V5.0 Patch Notes
Changelist
Read through the straight facts about all the changes made in the release of Instruments of Destruction: Part 1.
Magic:
- Magic/Casting skills have been reworked into Sorcery, Mysticism and Thaumaturgy skills, adding around 80 new spells
- Associated stats for double stat increases are Sorcery/Mysticism - INT, Thaumaturgy - CHR
- Displayed Spell PWR on the character sheet now shows your current PWR for the school of the current equipped spell
- Sorcery benefits from INT + INT, Mysticism INT + CHR, Thaumaturgy INT + CON
- If no spell has been equipped, a default PWR using 1x INT is shown
- All magic skills now provide bonus PWR from relevant stats to their spells when beyond skill level 60
- Added new Tablet items, a single-use consumable to learn spells alongside existing Spellbooks
- Spellbook versions of new spells are currently planned, but not yet available
- Added a new Touch casting mechanic for some of the new spells, targeting either objects, creatures, walls and floors
- After casting the spell, a targeting reticle appears at a distance based on your player view and the spell's Touch Distance
- On keyboard, pressing Attack throws the spell, or pressing Cast will dismiss the spell
- On gamepad, pressing Cast or Attack throws the spell, and pressing B will dismiss the spell
- For spells that target entities, holding the button down to throw the spell will keep the current target locked-on and will cast when releasing the button
- While the reticle is active, you are able to defend / interact with the world as normal
- After casting the spell, a targeting reticle appears at a distance based on your player view and the spell's Touch Distance
- Spells now display the skill name and tier on the Spell List tooltips and spellbook / tablet item tooltips
- Spell List UI now contains a filter button in the top-left to highlight spells within the current magic school
- Spells now display a '+' inventory icon if they are eligible to increase your associated spell school
- Spells now only have a fizzle chance when below 20 skill, reduced from 40 skill
- Spells still have chance to expend extra MP when below 40 skill
- Players now have a third person casting animation
- Spells now have variable cast time per-spell, and is independent of mana cost
- Skillsheet display for spell skills now highlights which spells you have learned that can increase your skill level
- Touch spell distance is improved by PWR and PER stat
- Spell casting speed is improved by PWR and DEX stat
- Summon spells award spell skill increases rather than Leadership on kill
Levelling Magic Mechanics:
- Learning a spell for the first time still provides +1 skill increase in the relevant school
- The INT stat still provides a bonus to learning higher-level spells outside of your current skill level, but now applies for all schools (e.g 50 skill +10 INT provides access to 60 skill requirement spells as before)
- Spells now broadly provide skill increases when the effect lands successfully instead of on-cast (e.g hit an enemy with slow, unlock a door, damage an enemy, heal lost HP)
- Spells now only provide skill increases up to the spell's Tier + 20. E.g Tier III (skill level 40) provides skill increases up to skill level 60
- Offensive spells do not grant skill increases on allies or other players
- Sustained spells now provide level increase chances when a certain number of events occur e.g:
- Light spell requires moving the light ball a certain distance
- Levitation requires moving over pits a certain distance
- Invisibility requires attacking while invisible or being within enemy sight but undetectable
- Magicstaff spells now only provide increases up to 20 skill
- Skill increases become more difficult as your skill level increases
- Skill 0 is 1/4, Skill 20 is 1/5 etc up to Skill 80 is 1/8 chance
