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.

v1.14 Patch Notes: New Ability VR Options

For our 14th patch we are introducing a new option for abilities in VR. For those who would rather not use gestures now have a new option. If you hold down the trigger in either hand and push the D-Pad on the Vive for ability 1, Left for 2, and Right for 3. On the Touch you push the analog stick in the same direction while holding the trigger. There is also an option to disable gestures if you would rather not deal with them. By default both systems work and you can use either. A new ability tip was also added to the tutorial to make reference to this new change. Also new to make things easier if you have the movement mode set manually in the VR options you can now use the button you use to switch the mode to pick up items.

In addition to the new control changes we introduced a few other smaller changes. A handful of audio changes added to add more ambience, new axe models were added for the Silvered and Hard-steel axe, new magical variants of symbols, shields, and lightning staves, fixed an issue with the container in the tavern taking items you double clicked on, fixed a follow bug on the skeleton pet, introduced a handful of new settings including gamma and vsync options, added the name of the weapon in your hand when the ability helper information is up, and a few other things listed below in the full patch notes.

Abilities

  • In VR Mode there is now an alternative method for activating abilities. Instead of using gestures you can hold the trigger button and on the Vive Press the Up, Left, or Right buttons on the d-pad (for ability 1, 2, and 3 respectively). On the Touch you hold the trigger down and press towards Up, Left, and Right on the analog stick.
  • Due to the new changes in VR abilities the trigger attacks (mostly for magical weapons) now fire when the trigger is released, before it was when it was pressed.

Audio

  • Introduced new Audio Triggers which can play specific sounds when a player reaches certain locations. They will only play the first time a player reaches that location and in co-ops they will only play the first time anyone reaches those spots.
  • Added Audio Triggers to most of the dungeons, generally near the boss spawners or dangerous trap areas.
  • Added a short ominous track which will play after a rockslide.
  • Added a stinger that plays when the Crypt7 wave event begins.
  • Added burning sounds to the furnaces in the Fortress4 layout.
  • Added ambient audio to some of the Sewer and Fortress based layouts.
  • Added environment sounds for sewer waterfalls.

Graphics

  • Added new Axe models.
  • Changed the appearance of Symbols when dropped on the ground.

Items

  • Higher end Focus Stones have been added. These items can be held in the off hand to increase the damage of magic items in your primary hand.
  • Silvered Axe and Hardsteel Axe now have different weapon models.
  • Focus Stones now appear inside bags when dropped rather than as a sphere.
  • Added new magical variations of Symbols, Shields, and Lightning Staves.
  • Fixed a bug which was resulted in the Dwarven Axe not being equipped properly.
  • Fixed an issue with items would be sent to storage if you didn’t close the window using the close button on the storage window.

Levels

  • The Crypt7 wave event now spawns additional minion waves and the boss spawns a bit more quickly in the event.
  • The wave event in the false floor fortress dungeon is now spawning waves more quickly.
  • Fixed a section in the Sewer7 layout where you could see past the end of the dungeon from long range at one point due to a corner piece culling earlier than it should have been.
  • Tutorial now has an ability tip section right after the traps.

Miscellaneous

  • Provided the Switch on Controller option is not set on motion controllers, you can now grab items using the Grip/B/Y buttons that you normally would switch movement modes using. This allows users who are dual wielding staves to easily grab consumables without emptying their hands.
  • Optimized some of the materials used in the game, providing small performance improvements.

Pets

  • Skeletal pets should do a better job of following their masters after an encounter ends.

