: This build (and all future builds) now includes a 64bit application for Linux.

ART/VISUALS

New grass tileset variation for the early dungeon! (Lushhhh)


BALACE

Cooldown and energy cost of HuSyn's Runic Crystal increased
HuSyn's passive Recharge now restores up to a baseline of 25 Energy, instead of 25% of max energy
Gambler's Double Down is now a free action
Gambler's High Card damage increased further, if you have more than 1 card in your hand
Monsters now take less damage from lava, and champions even less
Buff duration is now influenced by Discipline instead of Spirit


BUGS

Fixed bug that broke ability targeting!
Hunter's Ice Missile no longer hits your pets (may have fixed abilities with similar issues)
Probably fixed issue where jumping away from a monster's telegraphed attack would cause you to get hit anyway
Fixed bug with "Auto Use Planks" UI option not responding properly
Deadly Void in Item Dreams should no longer ALSO be stamina-draining water
Fixed loud menu SFX on load
You can no longer enter a new Item Dream when one is already open
Fixed bug where "Fire Ranged Weapon" was double mapped by default to "A" button on 360 gamepads
Fixed minor display error with certain healing items like Campfire Roasted Fruit
Fixed UI anomalies with the new gold tribute slider area (it just won't show up until you've SELECTED an item now)
Fixed erroneous Gambler hand displays (several hands had the wrong effect listed)
Gambler's Hot Streak now leaves flames behind again
Fixed bug where playing as Gambler with all abilities then switching jobs would retain your (rigged!) deck
Spirit now shows % increase to powerup healing on the character sheet
The 'grid' option when enabled should no longer spin... as much... with your character


ENGINE

Changed (fixed) the way "grass" layers are generated


QUALITY OF LIFE

In WASD mapping, 'wait turn' is now mapped to Spacebar by default
The Skill page now shows if an ability is on cooldown or not
Dreamcaster interface now shows your current gold
The minimap should now return to its previous state if you open and close any dialog or menu
high rated
Build b053 / July 20, 2017

BALANCE

(From b052) Discipline no longer affects Spirit Power.
Rumor requirements with limited steps are now more relaxed


BUGS

Fixed bug with certain rumor / requirement combinations causing errors
Fixed bug where 'deadly void' in Item Dreams was not visible
Fixed issue where upgraded armor would get too much extra dodge
Fixed issue where examining armor in the Dreamcaster would remove dodge bonuses
Fixed bug where text speed scaling at FAST and VERYFAST was not fast enough
Another pass at clearing monsters with 0% HP
The banker no longer calls out about his "new goods" (?)
Fixed bug where if you were using the controller to access your hotbar, and then opened + closed a menu, you would sometimes be stuck in a weird state
Fixed bug that was causing floats to be read incorrectly on some systems using the 123,00 format of decimals (engine now parses all global float/decimal notation)
Selecting "Back to Town" after clearing a side area will now spawn a return portal, too
Fixed issue where menu screen header was overlapping clickable/draggable buttons/actions
Fixed bugs where minimap would overlap Cooking screen, and also not remember its size properly when opening/closing a dialogue
Fixed bug where spacebar was double-bound in WASD layout, causing it to not Wait Turns correctly
It should no longer be possible to 'lose' a summon such as Spitting Plant by summoning it on a destructible object
Possible fix of rumor generation error that caused game to hang


ENGINE

Changed how extra dodge bonuses are handled on armor
All floats are now parsed in both decimal formats


QUALITY OF LIFE

"Unusual" monsters for the appease quests now have "___-Loving" in their name
Items with multiple dodge bonuses will have their dodge bonuses combined in the item display
Numpad is now also usable in WASD mode (why not?)
When dual wielding weapons, hovering over the equipped weapons will show you their dual wield penalties
You can now mark items and gear as Favorites! Favorites will not be sold when you select "Sell All Gear". You can map a keybind for this for speed too.
high rated
Build b054 and b055 (Should be available soon - build has been sent to GOG team!)

AUDIO/MUSIC
* Beautiful new music by Hiroki Kikuta in the passageway areas!

BALANCE
* Penetrating magic mod now also bypasses 50% block and parry chance
* Increased the rate at which shops restock their goods
* Monsters should now generally spawn further from stairs
* The base damage of all Spellshaper evocations has been increased
* All Spellshaper "Materialize" objects now last 9 turns (up from 6)
* Hunter "Hail of Arrows" damage increased to 215% (from 175%)
* Hunter "Ice Missile" damage increased to 125% weapon / 75% spirit power (up from 100/50)
* Enemies tracked by Hunter's "Blood Tracking" now take 15% more damage (up from 10%)
* Enemies hit by Hunter's "Triple Bolt" are now shocked for 7.5% current HP per tick (up from 5%) - remember, Shocked enemies will 'chain' and shock each other too!
* Sword Dancer's "Relentless Current" now deals 130% of both Weapon and Spirit power (up from 110%)
* Gambler's "Hail of Darts" now deals 120% weapon damage (up from 100%), while "Darts of Hail" deals 65% Weapon/65% Spirit (up from 50/50)
* Gambler's "Double Down" now deals 150% of both Weapon+Spirit Power, up from 100%
* Sword Dancer's "Relentless Current" targeting is now consistent with Flame Serpent (cone begins ON your character)
* Gambler's "Blood Debts" is now a free action, and gives you +50% health (temporarily) instead of +25%
* Mint Fudge now lowers resource costs by 30% (was 20%)
* Onigiri now heals 40% of max HP (was 30%)
* Regen flask *base* healing (not scaling) has been buffed by +3 per turn

