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high rated
Changelog for Build b.099a (added 25 January 2018):

ART/VISUALS
* New and improved character sheet UI! Shows information about your pet as well!
* Adjusted dialog box opacity so you can see what’s going on a bit better
* New Sleep Trap, Smoke Cloud FX
* New FX when the following effects are triggered: Skirmisher, Two-Finger Catch (and Barrier/Turtle Shield reflects), all Vital Points
* Improved Divine Fury animation
* Healing popup numbers are now a little bigger, and last a little longer
* A whole bunch of other new icons and FX

BALANCE
* Damage dealt by monsters in New Game+ has been scaled up so that their damage now reflects their current level, likewise Health values scale up properly with new Monster level.
* Monster density in New Game+ has been increased
* Monsters in New Game+ now gain 4 levels from their Normal counterparts (and have a minimum level of 12, instead of 9)
* Monsters in New Game+ are now more aggressive
* “Poison Air” mechanic removed
* The chance of finding Nightmare Shards from Nightmare Princes is no longer a guaranteed minimum of 20%. Now, Worthless princes will never drop shards, and the overall chances of getting one are about ~20% lower on average. (Your best chance is to fight a Prince in a higher level item.)
* Removing or Extracting mods from items via Dreamcaster can now cost more than 1 Orb of Reverie. The cost scales up based on the strength of the magic mod and the rank of the item. Legendary items and Casino/Nightmare mods will also nudge up the overall cost (max of 6 orbs).
* Reduced spawn rate of Elixirs in the casino shop
* Corral monsters will no longer enjoy Monster Chow if they are at a certain Happiness level.

BUGS
* Fixed bug that prevented you from depositing casino tokens
* Fixed bug with certain staircases / doors not allowing travel
* Fixed bug with various recipes involving chili peppers
* You can no longer hurt yourself with Spicy Tacos
* Fixed occasional game error that could occur when feeding Monster Chow to Coolfrogs
* Fixed several character sheet display errors (powerup drop chance >100% with Foraging items, block chance that could dip below 0%)
* Fixed bug that could occur with looting certain quest items
* Removed references to “Ancient Dream” (test area)
* Fixed minor monsterpedia scaling / text issues
* Fixed classification of a couple Legendary items that were showing up as Magical
* Fixed game errors related to Runic Crystal upgrade skill
* Fixed major bug where you could complete the same side area repeatedly
* Fixed bug where you could not heal from Percy if you selected the JP option but didn’t have enough gold for the gold option
* You can no longer be pulled by tornado / hurricane effects if you are wearing equipment that makes you immovable
* Mud and electric tiles should no longer stack, causing visual anomalies
* Fixed bugs with fast travel locations not being visitable (you may need to re-visit these areas once first)
* Fixed minor camera jitter on load
* Fixed bug where stored monster turns (such as charge attacks) did not save their player target list correctly
* Visuals for Photon Cannon look better now with no overlapped/broken up sprites. Mostly
* Fixed bug with damage element icons in the log looking darkened or not appearing at all at times
* Fixed level switch bug that could happen when spawning certain Item Dreams
* May have finally fixed the issue with certain combinations of pets producing ‘ghost’ actors

CONTENT/GAMEPLAY
* Our story continues before and during the third boss fight… (new characters only)
* Added several diabolical new champion mods exclusive to New Game+ mode: Lead-Touched, Shocking, Plaguebearer, Detonating
* Memory Kings in Item Dreams of higher level will now have 1 unique champion mod to make the encounter tougher. These are powerful, so watch out! Lifesap, Heal-Dampening, Negator, Frogmaster
* New legendary hammer! (Low level)
* New legendary hood! (Low level)

QUALITY OF LIFE
* You can now fast travel to the Desert Oasis
* Options sliders now show % where applicable
* You can now cook multiple recipes in a row (quickly) from your cookbook, as well as see at a glance which recipes you can’t make due to lack of ingredients
* Any pets/summons you have will now poof to you if they are out of range for too long (unless they are actively fighting something)
* Food-loving monsters are now much quicker to de-aggro you if you hit them by mistake
* “Pet Insurance” status is now saved if you go from a regular game to New Game+
* Monsterpedia progress is now saved in Hardcore
high rated
Changelog for Build b100 (added 01 February 2018):

RELEASE DAY!

ART/VISUALS
* Dirtbeak now gets his very own portrait
* 2nd boss fight “Shadow Bolt” attack now has unique art
* Better frosted ground art from Frosted Jellies
* Non-placeholder playing card art

BALANCE
* Radiant Aura Energy cost increased from 7 -> 9 per block (8 -> 10 for upgraded version)
* Reduced legendary drop rate considerably in the earlier levels (it was tuned very high!)
* Slightly reduced Orb of Reverie drop chance and magic item drop chance
* Low rank equipment will no longer ever _spawn_ with lots of mods. You can still add them via Dreamcaster
* You can no longer use your Portal during the final boss fight!
* You can now use “Reverberate Monster” on any monster echo / powerup
* Slightly reduced powerup drop rate
* Buying items from Ruby Moon in the Desert Oasis now costs about 3x as much
* Chance of Campfire floor in Item Dream has been lowered

BUGS
* Fixed bug with ^tags^ showing up in dialog responses
* Fixed bug where charming a monster in a side area would cause it to clear
* Fixed bug where using a Job Change scroll via keyboard/controller would cause the cursor to disappear
* Fixed bugs with saving and loading in the final boss fight phase 2 room after beating it
* Probably fixed bug where the game over dialog could be overtaken by other dialogs
* Reduced the number of randomly-occurring “food loving” monsters (you should no longer see them unless you _accept_ a rumor)
* Monsters with elemental auras should no longer be visible out of LOS
* Spicy Tacos properly gain +damage from Chemist items
* Highland Charge no longer charges through walls and monsters
* The camera should now update when pulled by monsters with Hurricane / Tornado
* Merchants with higher-than-normal prices will now apply these prices to items you’ve sold to them
* You should no longer get Campfire floors as soon as you enter an Item Dream
* You should no longer be able to cast “Reverberate Monster” on a tile with both a powerup _and_ a monster - previously, you would spend the Echoes but get nothing
* Spawned powerups should probably not hop over walls now
* Even more anti-ghost monster checks
* Fixed some parallax jank in the Branching Vista
* Fixed camera bumpiness in the 2nd boss fight cutscene

CONTENT/GAMEPLAY
* New secret high level encounter involving the Dreamcaster… plus new monsters and a new boss!
* More story content before the final boss battle!

