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high rated
Changelog for Patch 1.021 (added 19 February 2018):

- fixed quests sometimes getting parent set to their child and thus creating an infinite loop in some code (Mel)
- added unique levels support (Patreon thing - https://www.patreon.com/soldak)
- levels can now have set level modifiers
- now a level can always be in winter
- added support for unique monsters with set attributes again (Patreon thing)
- added support for unique NPCs - set name, personalities, enhancements, skills, etc (Patreon thing)
- added backstory to unique NPCs (Patreon thing)
- added unique renegades support (Patreon thing)
- added minor clans support (Patreon thing)
- added unique chests support (Patreon thing)
- added unique gravestones support (Patreon thing)
- added support for unique towns (Patreon thing)
- added Patreon button on main UI
- now evil avatars don't start spawning until level 5
- orc scouts should no longer use caltrops out of range
- now followers in your party are less likely to attack off screen enemies after they have teleported back to you (Romløk)
- added locked picked sound
- now player ran away stuff doesn't count if player is dead
- now thief lock pick skill will walk over to clicked on chest/door (Scrubwave)
- fog modifier now adds more fog to affected level
- fixed famine not being set to above ground only
- added Bard related personalities (Orc Schism)
- fixed highlight size of bulletin board tool tip not matching draw size (Romløk)
- removed 9 duplicate translations (DarthNihilus)
- added a comma to gate blocked quest text (Castruccio)
- removed duplicate LevelModifierCrystalGreen
- fixed missing translation NeedsLockableObject
high rated
Changelog for Patch 1.022 (added 21 December 2018) - Part I:

- inventory now autosizes to prevent overlapping
- fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
- fixed crashes when creating/destroying fake player
- fixed some radar stuff still being applied in some cases
- fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
- fixed a rare infinite loop in trap activation
- fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)
- fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
- fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
- fixed a rare infinite loop in generateCaveLevel
- sped up Level::finishGenerateOutdoorLevel a little
- fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)
- fixed a leak of resource handles if added, then removed, before actually loading
- now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
- fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place
- fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes
- now monster promotions are slower once than hit unique level
- fixed a really rare crash in GraphicsSystem::drawTiles
- now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)
- fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)
- now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)
- quest monsters can no longer be converted over to follow player (twitch.tv/ninja)
- fixed an angles issue that might have be generating a NAN and then starting a infinite loop
- made networking handle low framerate situations better
- now world saves use basic network compression (saves about 40%)
- now when holding down right click and kill target it will move to next target easier
- fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)
- fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
- fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
- now traps can do explosions (can cause cave ins)
- now on hit skill projectile starts at enemy killed
- fixed on kill ring projectiles with cones not hurting anyone
- fixed orc shaman weakness skill now based on monster skill
- status effects now skip loading stat changes that can't happen
- changed to a better hash algorithm
- only partially build status effects on skill definitions until needed
- magic modifiers now skip loading stat changes that can't happen
- now skip loading unused stat changes
- fixed reported relation change not getting to player sometimes
- fixed 2 caves having unusable braziers
- water can now spread
- water now stays around for 30 seconds instead of 10
- hazards can now apply status effects directly (instead of needing to be a trap or actor)
- hazards can now apply multiple status effects
- wet status effect now lasts 10 seconds
- now outside in rain gives you wet status effect
- now inside a house prevents rain/wet
- now full level fog adds fog status effect to sentients
- wet status effect now debuffs cold resistance also
- fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
- unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
- fixed liquids getting destroyed, not removed, and then no longer working correctly
- projectiles no longer cause explosion effect on something that wasn't damaged
- caveins should now be immune from damage from other caveins
- now need to stand still to throw ice bombs and other similar things
- fixed some issues when wielding a broken bow
- ghost now counts as flying
- now add colored @ symbols to show which clan(s) are in a level
- auto extra projectiles now are homing
- now get fog status effect from fog from the weather
- fixed a state issue in RenderingState::setAlphaTestMode
- now grab maxTextureSize from openGL
- now check maxTextureUnits
- whirlwind now repeats correctly when using right click (Mortac)
- fixed a few things so that immortal clan members would work (treborx555)
- can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
- now when spawning guards tries to find a valid position
- fixed sometimes monster getting double promoted or saying player ran away when the player died
- now inventory takes advantage of widescreen monitor if available
