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v1.22 Patch Live

The focus of our latest patch was on adding new rare item drops and improving the lighting quality in a handful of maps in the game.

4 “sets” of equipment were added as rare drops. These will drop much less often than all other drops and are much more powerful than the equivalent equipment at that level. The 1st set is a “Blood Stained” Set with the health leech effect when dealing damage to a target. They range from level 4 to 20 and features all the melee weapon types. The next set are 4 rings that provide continual health and magic regeneration. They are rare and are level 10 and 18 drops. Next, there is a “Quick” set of Staves ranging from 3 to 20. They reduce the cooldown of magical abilities by 20% along with providing a lot of damage and generally lower magic consumption. Finally, there is a set of “Spiked” Armor from level 3-18 that provides a 15% damage shield along with a slight armor boost.

Along with the new rare items we modified the lighting in the main menu, tutorial, tavern, some sewers, and all caves. This are slight tweaks that should improve the baked quality of the lighting and in some cases reduce the size on disk for the lighting as well.

Items

  • Rings Rarity adjustments to better match their actual rarity (most of them were marked one tier higher than they were. Ex: Uncommon when they were common).
  • Added Blood Stained Dagger. It is a rare level 4 drop that has a health leech effect.
  • Added Blood Stained Sword. It is a rare level 7 drop that has a health leech effect.
  • Added Blood Stained Axe. It is a rare level 11 drop that has a health leech effect.
  • Added Blood Stained Holy Sword. It is a rare level 14 drop that has a health leech effect.
  • Added Blood Stained Mace. It is a rare level 17 drop that has a health leech effect.
  • Added Blood Stained War Hammer. It is a rare level 20 drop that has a health leech effect.
  • Added Ring of Health Regeneration. It is a rare level 10 drop that restores health even out of combat.
  • Added Ring of Magic Regeneration. It is a rare level 10 drop that restores magic even out of combat.
  • Added Ring of Health Restoration. It is a rare level 18 drop that restores health even out of combat.
  • Added Ring of Magic Restoration. It is a rare level 18 drop that restores magic even out of combat.
  • Added Spiked Leather Armor. It is a rare level 3 armor with a 15% damage shield.
  • Added Spiked Plate Armor. It is a rare level 10 armor with a 15% damage shield.
  • Added Spiked Mithril Armor. It is a rare level 18 armor with a 15% damage shield.
  • Added Quick Staff of Breeze. It is a rare level 3 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Summoner’s Staff. It is a rare level 7 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Staff of Light. It is a rare level 10 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Storm Staff. It is a rare level 13 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Earth Staff. It is a rare level 16 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Necromancer Staff. It is a rare level 18 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Inferno Staff. It is a rare level 20 staff that reduces cooldown of magical abilities by 20%.
  • Damage shields are now properly specified for magic and items. The value will be the % of damage it returns to the npc.
  • Fixed Arcane Staff attack particle placement so it appears at the tip.

Levels

  • Improved lightmap quality on the main menu, tutorial, tavern, some sewers, and all cave dungeons.
  • Added additional lights to some parts of the Dwarf1 map.
  • Optimized the Fortress2 layout.
  • Made LOD adjustments which have optimized performance on the Sewer3 layout.
  • Fixed some spots where players could fall through the map in the Dwarf1 map.
  • Fixed some rocks which were levitating slightly above the ground on the Cave4 map.
  • Fixed some floating torches in the Fortress2 layout.
  • Fixed two dark spots in the Sewer3 layout.

Miscellaneous

  • Reduced the disk space requirements of many of the map layouts.
  • Fixed a problem where the old training points were being used to display a message that you had unspent training points, rather than the newer talent point system. This was only noticeable to players who had old points previously. The message is still in place but now it displays based on the newer system.
  • Fixed a bug which could cause the player to fall through the world and crash.