- Previously all Magic/Casting skill increases were 1/6 and 1/7 chance
- All spells now require a minimum amount of mana spent per level to increase within each spell's school:
- Spells require minimum 5 MP at Skill 0, up to 25 MP at 100 Skill
- Spending a multiple of MP without obtaining a skill up increases your chances to level, up to 1/2 chance
- Thresholds are 20 MP at Skill 0, up to 40 MP at 100 Skill
- At skill 0, every 20 MP spent increases the 1/4 chance to 1/3, 1/2 etc
- At skill 80, every 35 MP spent increases the 1/8 chance to 1/7, 1/6 etc
- Thresholds are 20 MP at Skill 0, up to 40 MP at 100 Skill
- Upon failing to increase your skill with non-sustained spells, an extra 5-10 MP will be added to your spent pool for the next roll, increasing chances to level up
- Upon levelling a skill, your MP spend counters are reset
- If you spend more than 4x the threshold, either by using expensive spells or spells that can't advance your skill level, you keep some of the MP spend counter beyond 4x
- E.g spending 120 MP at skill 0, you will keep (120 - 4 x 20) = 40 MP for the next level up
- If you spend more than 4x the threshold, either by using expensive spells or spells that can't advance your skill level, you keep some of the MP spend counter beyond 4x
- Sustained spells have an additional spend threshold of 5 MP at Skill 0, up to 25 MP at 100 Skill before levelling can occur
- This is counted separately from non-sustained spells:
- e.g Spending 5 MP sustaining Light can start levelling up Thaumaturgy at a fixed 1/4 chance
- Then, spending 20 MP on the Healing spell improves the chance for both Light and Healing levelling Thaumaturgy by 1 stage
- Sorcery/Mysticism spells do not benefit from the MP spent in Thaumaturgy spells
- This is counted separately from non-sustained spells:
- In summary:
- Spending more MP makes levelling up more frequent
- Spells that are below your magic skills still provide progression towards level ups for higher level spells
Appraisal Changes:
- Appraisal skill has been renamed into the Lore skill
- Appraisal times have been rescaled into Slow and Fast times
- Minimum appraisal time is 10 seconds ("Fast Time")
- Slow Time gold value thresholds:
- 0G to 49G: 15 Seconds
- 50G to 99G: 30 Seconds
- 100G to 249G: 1 Minute
- 250G to 499G: 2 Minutes
- 500G to 999G: 3 Minutes
- 1000G to 2999G: 6 Minutes
- 3000G+: 12 Minutes
- Lore skill and gold value that can be appraised has been rescaled:
- 0 Skill - Fast up to 5G, Slow up to 30G
- 5 Skill - Fast up to 15G, Slow up to 65G
- 10 Skill - Fast up to 20G, Slow up to 100G
- 15 Skill - Fast up to 35G, Slow up to 150G
- 20 Skill - Fast up to 50G, Slow up to 200G
- 25 Skill - Fast up to 70G, Slow up to 260G
- 30 Skill - Fast up to 100G, Slow up to 320G
- 35 Skill - Fast up to 150G, Slow up to 425G
- 40 Skill - Fast up to 225G, Slow up to 1500G
- 50 Skill - Fast up to 300G, Slow up to any gold value
- PER stat now provides +3 Lore per point for calculating appraisal, previously +5
- Selecting a new appraisal target will remember the appraisal progress of previous items while they persist inside your inventory
- Note that items exiting your inventory or various effects that modify items may recreate the item and not be counted as previously appraised
- Appraisal times on item tooltips now display in time remaining (mm:ss) format
- Appraising a stack of items now rerolls skill increases for each item until 1 increase is achieved (previously would only roll once for entire stack)
- Excludes quiver items
Other Skill Changes:
- Swimming skill has been removed
- Stealth skill can now only be increased once per enemy
- Alchemy is now linked to the PER stat for bonus level ups
HP/MP Changes:
HP and MP increases for players on level up are now affected by the stats gained on level and character class
- Previously every class gained +5 HP/MP on level up