- changed changeling 5 to use dark orc berserker instead of orc (Orc Schism)
- fixed forest rock2a & rock2b collision
- fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left to right speakers)
- now projectiles explode when they hit world objects
- now goodPositionToSpawnThings checks if block is from a fake level
- now some dungeon sconces marked as CantPurge
- player dying can't solve plague/curse quests any more
- now when fixing an entities position, if can't find a valid location in the same level, will allow to move to a different level (a different level is better than invalid location) (Fulano)
- fixed split projectiles not working with many skills it was meant to (Mandark)
- fixed some spells not repeating correctly when used from a hotkey (Nyithra/Fulano)
- decreased tower spell range from 1000.0 to 800.0 (Boink)
- non ring projectiles no longer hit liquids & ground traps (vantil)
- fixed not getting NPCs at high level worlds (>100) (Destro*)
- non-moving monsters can no longer be converted over to follow player
- fixed some old damage mults no longer supposed to be used (will increase physical damage, and decrease poison & lightning damage)
- fixed crushing blow actually lowering damage in some cases
- fixed things like a firesword changing left/right speaker as player turns around
- Defy Death now has some inflation so higher levels are more useful (twitch.tv/ninja)
- fixed constant has plans to raid quests popping up (Mithur)
- fixed possibility of _eventChance increasing over time when not supposed to
- fixed a way that NPCs could get stuck in activity if path failed in a certain way
- now elite weapons and armor vendors skew their items towards the player
- added Happy Chest (Patreon reward)
- decreased PlayerRanFromMonsterUpgradeChance from 0.1 to 0.05 (Boink)
- sped up GameShared::getSkillIndex some (decreased debug load time 4 seconds)
- sped up getPerLevelSkillDefinition some (decreased debug load time 6 seconds)
- sped up finding skill StatusEffect some (decreased debug load time 3 seconds)
- sped up MagicModifier::processDatabaseEntry by ignoring stats if has some kind of skill (decreased debug load time 125 seconds) (Fulano)
- increased chain lightning chain distance from 150.0 to 200.0
- fixed projectile chaining using start position instead of end position (Romløk)
- can now get more than 1 center print so less likely to miss important messages
- increased center print base time a little and moved to database
- now center prints stay around longer the longer they are (text wise)
- increased center print size and get rid of the background (unless fullscreen menu)
- added money sound when searching for an enemy from quest screen to show money changed (Boink)
- fixed getting a critical error when loading a game when currently using Spirit Evasion
- fixed item text not being able to get smaller on primary highlight text
- now show full info on item skills
- now client handles sending too much data up to the server much better
- can now target skills towards another player by highlighting their name/health bar on side of screen (Etto)
- fixed crafting items bought from a crafting vendor not adding to your inventory correctly (Destro/Fulano)
- server should now handle a rejoin after a crash better (Mandark)
- now if you have a selected target arcane swarm will select random targets near your intended target instead of near the player (Mandark)

- items inside of reward chests can no longer break (Mandark/Fulano)
- fixed orc ego enemy on items not being Dark Orcs (Orc Schism)
- fixed Slaughter skill not repeating correctly when on left/right mouse
- fixed first level sometimes not calling levelBuilt correctly because it got built before worldSetup finished (this can cause various issues like objects stuck in inaccessible locations) (Fulano)
- now cache monster combat sounds
- now precache weapon sounds
- now precache turnedToZombie.mdl if monster is a zombie
- now precache ground items
- increased speed of escorted NPCs so they keep up a bit better
- now cache texture of status effects on entity client
- now keep old music handle to prevent reloading it if played again soon
- sped up finding music datatbase entry
- now don't let music load without hard pause before playing it
- optimized ResourceSystem::findResource a little
- now if try to load a resource and already have correct handle, just returns
- can now precache textures
- sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
Post edited December 22, 2018 by HypersomniacLive
high rated
Changelog for Patch 1.022 (added 21 December 2018) - Part II:

- now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
- no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
- now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
- now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
- now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
- fixed infinite loop if change SERVER_FRAME_TIME
- can now change the server frame time with serverFrameTime user var (default is 50)
- fixed explosion precaching not working correctly
- improved projectile precaching
- now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
- now precache hazards
- now precache objects
- precached a bunch of small things better
- now precache swipes better
- now precache money sound and soulstone model
- now precache footstep sounds
- now precache basic elemental effects
- precached status effect assets better
- now precache level ambient objects
- sped up skill & magic modifier build times
- traps are no longer triggered by a dead player
- now play monster pain sounds on dots and death
- added effect to cripple status effect
- made skill name draw larger
- added on kill chance print on skills
- changed PROTOCOL_VERSION to 76
- changed save version to 226
- increased volume of monster pain sounds