User Interface

  • Keyboard users should now be able to use the direction keys in addition to WASD when picking locks.
  • Mana restoration now has a different color in the floating text for players.
  • Tooltips in VR now will show over the Escape Menu.

v1.21 Patch Live

With the 21st patch we are happy to introduce a few adjustments based on feedback received and a fairly sizable adjustment to all items in the game to provide a better progression for new weapons upon leveling.

First, we made some small adjustments to combat. There are now improved blocking and parrying animations on both players and some NPCs. These are on a blended animation channel so they can play with the animation currently playing. We also introduced a new knockback effect in VR where you can knock back an enemy if you have high enough energy.

Moving on to the larger chunk of updates in this patch. We adjusted the available level for nearly everything in the game. Some items are able to be earned earlier, some later than before. Weapons (melee in particular) were clumped together at certain intervals and now they will be spread out a few more levels. This was done for every item in the game. You might now have items you shouldn’t have yet if you are playing and some items that are slightly less effective than before if they are a lower level than before. For the most part quite a few things were made more effective than less effective.

To go along with this we made a lot of stat adjustments as well as weapons changed levels. We adjusted the damage scale quite a bit. Early weapons (Level 1-5) might do a bit less damage than before, later game weapons (15-20) now will do more damage (a lot more if they are 18+). Energy was adjusted as well along with magic and you should see a similar change in values. Since weapons are doing more damage the actual energy/magic to DPS should be similar though. Quite a few weapons are now higher level than before and will do more damage as a result.

Magic damage scale was all over the place for magical weapons and all magical weapons were adjusted. Those were tweaked and adjusted with mostly an increase across the board, in particular for AOE weapons (Arcane Staves, Wind Staves, and Earth Staves). Arcane Staves in particular received large damage improvements in some cases doubling their damage. The Conjuration and Necro Staves also received damage updates making them more effective to use as projectile weapons if you are into using pets. Fire and Lightning Staves received less of a bump, but the higher end ones do more damage to go along with the adjustments for all other weapons.

To go along with the these changes we identified a few gaps and introduced a few new weapons at the higher end (15+) and a few new uncommon variants of existing weapons improving coverage in those areas and should make earning those levels a bit easier than before due to more weapons and the weapons at the higher levels now hit a lot harder than before. For a full list of items added please see the notes below.

Animations

  • Block and parry animations now support being played on a reaction channel allowing them to blend better during combat.

 

Combat

  • Melee attacks will now have a chance to knockback enemies in VR mode which is increased by your energy level. If you rapidly attack and drain your energy these will be completely ineffective.

 

Items

  • All weapons received a level adjustment. They were clumped together before around the same starting level (in particular melee weapons). You will find now they are split across more levels now. This resulted in a lot of weapons getting tweaked as they are higher level than before.
  • Tweaked the damage stats for weapons. Lower level weapons do slightly less damage than before and higher level weapons now do higher amounts of damage. Along with the level changes mentioned above most melee and magical weapons were adjusted as a result.
  • Magic damage was adjusted as well. Values were a bit erratic before, they now follow a more strict formula. This mostly increased damage across the board, arcane staves in particular received the largest boost.
  • Magic cost was tweaked along with magic damage. They were sort of tied together and it was adjusted to a different formula. The end result is a slight reduction early on and a higher cost later, but magic damage was also increased with higher level weapons making it a bit of a wash.
  • Cost of weapons were adjusted. It was mostly a net reduction in cost, but a few things might of went up due to level adjustments.
  • Adjusted and tweak cost of armor and rings as well to match the new changes.
  • Introduced new higher level stave variations.
  • There are now additional items which are loot only and can not be obtained from vendors.
  • Introduced a new uncommon Leather Armor variant: Hardy Leather Armor. It provides an extra point of armor and +10 HP. It is level 3.
  • Introduced a new Sword: Sword of Light. It is at level 15 and is a common drop.
  • Introduced a new Mace: Fire Mace. It is at level 16 and is a common drop.
  • Introduced a new Axe: Ice Axe. It is at level 17 and is a common drop.
  • Added an uncommon variant for the Lighting Dagger called the Overloaded Dagger.
  • Added an uncommon variant for the new Ice Axe: Frozen Axe.
  • Mithril helmet is now introduced at level 14, Mithril armor at 16. This is down a few levels from what it was before.
  • Exceptional Mithril Armor was moved down to level 18 (Uncommon armor) to provide a bit of extra help for armor. It also has a slightly higher loot chance than most uncommons.
  • Mithril Helm of Health had an increase in armor value from 5->7 as it is a 21+ dungeon only drop.
  • Introduced a new uncommon Mithril Helmet variant: Sturdy Mithril Helmet at 17. It has 6 armor and a health bonus. It has a slightly higher loot chance than most uncommon items.
  • Staggered the level 1 rings. They are now 1-4 so they are not all available right off the bat. This should improve getting other weapons as well as it takes 3-4 rings out of the loot pool early on.
  • Introduced a new ring: Ring of Stone. It is a Level 21+ drop, improves armor.