User Interface

  • Added an option to disable gestures in the Options Menu. They are enabled by default, but if you wish not to use them and use the new trigger method only you can shut them off now.
  • VR options in the Interface Tab in the Options window are now in a new panel that is accessible by clicking on the VR tab. This includes the new gesture toggle checkbox and the existing movement toggles along with the VR distance dropdown.
  • Added a gamma (brightness) slider to the video options. It will allow you to make the game bright or darker if desired.
  • Added a Vsync checkbox to the video settings. It was enabled by default before and will continue to be.
  • Switching to a controller will now repush the ability helper displaying controller input for abilities.
  • The ability helper will now display the name of the item at the top before it lists the abilities.
  • Fixed an issue where closing down the inventory window manually in VR when the equipment window as open would remove the VR UI interaction. This has been fixed where it requires the inventory/equipment/storage windows to all be closed like it does in nonVR.
  • Increased the size of the tip window and the size of the font in the tutorial when playing in VR to make it a bit easier to read.
  • Added tooltips when hovering over an ability icon in VR.

v1.13 Patch Notes: Character Selection

Our 13th patch since Early Access started introduces character selection into the mix. Instead of starting in the tavern you will now start at a character selection zone. Your existing character will be in the middle slot, but there are 3 total slots if you wish to play another character. There are also 2 difficulty options available: Easy and Medium. Easy will decrease NPC damage by 25%. We will be making more adjustments to difficulty in the next few patches and introducing harder difficulties as well.

Along with the major change, we introduced two new creatures: Mummies and “Cave Beast”. Mummies will show up in mid to high level crypts and the “Cave Beast” in low-mid level dungeons.

Outside of the new content we introduced a handful of UI changes including pets showing up on the map, toggling the map saves now, camera lag options, dragging fix for VR UI interaction, dropdown for VR distance, and a new menu to change the difficulty. We also introduced a few new sounds for levers and doors, and fixed a few data issues with spawned weapons (you will have empty hands to start as a result, please switch back to your weapons).

Finally, we did adjust difficulty up in the first few levels. The difficulty does spike a bit around level 7 or 8 and we will continue to make a few adjustments. The new harder difficulties coming in future patches will also provide more of a challenge if you are finding it too easy.

Audio

  • Levers now play a sound effect when they are pulled.
  • Doors now creak when opened.

Items

  • Adjusted how the data is stored on spawned weapons. This fixes an issue or two with rare items that might not of had their stats applied properly. If you saved before this patch you will start with no weapons in your hands due to this change, but it should save properly afterwards. The weapons are still fine in your equipment, you will just need to switch to them in your left and right hands.

Levels

  • Added new lower level cave configurations.

Miscellaneous

  • There is now a character selection area when you start the game. If you have played before your character will be in the center spot. There are 2 other spots for a total of 3 saves. You can copy and delete saves from the interface.
  • There is now an Easy and Normal Difficulty. Saves pre-patch should be Normal Difficulty. You can change the difficulty from the System Menu. Right now it only adjusts the damage npcs do, but we will be adding more after the patch and adding higher difficulty options past Normal.

NPCs

  • Mummies have been spotted roaming around the mid to high level crypts. This new NPC type features a rotting attack and a mid-range Bandage Whip attack.
  • Introduced a new large type of Cave Beast which is available as a boss in lower-mid level dungeons and features an armor reducing smash attack.
  • Increased the duration of Ghoul Paralysis.
  • Increased the hit points of Large spiders by roughly 15%.
  • The hit points and left hand damage of Goblins has been increased.
  • Increased the hit points of some forms of Ratlings.
  • Bat hit points have been increased.
  • Increased Burrower hit points by 10-25%.
  • Low level skeletons have received a 15-20% hit point boost.
  • Shrooms received a small 5-10% hit point increase.

Pets

  • Sped up the skeleton and zombie pet follow speed.
  • Pets now ignore camera collision as they are often behind you and can cause the camera to snap past them.

User Interface

  • Added a new Camera Lag slider to the video options. This slider allows non-VR players to increase or decrease camera lag. Sliding it to 0 will disable camera lag.
  • Pets now show up on the minimap.
  • Map toggle is now saved in the settings. It is enabled by default in both VR and nonVR now.
  • Toggling off the map in both VR and nonVR will now move the quest text up to where the map was.
  • Sliders in the options in VR mode now will work properly when you click or drag.
  • VR UI Distance was changed to a dropdown as the window moving and a slider was not a good combination.
  • Moving the VR pointer away from an icon will now clear the tooltip. Before it would if it hit an empty icon, but would stay up if you hit for example the top of the window or an empty space.
  • When you navigate the System/Escape Menu with a gamepad you can now scroll from the bottom back to the top again by pressing downward. This was previously only working in the other direction.
  • There is now a button to Change Difficulty in the System Menu. For the time being you can change it at will. In the future you will only be able to adjust it downward.