BUGS
* b054a (Hotfix) Fixed NullRef in shops / hover
* Got rid of "#T# is slowed!" combat log messages
* If an Item Dream spawns with no Memory King for some reason, one will be forcibly spawned when you reach the top.
* Minimap in Item Dreams now shows deadly void spaces again (in a different color)
* Fixed NullRef bug with Guardian Spheres exploding
* For "food loving" monster quests, the monsters will no longer consume an entire stack of food - They'll just eat one
* Probably fixed some annoying situations with monsters disappearing from LOS
* Attempted fix for rare stack overflow error related to Budoka "Two Finger Catch" ability
* Added error checking for bad tile effect data
* Possibly fixed error with Painter quest when you arrive at destination map
* You will now use an Orb of Reverie to enter an Item Dream, as intended
* Monsters in towns will now have the proper lighting material and not appear dark at a distance
* Fixed bug where using a sword in your offhand did not give you the extra parry bonus of 3%
* "Food-Loving" monsters will no longer be used twice for multiple rumors. Also, Grove Pests will no longer be Food-Loving for the purpose of rumors
* Fixed issue with flashing staircases in boss fights
* The quest item no longer drops repeatedly after the 1st boss fight (only once per save)
* Fixed some bad behavior with monster "Sniper" behavior, causing them to generally dance around and not attack
* Possibly fixed bug with "Maze Rooms" maptype that sometimes resulted in isolated rooms
* You no longer take damage at the beginning and end of turn for Ember Spirit's fire, or Alchemical Gas
* Fixed issue with Brigand's Escape Artist and Sword Dancer's Hold the Moon that caused the abilities to not work consistently
* Crit chance from items like Surestrike Ring now shows up on the character sheet properly
* Fixed various bugs with equipment comparisons (particularly with items offering crit % or +Guile), still not perfect but getting there
* Fixed null ref error when hovering over some armors
* Attempted fix at some weirdness with adding null actors to death processing queue (causing ingame errors)
* Fixed bug related to loading games with Favorited items
* GOLDFROG can no longer escape the monster corral (sorry bud)
* There is now a brief cooldown on the "wait turn" button to prevent weird animation glitches
* Planks should now block damage from Deadly Void again
* Fixed bug with Budoka's "Iron Breathing" occasionally not healing.
* Attempted fix at issue where the cursor would sometimes not be visible in a dialog with multiple options
* Attempted fix at issue where camera did not track player (???)
* Portaling out of the dungeon will now close any shop / dialogs you have open
* Text speed setting should properly recall from save files now

CONTENT/GAMEPLAY
* Monsters will now be much more aggressive to player pets, if those pets are in between the monster and the player. * * They also have generally improved pathfinding and targeting behavior... in theory?
* There is now a huge variety of Item Dreams layouts and map types! ENJOY!
* New Item Dream crystal auras: Double Healing, Tough Monsters, and 50% Resource Costs
* New Item Dream properties: Monster Density, More Champions, No Champions
* New random Item Dream floor events: Big Mode
* All newly-spawned Quivers are now Offhand-slot items. These can be used with bows (even though bows still take two hands!)
* If you switch to a bow from a non-bow item, you will auto-equip a Favorited quiver from your inventory. If you have multiple favorite quivers, it will pick the one with the highest value. If you have no favorite quivers, it will pick the best quiver you have.
* Quivers will be auto-equipped if you are using a bow, and have nothing in your offhand.
* When you encounter a campfire in a rest area, you will now be presented with the option of getting a special food item for free, rather than using the cooking interface. You'll also see what each food item does.
* Planks can now be built in Item Dream maps with 'deadly void' again
* Tier 5 weapons have been added (technically, this was more of a bug fix... they existed, but never dropped!)
* 6 new food recipes! See if you can discover the key to making the perfect: Ice Cream Sundae, Gelato, Carrot Stew, Fruit Cobbler, Pumpkin Bread, Fish n' Chips.

ENGINE
* Reworked monster spawning/placement code
* RE-enabled the game pre-launcher for resolution and VSync control, this time removing any potentially confusing mappable Inputs (it should hopefully be obvious that this is not the right area to rebind controls, as it is done ingame instead!)
* Three quality modes now available: VSync Off, VSync, and VSync Alt (every other VBlank)

QUALITY OF LIFE
* New visual option for screen flashes on/off (these happen during crits, Percy's healing abilities, etc)
* You will no longer get Quillkins or Spinebros from monster eggs (since they don't move...)
* When using a portal to exit and return to an Item Dream, you will return to the spot where you left
* When viewing ability info, you will now see which damaging abilities can crit
* You can now fast travel to the 1st and 2nd branching areas as well as the 17th floor, instead of floors 5/10/15
* PlayStation 3 DualShock 3 mappings have been added as defaults
* The opening tutorial stage now always plays on a completely fresh save slot
* Hovering over an empty weapon slot in your Equipment screen shows your Fist damage (scaling with Budoka, and also showing Budoka's offhand - or foot - attack power)
* You should now be able to close the control mapper by pressing Escape
* When opening/closing the menu screen with the generic Menu button (i.e. with Start on controller, or clicking the character portrait) you will now return to the last screen you last visited
* Equipment comparisons now take into account bonuses to elemental damage. For example, if you have +50% fire damage, a 200 damage FIRE bow will show as +50% stronger than a 200 damage WATER bow.
The quiver changes sound nice. Does this apply to item hotkeys, manual equip from the menu, or both?