 

Miscellaneous

  • Made some tweaks to the lockpicking system to try to fix a bug which could cause online clients to get stuck in lockpicking mode.


NPCs

  • Some NPC types (typically humanoids) now support reactionary block or parry animations.
  • Increased Skeletal Soldier, Skeletal Sorcerers, Liches, Ratling Warrior, Ratling Rogue, Reincarnated Ratlings, and Ratling melee attack ranges.

 

User Interface

  • Added an option to disable Anti-Aliasing to the Options window.

Steam Trading Cards Supported

Steam Trading Cards are now supported by Prevent the Fall. These will automatically accrue while you play the game.

v1.20 Patch: Disable Equipment Switching

The 20th patch of Early Access mostly focuses on a few smaller features and improvements along with fixing a few issues. The biggest issue fixed in this patch is an issue that was crashing out VR players if they were 3rd or 4th players connected online. You should be able to play up to the 4 player limit now mixed with either VR or non VR players. We also fixed a variety of other online related issue dealing with audio, minimap, ability weapon tips, nameplates, and a few other issues.

On top of the bug fixes we introduced a few new feature and ease of use improvements. The big feature introduced in this patch is the ability to disable weapons from being swapped out. Each weapon slot now has a green or red dot indicating if it is being used for swapping. If you wish to equip a weapon and not use it you can now shift+click on the keyboard, Y on a gamepad, and the grip button in VR to disable it. When swapping weapons out it will be skipped. It will not unequip a weapon, but simply skip over it during the selection process.

To go along with that main feature we introduced a few smaller ones. You can now double tap the movement keys to roll and you can use the left trigger on the gamepad now to block making the process easier on a gamepad. We also swapped out the weapons visually when interacting with the UI in VR to a pair of hands to make it easier to interact with. You will swap back to your weapons once you go out of UI interaction mode. We also adjusted the AA used in UI mode to make it easier to read and adjusted the sharpness of the game to make it slightly more crisp for both modes. A lot of smaller UI changes are detailed below including an increase in the Font Size and appearance of the tooltips.

Finally, we introduced a new Ratling Nightblades which are a rogue variation to the low level species. They have a high DPS and dual wield, but are lightly armored.

Audio

  • Fixed some issues with audio not playing on multiplayer clients in some cases.

Controls

  • You can now double tap the movement keys on the keyboard to roll. Shift+key is still possible, but it is a bit easier to do for some people.
  • Left and Right arrow keys now move side to side like A and D do (was rotating camera before).
  • Using the left trigger on a gamepad with a shield in your hand will now block. The X button will work as well, but it is hard to move the camera when holding X.
  • Numpad 8/4/6/2 now behave as movement keys instead of rolling keys due to the changes. You can use it like the arrow keys or WASD now and double tapping them will be needed to roll.