QUALITY OF LIFE
* Clarified # of items sold when you check the Food Cart
* You can now immediately hotkey already-learned abilities from the “Learn Abilities” tab via keyboard
* When switching hotbar weapons, you will see a little popup of the item you switched to


Changelog for Build b100b (added 02 February 2018):

* Fixed a small bug involving a lategame encounter
* Fixed 2 other minor bugs


Changelog for Build b100c (added 05 February 2018):

* A couple of small (but important) bug fixes.
Post edited February 05, 2018 by HypersomniacLive
high rated
Steam news post, not live on GOG yet, I don't think:

Patch Notes 1.00d
February 5 - [APro] MadjackMcMad
Hello Friends! Thanks for making Tangledeep's launch so exciting -- forests are being explored, monsters vanquished, loots looted, and cheese consumed. We really appreciate your energy and passion both here and in the community Discord.

Here some fixes for issues that bit us at launch. There's more on the way, but this patch should fix some of the most rare-but-crucial show stoppers that had snuck in.

If you have any questions or concerns about any of this, please let us know in the comments.

STALLED QUESTS
A number of quests, such as the Armor Master, or unlocking the Wild Child job, were stalling out and unable to be completed. These quests should be completable now. If your current character was stalled on one of these and still can’t finish them, please let us know in the Discord or game forums.

DIALOG HANGUPS
Some dialogs were causing the game to get stuck. This happened during some of the in-game conversations, as well as occasionally with the New Game+ dialog. These issues have been corrected.

BUGS

Fixed various bugs with the Food Cart
Fixed bugs when pressing the “View Help” button
Fixed bug that occurred when pressing the reset keybindings buttons on the Options menu
Fixed bug where elemental auras on champions would sometimes get very big
Probably fixed bugged “Dream Destroyer” achievement
Fixed dialog about the Dreamcaster that appeared in the Branching Meadow and was difficult to close
Fixed bugs with certain side areas not marking as “Cleared” and not continuing quests (such as Friendship Forest). If you were having problems with these areas, try returning and they should correctly mark as cleared.
Fixed music bug when talking to Erin in Riverstone about a certain character
Dialogs in Central Processing will no longer pop up as often
Fixed rare error that could occur with wandering monster spawns
Fixed bug that could cause newly-bred monsters to have -infinity weapon power (oops)
Fixed bug that could happen with pre b100 save files making portals never appear
Fixed bug that occasionally made passive abilities like Soulkeeper’s “Echo Collector” not work, even when they appeared to be equipped
Fixed bug that could sometimes prevent games from loading (!)
Fixed bug that could occur when immediately trying to Buddy Up with the tutorial frog
Fixed bug with trying to use Reverberate Monster on plain Monster Echoes
Staves no longer count as melee weapons for Shield Mastery
Attempted to fix bug where the ‘wandering shopkeeper’ message would appear sometimes and overwrite the Game Over box
Kahandran’s Robe proc should show in the log properly again
Fixed bug/exploit where you could reap the rewards for finding an area via rumor multiple times
Attempted fix for bug that would occasionally produce 2 rumors for the same target item


BALANCE

Rumors with requirements will no longer appear until you are at least level 4


CONTENT/GAMEPLAY

Legendary items drop much less often at the early levels.
Food drops slightly less often at later difficulty levels.
Blackjack hands with multiple Aces are now calculated in the player’s best interest.


QUALITY OF LIFE

Hovering over / examining terrain (mud, lava, electric, water) will now give a brief description of its primary effect

Pressing and holding both brackets [ and ], then pressing the ‘r’ key will now forcibly delete your ‘player preferences’ file. You can then restart the game and all your binding info will be reset to defaults. This is useful if for some reason you completely jacked your keybindings.

Deadly Void damage now appears in the combat log
So, maybe you've realized it already, but the newest patch puts the words "Development Build" back in the bottom right corner of the screen. Kinda annoying. Any way to get rid of that, or is another patch needed?
avatar
Chacranajxy: So, maybe you've realized it already, but the newest patch puts the words "Development Build" back in the bottom right corner of the screen. Kinda annoying. Any way to get rid of that, or is another patch needed?
That will be removed. When, I don't know but I asked the dev in the Discord channel about it :)
high rated
Changelog for build b100e (added 08 February 2018):

STALLED QUESTS

- A number of quests, such as the Armor Master, or unlocking the Wild Child job, were stalling out and unable to be completed. These quests should be completable now. If your current character was stalled on one of these and still can’t finish them, please let us know in the Discord or game forums.

DIALOG HANGUPS

- Some dialogs were causing the game to get stuck. This happened during some of the in-game conversations, as well as occasionally with the New Game+ dialog. These issues have been corrected.

BALANCE

- Blackjack hands with multiple Aces are now calculated in the player’s best interest.
- Legendary items drop much less often at the early levels.
- Food drops slightly less often at later difficulty levels.

BUGS

- Fixed various bugs with the Food Cart
- Fixed bugs when pressing the “View Help” button
- Fixed bug that occurred when pressing the reset keybindings buttons on the Options menu
- Fixed bug where elemental auras on champions would sometimes get very big
- Probably fixed bugged “Dream Destroyer” achievement
- Fixed dialog about the Dreamcaster that appeared in the Branching Meadow and was difficult to close
- Fixed bugs with certain side areas not marking as “Cleared” and not continuing quests (such as Friendship Forest). If you were having problems with these areas, try returning and they should correctly mark as cleared.
- Fixed music bug when talking to Erin in Riverstone about a certain character
- Dialogs in Central Processing will no longer pop up as often
- Fixed rare error that could occur with wandering monster spawns
- Fixed bug that could cause newly-bred monsters to have -infinity weapon power (oops)
- Fixed bug that could happen with pre b100 save files making portals never appear
- Fixed bug that occasionally made passive abilities like Soulkeeper’s “Echo Collector” not work, even when they appeared to be equipped
- Fixed bug that could sometimes prevent games from loading (!)
- Fixed bug that could occur when immediately trying to Buddy Up with the tutorial frog
- Fixed bug with trying to use Reverberate Monster on plain Monster Echoes
- Staves no longer count as melee weapons for Shield Mastery
- Attempted to fix bug where the ‘wandering shopkeeper’ message would appear sometimes and overwrite the Game Over box
- Kahandran’s Robe proc should show in the log properly again
- Fixed bug/exploit where you could reap the rewards for finding an area via rumor multiple times
- Attempted fix for bug that would occasionally produce 2 rumors for the same target item
- Fixed bad description for Sheriff’s Belt: it increases damage TO bandits by 20%, and decreases damage FROM bandits by 20%
- Fixed bug where Wild Child did not gain core stats per level
- Food cart callout should no longer occur if you don’t have a _live_ adult tree
- You should no longer be able to open the banker “deposit items” window if you are maxed out on items in the bank