 

v1.12 Patch Notes: Voice Chat

The latest patch includes a few combat fixes, voice chat for online play, some minor UI adjustments, and some adjustments to gamepad buttons in combat.

The combat adjustments are somewhat minor, but random damage was clamped, magical bonuses are now being properly applied, staves doing consistent melee damage (mostly in VR), and symbols now add an additional 25% damage to undead if attacking with a melee weapon.

The buttons used by the gamepad also got switched around in this patch. Ability 3 was originally mapped to B and ability 1 to X. This was right to left and not the easiest to process, so it was switched to X being ability 1, Y being ability 2, and B being ability 3.

Finally, we enabled voice chat when playing online. It is enabled by default and always on. If you wish to use push to talk enable it in your Steam Voice settings.

Combat

  • Magic Bonus was being multiplied for all non physical damage to npcs. This was removed as there is now a bonus applied on attacks/spells. This should impact focus stones if you used them mostly.
  • Random damage was clamped a decent amount. It should be closer to the damage specified. Due to the way the random damage was calculated, the adjustment should yield slightly higher averages as well.

Items

  • Introduced new Rings of Reflection. These high end rings are only available on level 21+ dungeons. They will reflect a portion of incoming damage back to the attacker when worn.
  • Adjusted the melee damage routines resulting in staves now doing half their listed damage. Some staves were doing more, others less before.
  • All melee damage is now increased by 25% if you hit an undead creature with a Symbol in your other hand.
  • Abilities and magical attacks should now properly check damage bonus effects.
  • Focus Stone had 2 magical bonuses applied, this was fixed to only use the one displayed in the tooltip.
  • Focus Stone will now clear out the ability list and ability bar when switched to.

Miscellaneous

  • Enabled voice chat when playing with playing online via Steam. Due to the lack of buttons in VR voice is enabled all the time (no push to talk), if you wish to use push to talk enable it via the Steam Voice Settings.
  • After modifying the difficulty level of a dungeon through the Tavern Keeper it will now display the current modifier such as +2 or -1 in a text banner. This combined with your Character level determines the level of NPCs in generated dungeons.

User Interface

  • Ability use on the gamepad has been reversed. Holding down the trigger and using X will now trigger ability 1 and B will trigger ability 3 as it is more logical for it to go left to right. The helper and display information has been updated to reflect this change.
  • Empty ability slots are now invisible on the cooldown/action bar.
  • Tooltip for a magical ability now displays its magic cost.
  • Tooltip for magical staves now display their magic cost.
  • Fixed Staff of the Hurricane and Staff Of The Wind as they were missing their abilities.

v1.11 Patch Notes

The latest patch includes a variety of interface tweaks introducing a new ability bar for cooldowns, adjustments to how abilities are chosen, completion of the backend changes moving all abilities over to a new more robust backend, and a significant fix that was causing a lot of attacks to miss in nonVR.

This patch introduces a new ability bar that will show up at the bottom of the screen for both VR and nonVR players. Each ability has a new icon and a progress Bar showing how long the cooldown is on each ability. To go along with that, the ability selection code has been modified to work more like a standard game where by default it will not cycle abilities or regular attacks. It will now only do regular attacks if you use the mouse buttons or X/A and if you choose ability 1, it will only fire ability 1. There are options now to change it back if you wish, but the default is now the more traditional approach.

To go along with the interface options you can toggle off the new ability bar, use Tab or push the left analog stick to get the ability tip display to display for 2 seconds, and now there is an option to leave it up at all times as well. We also introduced options to change movement modes only in the options instead of on the motion controllers if you so choose.

We also plugged a few issues in some animations that was causing a wide variety of attacks to not land properly in nonVR mode. You should find your attacks land on a much more consistent basis after this patch. There were a handful of fixes with DoTs, an issue with the global cooldown, and the new trigger heal on the symbols which should improve things as well.