- Now every class has their own base gain HP value from +2 to +4, and MP value from +1 to +5 on level up
- Improving STR on level provides +1 HP, and DEX/CON provides +2 HP. CHR provides +1 MP, and INT/PER +2 MP
On level up, your current HP/MP now restores by the amount you increased your maximum HP/MP + CHR
- E.g gaining +3 max HP with 7 CHR restores +10 HP
On descending a floor while alive, your current HP/MP now is restored by your CHR up to 50% maximum
- E.g descending a floor with 10 CHR restores +10 HP/MP, or +8 HP/MP if at 42/100 HP/MP
HP and MP regen have also been reworked, and now improve with your character
- HP and MP Regen is now calculated by a factor determined by character class, multiplied by your character LVL
- HP regen is now also minorly improved by DEX (highest contribution) and STR
- MP regen is now also minorly improved by CHR (highest contribution) and PER
- Base HP and MP regen is now 1/12s (previous MP regen started at 1/6s)
- Obtaining a source of HP or MP regeneration through items or effects now uniformly doubles the current rate (e.g 1/12s becomes 1/6s) instead of predetermined intervals
- HP and MP Regen is now calculated by a factor determined by character class, multiplied by your character LVL
Notes
- Automaton MP regen is unaffected by these changes, remaining unchanged at 1/6s
- Skeletons now improve their poor starting regen passively without items
- Previous mechanic of INT x Spellcasting skill improving MP regen has been removed
- Some instances of bonus HP / MP regeneration (Tinned food, Punisher Hood procs) have had their durations increased to compensate for these changes
Class Changes:
Barbarian:
- CON and CHR growth swapped, now STR/DEX/CON/INT/PER/CHR ratio is (6,5,5,2,4,2) from (6,5,2,2,4,5)
- No longer has 25 Swimming skill
Healer:
- Now starts with 50 Thaumaturgy and 25 Mysticism skill
- No longer has 50 Spellcasting, 25 Magic, 25 Swimming skill
Wanderer:
- No longer has 50 Swimming skill
Cleric:
- Now starts with 40 Thaumaturgy skill
- No longer has 25 Spellcasting, 25 Magic, 25 Swimming skill
Wizard:
- Now starts with 50 Sorcery and 15 Thaumaturgy skill
- No longer has 50 Spellcasting and 50 Magic skill
Arcanist:
- Now starts with 30 Sorcery, 20 Mysticism skill
- Now starts with a new Sorcery spell 'Windgate'
- Touch spell that enchants a wall with gusts of wind, pushing creatures and redirecting ranged/magic projectiles along its path
- Projectiles passing through the gusts have increased damage
- No longer has 50 Spellcasting and 25 Magic skill
- No longer starts with a Spellbook of Light
Joker:
- Now starts with 25 Mysticism skill
- No longer has 25 Spellcasting and 25 Magic skill
Sexton:
- Now starts with 40 Mysticism skill
- No longer has 40 Spellcasting and 40 Magic skill
Ninja:
- Stat growths changed, now STR/DEX/CON/INT/PER/CHR ratio is (4,6,3,2,4,1) from (5,5,3,2,2,1)
- Starting MP reduced from 30 MP to 20 MP
Monk:
- Now starts with 25 Thaumaturgy skill
- No longer has 20 Spellcasting, 10 Magic, 10 Swimming skill
Conjurer:
- Now starts with 40 Mysticism skill
- No longer has 40 Spellcasting, 40 Magic skill
Accursed:
- Starting INT reduced from +10 to +5
- Now starts with 60 Sorcery skill
- No longer has 40 Spellcasting, 70 Magic skill
Mesmer:
- Now starts with 60 Mysticism skill
- No longer has 40 Spellcasting, 60 Magic skill
Shaman:
- Now starts with 40 Mysticism skill
- No longer has 40 Spellcasting, 40 Magic skill
Punisher:
- Now starts with 20 Sorcery and 20 Mysticism skill
- No longer has 40 Spellcasting, 20 Magic skill
Hunter:
- No longer has 10 Spellcasting, 50 Swimming skill
New HP / MP / HP Regen / MP Regen average values at LVL 50: (Previously values were around 280 HP / MP, 1/12s HP, 1/6s MP without modifiers)
- Barbarian: 376 HP, 217 MP, 1 / 5.14s HP Regen, 1 / 4.68s MP Regen
- Warrior: 356 HP, 211 MP, 1 / 5.52s HP Regen, 1 / 4.3s MP Regen
