0.2.0b Patch Notes
A quick bugfix build plus some changes!
The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet.
Anyway here's them notes:
Changes
Fixes
The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet.
Anyway here's them notes:
Changes
- Heavenly weapons are no longer indestructible, now degrading to excellent after use
- Very slightly reduced quality of items from soul chests
- No longer alerted to lava by dangersense when immune to fire
- Changed appearance of stone platforms in the Upper Dungeon
- Reduced range of sound from killing humanoid enemies
- Soul chests combine their total soul count when they touch one another
- Slightly increased range of soul-gathering on soul-chests
- Soul-chests now must be touched before they start absorbing souls
- Made device more durable - no longer destroyed by fire or water
- Added unstable cold burst effect
- Can now pounce onto climbing ladders and ledges again
Fixes
- Reward type items spawn far too frequently, too numerously, and in the wrong places
- Certain premade rooms that disallow verticality spawning break level progression
- Disappearing blocks disallow nearby ladders even when they're behind walls
- Shifting barriers can spawn in places that block off adjacent passages when flipped
- Shifting barriers in premade rooms spawn in the wrong place when the room is mirrored
- Unaligned text in death summary screen
- Crash when selling or piping potions partially identified with square bracketed tag items in their name
- Powered arm spams messages when carrying a full battery while still having charges left in the arm
- Crash with obj_goo_bottle_Destroy_0
- 1-height corridors sometimes force humanoids to crouch when climbing down from a ladder
- Climbing down into spikes as a pathfinder or cartographer deals damage as though falling into them
- Can use Breakthrough to jump outside of the level's bounds
- Prosthetic arms don't draw as the correct color on the in-game sprite
- Slimes kinda spaz out on corpses in spikes
- Lava drips can spawn on death blades, freezing them
- Blessings and certain amulet abilities block energy when active like trances
- Stowing an item while a hated dagger is already stown makes the dagger stop existing
- Crash when eating things while the statistic for number of things eaten is uninitialized
- Gills from fishanha meal do nothing
- Horizontal moving blocks get stuck over solid tiles
- CPU players in vs mode spawn in weeeeird places
- Going directly from one transition stage to another from shops still increments the floor count
- Cold descent transition stage doesn't have its frozen door or fog of war style transition
- Empty bottles have no name when being sold
- Crash when blinking in versus mode