BALANCE

- Rumors with requirements will no longer appear until you are at least level 4
- Lower level items will no longer _ever_ spawn Nightmare Princes (item must be around rank 5)

QUALITY OF LIFE

- Hovering over / examining terrain (mud, lava, electric, water) will now give a brief description of its primary effect
- Pressing and holding both brackets [ and ], then pressing the ‘r’ key will now forcibly delete your ‘player preferences’ file. You can then restart the game and all your binding info will be reset to defaults. This is useful if for some reason you completely jacked your keybindings.
- Deadly Void damage now appears in the combat log
Post edited February 09, 2018 by DeMignon
high rated
Changelog for Build b101a (added 09 February 2018):

* NOTE: Some balance changes only apply to new characters, as loot is generated on world creation.

ART/VISUALS
* Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.

BALANCE
* Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog
* Increased max possible cost of items in the Casino, particularly legendary items
* Changed the two bosses in the 2nd boss fight so that only one of them drops loot
* Reduced legendary drop rate by about 25%
* Increased drop rate of bows and crossbows by about 50%
* It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)
* Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals
* Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)
* Toned down damage of tornados spawned by champions
* You no longer get JP for discovering Secret Areas
* Somewhat reduced the JP reward for clearing combat Side Areas
* Herbs created by Foraging now last 1 extra turn
* Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
* Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)

BUGS
* Fixed bug with hovering over Soulkeeper on character screen
* Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
* Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
* Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
* “Frogmaster” champion mod should no longer spawn with “Conjurer”
* If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
* Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
* Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
* Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
* Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
* Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
* Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
* Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
* Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
* Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
* Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
* Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
* It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
* Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
* It should no longer be possible to move the Target Dummy under any circumstances
* Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
* Fixes for some camera jank issues related to pull effects
* Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
* Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
* Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
* Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
* Fixed bug where the Red Orb Shard callout / quest would not start
* Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
* Delayed Teleport should no longer fire if you switch maps
* Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
* Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
* Fixed bug where Casino game buttons would sometimes disappear

ENGINE
* Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.
* Added recovery features to salvage save files with corrupt Item Dream data

QUALITY OF LIFE
* Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto
* Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs
* The XP bar now resets to the far left when you level up, rather than filling up to the right more and more
* Armor Masteries learned from quest should now auto-equip once learned
* Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them
* Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)

WRITING
* The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
high rated
Changelog for Build b101b (added 13 February 2018):

NOTE:
* Some balance changes only apply to new characters, as loot is generated on world creation.

BALANCE
* The Health of your corral pets now works differently. Corral pets will _always_ have at least as much base Health as you do, and will gain Health as you level up. Their Health will be even higher if their original Health (when they were enemies) was high. Breeding monsters and adding JP can raise the value yet further.
* Overall, this change means you will have much more durable pets, particularly early on in the game. At the same time, pets will no longer be able to hit insane Health values (5,000+), even with breeding.
* Increased frequency of bows appearing in shops
* Corral pets now generate with 5-7 “Loved” foods instead of 2-4

BUGS
* Fixed ancient bug with examine mode getting “stuck” to your last hit target when using keyboard/controller
* Fixed bug with Corrupting Piercers’ poison damage not procing at range
* Fixed bug where re-entering the final boss room after beating the game could trigger game state problems
* It should no longer be possible to spend more than your current JP while breeding monsters
* Fixed bug where Food Cart inventory would get cleared without giving you gold
* Fixed bug where opened portals would not save after transitioning back to town from the dungeon or an Item Dream. This could cause problems with portals disappearing if you immediately closed the game without saving once arriving in town.
* Fixed Casino bug that could occur if you started playing Chinchirorin but exited before rolling yourself
* Attempted fix for bug where some shops could refresh their inventory with no items in them.
* Fixed bug where Shield Mastery was not working
* Fixed bugs with monster breeding where the relationship would develop before the breeding check, which led to inconsistent results. It now develops _after_ , meaning Jesse must say “Something special might happen!” for breeding to occur.
* Fixed bug that could occur when swapping places with NPCs, particularly Jorito in the Elemental Lair
* Attempted fix for bug where items with the affinity “No Champions” occasionally still spawned champions
* “Hold the Moon” Skill Orb is now working properly again
* Legendary items should no longer spawn with magic mods in any shop
* Fixed bug with Runic Crystals where the buff status could sometimes stick permanently
* Fixed bug where some recipes could not be cooked from the recipe book even though that should have been possible
* Changed the tag on some dialogs marked “Key Story” (thus Escape/Cancel acted as “Confirm” unintentionally)

QUALITY OF LIFE
* You should now be able to pair things with your Fists, such as (but not limited to) the Ascetic’s Handwrap.
* Monster pets in the corral now have a happiness meter underneath their current happiness level. You can now see how close the monster is to its next happiness level.

WRITING
* Removed Pandora’s Box text indicating that monster rewards are increased along with difficulty. (This is not a balance change; the text here was simply wrong.)


Changelog for Build b101c (added 13 February 2018):

NOTE:
* Some balance changes only apply to new characters, as loot is generated on world creation.

IMPORTANT WEAPON SWAPPING CHANGE!
* Awhile back, we added the ability to auto-switch to a ranged weapon if you pressed the “Fire Ranged Weapon” key, or if you simply clicked on a monster. This was convenient, but many of you asked for a way to quickly or automatically switch back to the melee weapon you were using before.
* In this build, we’ve done just that. Let’s say you have a Sword equipped. You click on a monster at ranged, which switches to a Bow on your hotbar and fires it. Previously, that Bow would remain equipped. Now, at the end of the game turn, the Sword will equip automatically again!
* This _does_ mean that for the monsters’ turns after you act, you will still have the Bow equipped. Therefore, this is not actually a balance change, it’s strictly a “Quality of Life” improvement, saving you the click(s) of switching back to your melee weapon on your next turn.

ART/VISUALS
* There are now custom cursor graphics that change based on context! Hover over an enemy at range (if you have a ranged weapon available) and a bow icon will appear. Hover on an NPC and a talk icon will appear. etc.