Combat

  • Blocking or Parry by a NPC will now trigger a restore tick stop. This is mostly for VR as non-VR would of stopped due to how the attack is executed in the code.

Items

  • Symbol code was changed around a bit. Healing might be slightly different as a result, but the value now on the tooltip is how much the regular trigger use heals now.
  • Symbol Heal ability now heals a bit more, but has a longer recharge and mana cost as a result.
  • Tripled the length of the Bless Ability on the Symbol to 30 seconds. It also heals the amount of health it buffs now.
  • Potions are now doled out in sets of 5 when found as treasure except the highest end ones, which are rewarded in sets of 3.
  • Corrected a problem which caused Axe equipped buffs to be applied when you slotted an Axe even if the item wasn’t currently being held.
  • Protector’s Symbol was missing its healing value. It was fixed to be a bit better than the initial Symbol as it was uncommon and a higher level.

Miscellaneous

  • Weapons are now hidden when inside the Tavern.
  • When interfacing with the UI your weapons are switched out to hands to make it easier if you are holding something like a staff. You are switched back to your weapons after closing out the UI interfacing.
  • When pressing a key to exit a dungeon after dying it now properly disconnects other players if you are the host in a multiplayer session.
  • Fixed an issue with some data crashing a VR player joining a session as the 3rd or 4th player.
  • Removed a sphere that was visible if you looked down in VR mode at the main menu.

NPCs

  • Introduced new Ratling Nightblades which are a rogue variation to the low level species. They have a high DPS and dual wield, but are lightly armored.
  • Altered the healing capabilities of Drak Shaman, Werewolves, and Darkwater Priests to ensure that they scale better as the NPCs levels rise, but that they are not overpowered in Epic and Hardcore modes.
  • Increased the duration that physics are applied when Ratlings die, to make allow them fall in a more natural way.
  • Fixed an issue in the physical settings for left thighs on generic Ratlings.

User Interface

  • Equipment slots now have a new green dot in the upper right hand corner. By Shift+Left Clicking on them, pressing Y on the gamepad, or pressing the grip button in VR you can disable the slot from being swapped to. If Green it is enabled, if Red disabled.
  • Inventory, Equipment, and Container windows now have their own gamepad hints that are switched when the window receives focus.
  • Held items now automatically hide and unhide when you are interacting with GUIs in VR mode. This is to make it easier to see where you are aiming.
  • Symbols now displaying “healing” instead of damage.
  • Tooltips received a font size increase and a small visual upgrade.
  • Tooltip for weapons will now have the item slot name instead of “Equipment”
  • Item Slot names now have a friendly name instead of the enum name used before.
  • You will no longer fire a staff if you click on the trigger when the UI is open in VR.
  • Fixed a small bug which caused the Options window to adjust in size when you pressed the VR tab any more.
  • Fixed an issue where names for players would not show up sometimes for players. The code was adjusted so if it takes awhile for some reason it will wait to set the text above the player’s head.
  • Healing was not showing up properly over the head online. This was fixed.
  • Weapon names were not showing up in the Ability Helper UI if you were playing online. This is now fixed.
  • Players should now be removed from the minimap if they logged/disconnected/crashed.
  • In VR Mode when interacting with the UI it will adjust the AA to make it a bit easier to read.

v1.19 Patch: Talent System

The 19th patch since Early Access is one of our largest patches. It took a bit longer to wrap up, but we introduced a lot of changes and new features in this patch. The biggest feature introduced in this patch is the new Talent System. We also introduced a handful of other new changes including improved blocking, strafing, rolling, new energy system for attacks and abilities, potions, new difficulty options, and a new shrine buff system along with a handful of other tweaks and bug fixes.