- Healer: 278 HP, 420 MP, 1 / 5.66s HP Regen, 1 / 2.12s MP Regen
- Rogue: 235 HP, 300 MP, 1 / 2.78s HP Regen, 1 / 2.46s MP Regen
- Wanderer: 365 HP, 280 MP, 1 / 3.22s HP Regen, 1 / 2.62s MP Regen
- Cleric: 289 HP, 352 MP, 1 / 3.92s HP Regen, 1 / 2.12s MP Regen
- Merchant: 280 HP, 296 MP, 1 / 3.96s HP Regen, 1 / 2.46s MP Regen
- Wizard: 207 HP, 451 MP, 1 / 4.74s HP Regen, 1 / 1.76s MP Regen
- Arcanist: 236 HP, 377 MP, 1 / 3.68s HP Regen, 1 / 2.14s MP Regen
- Joker: 297 HP, 297 MP, 1 / 3.76s HP Regen, 1 / 2.56s MP Regen
- Sexton: 301 HP, 346 MP, 1 / 4.24s HP Regen, 1 / 2.18s MP Regen
- Ninja: 274 HP, 175 MP, 1 / 4.94s HP Regen, 1 / 4.74s MP Regen
- Monk: 368 HP, 236 MP, 1 / 4.50s HP Regen, 1 / 3.36s MP Regen
- Conjurer: 332 HP, 329 MP, 1 / 4.72s HP Regen, 1 / 2.54s MP Regen
- Accursed: 220 HP, 387 MP, 1 / 5.58s HP Regen, 1 / 2.1s MP Regen
- Mesmer: 214 HP, 381 MP, 1 / 4.56s HP Regen, 1 / 1.76s MP Regen
- Brewer: 319 HP, 221 MP, 1 / 2.82s HP Regen, 1 / 2.54s MP Regen
- Machinist: 279 HP, 208 MP, 1 / 3.24s HP Regen, 1 / 3.16s MP Regen
- Punisher: 334 HP, 303 MP, 1 / 3.26s HP Regen, 1 / 2.52s MP Regen
- Shaman: 302 HP, 307 MP, 1 / 3.76s HP Regen, 1 / 2.56s MP Regen
- Hunter: 225 HP, 261 MP, 1 / 2.80s HP Regen, 1 / 3.14s MP Regen
EXP Changes:
- Base EXP gain per kill is 10-19 EXP as before, but now less EXP is gained as your LVL becomes higher than the enemy
- If you are more than 5 LVLs higher than the enemy, upper EXP range is reduced by 1 for every LVL
- e.g 7 LVLs above is 10-17 EXP
- If you are more than 20 LVLs higher than the enemy, lower EXP range is reduced by 1 for every 4 LVLs
- e.g 28 LVLs above is 8-9 EXP
- Multiplayer EXP share rescaled:
- 2 player is now 90% EXP, 3 player 80% EXP, 4 player 70% EXP (previously was 100%/50%/33%)
- EXP share is now constant, regardless of the number of players alive (does not increase to 100% if all but 1 player is dead)
- Slimes no longer have an EXP penalty, reward the same as other monsters
- Killing ally NPCs no longer awards EXP
Magic/Damage Resistance:
- All resistances now stack reductively (previously resistances were a mix of both), while damage increases are still additive
- All damage resistance is now unified into a percent system
- All Magic Resistance items are now +30% RES
- Previously provided +1 Magic Resistance, which resulted in 50%/66%/75%/80% RES
- Now, 2 instances of 30% resistance is (1.0 - (1 - 0.3) x (1 - 0.3)) = 51%
- INT now provides +1% RES per point
Melee/Ranged Changes:
- STR/DEX now provides percent damage per point rather than flat +1 ATK per point for melee and ranged combat respectively
- Stronger weapons/blessings provide more damage based on STR/DEX, and weaker weapons provide less damage per stat point
- Holding a +10 ATK weapon provides the same 1:1 damage/stat ratio as previously
- Damage at 0 STR/DEX stats is the same as previously
- Unarmed damage includes ATK from rings and unarmed gloves before STR percent calculation
- Ranged Combat Changes:
- Arrow Pierce chance on shot improved, now is (1 x PER) instead of (0.5 x PER)
- Arrow Pierce now also causes arrows to travel through enemies and can hit multiple targets (Also applies to Piercing Ammo)
- Arrow Pierce now also adds (1 x PER%) damage on hit
- Quiver ATK is added before DEX percent calculation, increasing damage per DEX
Stats (Summarized from previous sections):
- STR now provides HP regen and melee damage percent bonus
- DEX now provides HP regen, cast speed and ranged damage percent bonus
- CON now provides Thaumaturgy PWR
- INT now provides Magic Resistance
- PER now provides MP regen and Touch spell distance
- CHR now provides MP regen, Mysticism PWR and HP/MP restoration on level up / descending floors
Maps:
- Treasure Rooms / Locked rooms
- Contain special loot, requiring keys that are procedurally placed within breakables, chests or on tables on the current map.