BALANCE
* Reduced the spawn rate of legendaries in the Casino shop
* Tornados spawned by champions should no longer pull you through walls. Also, if you are NOT moved by a tornado for any reason, you will not take damage from it.
* Slightly toned down damage of summoned player pet weapon damage, and Floraconda’s base damage
* Bed of Thorns damage 33% -> 25% of Spirit Power per turn
* “Cruel Crusher” mastery adjusted - now deals 20% damage (down from 35%) to enemies Stunned in the last 2 turns (up from last turn)
* The effect of Armillary Mirrors now applies to your main hand, but not your offhand. Was just a little too bonkers otherwise
* Hunter’s Grappling Hook cooldown 6 -> 7 turns, Stamina cost 20 -> 25
* Brigand’s Escape Artist Stamina cost 20 -> 25
* Vine Swing no longer restores Energy
* Reduced drop rate of gear by about ~20% and increased drop rate of food/consumables
* Reduced overall base item drop rate by about 10%
* Starting at around floor 8, implemented an internal loot filter that will drop fewer Common and Uncommon items. (This does not replace them with higher-rarity items, it simply won’t drop as much garbage.)
* Assassin Fists (Fist Mastery 2) now increases unarmed crit damage by 40% with attacks, 10% with skills (down from 75% and 25%)
* The duration of Confidence stacks from Fighting Spirit (Fist Mastery 3) is now a base of 4 turns instead of 6
* Weapon mastery tiers 2-4 now cost +200 JP each. We felt it was a little too easy for players to max out multiple Weapon Masteries without thinking about it.
* A number of job Passive abilities now cost 100-200 more JP each.

BUGS
* The Casino should no longer spawn NG+ only items such as Ring of Midas
* Fixed bug where quest monsters had a status called “Default”
* Fixed bug where pet insurance sometimes did not trigger, OR triggered but left a ‘ghost’ pet, or any number of other weird states.
* You should now be able to add Skill orbs to equipment that would otherwise be maxed out on mods (1st skill orb is intended to be free, and not count toward mod total)
* You should no longer be able to put your fists in your offhand, causing various problems
* Fixed bug with Lucid Orbs and Lucid Orb Shards sometimes not working properly when splitting stacks at the bank or in shops
* Attempted fix at issue where dying in New Game+ adventure mode would sometimes disable your Innate passive abilities
* Fixed bug where dialog window width would enlarge after an Adventure mode KO, and not return to normal
* Fixed bugs that could occur where Adventure mode state was not always set correctly
* If wielding a ranged weapon, the Parry chance on your character sheet will correctly show as 0%
* You _really_ should not be able to auto-target Pandora’s Boxes with ranged weapons
* You can really no longer kill the target dummy with Snake Eyes
* Rumor completion dialog should no longer popup at the same time as the Game Over dialog

QUALITY OF LIFE
* After touching the keyboard or controller (which hides the mouse cursor), the invisible mouse cursor will no longer pop up the examine/hover info bar
high rated
Changelog for Build b102 (added 13 February 2018):

NOTE:
* Some balance changes only apply to new characters, as loot is generated on world creation.

ART/VISUALS
* Added visual block effect indicating when a physical skill has been blocked

BALANCE
* Increased respawn rate on floors 18 and 19
* Autobarrier now has a 100% chance to block any blockable physical skill as well. If you are NOT using a shield, it will still work on physical skills!
* When starting a new HARDCORE character on an existing save, previous meta progress is now removed (except for unlocks, recipes, monsterpedia)
* Lightning Jab stamina cost increased to 30 (up from 20)
* Summoned pets in New Game+ now gain +25% base Health
* Thundering Lion charges now last 99 turns (up from 35)

BUGS
* Fixed some audio bugs with effects like Vital Bleed procs
* Fixed bug with Examine mode on keyboard/controller
* Fixed bug with “Switch Places” option for NPCs, where if you switched floors and returned the NPC would be non-interactable until reloading the game
* Attempted fixes at strange pet bug that could occur where pets became inert after being resuced once from the corral (hey, maybe they were traumatized from the experience)
* Fixed bug where hero sprite could disappear behind some tiles after being pulled
* Quick Stepping on to Deadly Void should no longer cause you to take damage twice in the same turn
* Yet another pass at ensuring Rose Petals don’t spawn anywhere before doing the romance quest
* Fixed game load error that occurred if you saved with a certain weapon pairing setup
* Attempted fix for bosses sometimes dropping duplicate legendary items
* Attempted fix at monster breeding error that could sometimes occur and cause a trainwreck
* Fixed bug that could occur when going into zones with some merchants
* Vital point effects should no longer reflect if attacking a Barrier enemy
* Fixed bug with Wild Cards skills where a Full House was not properly recognized

QUALITY OF LIFE
* Added full effect description for elemental protection scrolls

WRITING
* Fixed Pumpkin & Pumpkin Bread status text (was incorrectly showing lower effect values)
* If you press “F” to fire a ranged weapon while holding a melee weapon, and you cancel the ranged targeting, you will now revert to the melee weapon
high rated
Changelog for Build b102b (added 14 February 2018):

NOTE:
* Some balance changes only apply to new characters, as loot is generated on world creation.

BALANCE
* 3rd boss is now harder
* Final boss phase 2 is now harder

BUGS
* Fixed ingame values for tier 2-4 Weapon masteries (only the text was changed before)
* Another pass at fixing black screen error due to bad shop data
* “Lightweight” weapon mod should never spawn on 2H / Claws
* Fixed sprite draw layer issue on stairs and the Dreamcaster
* Fixed bug where knocked-out monsters were not recognized
* Another attempted fix for bug where equipment bonuses in NG+ were not active until re-equipping

QUALITY OF LIFE
* Cursor will now only change to a bow if you have a ranged weapon _and_ you can hit the enemy from your current range. Otherwise, it will be a regular pointer, indicating that no attack is possible from your current position.
* Clarified in the shop sell item interface the sale value of individual items AND stacks of that item
high rated
Changelog for Build b103a (added 27 February 2018):

PET INTELLIGENCE
This patch addresses a number of issues related to pet behavior and pathing. The biggest complaint about pet behavior was having to watch them act confusedly a few tiles away when there were enemies to fight nearby. We have corrected some issues with the AI as well as added a new feature for you to have greater control over your pet’s placement.
* Pets can now jump over you if they see that as the best way to approach the enemy. They will do this automatically if they are near you and have no other path to the goal.
* Pets that are grabbed or have grabbed others (specifically Crab pets) will no longer forget that they love you when the grab is complete.
* Pets now consider the target distance from Mirai, rather than themselves, when deciding if a target is out of range. This keeps them more focused on the threats around you.
* The “Come to me at once!” pet command now causes the pet to immediately jump to you on its next action. This command is on a short cooldown, and the happier your pet is the shorter the cooldown will be.
* Some of these AI adjustments will change the way your pet plays around you, and we encourage you to give us feedback about the new behaviors.