- fixed orc and zombielord sounds in bestiary
- no longer show cost of next point when at max
- can now specify that effect is attached to a tag on an item model instead of parent model
- changed bloom clamping from GL_CLAMP to GL_CLAMP_TO_EDGE
- some short desert plants no longer fade out when "in way"
- updated donation lists from Patreon
- pets no longer trigger town attack sound/icon
- fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
- fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
- no longer show @ on level name for clans not met
- fixed effects on items not always carrying over after a world win/loss
- now highlighting a slider shows you current value (minimum - maximum)
- now open bag circle blinks when you have the cursor over slots in the bag
- fixed small gap in minimap
- fixed a parsing error in UIWidget::parseTextSources
- now can right click on inventory button to open bags only
- cleaned up some widescreen handling code
- fixed trap FirstThinkTime
- hitting a statue no longer shows effect
- statues no longer do dying animation
- fixed a bunch of blocks in opening screen area being marked as has house
- changed wampir blood to a green effect
- now cache canSee checks for Actors if it is their current enemy
- ENTITY_STATE_HAS_ENEMIES now only gets updated every 1/2 second or so
- added Patreon page to credits page
- fixed some skills not automatically getting added to use slots
- torches can now be purged if already reseting the level spawn
- fixed raid gate sometimes spawning inside collision
- fixed clan guards sometimes spawning inside collision
- fixed block and energizing block not animating correctly
- now hide time on fog and darkness icons since so short and gets redone constantly
- no longer move when typing 'a' in multiplayer chat (Fulano)
- fixed an adding follower issue with no parent (Nick)
- blinding flash no longer works on inanimate objects
- can no longer use the lock pick skill on spider webs (Karol13)
- fixed resurrect UI blinking away sometimes
- made so center prints have to be unique to add another one
- fixed wrapping when going down to a smaller font to fit highlight text on screen
- text wrapping now keeps initial indentation
- now an item can specify no random modifier power (crafting items now use this)
- fixed NPCs not starting out with full health (Etto/Fulano)
- Blixt and Mortus avatars no longer use a weapon
- player can now walk through their gate, stashes, healthstone, bulletin board, and crafting station (DrJoeFitz)
- auto targeting stuff will no longer target crystals (you still can if you highlight them directly)
- can no longer use ice bombs and other throwable items when you're dead
- turned off most of the effects on an unactivated gate so it looks more distinct from an activated one
- moved spider web effect up so more noticable
- fixed on old whirlwind effect being referenced
- fixed god altar blessing prints (Orc Schism)
- changed god altar text to gold instead of white/green (Orc Schism)
- fixed whirlwind text no longer being up to date on number of enemies
- fixed missing SkillTime translation
- fixed missing GoodAvatars translation
- item name in item highlight text is now in larger font
- changed item description color
- made item bonuses more noticable (different color and shifted over a bit)
- added empty line before at current skill level info
- added empty line before next skill level cost info
- changed skill level info text color to stand out more
- changed next skill level info text color to grey
- got rid of a several places could get an extra blank line in skill text
- simplified current/next skill level text
- now hide current skill level/next skill level if no per level info
- no longer show mana needed for basic attack skills
- added empty line before max skill level line
- moved extra enemies to target section
- now status effect text on skill text is much more clear
- now show skill icon in highlight text box
- got rid of a couple more empty lines in quests
- fixed skill prints on item to be indented and colored
- fixed +durability prints on item to be indented and colored
- fixed aura/status effect text indentation
- reworded RightClickMainSlot slightly
- added "and only one can effect a person at a time." to protection skills text (Thunt_Cunder)
- added a splitter graphic to status effect text to make it a bit easier to read
- changed Game Options to UI Options
- fixed DarkOrcBerserkerUnique1-3 translation (Orc Schism)
- added a splitter to skill text
- fixed PlayersListDesc
- improved CultDesc (Boink)
- improved AggressivePetsDesc
- improved clan destroyed reward chest print
- quick tips are no longer numbered (Dragonface)
- removed a \n from Fire Strike description that messes up formating
- improved removeNewLinesAtEnd to handle color/font codes
- fixed typo on 3 leech skill descriptions
- fixed Redemption description (Orc Schism)
- added ui_allConditionsTrue so I could see all widgets at once (easier to rearrange)
- added support to log stuff without translating
- no longer build ctx files in debug build (faster debug loading)
- added printResourceName debug command
- detail models in longer hide in model editor
- detail models always drawn in editor now
- improved "Could not find widget" warning
- made all center print stuff go through same code path (less code, more consistent location & length)
- fixed a crash in GraphicsSystem::drawString (probably only happens in developer build)
- now d_printFilesWaitingOn and profile debugging tools print frame number
- added profileSuppressBelow so can make profile tool print less non-interesting info
Post edited December 22, 2018 by HypersomniacLive
Just bought this game based based on my previous experience playing Din's Curse, a nice sale price, and the fact that you keep the GOG version updated. Thanks!