Is there currently/planned a way to do similarly for other gear? Or maybe hotkeys can all be two-slot configurations? Switching from dual-wield to the same weapon and a shield, for example...

I'm also finding that taking a second job overflows the hotkey bar very quickly. Does skill swapping take up a turn? Should it? If it were to cost a turn to switch hotkey bars, I could see equipping core skills in two different rows, with situational skills differing between them. Maybe passives, too.
high rated
The new logic for offhand quivers is simple: when you switch to a bow, you will equip your best (highest tier) favorited quiver. If you don't have a favorited quiver it will equip the highest tier quiver in your inventory. When you switch away from your bow, you will switch back to the last offhand you were using, for example a shield or a dual wielded weapon.

Currently no plans to have hotkey sets of items but that is a good idea.

There will definitely be more skill bars.

Also, I worked another long day yesterday and there's another huge list of changes that is coming with the next build (b056), which has now been uploaded to GOG team!

ART/VISUALS
* Updated grass tiles
* Beautiful new fungal cavern tile set
* Lighting adjusted (was washed out, particularly on Budoka and in towns)

BALANCE
* You should no longer see sparkles in the Buried Loot map, giving away the location of the key
* Penalty for attacking at range with non-bow, non-staff weapons is now -40% damage (was -25%)
* Spear and Axe damage curve has been slightly reduced (about -6% weapon power); bow weapon power also slightly reduced

BUGS
* FINALLY fixed bug where abilities would randomly go on cooldown when using items!!!
* Possible fix for issues related to control mapping, with Steam forcing weird/bad controller states and making some buttons unusable
* Fixed issue where the Control Mapper window would become unresponsive
* Grove Pests really actually seriously won't be part of the "food loving" quest
* Fixed errors that occurred when dying in an Item Dream, in Adventure Mode
* Added extra checks to prevent rare bug with items being duplicated
* Fixed game load error if you were wearing a Surestrike Ring
* You should probably no longer arrive in an Item Dream surrounded by rock
* Fixed bug where some ranged enemies could attack through solid terrain
* Fixed bug where the "Magical" item filter would not catch Uncommon (blue) items, and the "Legendary" filter did not always work properly - This may not work for some existing items
* Hopefully fixed bug where monsters would sometimes spawn enclosed in rock with some "cave" style map layouts
* Fixed bug where items would not correctly validate if they had a particular weapon mod, meaning stuff like Lightweight did not work correctly or at all
* Ground stomp visual FX should now work again
* Fixed major bug where a wide variety of passive skills and effects were cleared incorrectly (?!) upon dying in Adventure mode - This was related to many status effects not being tagged correctly as "Positive"
* Possible bug fix for error w/ null target data being added to effects
* You should no longer get Rumors to appease your own pets in the monster corral
* Fixed key navigation on the options menu -> visual panel (couldn't move south of "Grid Overlay" previously)
* Possibly fixed issue where monsters would occasionally be un-targetable with ranged weapons
* Fixed NullRef error related to the check for offhand quivers (happened occasionally if you were wielding a non-quiver in your offhand)
* Fixed bug on Consumables screen where navigating to the filter tabs would not hide the item info tooltip
* Fixed bug with Consumable filters not working properly
* Text speed should now update properly when you start a new game

CONTENT/GAMEPLAY
* A new NPC has arrived in Riverstone Camp; JORITO, the weapon master. He brings with him knowledge of 12 (!!!) new skills; two masteries per weapon type that can be learned with JP. You must first reach 'Advanced' status in any one job before he will share his secrets. More masteries will be coming too (additional tiers, plus ULTIMATE techniques.)
* NOTE: The weapon master will only appear for new characters (sorry...)
* Coffee now has an effect when consumed (haste, but slightly reduced accuracy)
Item rarities have been adjusted (affects item colors of non-legendary/gear sets)

ENGINE
* EXPERIMENTAL: The game now autosaves all progress each time you switch maps.
* Shaved another 18% off core save file size

QUALITY OF LIFE
* Text speed can now be set to INSTANT
* Added extra popup battle text for some buffing and debuffing abilities
* When using a 1h weapon plus an offhand, switching to a bow/quiver and then back to the 1h will now re-equip your last used non-quiver offhand
* If you mess up input bindings in the launcher, you can now reset all control binding to factory default by holding left bracket [ and tapping Q, once in-game[/list]
Post edited July 24, 2017 by aaversa
avatar
aaversa: CONTENT/GAMEPLAY
* A new NPC has arrived in Riverstone Camp; JORITO, the weapon master. He brings with him knowledge of 12 (!!!) new skills; two masteries per weapon type that can be learned with JP. You must first reach 'Advanced' status in any one job before he will share his secrets. More masteries will be coming too (additional tiers, plus ULTIMATE techniques.)
* NOTE: The weapon master will only appear for new characters (sorry...)
* Coffee now has an effect when consumed (haste, but slightly reduced accuracy)
Item rarities have been adjusted (affects item colors of non-legendary/gear sets)
You're producing these incredibly fast. I thought you wouldn't be releasing weapon skills until weeks from now at the earliest. O_o
high rated
I'm incredibly passionate about this game and I want to deliver the best possible experience to everyone playing it. :-)
high rated
It shows!