BALANCE
* Changed how the Casino reward system works. You no longer win gold, although if you TIE, you will get your bet back. Instead, you ONLY get tokens, and the conversion rate is now 1 token received per 100g won. Items in the shop now cost 10x more, since tokens were previously earned per 1000g.
* Adjusted how Champion damage/stats scale. Mods past the 1st no longer add as much raw damage, defense, and stats to the champion. Previously, each extra mod added 1% defense, 4% damage, and about 10% all stats. These values have been halved.
* Adjusted player Health curves (both with and without Toughness) to bump up Health a bit more around levels 5-7. Levels 8+ are unaffected.
* Final boss phase 1 Health buffed
* Final boss phase 2 Health significantly buffed, base damage increased, shield damage significantly increased (from base 10% of max Health per turn to 20%), summoned drone health/damage increased slightly
* Increased the base damage of Valkyrie. Now deals 190% (up from 175%) Weapon damage to nearby enemies, and 230% (up from 210%) to further enemies. Root duration also extended by 1 turn.
* Decreased the per-attack damage of Godspeed Strike to 80% of weapon damage, down from 100%
* The first and second bosses no longer drop guaranteed legendaries (well, the first one never did, but it was supposed to. Now it isn’t supposed to, and it doesn’t. Makes perfect sense.)
* Shadow Stalk now looks at tiles up to 2 squares away to spawn illusions if all adjacent spaces to you are full
* Spears can now proc Sneak Attack
* The acid bursts from the “Acidified” champion mod are now somewhat less brutally damaging

BUGS
* Failed rumors are now removed from the quest log immediately, rather than waiting for next round.
* Fixed various bugs that could occur with dialog boxes, related to ‘conversation’ (portrait) code.
* Fixed visual bug with when the “Extra Turn” log notification happened, so it actually occurs ON your free turn not after.
* If you have more than 3 Lucid Orb Shards in your inventory with the same modifier, multiple orbs will be produced as necessary, with unused Shards left over.
* Fixed discrepancies with the displayed vs. gameplay values of various healing items and food.
* Fixed various LOS bugs related to targeting tiles revealed by pets and Eagle Eye (this also affects monsters being able to see you in these situations).
* Fixed rare edge case LOS bug where you could see a monster and hit it with a ranged attack by clicking, but NOT hit it with targeted abilities
* Fixed bug that occurred if you used a Knight’s Shovel and reloaded the level. More tiles than intended were cleared.
* Fixed the JP cost display for Mace and Claw masteries to display the correct cost of 1000 JP.
* Weapon mods like “Wasting” which add extra elemental damage now work with Spears when attacking at range=2.
* The illusions summoned during the second boss fight no longer drop loot, so the fight is no longer a veritable fountain of treasure
* Fixed some bad bugs that could happen when breeding certain pets.
* Monsters now move around in the Corral again, hooray!
* The modified version of Cloak and Dagger now requires two unique targets, as intended, rather than allowing you to hit the same target twice.
* Fixed bug where the ranged attack icon was showing up when you were out of range, not in range
* The “Overdrawing” weapon mod should now work correctly if you are clicking to fire at enemies with the mouse
* Dusk Reaver’s proc now drains Stamina/Energy as intended
* Aquamarine no longer has a buy value of 0g
* Attempted fixes for issues relating to the Monsterpediologist, Distant Dream Dungeon, and Monster Whisperer achievements

CONTENT/GAMEPLAY
* Upon beating the second boss, you are now rewarded with a one-time use baller healing item.
* HuSyn’s Photon Cannon now targets two unique areas based on line of effect from Mirai and the Runic Crystal. This means that targets no longer need to be in your line of sight to be hit by the Crystal’s beam.
high rated
Changelog for Buld b104 (added 05 March 2018):

CORRAL PET BALANCE
* We’ve observed that the maximum potential for corral pets is extremely high. A maxed-out pet is nigh-unstoppable, dealing thousands of damage per hit and taking almost none. We think your pet should not be massively stronger than the hero, but at the same time, we don’t want to make lower-level, non-bred pets useless. The following changes are meant to tone down the upper limit of pet power, but also make it a bit easier to get to that limit.
* Monster stats are now capped at 150 (down from 255). This is a major contributing factor to physical & elemental resistances.
* Maximum weapon power is now 1500 (down from 2550)
* Slightly increased weapon power scaling via breeding (+1% per generation)
* Increased the JP cost for maxing out growth of upper-rarity monsters
* Reduced the influence of player level on pet insurance cost, thus reducing overall pet insurance cost

BALANCE
* Paladin’s Radiant Aura now costs 12 Energy per block (up from 9), Skill Orb version costs 14 Energy (up from 10)
* Seraph’s Tear’s heal on block effect now only triggers if you are under 50% Health
* Sword Dancer’s Qi Mastery now restores 3-5 Energy on crit (down from 3-6).
* Reduced the Token cost of Casino items by about 50%. They should be much more accessible now.
* Many monster abilities that dealt fixed damage regardless of level now scale with monster level. This should help if, for example, you get a Salamander or Alchemist and breed it with stronger monsters.
* The “Familiars” magic mod now grants summoned pets +10% Health and +5% defense (instead of +15% Health)
* All summoned pets now gain an extra 1% defense per player level
* Deadly Riposte (3rd sword mastery) now grants +50% counter damage, down from +100%.
* Abilities like Hail of Arrows and Relentless Current with a ‘windup’ now use the power of the weapon equipped when first casting the power. Previously, they used the power of the weapon equipped when the power finally executed.
* Slightly reduced JP scaling from monsters higher than you in level
* Reduced award JP scaling of higher level rumors
* Reworked the Floraconda’s “Bed of Thorns” skill (from Floramancer tier2 passive). This is now a fixed-position ability that the Floraconda uses if there are enemies in melee range. It does not follow the Floraconda around. The damage is also lower now, but it does stack with YOUR Bed of Thorns, and it can be recast more often.
* Modified spawn tables in Fungal Caves. Floracondas will now start appearing on 8F (instead of 7F), and River Spirits on 10F (instead of 9F).
* Blood Frenzy (Airacudas passive) no longer lasts forever once triggered