To start let’s look at the new Talent System. Instead of the skill points that were rewarded each time you level there are now new talent points. This are spent on a talent tree split into 3 sections: Defense, Melee, Magic. The existing stats (strength, intellect, etc) are now in the talent tree so be sure to spend points on the stats as they will be reset back to 1 as a result of this patch. Along with being reset they now have some level limits as well, so if you are level 8 you will not be able to max out the stats (the last hoop for that is at level 16).

Beyond just adding the existing stats 47 total talents were introduced in this patch touching most of the systems in the game. You can now choose to upgrade different combat areas to reduce magic cost, buff pets, break parries and blocks more often, better blocking and parries, less energy rolling (along with a new armor buff), and a wide variety of other adjustments including new stun and bleeding options. You will not be able to max all talents at level 20, but talent tomes were also added that are rewarded as treasure for those interested in that pursuit. Existing players should have talent points set that correspond to their existing level so be sure to check out the talent window by pushing “T” or from the Talent Button in the system Menu.

Talents are the largest change in this patch, but it is just the starting point. Blocking, strafing, and rolling have been improved in this patch. You can now move around while blocking and rotating toward the target to block is now much easier. Strafing was fixed removing some issues with the camera making it a much more useful option, and rolling received a similar improvement so you will roll the direction the camera is facing so if you roll backwards you will roll backwards in a logical fashion that one would expect. Rolling also now has a short armor bonus that will reduce damage that can be improved via a talent.

To go along with that even more combat changes were introduced. Energy was also adjusted in this patch adding energy requirements for regular attacks and abilities. If you run out of energy you can still do regular attacks, but abilities will not fire much like magical abilities. To go along with this change the amount of energy the player has was tweaked and energy is now increased by Dexterity instead of Stamina. Energy and magic regeneration time was cut in half so you should have to wait less for the regeneration to kick in. Also, players can now do critical attacks. There is a small chance with both melee and ranged attacks that can be increased via talents.

To go along with all of that we also introduced potions with this build. There are 3 extra slots to the right of the abilities on the hotbar that can be used to store potions. Potions have a 30 second cooldown, but will provide a boost of health, magic, or energy. Potions can be purchased at the vendor or can be found as rewards. Usage of potions is done via the 7-9 keys on a keyboard, holding the trigger button and using the d-pad (up, left, right) on a gamepad, holding the “grip” button on vive and pressing up, left, right on the trackpad, and holding the grip (bottom trigger) on the rift and pushing up, left, right on the analog stick. To add an item to the hotbar in VR you have to drag it there.

Next up we introduced 2 new difficulty options: Hard and Epic. Balance is still very much a work in progress even more so after this most recent patch, but this will increase the difficulty of the game by adjusting NPC damage and health along with adjusting regeneration rates. Some more tweaking is most likely to follow, but it should provide a bit more challenge.

Lastly, new monuments or “shrines” were added to many dungeons. They will provide a buff that should last the remainder of the trip through the dungeon. The buff provided depends on the dungeon.

Animations

  • Blocking animations now use a separate animation group so you can block while moving.

Audio

  • Added new sound effects which are played when you train a talent.

Combat

  • Melee and ranged attacks now have a 2% chance to do critical damage (50% increase). Both values can be improved via talents.
  • You can now move while blocking in non-VR mode. This was previously only available in VR mode. You will move at a slower rate when blocking and use different animations.
  • When blocking in non-VR mode it will no longer rotate you to face the direction you moved, it will instead move similar to if you were holding the middle mouse to not change facing. This allows you to steer your blocks in an easier fashion. Releasing block will return movement to normal.
  • The armor formula above 20 has been changed to make sure it can scale properly. This should make armor above 20 less effective in general, but scalable in the future.
  • Rolling now provides a short armor buff that will reduce damage some if hit. It can be improved with a talent.
  • Attacking and using melee abilities now uses energy. You can continue to attack if you run out of energy, but you will not be able to use abilities.
  • Energy progression was changed to go along with the energy updates. You start out with slightly more than before, but will end up with roughly half the energy you had before.
  • Dexterity now increases your energy (instead of stamina).