Current build: Build b057 July 24, 2017

BALANCE

Health curve slightly increased for level 5+ monsters
Increased healing effect of Mint Fat and Mint Super Brews
Loot tables have been adjusted; far too many weak/worthless items were dropping from upper level enemies and chests. To compensate, overall drop chance and magic item drop chance have been reduced slightly.
Various monsters at level 5+ that did not have the base cap of 95% accuracy now do
Treasure Hunters now use a charged-up Shadow Bolt attack for big damage. Watch out!
River Spirit ability damage increased
Rock Viper bite is now more powerful and roots a bit longer
Vine Stalker bite damage and poison duration increased
Guardian Arachnoid laser damage increased, Vault cooldown decreased
Bandit Spellshapers spells now have shorter cooldowns and do more damage
Bandit Buffslinger's Ice Prison now has a shorter cooldown
Debuffs from Sludge Spirits now last longer
Monster aggro ranges generally increased starting at level 4 or so. Some monsters that were more passive will now aggro if you're close (i.e. River Spirits, Wraiths). Overall, you can expect monsters to be much more aggressive by late game.
"Weaker" champion mods will no longer show up on higher level champions (i.e. you will see Barrier but not Turtling, Immune but not Resist...)


BUGS

Fixed odd NullRef with drawing playing cards sometimes as Gambler
Fixed bug where abilities that should target "ALL" in an area were instead targeting only one
Fixed bug where Orbs of Reverie were dropping when they should not have been
Ranged merchants will no longer sell "accessory" slot quivers
Fixed bug where weapon masteries did not cost anything


CONTENT/GAMEPLAY

New game mode: HARDCORE. Roguelike lovers rejoice! In this mode, there is both permadeath AND no 'meta progress' from one character to another (banker, trees, corral.) Not for the faint of heart! (Note: The save slot will still remember your total playtime and number of characters. This doesn't count as progress.)
"Frozen" champion mod is now more powerful, while a new "Chilled" mod has been added with the same effects as the old Frozen
New champion mods: Avenger, Harrier, Blinking (improved Phasing), Conjurer (improved Summoner)
high rated
Changelog for Patch b058 (added 27 July 2017):

ART/VISUALS
- Replaced placeholder icons for the Weapon Mastery techniques

BALANCE
- The giant chest room should have better/more loot now
- Sword Dancer's core bonus stats are now Strength, Guile, and Spirit instead of Strength, Stamina, Swiftness
- Hildegarde now carries a wider variety of food items and meals
- Each point of Guile you have now increases crit by 0.2% (was 0.15%). This affects monsters too.
- Some effects such as Iron Breathing and Radiant Guard will no longer trigger against Worthless enemies in HEROIC and HARDCORE modes.
- Deflection, Evasion, and Elusion equipment mods reduced from +5/7/9% dodge to +3/5/7
- There is now a cooldown on stun effects for both the player and all monsters. The same actor cannot be stunned more than once per 3 turns to prevent total stunlocking.
- 'Protection' magic mod now offers 50% chance to negate crits instead of 25%

BUGS
- Buried Loot map no longer spawns key in the same place each time, also key should not sparkle anymore
- Meta progress data should be properly flushed if you die/return to title screen (this was making it possible to 'share' progress between slots, not intended)
- Critical hit numbers are now BIG again
- Fixed bug where the 'last used offhand' logic was not applied to an offhand weapon.
- Intimidate skill (granted from a legendary item) targeting fixed
- Attempted fix at bug where black/white screen fades would not go away
- Jumping Shot (weapon mastery) now requires a bow
- Fixed bug in the casino where clicking to start a game would always use a 100g bet
- Fixed bug where learning 2nd tier weapon masteries would cause various other status triggers to not work sometimes
- Fixed NullRef bug related to Gambler Wild Cards ability and reflected attacks
- Fixed bug where Adventure Mode save slots would sometimes appear as Heroic
- Fixed bug where Lightning Jab was not activating a free turn as intended
- Hopefully fixed bug where Heroic mode would sometimes convert to Adventure mode when restarting the game
- Fixed bug where consumable item stacks did not account for seasoning (or lack thereof), i.e. one seasoned meal would make all meals in a stack seasoned
- Fixed bug where enemies killed by Gambler's Double Down were sometimes not 'cleaned up' after the ability executed

CONTENT/GAMEPLAY
- New item set: Crystalline Armament
- Onigiri recipe changed (2 Fish + 1 Grain) so it isn't the same as Fish n' Chips
- Bezo's Crossbow now has an inherent chance to charm enemies
- The Journal menu page now allows you to view Recipes you've learned! Recipes are shown once you've cooked them at least once, OR if you hear about them via dropped recipe pages, NPCs, etc.