BUGS
* Fixed Casino text referencing winning gold instead of tokens.
* Fixed bug where Spellshaper’s Kinetic Magic would not activate until you dropped below 50% Stamina - it should activate at 50% Stamina
* Fixed Sneak Attack triggering bug
* Using Shield Slam multiple times should correctly stack the effect AND refresh duration
* Fixed bug where summoned pets were not getting the +25% Health bonus in New Game+ as intended
Shadowstep should now cause bleeding to targets around the tile YOU land on, not the tile you clicked on
* When extracting a mod from an equipped or hotbarred item, the item should now be completely unequipped and removed from your hotbar
* Fixed bug with spawn rates on floors with Fungal Columns. Previously, killing columns would increase the overall spawn rate permanently.
* Fixed sprite clipping bug when moving from the southeast and southwest
* Item Dream monster healing crystals no longer affect friendly monsters
* Fixed bug where Overdrawing quiver mod was not working correctly when firing ranged weapons with the mouse
* Fixed bug where Ramirel’s Dismantler was not using a lower proc rate vs. hostile enemies
* Fixed bug with Wild Child’s “Foraging” passive where Health herbs never spawned (health herbs restore about 8% max health, modified by Spirit)
* It should no longer be possible to push or pull the final boss (phase 1)
* Fixed bug where ace-high Straight was not recognized by Gambler’s Wild Cards (yes, I know this bug is ridiculously obscure)
* Fixed bug with water, mud, and electric visuals that could occur sometimes on load
* Fixed bug with pull effects where the player could sometimes end up on top of friendly pets (or vice versa)
* Friendly Airacudas will now reliably use Fish Rush
* Fixed bug with Watery Heal and several other monster powers
* Fixed bug with Radiant Aura that was causing it to heal 2x as much as intended
* Fixed bug (again) where items with 5 mods could not handle a free additional Skill orb as intended
* Fixed bug where pressing anything on the keyboard would hide comparison info in shops the after using the mouse
* Spinebro / Quillkin corral pets should no longer become immobile on game load
*The Skill Orb version of Verse of the Elements will no longer hit allied creatures

CONTENT/GAMEPLAY
* Items inserted into the Dreamcaster may now have affinities related to specific monster families, such as Frogs, Magic, Insects, Jellies, etc. These Item Dreams have (as you might guess) more of these monsters than other types. Monsters of this type will be level-scaled to match the rest of the monsters in the dream. For example, a high-level item may have a Moss Jelly scaled up, while a low-level item could have a Mottled Sandjaw scaled down. More variety and fun!
* Added a simple new option for players who want an even bigger challenge in New Game+. When starting your NG+ playthrough and you opened any Pandora’s Chests in your previous playthrough, you will be asked whether you want to maintain the current “Opened Chest” count. This does nothing but make your NG+ playthrough even harder, and give you bragging rights if you can beat it anyway!
* Added new “Tenacious” mod for NG+ champions

QUALITY OF LIFE
* The combat log top/bottom padding have been reduced slightly, allowing for more visible text
* A new “Smaller Combat Log Text” option has been added. This allows for yet more text to be shown at once in the log, and may be desirable depending on your monitor, viewing distance, and resolution
* A new “Battle Text Size” option has been added. This controls the size of popup text during combat, such as damage/healing numbers, “STUNNED!”, “ROOTED!”, etc
* Captured Thunder Spirits (and their progeny) should no longer use Static Charge constantly
* Thorns summoned by your Floraconda are now dimmer, to reduce map clutter
* When entering items with affinities using the Dreamcaster (i.e. Challenge/Rewards greater or less than 0), the affinities will now contribute to the difficulty text (i.e. “Easy”, “Tricky”, “Impossible”). In other words, the difficulty text should be a little more accurate now.
* The info bar at the top of the screen will now show ability costs for whatever ability you are using
* The fast travel dialog at the cave to Tangledeep now shows the closest main floor / path to each side area
* The fast travel dialog now also shows if a side area has a shopkeeper with new goods
* Rumors to side areas now show the nearest main path floor as well
* Added assignable keybindings to use Knight’s Shovels and Monster Mallets from your inventory with just a single key (or button) press. These will be default bound to V (for shoVel) or T (for malleT)
* The “Compare Alternate” keybind can be used while in shops to compare any listed accessory to your Accessory slot 2
* Any kind of fast travel back to town (such as from a side area’s portal menu) will now take you to the cave entrance to Tangledeep, instead of the south part of town

WRITING
* Added flavor text for the Emerald set
* Slingshots renamed to Slings, to match the art
* Onigiri renamed to Nigiri, also to match the art
high rated
Changelog for Build b104c (added 12 March 2018):

BUGS
* Fixed bug that broke healing effects
* Fixed bug that unintentionally decreased monster aggro that occurred if you had certain status effects
* Fixed several issues related to text strings not displaying the right content (bugs caused by ongoing localization prep)
* Cleared placeholder text that periodically appeared in the shop UI
* Appease Monster rumors should now show nearby floor info
* Nearby floor info for quests should no longer be blank (“”)
* Fixed bug with Item Dream monster scaling in items with affinities for particular families
* Fixed bugs relating to certain effects that modified block, accuracy, or parry by a multiplier - this is limited mainly to things such as Lead-Touched which was not properly reducing Parry to 0
* Non-hostile monsters should now attack player-summoned breakable objects such as Materialized Ice, rather than walking over it (?)
* Experimental fixes for some line of sight (LOS) edge cases


Changelog for Build b105f (added 12 March 2018):

JOB TRIALS & EMBLEMS
* A new feature has been added to the game! Job Emblems are a way to specialize further into any of the game's 12 jobs. Every job has its own Emblem that can be upgraded twice. For each level of the emblem (1, 2, and 3) you'll be able to choose a unique upgrade that suits the skills and playstyle of your job. With 2 options per tier, 3 tiers, and 12 jobs, that's a total of 72 new bonuses in total!
* To kick off the Job Emblem quest, you must master a job, beat the first boss, and talk to Jorito. You'll discover that Job Trials are unlike other challenges in the game: they require limiting yourself to a minimal number of consumable uses, flask charges, and abilities from _only_ your current job. Each trial is harder than the last, and to even attempt them will cost a hefty amount of JP. But should you be victorious, your Emblem will be upgraded with a new tier of power.
* There are a few other things to know about this new system:
* By mastering multiple jobs, you can potentially earn an Emblem for every single one.
* You can bring an Emblem from one job to another. However, you can only upgrade a job's specific Emblem by being that job.
* Wearing an Emblem reduces your JP gain - an important consideration.
* Emblems cannot be sold or banked, meaning they cannot be given to future characters.
* Emblems cannot be upgraded in the Dreamcaster. Their bonuses are unique, and must be unlocked through the Trials!

