Monthly Archives: July 2017

40% Off This Week

From now until August 7th you will be able to purchase Prevent the Fall at a 40% discount on Steam.

http://store.steampowered.com/app/595090/Prevent_The_Fall/

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.

v1.16 Patch: Weapon Switching Fix

This is a short patch to fix an issue with weapon switching breaking with the Protector Symbol. It also fixed a few issues including a navigation issue in sewerwave1.

A status effect bar was added, but it is still being worked on.

Items

  • Fixed a bug in the Protector’s Symbol which was breaking left hand weapon switching when it was equipped.

Levels

  • Improved lighting and shadows in the Sewerwave1 layout.
  • Reduced the chance of NPCs falling off ledges in the Dwarf2 layout.
  • Corrected an issue with the navigation mess in the Sewerwave1 layout.

User Interface

  • Added a status effects bar underneath to your character status panel. This will display any active buffs or debuffs on your character.

v1.15 Patch: Vendors & Lockpicking

Our 15th patch of Early access introduces a few new features and adjustments to combat in VR to make it more difficult. Starting with the new features the 2 major additions to this patch are locked chests and a new vendor NPC.

You will find a few of the chests in the dungeons are now locked. You will be presented with a mini-game to push pins to unlock the chests. You need to line them all up roughly at the center of the pins to get the chest to open. It does get progressively harder in later dungeons. There currently is no time limit or “expendable” items right now such as lockpicks, but those could be introduced in later patches.

We also introduced a new vendor “Johnny” to the tavern. He currently only sells items, but he will be buying back your junk and selling consumable items in future patches. He will only try to sell you stuff you are missing or is better than what you have equipped or in your inventory. You can drag items from his inventory to purchase or double click/right click using a mouse, Press A using a gamepad, or single click (or drag) using motion controls to purchase an item. His inventory is updated each time you return to the tavern and is based on your level, much like the dungeon loot is.

Along with these 2 additions we made some adjustments to VR combat. We had an energy system that would burn down if you attacked to fast, but most of the time you could abuse that fairly easily to attack rapidly and run away and recharge. The system has been revamped to massively cut down on damage if your attacks are more than half a second apart (for each hand). It will start at 25% damage (100 to 25 damage), then is reduced by half each time (12.5%, 6.25%, etc). Each time it also resets the timer so if you don’t time your attacks you will do less damage overall. If you continue to attack rapidly it will drain your energy as well, but not as quick as before. We also tweaked the regen timers as you regenerated more easily in VR, it should be much harder to regenerate while in combat now and the time to regenerate increased from 3 seconds to 4 or 6 depending on difficulty.

Finally, we had a handful of smaller changes. A few adjustments to abilities adding new particles and sounds where there were not some before. New conjuration and affliction staff options between levels 8-14, a new high end flaming sword and mithril armor for higher level dungeons, adjusting difficulty on quests now shows the level instead of + or – the level, and a handful of other changes document below.

Audio

  • Added new sound effects for the Fire Strike, Restore Pet, Summon Undead, Summon Elemental, and Arcane Barrier spells.
  • The Roots spell has had its sound effect altered.
  • Added a second sound that is played immediately when the Lightning Barrier spell is used as the delay before the on tick sound was noticeable.
  • Added an on cast sound to the Fear spell. It was previously only playing sounds on land.
  • Added a second on cast sound to the Cyclone ability, in addition to its longer duration sound of the cyclone itself.

Combat

  • In VR there is a new check for melee weapons to greatly reduce damage if you land a strike more often than half a second. Each strike landed after that will reduce it even further and reset the timer. This should make it more beneficial to time your strikes instead of just wiggling or shaking your arms all around.
  • Regeneration rates have been adjusted based on difficulty. Both of the wait times have increased (4 for easy, 6 for normal) from 3 seconds and the restore per tick has stayed the same for normal, and is slightly faster in easy.
  • Regeneration pauses were added in VR for ability and trigger usage along with when a weapon strike lands (either a hit or a block/parry). It works similar in nonVR, but was missing from VR.

Graphics

  • Added some simple particle effects which will be played any time a melee special ability is used to make it easier for players to notice the activation of abilities that didn’t have particles when using gestures and for aesthetic purposes.
  • Added new props for use in the Tavern.
  • Improved dragon breath effects.

 

Items

  • Introduced new magical variations of Conjuration and Affliction staves to fill in the gaps at levels 8 and 14. These have magical bonuses over the standard versions, and more importantly summon higher level pets.
  • A new high end version of the Flaming Sword is now available as a drop but only from level 21-25 adventures, meaning you must increase the difficulty of a dungeon to have a chance at them.
  • Introduced a new magical variation of Mithril Armor which grants what is currently the higher armor level in the game. It is only available on level 20-25 adventures.
  • Added a new level 18 sword featuring a lit weapon particle with disease clouds emitting from it.
  • Added new lower level weapon variations.
  • Increased the magical properties of the Arcane Staff of Power and Mithril Helm of Constitution.
  • Renamed the Uncommon Wood Shield to Reinforced Wood Shield as it had the same name as the Common one.

Levels

  • Sprinkled locked chests into numerous dungeon layouts. In some cases these replaced one of the existing chests (typically the easier to obtain one) and in others they are new additions.
  • The Tavern now features a Merchant and additional props related to him.
  • Covered up a visible seam in the Cave1 layout.
  • You can now complete scouting missions in the Fortress3 map.
  • Fixed a collision issue with the doors on the Dwarven maps which allowed players to glitch through them and reach outside of the world.
  • Fixed an issue with the chests in the Fortress3 layout clipping into the wall.

Miscellaneous

  • We have introduced Locked Chests. These chests will initiate a lockpicking minigame. Your goal is to line up the pins in a row to unlock the chest and to be able to loot what is inside. The difficulty of the lock is determined by the dungeon difficulty level and some random elements. You can control the lockpicking minigame using WASD, the DPAD or the Thumbstick/Trackpad. You can exit the minigame by pressing backspace, escape, motion controller shoulder or grip buttons, or the b button on gamepads.
  • Johnny the Merchant was added to the tavern. He currently only sells items that you might still want or need. He will buy items and start selling consumables in future patches.
  • After changing the difficulty level of a dungeon at the Tavern Keeper it will now display the current level of the change, rather than a +/- value. For example a level 20 player asking for the first rank of a difficulty boost before would display as +1, now it displays as Level 21.

NPCs

  • Fixed a bug which was causing Undead Dragon fireballs to fire sideways on occasion.

User Interface

  • Adjusted the tooltips on the storage items when in VR so they wouldn’t clip off the side of the screen.
  • Removed the old merchant options from the Tavern Keeper’s dialog since it is no longer useful with the new merchant. This should make his dialogs a little bit easier to read through.