QUALITY OF LIFE
- New bindable hotkey for Equip Item. This can be used when hovering over gear on the Equipment page. Tap it to equip the item. For accessories this will equip in an open slot, or if both slots are full, it will equip in slot 1. For weapons, it will hotkey to an open slot, or if none are open, swap with your main weapon.
- There is a new dialog popup for when you get a randomly spinny Item Dream floor
- Enemy bombs such as those dropped by the first boss or Champions now have a flashing red aura. Also, these bombs are higher in the sprite draw order
- If you are using a bow and you switch to unarmed, your quiver will now unequip
- Scrollbars have been added to all screens with lists that scroll (shop, skill lists, equipment, inventory) - scrollbars will appear if there are enough items to scroll, of course. Also, you can still use mouse wheel as always.
- Added 'info bar' text indicating when you are in hotbar skill selection mode
- Player abilities with a windup (such as Hunter's Triple Bolt, Hail of Arrows and Sword Dancer's Relentless Current) now use green targeting tiles instead of red.
- Pressing up on the equipment screen gear tabs now scrolls you to the bottom of the equipment list
high rated
Changelog for Patch b.060 (added 31st July 2017):

BALANCE

- Adjustment to JP costs: Now, when you switch jobs, the 4 skills which are normally inexpensive (<150 JP) will cost 250jp. In other words, only your STARTING job offers 4 cheap abilities. Future jobs will require a bit more investment.
- JP is no longer converted to XP if you learn all abilities in your current job. This is because of the new Weapon Mastery system.
- Base power of the Plain Wooden Stick reduced by 30
- Increased Orb of Reverie drop chance
- Tornado Stance kickback range reduced from 4 to 3, damage reduced from 120% of weapon power to 110%
- The healing effect of Regen Flask now takes place BEFORE anything else in the turn order
- Qi Mastery no longer triggers from worthless or near-worthless enemies, unless you are in Adventure mode
- Damage from STAFF weapons is now based on 50% SPIRIT and 50% DISCIPLINE (instead of Spirit/Swiftness)
- DISCIPLINE now raises all elemental resistances by 0.33% per point, up from 0.25%
- STRENGTH's effect on physical resistance has been reduced to 0.16% per point, down from 0.2%.
- Duration of various stun effects like the Mace critical effect has been reduced to the intended one turn
- Decreased number of fountain spawns in higher level maps

BUGS

- If you return to town after KO, or use an ability that cleanses debuffs, all STACKS of those debuffs will be removed
- Ability effects should no longer trigger on monsters that have died
- Fixed bug where Floramancer's Vine Swing and Detonate Vines were not able to target vines....
- Fixed nullref errors related to supporter monsters with old/bad ally and target data
- It should no longer be possible to get the "No Champions" property in legendary Item Dreams (which by default have more and stronger champions)
- Champion modifier properties in Item Dreams were not working on all map layouts; they should be working now
- Game log (lower left) is now properly bounded
- The logic for "Repeat Recipe" has been fixed (before, cooking multiple recipes in a row would sometimes mix the recipe ingredients as they were not cleared properly)
- Fixed bug with "find nearest empty tile" code, used for keeping pets close to you on switch maps (among other things)
- Impact damage from Plain Wooden Stick and Palm Thrust no longer ignores all resistances and damage modifiers (this is both a nerf and buff, depending on the situation)
- Fixed error with mouse scroll wheel sometimes causing errors on certain UI screens
- Fixed bug where some Legendary equipment was being sold in "Sell All" dialog option
- Fixed "Self Buff" and "Damage" inventory filters on click/hover... again...
- Fixed bug where upgraded armor would not visually indicate or properly calculate upgraded dodge bonuses
- Fixed bug that caused permanent stat gains (or losses) when equipping/unequipping pieces of equipment with the same magic properties (like Well-Rounded)
- When switching weapons to your Fists, any offhand you are holding should also unequip automatically
- Fixed irregularities with Item Dream interface where the "Enter Item World" button and gold tribute info would appear before an item was selected
- Fixed rare bug with save games and certain Gambler hands
- Fixed wonky keyboard navigation while in Equipment screen submenus
- Possible fix for issue with single target abilities where, if an invalid target was in the area, the ability would sometimes not execute properly
- Possible fix for 'cave rooms' map code where rooms could spawn with no entrance possible
- Possible fix for rare error where dropping an item did not remove it from your inventory, allowing for item duplication
- Possible fix for enumerator error when creating Item Dreams, sometimes
- Possible fix for bug in Adventure Mode where dying in an Item Dream would duplicate the item you entered

CONTENT/GAMEPLAY

- New STAFF MASTERIES and FIST MASTERIES added to the game! (Two of each)
- If you have a level 12 (or higher) character in a save slot, you can now select NEW GAME+ mode for that save slot. By doing this, your character data will be saved and continued in a brand-new dungeon with much harder monsters and champions. While there are no rewards exclusive to NEW GAME+ yet, all monsters challenge values are increased and thus you have a much better chance at getting top tier loot that is otherwise only available in the most difficult Item Dreams. Overall, legendary/set item drop chance is doubled.
- When using a Tent, one in-game day passes; trees will grow and merchants in town have a chance at restocking.

ENGINE

- Added support for more text/dialog fields to be parsed in real-time
- Improvements to how status effects are tracked under the hood - now supports fine tracking of statuses added by equipment

QUALITY OF LIFE

- You can now access TWO skill hotbars! There is a new key binding for "Cycle Hotbars" that can be used to switch between them. You still use buttons 1-8 to hotkey abilities and use them, but the exact abilities used will depend on which hotbar is selected. You can also click to use these abilities, and drag/drop on the skill screen.
- There is a new COMBAT LOG tab in your Journal which allows you to see a more expanded view of the last 80 log messages.
- The Rumors tab of the Journal has been visually improved, AND... you can now abandon rumors!
- The game intro text prior to character creation will no longer appear if you have meta data in a save slot
- Screen fade and rest jingle when you use a Tent
- Dungeon Digest's "Keen Eyes" feat now shows up on your character sheet
high rated
Thanks for helping me keep up on this, guys! New build was just uploaded; GOG team should have it up within 24h.

b061 / July 31, 2017

NOTE: If you have corrupted resistance data (negative values) please remove all gear, go to town, wait for any temporary buffs/debuffs to wear off, and then hold right bracket ] and tap the H key. This should repair your data.