Difficulty

  • Added new Hard and Epic difficulty options. These options make the game more difficult than on Normal mode. These modify NPC damage, regen times, regen rates, and NPC health.
  • NPC health can now be modified by game difficulty settings, and is increased beyond standard when in Epic or Hard modes.

Graphics

  • Added new stone monument models for use as props.
  • Introduced new golden Urn models.

Interactive Objects

  • We’ve introduced a new monument or shrine system. Visiting these shrines will grant a buff that increases in potency based on the dungeon level and lasts for the duration of the dungeon. The buff applied varies by the dungeon visited.
  • Fixed a bug which was causing cameras to behave oddly when brushing up against destructible vases.

Items

  • There are now consumable potions available from the vendor and possibly as a reward via treasure. They can be consumed for a quick restore of health, magic, or energy. They can be used from the inventory or more conveniently used from the new 3 hotbar slots. Each potion does have a timer so they are mostly useful once in a bind.
  • Added 12 potions into the standard loot system.
  • Added 2 new potions which are only available from level 21+ dungeons and are more rare.
  • Vendors now have an unlimited amount of potions to buy.
  • Vendors were selling at their buyback rate instead of full price. That is fixed.
  • Selling to vendors now properly takes stacks into account and adds gold accordingly.

Levels

  • Added monuments to many of the dungeon layouts.
  • Performance, lighting, and shadow improvements were made to the Cave1 layout.
  • Corrected a problem with the Crypt7 wave spawner.

Miscellaneous

  • Dives and rolls should now be oriented based on the direction the camera is facing instead of the direction the character is facing, which should eliminate any oddly positioned rolls.
  • When strafing or blocking your character will now rotate with camera changes.
  • Flank and Head shot text should work now online.
  • Reduced the energy and magic restore timers in half compared to the health timer.
  • Fixed a bug which had VR players orientation being higher than intended in the main menu.
  • Fixed a bug when using teleport mode and special abilities, where it was registering the teleport after using an ability in VR mode.

NPCs

  • Reduced the attack speed of numerous NPCs types while increasing the damage per attack of those NPCs. This change is intended to make it easier to block, evade, or parry NPC attacks. These changes were primarily made to NPCs with melee weapons, but not in all cases.
  • Reduced Mummy attack speed and DPS.
  • Melee goblins attack from a further distance than was previously the case, resulting in a little less crowding of players.
  • Asking the Tavern Keeper to train you will now open up the Talent Window.
  • Wave Event spawned NPCs will now aggro players from long range and should no longer pile up if players moved outside of detection range.
  • Fixed a problem which was causing an unintended delay after some Orcs and Ratlings attacks.
  • Level 1 and 2 NPCs now have slightly more HP. Shouldn’t impacted things a lot on easy/normal, but will slightly on the higher difficulties.

Talents

  • The new talent tree was introduced. You can access it by pressing T on the keyboard or you can access it from the system/escape menu.
  • The window has 3 tabs for each tree. There is a defense tree, melee tree, and magic tree. Talents also can have restrictions on the number of points spent in the tree, mastering (all points) in a talent, or level (or a combination of all 3).
  • The stats (strength, dexterity, intellect, stamina) are now talents and earned on the talent tree. Dexterity and Stamina on Defense, Strength on Melee, and Intellect on Magic.
  • Talent Tomes were added as a possible loot. They give you an increase in talent point. They can only be earned from loot from enemies or treasure chests, they cannot be purchased. The amount of “earned” talent points from these tomes is saved so if you reset your talent points they are rewarded back so they don’t have to be earned again.