GOLD ADJUSTMENTS
* Though Tangledeep veterans are able to amass large amounts of gold by the time their perfect gear set is fine-tuned in the very late game, for most players we realize that gold is hard to come by and easily spent on things like consumables, Item Dreams, and healing. We’ve done a pass to adjust some gold costs (and gold sources) to make certain features more appealing and accessible, particularly earlier on in the game.
* Percy’s healing cost has been reduced overall, and substantially for lower level character (5 and below).
* The cost to deposit items at the bank has been reduced by between 50% to 70% depending on item rank and rarity
* Average gold earned per monster defeated has been increased by 5. This extra value is subject to bonuses like mods on gear, the Entrepreneur feat, or Champion/Boss reward bonuses.
* Treasure sparkles now give 10 more gold (if they contain gold at all)
* Rumors that have a gold reward now give about 60 more gold, guaranteed
* Reduced the cost of certain early game consumable items, namely food (some of the previously-increased cost was the result of a bug!)
* Decreased the base cost to guarantee a magic mod on all equipment (except for gear at teh very highest rank). Increased the scaling cost per existing mod (or if the item is legendary/gear set). It should now be easier to start using the Dreamcaster sooner.
* Increased gold reward from Pandora’s Chests

ART/VISUALS
* Added SFX cues for things like depositing, withdrawing, selling, and dropping stacks of items

BALANCE
* Shops are now guaranteed to restock after a certain amount of time if they do not restock by chance (time threshold is about ~3 days)
* Many skills involving physical weapon attacks (such as Cloak & Dagger, Wild Horse, weapon masteries, etc.) now use your main hand weapon’s element instead of always using Physical. This gives you more tactical possibilities when considering weapon elements/mods and damage bonuses, plus enemy strengths and weaknesses.
* In New Game+, the base powerup drop rate is halved (this does not affect bonuses to drop rate from stats or gear)
* Increased Orb of Reverie drop chance in New Game+ by ~10%
* Changed Floraconda’s Bed of Thorns damage to be based on its Weapon Power (scaling) instead of Spirit Power (not scaling)
* Shara’s energy field now reduces the duration of summons that stand in it. (She’ll announce this if it happens.)

BUGS
* Fixed bug where all player damage was being treated as if you had opened 15 Pandora’s Chests (really) - in other words, all damage was being reduced by about 15%
* Fixed bug where you could not click on your pet in Examine mode (using keyboard / controller) to issue commands
* Friendly monsters in Item Dreams can no longer pick up your upgraded item after beating a Memory King
* Added extra checks to prevent monsters/hero from stacking after certain push/pull effects
* Added extra checks to make sure a Gold Key is always available in the Buried Loot map
* Inventory screen now correctly shows and recalls the previous inventory sort state
* Fixed bug where various game options were not being saved/loaded correctly
* Floraconda now only uses its Bed of Thorns skill when an enemy is adjacent
* The interaction with a certain.. Person… in the Bandit Library can now end happily
* Fixed bug where one dungeon music track never played
* Fixed text bug if you clicked “COMMUNITY” on the title screen and then went back
* Possible fix for bug where player pets were sometimes being lost on save & load
* Fixed a bug that sometimes affected spirit power calculations when wearing multiple pieces of gear that modified spirit power
* Fixed some inaccuracies in rumor location hints
* Fixed bug where final boss phase 2 energy shield would disappear on save/load
* Fixed bug where final boss phase 2 could disrupt its own energy shield by getting near map edges
* Fixed Monsterpediologist achievement

CONTENT/GAMEPLAY
* A new equipment slot has been added. To accommodate, the Gear Bonuses / Current Gear areas on the Equipment screen are now tabbed so you can see more stuff at once.
* After unlocking the Dreamcaster, you can now reset your level-up stat bonuses by speaking to Percy and paying a one-orb fee!
* Added a new mini quest to Flooded Temple. (Will appear on new save files)
* New Champion mod - Banisher. Knocks away (and sometimes roots) nearby enemies, and reduces the duration of your summons!
* New legendary bow
* New legendary claw

ENGINE
* Massively improved the performance of inventory sorting

QUALITY OF LIFE
* You can now target friendly charmed monsters (other than your own pets) to mark them as Hostile. To do this, enter examine mode (“X” on keyboard by default) and select that monster, OR if using mouse, right-click on a monster.
* When using the Town Portal in town, you will now have the option to Fast Travel. No need to walk to the cave entrance every time!
* When targeting an ability, hovering over a monster will now display their information. Moving the target square to an empty tile will go back to showing ability info.
* When opening the Snack Bag, your last inventory sort type (A-Z, rank, rarity, etc) will be saved so that when you return to your Inventory, it maintains the sort it had before.
* You can now filter Equipment by Favorites only
* Newly picked up items now show [NEW!] in your inventory/equipment list, until you hover over them for the first time
* The corral pet UI now shows exact Beauty values for your monsters
* When selling, withdrawing, or depositing stacks of items, the shop/bank UI will no longer close
* If a Dagger critical (+60 CT) puts you above the ‘free turn’ threshold for your CURRENT turn, you will see a log message and popups above nearby monsters that indicates they _missed their turn_.
high rated
Changelog for Build b105g (added 12 March 2018):

BALANCE
* Job Trials: ALL buffs and toggles are now cleared and disabled upon entry to a trial. Previously, you could use something like Paladin’s Heavy Guard and Radiant Aura, switch to another job, and do that job’s trial.
* Knight Gloves reworked. They now grant +18% damage if using a Sword or a Mace, plus a Shield in your offhand.
* Monster happiness now has an even greater beneficial impact on monster relationships. As time passes, happier monsters will have more of a chance of naturally falling in love (without rose petals)
* Time now passes by 1 day each time you complete a side area

BUGS
* Upgrading an equipped Emblem should now rebuild the display name and color immediately
* Job Trials: Added extra error checking to make sure tier 3 trials always have stairs leading from floor 1 to floor 2 (loading existing bugged save files on floor 1 should fix this immediately)
* Job Trials: Added extra checking to ensure a Relic is always spawned for tier 3 trials.
* Fixed bug where keyboard/controller targeting would gravitate toward mouse position, even if mouse was hidden
* Fixed bug where Skill Orb version of Cloak & Dagger did not receive the bonus from Brigand’s “Bomber” ability or Smoke Cloud +20% dmg bonus

QUALITY OF LIFE
* Abilities that deal elemental damage based on your weapon now state this in their description


Changelog for Build b105h (added 12 March 2018):

AUDIO/MUSIC
* New Job Trial / arena theme!