ART/VISUALS
- New graphic for "Blademaster" champions... an actual blade! Also, updated visual for Blessed Hammer

BALANCE
- Healing bonus of "Food Lover" feat reduced from +35% to +18%
- Base health increase of "Toughness" feat increased from 20 to 30; HP scaling slightly increased per level as well. - Previously, base HP at level 15 was 1955 w/o Toughness, and 2045 with. Now, with Toughness, you will have ~2293 at level 15.
- Damage bonus of Rager feat increased to 20% (from 15%)
- Adjusted aggro logic of certain monsters with "Gang Up" or "Predator" behavior; they now have a chance to aggro you regardless of any other factors

BUGS
- Fixed bug where buff/debuff icons were not appearing
- Fixed bug where powerups would all tend to stack up in one tile
- "Harrier" champion mod, as well as other abilities that pick random nearby tiles, will no longer target tiles outside the originating actor's line of sight
- Fixed bug where number of Pandora's Boxes opened was not accurately tracked
- Fixed bug where controller navigation of the secondary skill hotbar would not work properly
- Avenger champions will no longer enrage if a player-faction pet dies
- Fixed major bug where items upgraded in Item Dreams would not accurately save/load their item value. This meant loading a game and entering an already-upgraded item would result in an easier-than-intended Item Dream
- Fixed bug where, in New Game+, your summoned pets would inherit NG+ monster bonuses
- Fixed bug in New Game+ where some boss HP was not scaling properly
- ALL actor data is now cleared when you start a New Game+ run; this includes completed quests and such
- Monsters are now capable of breaking a wide variety of destructibles such as boxes and crates (as intended)
- Materialized elemental summons will no longer cast on top of breakable destructible objects like crates and boxes
- Loot value of destructibles in New Game+ now scales (as intended)
- Fixed Regen Flask and item/food healing amount estimation in UI; these were not taking into account Discipline's effect on buff duration
- Fixed bug where Jump Boots did not affect Righteous Charge, Flying Kick, or Jumping Shot
- Fixed major bug where some status effects that increased or decreased stats such as physical resistance were not properly reversed on end.
- Fixed bug with Choco Bar not doing anything
- Paladin's Heavy Guard should no longer do anything if you have less than 7 Stamina (the buff will still show, but the effect on block will not be shown, and it will have no actual effect)
- Paladin's Heavy Guard will now reflect 50% decrease of crit chance on the character sheet
- Fixed bug with the "Volcano" map type where far fewer monsters would spawn than intended. This could also cause errors when trying to generate the item world, if there were no monsters on the final floor...
- Fixed bugs with backup monster placement logic, used for various map layouts (resulting in slightly fewer monsters than intended in certain areas)
- Most likely fixed crash with Erin the rumor giver
- Planks/Shovels in Item Dreams should no longer spawn on 'solid terrain' like trees or earth pillars
- Fixed bug where if you started the game while alt+tabbed (or otherwise out-of-focus), returning to the game would cause the volume to spike up.
- Fixed bug where starting the game while alt-tabbed would cause the music to be at normal volume, even with "Audio Off When Minimized" enabled

ENGINE
- Added "lax factor" to monster spawn algorith, which means on smaller maps, less-than-ideal monster placement will be used if it means achieving the desired density
MOAR HOTKEY BAR!!!
high rated
More than two?! :o Well, if enough people request it, I'll do it! In the meantime,

b063 / August 3, 2017 (Should go live today) - Includes b062 of course

ART/VISUALS
* New visual effect for Shadow Bolts of various types

BALANCE
* Damage from Thundering Lion charges reduced to +15% Weapon Power/+20% Spirit Power per charge (was +25% Weapon, +20% Spirit Power)
* Thundering Lion no longer procs from ranged weapons
* The boost to skill damage from using an offhand weapon (dual wielding) has been reduced. Previously, using two weapons of the same power while dual wielding would give you about +35% more damage from weapon based skills. Now, the damage bonus is closer to +15%. As skills cannot miss, the bonus for using them while dual wielding is not intended to be high.
* Energy and Stamina no longer grow with level. (Keep in mind, there are many items and magic mods that boost these stats.)
* Mottled Sandjaw's roar attack debuff is more potent and lasts longer
* Bandit Brigand's Smoke Bomb buff/debuff now lasts a bit longer
* Detonate Vines will actually destroy the vine(s) now
* Jade Salamanders are now tougher overall, and their poison breath lasts longer
* The effect of Discipline on buff duration has been reduced, as it was significantly powerful at higher levels in lengthening the duration of food heals, Tornado Stance etc.
* To balance the above change, the base effect of HP-restoring food has been increased, which should be particularly useful at lower levels
* PETS of all kind now scale much better in terms of their damage output. Their toughness also scales a bit better.
* Weapon scaling of enemy faction summoned monsters should be a little toned down now
* Adjusted scaling of enemy-summoned Fungal Toads from "Frog Gang" champion ability
* Lowered duration of Hunter's Shadow Stalk buff
* Adjusted aggro scaling of summoned creatures. Summons will no longer automatically gain a huge amount of aggro.
* "Buried Loot" chest should be much better (again)