User Interface

  • There are now 3 hotbar slots to place potions on. They can then be used via pressing 7/8/9 on the keyboard or by holding the gamepad or motion controller trigger followed by a dpad direction.
  • Motion controller ability selection now follows the same format at gamepad ability selection where Up = 1, Left = 2, and Right = 3. It was previously using Up = 1, Right = 2, and Down = 3.
  • You can press the ‘T’ key to toggle the talents window, or access it through the Ingame/Escape Menu.
  • Added a tip panel for the vendor when using a gamepad.
  • Increased the size of the item stack count text on inventory icons to make it easier to read.
  • Healing floating text on players should now show up online.
  • Added support for using the potion hotbar slots via gamepad. The gamepad requires holding down either trigger and then pushing up, left, or right on the d-pad (for 7, 8, 9).
  • Added support for using the potion hotbar slots via Vive. You need to hold down the grip button (side button) and then push up, left, or right on the trackpad (for 7, 8, 9). In order to add a potion you need to drag it to the empty slot, be careful missing it will drop the item to the ground.
  • Added support for using the potion hotbar slots via Rift. You need to hold down the grip button (bottom trigger) and then push up, left, or right on the analog stick (for 7, 8, 9). In order to add a potion you need to drag it to the empty slot, be careful missing it will drop the item to the ground.
  • Added some additional information to the control setup in the game to point out abilities and potion usage. Some more work is needed to make it more clear, but it is there now at least.
  • Vendor usage for VR was horribly broken eating input control. That has been fixed and now the buttons work properly as well. You can close it down by using the button or opening the system menu like before.

Now Available on WinGameStore

Prevent the Fall is now available at the WinGameStore. It will be on a 20% discount for the next week.

Now Available on the Humble Store

Prevent the Fall is now available on the Humble Bundle Store. For the next week it will be obtainable with a 35% launch discount. This brings the cost down to under $10 for the first time ever.

v1.18 Patch: Vendor Selling and Ability Tooltips

 

The v1.18 patch is now live and features the selling of loot as well as a buyback option. It also improves the buff bar, pet summoning, alters the way boss achievements work, beginning work of ability tooltips, and includes an assortment of bug fixes and functionality tweaks.

The vendor will now allow you to sell your extra loot. You can sell it at 25% of the buy cost. Tooltips are updated to display the buy and sell cost (full buy cost only on the vendor, everything else you see should be the sell cost). Selling is done from the inventory window when the vendor window is open by simply double click or press A to sell (single click in VR). There is also new buttons setup to filter what can be bought into weapons, armor, consumables, and finally the buyback section. Buyback inventory is persistent, but is cleaned to 28 items every time you load into the tavern. Finally, there are no consumables yet, that will be coming very soon and will require some other adjustments to go along with their introduction.

Beyond the vendor work ability tooltip work was started. It is not 100% complete yet, but should give better insight into what the abilities do. Some aspects are still missing and some formating and adjustments will be done in future patches.

To go along with some other interface changes buffs now display the amount of time remaining in the buff bar (if they have a cooldown) and in some cases will stack together now instead of displaying multiple icons.

Finally we had a handful of smaller changes including a few online issues including some weapon switching issues (in particular with the helper information and the ability bar), shields having issues online with some data replication issues, and the buff bar not properly replicating data as well.

Achievements

  • It will now always count Boss and Miniboss kills for achievements. Previously it only counted them if they were specifically part of your quest. Meaning killing a miniboss only gave credit if you were on a Boss and Miniboss defeating quest, and would not count if for example you were doing a Rescue quest.

Graphics

  • The particles from the Sword of Blight no longer render through character meshes.
  • The Circle of Healing particle effect is now rotated properly.

Interactive Objects

  • Adjusted the collision meshes to make it easier to destroy vases with melee swings.

Levels

  • After falling through the trap floor fortress trap it now updates the quest helper to let you know that you need to survive the wave event.

Pets

  • The ledge checking code in pet summoning now allows for up to a 4 meter drop. This is to correct an issue where if you were standing as far as you could walk up the side of ramps in the Sewer maps it not being able to find suitable locations due to the drop down to the center.
  • Fixed an bug which was preventing skeleton pets from summoning in some cases where they should have due to a collision issue. This was not affecting zombie or golem pets.