- 2 Treasure rooms per biome will attempt to spawn, starting on floor 2 of The Mines
- Less likely to spawn on floors with a Minotaur active or secret level exit
- Rooms are sealed with iron doors that are damage immune and must be unlocked using a nearby key lock
- Rooms may require an iron, bronze, silver, or gold key
- Rooms may contain multiple locks with individual treasures, but only 1 key will spawn per map
- Lower tier key locks may be lockpicked with certain Tinkering skill requirements, and walls surrounding may not be diggable for higher tier rooms
- New interactable Wall Buttons may be seen in updated maps
- When pressed, may temporarily send power or stay depressed
- Can be hit with arrows and thrown projectiles
- Green/Red/Blue orbs have been moved outside of secret levels
- Now are found in standard biome floors in specific rooms under lock and key
- Hamlet
- Shopkeepers no longer have chance for a tinkering kit / alembic
- Reduced quantity of healing and mana restoration potions
- Trading skill can only be leveled up 7 times per Shopkeeper within Hamlet
- Caves/Citadel
- New rooms have been added
- Sanctum
- Increased summoned enemy Automaton HP/CON by +50/+2, now scale up in multiplayer by +50/+2 per player
Options:
- Added Controls option for analogue stick deadzones for controllers
- Keyboard hotkey 'Expand Item Tooltip' (default 'X') can now be used to start appraising items when an item tooltip is active as an alternative to the right-click menu
- Autosort Inventory now groups items of the same type when sorting, after grouping by category
- Added Controls option for keyboard "Hotbar Keys Update Selection", disabling the active hotbar slot changing focus/highlight when using a hotkey to access the hotbar
Spells:
- General changes for existing spells:
- All spells have been moved to the new magic skills of Sorcery/Mysticism/Thaumaturgy
- Some skill requirements/cast times/MP costs have been modified, this list does not capture all changes
- Spells now grant chances to level up when their effects happen, some unique level up methods will be listed
- Steal Weapon now cannot steal from Shadows or Shopkeepers
- Dominate now may be found in the world instead of being learned by reaching the Magic Legendary capstone
- Now has a base limit of 1 creature at a time, increased with higher PWR
- Dominating a creature clears existing Charm flags, enabling further targets to be Charmed
- Lightning spell damage reduced, now inflicts Static status effect up to 3 instances
- Static: Increases lightning-elemental damage per effect instance
- Effect also is inflicted by and applied to Thunderstorm potions
- Dash spell can now burst through breakables at 200% PWR
- Increase skill chance on cast and damaging objects
- Amplify magic projectile damage rescaled, now scales with higher PWR instead of secondary spell damage being fixed to 50% base spell damage
- Light spell improved travelling speed, now follows in-front of the caster
- Increase skill chance based on distance travelled
- Imp Form now provides INT and CHR stat increase chance weights (3 INT / 6 CHR) instead of INT / PER (6 INT / 3 PER)
- Increase skill chance on level up while in form
- Rat/Spider/Troll Form
- Increase skill chance on level up while in form
- Healing / Extra Healing now doesn't scale with PWR after having reduced effects by consuming HP for the spell cost
- Increase skill chance when health is restored
- Magic Mapping now reveals a circular radius of 8 tiles, scaling with PWR
- Increase skill chance based on map tiles revealed
- Power Strike now properly deals unarmed damage if cast outside of Troll Form
- Forcebolt now only scales using half of PWR
- Levitation
- Increase skill chance based on distance travelled over pits
- Invisibility
- Increase skill chance by attacking while invisible, staying within enemy sight but undetectable while invisible, and travelling while invisible
- Conjure Skeleton
- Increase skill chance on allies dealing damage and when killing enemies
- No longer awards Leadership skill on kill
- Vampiric Aura
- Increase skill chance when dealing damage and lifestealing
- Arcane Mark
- Increase skill chance when applying effect or when the target dies under the effect
- Inner Demon
- Increase skill chance on effect and when dealing retaliation damage
Allies / Friendly Fire:
- Disabling the Friendly Fire game flag now only applies to the player's outgoing damage
- When off, you cannot hurt other players or allies with your attacks, but allied NPCs may still hurt you and other allied NPCs
- When off, ranged and spell projectiles go through other players and allies
- When off, enemy monsters can still attack and infight with each other
- Ally NPCs can now path through players when trying to attack a target (avoiding taking a scenic detour around hallways)
- Ally NPCs can now path through players in hallways