BUGS
* With any luck, FINALLY fixed the error where pressing "enter" to confirm an ability use would sometimes trigger the wrong ability
* Monsters should no longer break boxes and crates for no reason; only if they are in a combat state
* Fixed issue in certain Item Dream map layouts where walls would be invisible
* Fixed bug where staircases could be hidden behind trees
* Attempted fix at issue where side areas were not marked as clear, despite all monsters being dead
* Sneak Attack should no longer be consumed if you crit with a ranged weapon
* Balsam (and similar items) no longer remove the Full "debuff"
* Sneak Attack should now trigger properly if you have a weapon with the Wild mod
* When you detonate vines or a Floraconda, they are now actually destroyed
* Fixed bug where loading a save with summoned pets would result in the wrong pet faction
* Fixed bug where Purifiers were considered collidable to monsters, causing them to path around and also causing issues with summons
* (b061a) Fixed rare NullRef related to sprites fading in/out
* (b061a) Fixed bug where food seasonings didn't work
* (b061a) Fixed bug where entering Examine mode while also targeting an ability would cause a bad game state
* (061a) Fixed audio bug where the 'select' sound would play repeatedly while you dragged sliders around
* Fixed wrong duration estimate when hovering over food
* You *should* no longer trigger a weapon switch when trying to use an ability
* Possible fix addressing issue where abilities could be targeted and not actually executed, also added further debugs for this
* Fixed nullref error related to using consumables
* Fixed nullref errors related to certain states with critical, block, or parry effects
* Brigand bleed no longer procs from Staff shots
* Gambler's "Sharp Eyes" buff should now be reflected on character sheet
* Fixed bug where abilities intended to be single-target would sometimes hit multiple targets
* Fixed "#heroname#" display in item descriptions
* Detonate Vines no longer kills anything on top of a vine (lol)
* Monster ice wall/ice prisons should no longer be cast outside line of sight
* Fixed bug where monster shields/barriers were not always shown in the correct visual position
* When using a seasoning in cooking and you would have no more of that seasoning, it is removed from your seasoning list
* Summoned monsters will now use pathfinding to get to you if separated
* Talrose should no longer expect to meet you in a boss area
* Effects from multiple upgraded accessories should now stack
* Ocean Gem should now protect you from "deadly void" tiles
* Attempted fix at issue where music volume would not change, due to app not knowing it had focus
* Monsters like Floracondas should no longer use pulling abilities when out of LOS
* Fixed bug with swing animations not playing
* You no longer gain a block chance while using an offhand that has no inherent block chance, even using abilities like Heavy Guard
* Paladin Shield Mastery should no longer trigger from ranged weapons, OR while using an offhand with no block chance
* Fixed turn logic bug with Escape Master and other multi-target abilities
* Fixed cooking bug that interfered with some recipes such as Charcuterie
* Fixed Nullref with Budoka's Iron Breathing and other abilities with no target tile
* Fixed bug where dialog cursor was sometimes invisible when opening menus via controller
* Fixed assorted bugs related to the "Warp to Stairs" option in side areas
* Treasure Hunters should no longer be able to hit you with Shadow Snipe if you are outside their line of sight
* Fixed bug where you could walk on top of destructibles by swapping places with a pet. You will now prioritize attacking monsters followed by breaking destructibles, followed by swapping with pets.
* "Familiars" magic mod should now stack
* Fixed infinite scaling bug with Crest of the Draik


CONTENT/GAMEPLAY
* Paladin's "Armor Training" passive has been reworked. Now, while wearing Heavy Armor, you will automatically do a slam attack for 45% weapon damage wherever you land after using a movement ability. The skill also costs 500 JP (up from 350)
* When starting a totally new game in Adventure or Heroic mode, Julia will give you a handful of healing items before you leave town (5 items in Adventure, 2 in Heroic).

QUALITY OF LIFE
* Minimap location (if dragged with the mouse) is now saved with your game preferences
* If you have multiple identical buffs/debuffs, these are now stacked with a counter in your buff/debuff area
* If you've summoned or charmed a monster, and they use any kind of "wind up" attack, the tiles will show in green instead of red
* Weapon type (Sword, bow, axe etc) is now listed when you hover over a weapon
* New combat log message when a boss resists a stun effect
* When using the Escape Portal in town, you will have the option of immediately going back to the dungeon (or an Item Dream) if a portal is already open.
* If you die in Adventure mode before using a ranged weapon, you will now get a bow in town and a quick lesson on how to use it

WRITING
* Lots of new item flavor text!
* New dialogue popups in the branching passage after the first boss
I was just excited to have two! Sorry for being unclear.

Two hotkey bars should last a pretty long while... I can't see living long enough to need more except maybe in Adventure mode.

It would be nice to swap available passives with a skillbar type of interface, though... maybe four passives embedded in a click-to-summon-choices thingy. This is asking for a lot, though.