BALANCE
* Job Emblems no longer reduce JP gain. Instead, while wearing the emblem of a job, you gain extra stats. (+4 all stats per tier.) So, a Brigand wearing the Brigand Emblem gains up to +12 all stats.
* The types of monsters that spawn in each Job Trial is now dependent on the tier of the trial. Though ALL monsters are level-scaled to the player, you will generally no longer fight endgame enemies in a level 1 trial, or early-game enemies in a level 3 trial.
* Monsters in Job Trials should no longer spawn within 6 tiles of your start positions.
* Brigand’s Stealth emblem choice now grants +60% Stealth (up from +25%)
* Clearing a side area now only passes a day if you didn’t pass a day by _entering_ that area (I.e. it was the highest floor explored)
* Floramancer’s Bed of Thorns now deals POISON damage (instead of Physical), summon lasts 12 turns down from 14

BUGS
* Budoka’s ‘fear’ Tier 1 emblem effect should no longer affect allied creatures
* Budoka’s Tier 3 emblem effect (Qi wave on ability use) no longer causes game errors when using items
* Fixed bugs with the [redacted] encounter in the library if you went the ‘peaceful’ route
* Fixed a bug that could prevent you from starting NG+ on some save files due to a corrupt pet save
* Fixed bug where the chance of passing days in Item Dreams was inverted; easier dreams were more likely to pass days vs. more challenging dreams
* Fixed missing sprite for Bandit’s Thankful Echo (2nd boss drop)
* Fixed bug with the ‘Show Tutorial Tips’ checkbox not working
* Runic Garb now correctly receives a +2% dodge bonus per upgrade in the Dreamcaster
* Fixed bug where, on game load, firing a ranged weapon (with a melee weapon equipped first) would not switch back to the melee weapon.
* Quivers or other paired offhand items that are unequipped when swapping weapons on your hotbar should no longer be sold automatically when selecting “Sell All Items” at a merchant

CONTENT/GAMEPLAY
* Floramancer’s “Photosynthesis” skill reworked. It now costs more Stamina (18 -> 24) but grants increased damage to all summoned plants (Floraconda, Spitting Plant, Bed of Thorns, Creeping Death) for 8 turns.
* Wild Child's tier1 innate reworked. Now grants +20% defense against any damaging abilities that you've already learned.

QUALITY OF LIFE
* When viewing items at the Dreamcaster, you will now see the % chance that a day will pass after completing a particular Dream.
high rated
Changelog for Build b106i (added 20 March 2018):

GAME MODIFIERS
* Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind.
* However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random.
* All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:
* Player Health regeneration (1% of max per turn out-of-combat)
* Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
* Half Fullness time
* No gold drops from monsters
* Triple Pandora’s Boxes per floor
* Non-food consumables have a 3 turn shared cooldown
* Corral pets cannot die and are returned to the corral with lower Happiness instead
* JP gain halved
* All monsters have one champion power
* Enemy monsters regenerate Health per turn
* Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon
* Please note that we will not be balancing the game around any of these modifiers. They are not the intended experience; they are a way for you to customize YOUR experience!

BALANCE
* The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
* If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
* Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
* Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
* Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
* Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn

BUGS
* Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
* The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
* Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
* Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
* Fixed bug where released pets would sometimes hang around on the map
* Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
* Craggans’ mud-summoning power no longer affects tiles with existing terrain
* Fixed sprite layering issue with the portal in town
* Fixed bug with finishing tier 2 & 3 trials
* Fixed bug with Knight’s Glove effect stacking
* Fixed rare game error on game load in a file with multiple pets/summons
* Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
* Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
* Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
* Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
* Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
* The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
* Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)

CONTENT/GAMEPLAY
* Game Modifiers! See above section.

ENGINE
* Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
* Converted all internal XML to localization-friendly master file format.

QUALITY OF LIFE
* It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.
* If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what


Changelog for Build b107b (added 20 March 2018):

WORLD SEEDS
* From now on, all new characters now store a special number called a “world seed” which you can view from the Options menu. This number determines how the dungeon is constructed, where monsters are placed, which legendaries show up first, and so on. Though your actions will have the biggest impact on how the game plays out, the world seed is the foundation.
* Naturally, since you can view this seed number, you can also _input_ a seed number during character creation to play in a specific game world! This is a fun way to challenge friends to see if they can beat YOUR dungeon, and vice versa. You could also use it as a way to practice the game by re-using the same seed for future characters.

BUGS
* You can no longer mark your own corral pet as hostile.
* Fixed keyboard/controller behavior where moving the targeting square above an enemy would not show that enemy’s info (while targeting an ability or firing a ranged weapon)
* Fixed ^number^ tags appearing when viewing some abilities, including on the character creation screen at first load
* Removed visible “\” tags from certain areas (please let us know if you see more of these!)
* Fixed (again?) visual issue where Floracondas / Guardian Spheres could pull you beneath Deadly Void tiles in Item Dreams sometimes
* Tents should now be removed from the hotbar if you use your last one
* Fixed bug where Delayed Teleport was triggering its emblem-only effect all the time
* Jellies spawned by friendly jellies should now be your faction instead of neutral/hostile
* Heavy Golem’s forcefield no longer lasts forever
* Fixed display error when removing/extracting certain magic mods via Dreamcaster, such as Sheltering
* Fixed inconsistency with Job Trial callout
* Fixed bug with regen Stamina/Energy game modifier
* Removed jank from game credits when at 4k resolution
* Fixed log bug when withdrawing items from the bank
* Fixed bug where Spellshaper’s elemental resist boost from Auras was always in effect regardless of Emblem, and also the bug where Spellshaper’s tier 3 Emblem effect granting elemental resistance based on elemental damage taken was not triggering
* Fixed bugs related to abilities learned from items causing weird states on your hotbar
* Fixed bug where Edge Thane’s low-health effects were sometimes not triggering, stacking, or appearing in your Status list

CONTENT/GAMEPLAY
* Pandora’s Boxes now ALSO grant slightly higher treasure find (about 0.75%) and gold find (about +1%) per box. Treasure find = chance of getting extra and/or magical items, Gold Find = multiplier on gold drops. Even more tempting, eh?!

ENGINE
* Optimizations to map creation time (it should be about 25% faster overall now)

QUALITY OF LIFE
* You can now fast travel to side areas while _in_ a safe / cleared side area (from the Portal menu)
* The Skill screen now shows ability cooldowns in your ability list, marking these abilities in yellow instead
* Added a “BACK” button on the ‘Feed Monster’ UI which returns you to the monster list

WRITING
* Fixed inconsistency with Pandora’s Box/Chest - it is now a BOX