- Ally NPCs can now shoot ranged weaponry through allies if the predicted path of the projectile won't hit them (as player allies have smaller hitboxes for friendly fire)
- Dummybots no longer provide weapon skill increases past 20 on kill (Previous behavior was already preventing skill increases above 20 when dealing non-lethal damage)
- Ranged/Thrown attacks no longer provide weapon skill increases past 20 on allies (Matching previous melee behavior)
- Bleed/Poison/Burn damage by Ally NPCs now displays damage numbers and HP bar updates
- Furniture/Breakable damage by Ally NPCs now displays damage numbers and HP bar updates
Enemy Behavior:
- Successive attacks by enemies now increase Ranged / Magic accuracy on moving targets
- Higher accuracy shoots closer to the predicted targets position when the projectile lands
- Accuracy increases last until the monster loses their aggression
- Enemies on deeper dungeon floors increase accuracy faster
Items:
- Items now display ?/??/??? when unidentified instead of a nominal gold value
- New item: Amulet of Burning Resistance, cures burning status effect
- Hood of Whispers increase Stealth increase chance from 10% to 25%
- Circlet has now been changed into 3 items, Circlet of Sorcery/Mysticism/Thaumaturgy, providing a +5 bonus to the skill
- Circlet of Wisdom no longer provides a skill bonus
- Spellbooks/Tablets now generate based on dungeon floor
- At dungeon floors 0-5, Tier I (skill 0) and Tier II (skill 20) can be found
- At dungeon floors 6-10, Tier II (skill 20), Tier III (skill 40) can be found
- At dungeon floors 11-15, Tier III (skill 40), Tier IV (skill 60) can be found
- At dungeon floors 16-20, Tier IV (skill 60), Tier V (skill 80) can be found
- At dungeon floors 21+, Tier IV and beyond can be found
- Shops and chests may generate higher Tier spells, and rarely lower Tier for later game areas
- Amulet of Poison Resistance now has a 12.5% chance to degrade on proc
- Scrolls of Magic Mapping now reveals a circular radius of 16 tiles + 8 per blessing
- Scrolls of Enchant Weapon/Armor now have an additional gold cost, starting at 75G to enchant a +0 item and doubling each blessing thereafter
- Maximum gold cost is 10000G
Leaderboard Scores Files:
- Previous scores.dat and scores_multiplayer.dat files have been updated to a new .json format
- New file location is savegames/scores.json and savegames/scores_multiplayer.json
- On launch, existing leaderboard .dat files should automatically be migrated to the new .json format
- If errors occur or data looks corrupted or incorrect, there may be corrupted data in the old .dat files that we couldn't visualise before, so may require deletion of the old .dat files and starting anew
Gameplay / Misc:
- Mimic chests spawn rate reduced from 10% to 5% of chests
- Sinks now heal 2-3 HP and 1-2 MP instead of only 1 HP per healing instance
- Destroying breakables/furniture now has a 5% chance to increase your weapon skill below skill level 20
- Evasion chances for players now use escalating RNG to prevent extended streaks without evasion occuring
- Secret level entrance rooms now exclude regular floor exits spawning within the room
- Confuse now awards XP to the inflicter if the confused unit kills an enemy, now has a visible particle effect
- Knockback now updates enemy HP when knocking them into objects
- Knocking enemies into breakables now also deals damage as doors do
- Thrown potions now leave colored splats and gib particles on smashing
- Blindness status effect now also reduces melee/ranged hit chance by 75%
- Players can now teleport over pits if levitating
- Improved speed of scrolling the spell list when using gamepads
- Burning effects have an updated sprite animation
- Players/items now create a splash particle effect in water
- Smite damage now includes Shadows
- Doorways now try to slide players towards the center to avoid getting stuck when traversing
- Players can now trade with confused Shopkeepers if they are marked as Wanted using normal Aim Assist selection
- Slight performance improvements in the Citadel biome
- Status effects now have a value 0-255 rather than true/false to embed additional data or effect strengths
- Console Command /mapseed now only displays the relevant numeric game seed for replaying a dungeon instead of 3 values
- Console Command /spawndummy and /spawndummyhuman now display DPS numbers on the dummy every 5 seconds
Bugfixes:
- Fixed Ranged/Thrown/Spell projectiles clipping through gates/doors
- Fixed Humans followers not being able to pick up items on the ground passively due to being named on recruit
- Fixed duplicate message when reading Destroy Armor scroll
- Fixed Cockatrice not displaying correctly when invisible
- Fixed Arachnophobia setting not being applied to Tutorial levels
- Fixed infinite XP bug when killing an automaton and getting stuck in death animation
- Fixed Underworld exit spawning in an unreachable location surrounded by walls
- Fixed monsters being unable to move with a STR stat of -10