The last time I checked, if you cast Bed of Thorns so that it overlaps a previous Bed Of Thorns, it does not refresh the old tiles. Only the previously-empty will tiles last for the full duration of a new cast. The end result is a little weird and unexpected.
Post edited August 03, 2017 by mothwentbad
high rated
I'm going to be improving the way you equip and unequip passives shortly, and that Bed of Thorns thing is on my list too!

b064 & b065 notes:

ART/VISUALS
* New art for Talrose the Painter
* Art/animation updates: Thunder Spirit, Frosted Jelly, Bog Frog, Mini Jellies, Sentry Assembler, Guardian Arachnoid, Fungal Column, Bandit Spellshaper / Buffslinger
* Updated art/animations: Vine Stalker, Guardian Seeker, Lava Viper, Demon Spirit, Ancient One, Guardian Steward, Crabbid


BALANCE
* The Sickle weapon is now classified as a Sword and gets the appropriate bonuses / masteries
* Dechlan's Zweihander buffed
* Narrowed the damage variance of Wild mod from -50% / +50% to -35% / +35% of base damage
* Hunter's "Triple Bolt" targeting is now more lenient
* Reduced cooldown/stamina of Sword Dancer's "Hold the Moon" from 6t/25 to 5t/20
* Reduced cooldown of HuSyn's "Gravity Surge" from 12 -> 9 turns
* Reduced cooldown/stamina of HuSyn's "Crystal Shift" from 6t/20 to 5t/15
* Increased rarity and cost of Protection scrolls
* CT gain from using quivers reduced
* Harp of Havoc buffed a bit
* Shadow Stalk clones now have more aggro by default
* The Cruel Crusher weapon mastery now deals bonus damage to enemies that were stunned in the last turn; in other words, it works even if the stun has just worn off
* Distance/damage raised - but proc chance lowered to 25% - on the Plain Wooden Stick (it was just too godly)
* Monster parry chance cut by 50%
* Sword Dancer's "Phoenix Wing" has a broader area now, and will trigger both at the start and end of your turn (although enemies can only be struck once per turn).
* Rebalanced scaling of summoned monster weapons


BUGS
* Added more debugging to track down turn logic errors
* Fixed bug where the equipment context menu (Equip Gear, Unequip etc) would not always re-position on the last clicked item
* Direction of projectile attacks like Blessed Hammer or enemy Spinning Blades is now properly saved/loaded (instead of defaulting to North)
* Monster ability cooldowns are now properly saved/loaded (previously, they were all reset on load)
* "Wild No Boost" magic mod should no longer appear
* Using items will no longer break Paladin's Sanctuary effect; however, attacking or using skills will.
* Added extra checks to prevent solid terrain from spawning on stairs and vice versa, especially in Item Dreams
* Fixed "out of range" exception related to summoned moving or spreading objects
* Fixed minor visual bug where some sprite FX like the Buff sprite would spawn rotated
* Attempted fix at Ice Missile sometimes casting and not doing anything
* Adjusted one of the "cave" map style algorithms to avoid monsters getting trapped in rock
* Hunter's "Triple Bolt" now works off Max HP and not current HP, as intended
* Fixed wonkiness with some scrollbars only scrolling one "item" at a time instead of an entire row
* Abilities that are intended to be free to use, such as Lightning Jab, will now execute and then set your CT to max giving you a Free Turn, as intended.
* Fixed some scrollbar bugs on the Skill page when switching between active skills and equipped support skills
* "Vanishing" magic mod should no longer teleport you into dangerous spaces or 'dug out' tiles surrounded by rock
* Attemped fix for issue where items could get stuck in walls
* Electric tiles should no longer overlap "Deadly Void" in Item World
* Fixed bug with spellshapes stacking or not toggling off correctly
* The game should now properly respect your selected fullscreen setting from the launcher
* Ocean Gem now prevents stamina loss for attacking in water, as intended
* Fixed visual bug with barrier/turtle shields again
* Fixed bug with item effects sometimes triggering twice
* Fixed minor transparency error with hero sprite and staircases on map switch
* Constitution magic mod no longer allows you to resist the "full" status effect
* Fixed bugs with 'Electrified' buff granted by charmed/friendly Thunder Spirits
* Added checks on game load to clear 0HP actors that were causing bugs
* Lightning Jab no longer allows you to target yourself
* Fixed bug where completing an Item Dream would sometimes not mark the dream as actually complete
* Fixed bug where the chance to add a magic mod via Item Dreams was erroneously *always* 0%, if it was lower than 100%
* Added checks to prevent bugs that sometimes resulted in multiple copies of summoned objects appearing (visual bug only)
* Fixed glitchy behavior with Sword Dancer's Ice Tortoise
* Talrose should (probably) not suggest that the floor nearby his destination is a floor above it...
* Fixed some bugs related to starting New Game+ with certain status effects applied
* Fixed issue where Gear Set items were not displayed if the Gear Set filter (but not Legendary filter) was applied
* Knocked out monsters should lose all root and stun effects immediately
* It should no longer be possible to use Eagle Eye to shoot through walls


CONTENT/GAMEPLAY
* Tier 3, 4 and 5 Staves added ("Wizard Staff" is now a little weaker and more common, and is the Tier 2 item)
* New legendary shield!
* New legendary accessory!
* Two new legendary weapons!
* Added a little breathing area before the first boss fight as it was fairly abrupt before
* Quivers, when upgraded in Item Dreams, now receive extra crit chance

ENGINE
* Various refactoring and improvement of turn code to better identify errors

QUALITY OF LIFE
* Cleaned up and consolidated various equipment bonus text such as stats, crit change/dmg, and dodge in the "Bonuses" list
* New Visual option for Battle Text speed (damage numbers, buff popups etc)
* Brigand's bomb-dropping abilities now show an explosion radius before the bomb goes off
* You will now get food from Julia at the start of each adventure in Heroic or Adventure, even though the tutorial will not pop up each time
* It is now possible to hotkey weapons and items on the Equipment / Inventory screens by simply hovering with the mouse and tapping the appropriate hotkey 1-8