Finally, while only a few change came from the ability backend overhaul, there will be more to come in the future as it makes it faster to add new abilities, effects, and add additional options to existing ones. We will be introducing more to the tooltips as well in the next patch or two for abilities as it only displays the weapon it is on, the name, and the cooldown time right now.

Animations

  • Improved player animation blending.
  • Ratlings received an animation blending pass.
  • Improved Lizardman hit reactions and animation blending.
  • Tweaked Werewolf animation blends.

Combat

  • Bleeds from abilities on swords and daggers will now scale with the weapon damage making them more effective.
  • Holy wrath now scales with damage so higher level swords or holy swords will do more damage to undead.
  • Cleanse (Holy Sword) now has a Heal Over Time effect when used.
  • Fixed some negative effects and DOTs on swords, daggers, and axes that were being applied to the player instead of the enemy.
  • Fixed a handful of melee animations that were triggering collision to late and would rarely hit anything as a result.

Graphics

  • Improved LOD on numerous props used in Crypt and Fortress maps.
  • Added new ability particles.
  • Optimized the blue magic light particles.

Items

  • Symbols now have a trigger use called Restore. It will restore your health a little less than Heal and is only effective on yourself.
  • Healing Smashes on Maces now have a Leech effect that requires making contact to heal.
  • Added new rare magic armor.
  • Adjusted the hit boxes of daggers, maces, and warhammers.
  • Fixed an issue which had the icons for Inspiring Smash reversed on Gamepad and Keyboard/Mouse.

Levels

  • Added a new Fortress based layout.
  • Gave an optimization pass to all Crypt and Fortress based layouts, lighting has also been rebuilt on each of them.

Miscellaneous

  • The non-VR camera lag speeds have been increased, and the collision orientation has been raised slightly.
  • Work on integrating all abilities and weapons to a new system has been completed. There are no differences yet, but it will allow us to add more abilities, weapons, work with the information for both, and expand existing abilities in a much easier way now.
  • Global Cooldowns were stacking accidently causing it to sometimes push past one second. This was fixed and Global Cooldown was adjusted to .5 seconds (from .4).

NPCs

  • Ratlings will now give players a little more space, crowding you less.

User Interface

  • Attacking and Ability Usage has been adjusted to a more standard usage. By default now using the mouse or X or A on the gamepad will now do a regular attack. Pushing 1-6 (or combinations on a gamepad) will do the ability specified. If you wish to enable the way it was previously done there are 2 checkboxes in the Interface Options. Ability Switch Mode will pick an ability if the one you chose is on cooldown, and Auto Ability Melee Mode will choose an ability not on cooldown instead of doing a normal attack.
  • There is now an ability bar at the bottom of the screen. It has some very basic information right now, more will be added in the next few patches. It will also show a progress bar indicating the cooldown time for the ability. You can disable this ability bar through the Interface tab in the Options Window. Please note, you cannot drag anything to or from this bar right now, it is for display purposes only.
  • You can now press Tab or the Left Thumb Stick to have the ability names show back up. It will last 2 seconds (or longer if you hold it down or tap it every second).
  • There is a new option in the Interface Options which allows you to always display the weapon ability buttons on screen, rather than having them disappear after a time.
  • Added options in the Interface options to be able to hard code your movement type for each motion controller. It defaults to Switch With Controller which is the setting that it had previously, allowing you to switch modes on the fly. It also allows you to hard code a mode for each controller though and for those to never switch unless you change it again in the UI Options. This could be used for example if you have problems with accidentally pressing movement modifiers.
  • Healing will now show floating text above players.
  • Fixed a bug which would move items to a container slot when double clicked if one was nearby even though the container had already been closed.
  • The controller help display had the wrong trigger button display for the Right Hand Abilities (should of been RT, not LT). This is now fixed.
  • Added icons for the abilities, they now show up in the ability bar at the bottom.
  • Fixed an issue when first starting in VR and ability tips were not showing up.