Traps

  • A text banner is now displayed whenever you fall through a false floor trap. Players were mistaking this for a bug in some cases and then aborting the wave events after the fall.

Vendor

  • Gold is now updated in the tooltips to reflect buy and sell rates. Vendor now buys at 25% of cost (rounded up). When viewing an item that you already have it will reflect this new change.
  • You can now sell items in your inventory to the vendor for 25%. This can be done the same way as equipping an item. If the vendor window is open it will sell the item instead (inventory only).
  • Vendor now has a buyback section for sold loot. You can buy them back at the cost you sold them. The vendor will cleanup the buy back inventory when you leave and zone back in keeping a maximum of 28 items and removing any bought back inventory.
  • Vendor now has a total of 4 sections. 3 filters for weapons, armor, and “consumables” and the 4th is for the buyback section. There are no consumables at the moment, they will be added soon. Rings should show up in the armor section along with shields.

User Interface

  • Added a button on the Escape/System Menu which toggles the Character Sheet and Inventory. These can still be toggled using the hotkeys or buttons in the same way as before, as well.
  • The buff/debuff buttons are 50% larger than before and are using a wrap box so they can show more than 1 row if needed.
  • Buff/Debuffs are now on a change update so they should update a bit more smoothly (they were on a 1 second timer before). This is important for shorter buff/debuffs mostly.
  • Buff Tooltip now uses the same border as the other tooltips. It also shrinks in size to match the size of the text.
  • Buff/Debuff icons that have a short duration now display the time left in seconds.
  • Adjusted the expiration timers for buffs to check more often so the time left (rather good or bad) should be a bit more accurate.
  • Fixed an issue where after you would cycle once through the weapons online they would no longer show up in the ability bar.
  • Fixed an issue online with shields not properly replicating their data to the client and thus not updating the UI properly.
  • Fixed a small issue with a shield when first starting the game not clearing out the ability icons.
  • Started implementing Ability Tip Information. It is still a WIP and is not 100% complete.

v1.17 Patch: Online VR Fixes

The 17th patch is another short bug fix patch. We fixed 2 npcs doing more damage than they should (Darkwater Guardians and Werewolf Alphas). Along with the damage issue we made some adjustments to online play to fix a few issues with VR players and disconnecting booting out the host. Finally, an adjustment to pets was added to make sure they wouldn’t spawn through a wall of off a ledge along with some combat adjustments to the existing pets to make them more useful.

Miscellaneous

  • Removed some leftover debug output that was no longer needed from some NPC special abilities.

NPCs

  • Darkwater Guardians no longer do super damage.
  • Fixed a bug which was causing Werewolf Alphas to deal more damage than intended with their right paw.

Pets

  • Summoning pets now goes through a series of checks to help ensure that pets can not be summoned on the wrong side of a wall or off a ledge. It now checks up to four different locations and if it can still not find a suitable location it will displays a message indicating that it could not find a suitable location. That should never happen but it gives the message just in case.
  • Improved pets as combatants. They still follow the same basic design where Skeletons have the least defensive capabilities but moderate damage, golems have the best tanking capabilities, but the lowest damage, and zombies are balanced in between the two. They have all received bonuses though in line with those roles. For example, golem pets received a small damage increase, and a significant hit point boost.

Online

  • When Exit Dungeon is used and you are hosting other players they will not be properly disconnected before you disconnect. This should clean up a few issues finding servers when playing together.
  • Exit Dungeon now sends banner messages. Normally it just mentions it will take about 3 seconds, but it will also display a banner message now if you get booted due to the host leaving.
  • Quit Game when hosting will now boot other players off first to make sure they disconnect cleanly before you close the game down.
  • Fixed an issue when playing online in VR leaving the dungeon via Exit Dungeon would boot the host instead.