- Fixed monster death gibs not creating smoke puffs on death for clients
- Fixed Automatons incorrectly picking up Deathboxes
- Fixed partially charged melee attacks displaying orange damage text when not landing Critical Hit damage
- Fixed Event Challenge runs awarding end-game achievements
- Fixed knockback not working correctly for immobile enemies
- Fixed knockback direction on client players working irregularly
- Fixed thrown Bottles of Water not affecting bosses
- Fixed Pickaxe degrade chance as a Goblin being higher than normal
- Fixed Pickaxe / terrain changes causing skyboxes to turn black
- Fixed Evaporated potions being able to be used in Alchemy (After dropping a potion into lava)
- Fixed Human NPC Anansi spawning in Hamlet as the spiders cause infighting
- Fixed Crossbow and Swift ammo not reducing refire rate as expected
- Magic Reflection now properly zaps projectiles in the opposite direction they arrived (Previously was calculating an erroneous direction)
- Fixed white Deathboxes falling into pits instead of levitating as the other colors
- Fixed sustained spells for clients remaining active and requiring casting twice to re-enable after restarting the current run
- Fixed crash starting a single player game after ending a game as a client while looking at a world item tooltip as a player Ghost
- Fixed Spider form not being able to Sneak while having a spellbook equipped
- Fixed being killed by named NPCs not being cleared on subsequent gameover grave windows
- Fixed gameover grave window not displaying for player Automatons
- Fixed Storm Potion displayed damage numbers being incorrect due to multiple damage instances in the same game tick
- Fixed sustained spells not immediately clearing on level change
- Fixed Teleport sound effects playing when teleportation fails
- Fixed Polymorph not washing away after being hit by Slime water sprays
- Fixed Sleep spell incorrectly having randomly short/long effect times on monsters when calculating CON for effect duration reduction
- Fixed Hardware Store Shopkeepers having too many items and overflowing their visible stock into overlapping items
- Fixed Accursed spellbook spawning if an inactive splitscreen player had previously played the class
- Fixed cutscene text scroll being cutoff when FPS is below 50
- Fixed bug where side-by-side gates can cause the other to not become impassable
- Fixed Classic Mode showing in hiscores pages when completing the game beyond the Classic Mode ending point but the game option may be enabled
- Fixed Light spell from magicstaffs rarely consuming MP
- Fixed knockback/movement modifiers on players not occuring when chat window is open
- Fixed monsters not losing aggression when being hit by a confuse potion
- Fixed pixel scaling of player status effects on HUD above HP/MP bars
- Fixed Magic Reflection not working for vertical spells
- Fixed Crowned Helmet not being able to be worn by helmet wearing allies
- Fixed cursed Tins incorrectly causing indigestion while shapeshifted, and not properly causing indigestion when Fresh otherwise
- Fixed Lobby Browser 'Non-Joinable' flag showing unjoinable continued savegames
Editor / Modding:
- Fixed Editor window resizing working incorrectly
- Spell data has mostly been moved into items.json file for configuration
- Added a log message and warning if MagicaVoxel .vox files were being used instead of the correct Slab6 .vox format. No longer crashes attempting to load them
- Quickly load maps using F5 / F8 keys to cycle the previous/next map alphabetically by file name
- New sprites for wall locks, buttons, iron doors
- 'No Dig' sprite - can be used to mark individual tiles as non-diggable
- 'Wind' sprite - pushes players back if on the tile
- 'Slippery' sprite - players will slide on the tile
- 'Slow' sprite - players will be slowed on the tile
- Light sprites can now pick an RGB color value rather than all white
- Floor decoration sprites now have an option to destroy themselves if a wall isn't present in the given direction next to them
- Chests now have an arrows showing the facing direction
- Fixed Chest Mimic Chance text box not fitting in all characters needed for -1 to 100%
- Fixed "Achievements Disabled" text on the pause menu not being modifiable by the language file
- Scripting
- New entity attach types and use cases:
- @attachto=breakable/@attachto=collider can use @triggerif=attached#dies to detect breaking
- @attached.breakablespawn=skeleton adds a monster spawn to a breakable
- @attached.breakablejumpspawn=skeleton adds a monster spawn to trigger if player nearby
- @attached.addtobreakable=X,Y adds an attached item or gold inside a breakable
- @attachto=bell can check if destroyed or rope pulled with @triggerif=attached#interacted
- @attachto=gold can check if picked up using @triggerif=attached#dies
- @attachto=breakable/@attachto=collider can use @triggerif=attached#dies to detect breaking
- New entity attach types and use cases: