v1.08 Patch Notes

This patch is released a bit early to fix an issue that could cause the options menu to crash the client. It also fixed an issue with using the gamepad in VR mode in the tavern. Along with these fixes we introduced some new body location based damage points for NPCs and adjusted parry and dodge attempts. There were also some difficulty adjustments put in place with more coming.

As for new features, we added a rotation option to the movement options for each hand in VR. This will allow you to rotate without fully rotating the HMD and your body. This is useful if you plan to simply sit in a chair and swivel around a small amount. This will allow you fully rotate the character while remaining somewhat stationary. The speed can be adjusted by changing the Gamepad Sensitivity in the options.

As you can still control rotation with your HMD it is recommended to do your full rotations with either the HMD or the new option, not both. The rotation is only for the “Yaw” or “Swivel” rotation, so to look up/down you will still need to do that in the headset. This should also keep it from being disorienting when used.

Combat

  • The overall difficulty has increased a bit. Please provide us feedback on how you feel about these changes as we continue to balance.
  • Damage is now adjusted based on the body location damaged. For example, head shots will deal additional damage to most NPCs. This does not affect all NPCs in the same way.
  • NPCs now have a chance to strike through parries.
  • Players should no longer be able to block attacks with the wooden portion of staves.
  • Made damage adjustments to help balance between VR and Non-VR players.
  • Made some small tweaks to the VR fast swing stamina drain whose impact had become reduced after the regeneration changes two patches ago.

Miscellaneous

  • There is now a rotational mode in the movement options. This is for chair VR play so you don’t have to fully rotate your headset/body to play and allows you to use the trackpad/thumbstick to rotate your character. For example, you could use rotational mode in your left hand and teleport or dpad movement in your right, or vice versa.
  • Gamepad Sensitivity should now work in VR mode as well.
  • Reduced stamina regeneration rate.

NPCs

  • Made small tweaks upwards to NPC difficulty to Minion, Mini-boss and Boss NPC ranks.
  • Increased Ratling Warlord difficulty.

User Interface

  • Switching movement modes will now say right or left in the banner text.
  • Switching to a gamepad in VR mode in the tavern should now work properly.
  • Updated the control displays for Touch and  Vive to include the new controls. Also added a few missing controls for holding down the side and top buttons.
  • Fixed an issue that could cause a crash when loading the options.

v1.07 Patch: VR Additions and Fixes

With a quick one day turnaround from the last patch, we put our attention largely on bug fixes today. Cleaning through much of the bug list in one swoop and making online play with multiple VR players much more improved due to multiple bug fixes. There are three noteworthy additions though in today’s build though which are targeted specifically at VR players.

The headliner of those is NPC to VR player collision. In previous versions if an NPC was performing a moving attack or a combination attack their movement could go through players who were playing in VR mode. This should no longer occur.

We had two other smaller but still important additions which came directly from player feedback. We implemented a UI Distance Slider for VR players, which allows you to set the distance at which the interface is rendered using a slider in the options. We also added a new navigation type which works for both Vive and Oculus players and is similar to the DPAD Hover movement mode except that instead of orienting you towards where your controller is facing, it orients you based on where the HMD is facing.

Audio

  • Added pain and death sounds to Orc Warlords.

Combat

  • NPCs will no longer attack through VR players. They will now collide and stop their attacks at the character.
  • Magic was not properly regenerating online for VR players (and possibly for non VR as well). This was fixed.
  • Gestures and trigger presses were not working properly online for VR players. This has been fixed.

Miscellaneous

  • Optimized a piece of code which could cause network performance issues when updating stats on VR characters.
  • Fixed a problem with stat replication on VRPawns which was not sending some stat updates properly to other players.
  • Corrected an issue which could in rare circumstances cause Gestures to not be set up properly in VR mode.
  • Corrected an issue where the hand mesh was not being displayed in VR if playing online (you often had the previous weapon instead).
  • Fixed an issue online in VR where you couldn’t interact with the right hand if it was empty or holding a non projectile weapon.

User Interface

  • We have added a new navigation type which is available for both Oculus Touch and Vive motion controllers: HMD Hover. This mode is similar to the DPAD Hover mode but using HMD orientation.
  • Added a VR UI Distance slider to the Options. This slider is used for VR players. It allows you to set how far in front of you the GUI will be rendered.
  • Increased the length of time that Ability Displays remain on the screen after switching to a weapon from 5 to 10 seconds.
  • Ability Lists will not display while you are in the tavern.
  • Fixed an issue with VR players where the interaction components were not being initialized properly when playing online resulting in the right trigger not working until the UI was opened.
  • Worked around an issue where the pointer in VR was not working well in the tavern due to a bug in the engine. The hud will be “hidden” now in the tavern if the UI is not active such as the menu or the storage chest.

v1.06 Patch: Oculus Touch Support

The v1.06 is now online and features many combat and animation related improvements, as well as Oculus Touch oriented improvements. Included among these are positional damage bonuses, shield strike through, strafe-like movements, better tuned boss encounters, enhanced regeneration rates, new rare items, and Oculus Touch key remappings and additions.

At this point Oculus Touch should now be fully supported. This build sorted out differences in the control schemes between the Touch and Vive controllers and everything seems to be working well. But please let us know if of any problems you encounter and we’ll get them fixed as soon as possible. Along with full oculus support we fixed a few mounting issues with weapons and fixed trajectory issues with projectile weapons in VR now have a uniform firing position.

Finally we resolved a few online issues when a VR player was present that was causing some UI elements to not work properly for both VR and non-VR players.

Animations

  • Adjusted the blending rates when you block with a shield to make it easier to quickly move into blocking.
  • Improved player movement animation blending.
  • Bats now tilt their winds in the direction they are circling.
  • Burrower strafing and backstepping animations have been improved.
  • Improved movement animations for all three weapon configuration types of goblins.
  • Improved Zombie attack animation blending and movement animations.
  • Shroom movement animations have been improved.
  • All forms of Orcs have seen improvements to their movement animations.
  • Wyverns now have sidestepping animations and better blending overall.
  • Improved the animation blending of skeletons.
  • Troll animations have seen significant improvements.
  • Crabs and Scorpions strafe movement has been improved.
  • Animation improvements were made to all forms of Ratling.
  • All forms of Drak have seen improvements to their strafing animations.
  • Lizardman movement animations have been improved.
  • Improved the animation blending of all forms of pets.

Combat

  • Introduced positional damage bonuses. This applies to both players and NPCs, though NPCs receive a smaller bonus.
  • NPCs now have a chance to strike through players shields, preventing a situation where players with tower shields were able to back themselves into a corner and cover up to block all incoming damage. That tactic is still relatively effective, but not completely so.

Items

  • Introduced numerous new rare item variations, targeted at characters level 10-19.
  • Tweaked numerous existing item level ranges and drop rates.
  • Staff of Fire is once again able to cast Flame Tornado.
  • Fire Strike on Fire Staves is now a thrust motion in VR. This is so you can aim it properly.
  • Install Fear on Necromancer Staves is now a thrust motion in VR.
  • Staves now all universally aim from the tip of the staff. This will be an adjustment for those who were used to a tilted aim but it does make all staves uniform and easier to use.
  • Fixing the mount points of most of the wands in VR for both hands.
  • Flame Tornado now appears in the gamepad list for left hand abilities and no longer appears twice on the right hand if using a gamepad.

Levels

  • Ranged NPCs can not hide behind the lightning barriers in the trap floor fortress map.
  • Corrected a problem with some of the wave events. The spawner stats on them got reset from a data modification to the parent and was causing mobs to either not spawn or spawn too many mobs at once in some cases.
  • Fixed a ramp that you could fall through in the Cave3 map.

Miscellaneous

  • Oculus Touch controllers are now be fully supported.
  • When holding the face camera button (middle mouse or caps lock) in non-VR mode you will now strafe and hop when strafing or backing up. This holds your shield in a different position and can be used defensively.
  • When Oculus Touch users cycle between movement modes it will now only cycle Teleport, Navigate, and Hover movement modes since the press interaction movement does not work properly with the Oculus analog thumbsticks.
  • Regeneration now kicks in after 3 seconds of inactivity rather than 5.
  • Regeneration speeds have been halved.

NPCs

  • Decreased the health and damage bonus of bosses and mini-bosses somewhat as they were a little too difficult at higher levels.
  • Increased the AoE radius of Black Dragon breath attacks.

User Interface

  • VR Navigation for motion controllers is now saved to your settings so you don’t have to switch back to it every time you switch zones.
  • There is now a Return to Game button in the System Menu. It just closes the menu.
  • Oculus Touch controls have been adjusted. The weapon switching is now on the bottom triggers and movement mode switching is now on B and Y.
  • A and X on Oculus Touch will now open the System Menu.
  • The invert mouse option also now inverts gamepad look up.
  • The left and right trigger buttons on gamepads will now double as a special toggle and a strafe movement button.
  • Added a Show Controls option to the in-game menu. This option will display a list of controls based on the controller type you are currently using. There are separate displays for Mouse/Keyboard, Gamepad, Vive Motion Controllers, and the Oculus Touch.
  • Moved the VR interface a little further away from the player. We will likely move this to a slider for user customization in the future.
  • Fixed a problem which could have set players into a state where they couldn’t close the Options window in non-VR mode if they were using a gamepad due to popping up the ingame menu and then when you closed it losing focus on the options window. Pressing select while options is open will now close the option window.
  • Fixed a few issues with some UI not working properly online when a VR player was playing (either mixed or with other VR players). This included the status bar, ability tips, and banner text.
  • Quest helper was not working properly in timed VR mode. This has been fixed.

v1.05 Patch Notes

The next patch brings a variety of combat fixes and adjustments improving blocking and squashing a few more combat related bugs in VR. A new crypt dungeon is also being introduced that features many traps and culminates in a wave event.

Not included in the build notes is the time spent on the new tutorial zone. We hope to have it introduced during the week as work is almost finished. Along with the new tutorial zone we should see more VR bug fixes including a few lingering online issues along with some Oculus Touch adjustments to bring it to fully supported.

Combat

  • VR gamepads now have a damage bonus to better balance them with motion controllers.
  • VR Characters can be hit with projectile attacks once more. This was bugged.
  • Shield blocking is now effective against melee attackers when using a motion controller.
  • Some types of projectiles can now be blocked.
  • Energy will no longer be consumed when you block with your shield using a motion controller.
  • You can now parry more effectively with off hand weapons when in VR.
  • Fixed a bug which allowed motion controller players to deal damage multiple times per swing to the same opponent.


Graphics

  • It will no longer display multiple particles on a single swing vs. a single target when in VR mode. This corrects an issue where you could get numerous sparks while parrying and which could degrade performance.
  • Improved lighting on some treasure chests.
  • Improved Dust and Bone impact effects.
  • Optimized some of the cave set pieces by adding or improving Level of Detail.


Items

  • It should now be easier to strike very nearby enemies in non-VR mode.

 

Levels

  • Introduced a new crypt based layout which features many traps and culminates in a wave event.
  • Mobs in the Cave theme layouts should spawn a bit more quickly, they had a delay which allowed players to get pretty close before they were spawning.
  • Tweaked spawn rates in the cave wave event.
  • Optimized the Cave Wave dungeon.
  • Fixed an issue which was preventing the rockslide from blocking off the rear portion of the map in the cave wave event.


Miscellaneous

  • Small optimizations to VR characters.
  • Fixed a potential bug with GUIs zeroing out values in multiplayer in some cases.

 

NPCs

  • Shrooms now attack from further away.

 

User Interface

  • Fixed an issue where if using a gamepad and you picked up a dropped item a tooltip would show up.

v1.04 Patch Notes

While the first three patches of Early Access were almost entirely responsive to player feedback, this patch is a mixture of that and some new features.

The largest of which is a new NPC scaling system which can increase NPC stats based on the dungeon level the role of that NPC in the dungeon. For example, in some higher level themed dungeons the standard mobs were previously several levels below the bosses. In the new version the standard mobs will be upscaled in levels but with lower stats than the bosses. This change will make dungeons more challenging and allow some NPCs to have a wider level range of representation than was previously the case.

The treasure system has seen similar changes, and is now adjusted based on the NPCs category, as well as the dungeon level. Coin loot has also been increased.

 

Audio

  • Added new rockslide sound effects.

Combat

  • If a player, pet, or NPC is stunned or mesmerized it will now display stars around their head to make it easier to notice.
  • If a player, pet, or NPC is hit with a movement impairment it will now display brown particles which start at the head and then swirl to the legs. This is a uniform indicator that the impairment has taken effect, and is in addition to other spell or ability specific effects.
  • Fixed a bug which was causing VR gamepad swings to miss.

Graphics

  • Created new particles to indicate status effects on players, pets,  or NPCs.
  • Added new wood splintering effects.
  • Added a new door arch type.
  • Improved level of detail of some of the cave pieces.
  • Added new particles which are used as dust after a rockslide.

Interactive Objects

  • Collectible objects can now display optional and per-object definable particle effects when destroyed or collected.
  • Barrel collectibles now display splintering particles when they are collected.
  • Introduced a new door type which can be locked by external objects. It will be used in the upcoming tutorial, but could also be reused in future dungeons.
  • Added new prop types which incrementally update the quest helper and objectives, and can unlock doors or sections of a dungeon incrementally. These are being utilized in the upcoming tutorial but could later be used in future dungeons.

Items

  • Increased the size of the collision areas of numerous weapons.

Levels

  • Introduced a new Cave based layout which culminates in a wave event forced after a rockslide blocks your exit.
  • Improved cave1 lighting.
  • Tweaked spawn rates in the fortress wave event level.
  • Fixed a spot in the cave1 map where VR teleports would fall through the floor.

Miscellaneous

  • Increased DPAD movement speed when using motion controllers.
  • Potentially fixed an issue related to interacting with potions with multiple VR players if you were a client.
  • Fixed a discrepancy in the energy calculation between VR and non-VR players.

NPCs

  • NPCs now use a new scaling system for their stats based on their difficulty and the quest level. Some NPCs this will have little effect, others it might make them harder or easier. If the NPC is now a higher or lower level than before this of course will impact them as well.
  • Treasure rewards from NPCs should now be consistent based on the difficulty. Minions will reward no treasure, Normals rarely, Tough a bit more often, Mini-bosses half the time, and bosses all the time. Gold rewards were upped as well.
  • NPCs are now able to stun players with melee attacks.
  • Mini-bosses and Bosses received a slight bump from these new changes and should be a little bit harder, but not massively.
  • NPC corpses should be easier to fire past.

v1.03 Patch Notes

We’ve released the third patch of Early Access, v1.03 is live.

NPCs and AI were once again at the forefront. We wanted to thank all of the players for their feedback and suggestions. It is extremely helpful as we refine and get everything right. NPCs should now rotate more smoothly towards players, and we’ve introduced numerous balance, range, and AI tweaks in this patch.

Melee swings which make contact with worn NPC armor will now see some of their damage absorbed by that armor. The amount absorbed varies by the armor type. We also spent some time tweaking particles, audio, and performance, and fixing bugs.

Audio

  • Fixed an issue with rolling sounds on non VR players.

Combat

  • Melee swings which contact armor on an opponent will now do reduced damage, rewarding players for aimed shots.

Graphics

  • Added a new sparkle particle effect to be used on some collectible items.
  • Optimized Dragon Fireball particles.
  • More tweaks were made to flaming sword particles.
  • Added new tanning and arch props.

Items

  • You will no longer receive stats from weapons or held items unless that item is currently being held.

Miscellaneous

  • Fixed an inconsistency in the maximum stats between VR and Non-VR modes.

NPCs

  • NPCs should rotate more smoothly before attacking if they didn’t have to move, only face toward you.
  • Undead Dragon slashing attacks now deal damage. A collision issue was preventing that in previous builds.
  • Drak Tailspin attacks now deal physical damage so they can be absorbed properly by armor.
  • Reduced Drak Tailspin damage.
  • Reduced golem size to make it easier for them to fit through spaces.
  • Golems (both Ice and Rock) received a small boost to their hit points.
  • Reduced Fairy Dragon healing effectiveness.
  • Ratling Shaman will not try to heal dead NPCs any longer.
  • Orc Warlord should perform mostly abilities that will hit you head on now, there are still a few wild ones in there to catch you off guard though. He also is slightly less defensive than before and hits a bit harder than before with both weapons.
  • Lizardman Chieftain and Darkwater Guardian now chases a bit faster than before like his LIzardman brethren.
  • Adjusted Drak AI so it shouldn’t go into odd rotations due to attacks and defense getting mixed together.
  • Ghouls are now less defensive.
  • Werewolf Pack Leader values were fixed up, looks like they got reset.
  • Darkwater Warlock like earlier caster fixes will not cast through walls.
  • Drak Shaman is slightly less defensive than before and will heal more often.
  • Troll is slightly less defensive and won’t attack as far out as before.
  • Ogre animations are now playing more cleanly.
  • Wyvern now moves a bit faster.
  • Skeletons now attack from a little further away so they crowd you less.
  • Goblin defensive jumping reduced a bit as it was causing it to get locked in odd rotational angles.
  • Increased goblin attack range.
  • Fixed a Chimera animation that wouldn’t hit you.
  • Fixed an issues where dragons would not properly rotate and couldn’t attack.
  • Fixed up some animation issues on dragons. They should look better.
  • Fixed a missing emitter for the fire breath attack on the red dragon.
  • Fixed a rotational issue with VR and npcs facing toward you properly in some rotational scenarios.

Quests

  • Collectible Tomes and Crystal Balls now have a sparkling particle to make them a little bit easier to spot.

Spells and Abilities

  • Circle of Healing can now restore health to pets, in addition to players.
  • DoTs were not applying properly on players, they will now properly tick every second until they expire.
  • Corrected a bug which was causing Holy Wrath and Holy Strike abilities to deal more damage than was intended.
  • Fixed a bug with Circle of Healing which was healing targets more than once per tick in some cases.

User Interface

  • NPCs now receive a floating text message when healed with the amount.

v1.02 Patch Notes

Another day and another patch. The v1.02 is now live. This patch focuses again on input and feedback from Early Access players.

The primary focus was on combat, including improvements the blocking system, NPC nameplates, as well as motion controller strafing and attacking. The largest changes though came to NPC AI as we refine and polish combat.

Audio

  • Increased the volume and altered the sound of shield blocking sounds to make it easier for players to realize they have blocked.

 

Combat

  • Adjusted parrying in VR gamepad mode, so that it can not eat up incoming attacks when in the idle position.
  • Fixed a bug which was preventing players from blocking or parrying attacks from mobs were not wielding weapons.

 

Graphics

  • Optimized Flaming Sword and Staff of Fire particles and reduced their brightness.
  • Reduced the brightness of Lighting Staff core particles.

 

Levels

  • Turned off collision on some objects which didn’t need it (things on top of tables, etc) in the Tavern as they were intercepting motion controller rays in some cases and causing issues selecting dialog options from certain angles.

 

Motion Controllers

  • Opening the System Menu with the left hand grip button will not toggle navigation mode any longer. If you toggle this menu it should not change navigation mode, which was happening in error. A press of the grip button will still change navigation mode, as intended.
  • You can now strafe or move around while swinging and it will not turn off weapon collisions.
  • Fixed an issue with the left hand grip button toggling the system menu even if you released the button first.

 

NPCs

  • Increased goblin attack ranges so that they crowd players less.
  • Fixed Stone Burrower Soldier, Stone Burrower Queen, Granite Crawler Worker, Granite Crawler Soldier to display the proper name.
  • Tweaked Ratling’s defensive adjustment so he was less likely to go into it mid strike.
  • Goblin Swordsman now has a Warrior’s defensive AI (some defense, more offense)
  • Ratling Warrior now has a Warrior’s defensive AI.
  • Shroom and Shroom Guardian now has a Warrior’s defensive AI (slightly more defense than before).
  • Fixed Zombie initial chase so it doesn’t go nuts after it gets in combat range.
  • AoE projectiles were not damaging players if a NPC casted it (ex: Ratling Shaman). This is fixed and now will damage you.
  • Ratling Shaman,  Ratling Witch-Doctor,Skeletal Sorcerer will now respect the walls and not spell cast through them.
  • Fixed a handful of Orc animations there were not playing properly and fixed an issue that would cause odd rotation issues.
  • Skeletal Soldier and Knight will now move around some defensively.
  • Phoenix animations should look better. Added a second beak attack animation for a bit more variety.
  • Lizardman and Lizardman Guardian has a bit more hussle in his step when running after you.
  • All Dragons should now properly rotate toward their target when moving.
  • Undead Dragon will chase a bit faster.
  • Black Dragon is using a lighter material, still black, but has visible white parts now.
  • Fixed Lich casting issues.

 

User Interface

  • Adjusted the tooltips, in particular the equipment ones that were quite a distance from the item.
  • NPCs now have colors on their nameplates corresponding to their difficulty. Minion = grey, Normal = white, Touch = Yellow, Mini-Boss = Red, Boss = Blue.
  • The Cleanse ability now displays the proper Gamepad or Motion Controller buttons when one is used.
  • It will no longer display Holy Wrath as an ability on the ability GUI unless you are holding a Symbol in your off hand. Previously Motion Controllers were displaying it when you were unable to complete the ability.

v1.01 Patch Notes

The first Early Access patch has gone live. This patch deals primarily with feedback submitted by players, and we’d like to thank the player base for all of the feedback and bug reports.

The biggest changes came to VR mode which includes changes to how motion controller damage works, so as to not reward players for slap style attacks. It also features a new locomotion mode for those using motion controllers. This mode allows you to hover on the trackpad to move rather than pressing it and was a request made by players. The system menu is now available by using the gamepad select button, or holding the grip buttons on a motion controller for a second. This allows the map to be toggled in VR mode with gamepads, and also allows easy access to exit the dungeon, exit the game, or view the options menu. The VR interface has also been moved further from the player to make it easier to view it all without shifting your gaze.

Not all changes were VR exclusive though. We modified how the spawn upscaling works in multiplayer to help prevent mobs from stacking up. Ranged AI was also improved, and dragon breath attacks are now less deadly. We also saw map improvements and bug fixes.

Combat

  • Dealing melee damage when using a motion controller will now drain energy and damage will be reduced based on your energy level. This was done to prevent an exploit where players rapidly slapped a mob back and forth with a motion controller at rates quicker than gamepad or keyboard/mouse users could swing.
  • Increased energy regeneration rate.


Interactive Objects

  • Steins will now disappear after being used by VR players. This was previously only happening when done by non-VR users.

 

Levels

  • Adjusted NPC aggro ranges and density on the Crypt4 map to prevent them from overwhelming players.
  • Improved lighting in the Sewer5 map to remove some dark spots.

 

Miscellaneous

  • Added a fifth locomotion mode for motion controllers: Hover. This mode will allow you to use the trackpad to navigate by hovering over controls rather than needing to press down in a direction.
  • Oculus Touch users can now exit the game or dungeon by holding the left system menu button down for a few seconds.
  • Reduced the amount of time you need to hold the System button on Vive controllers to exit the game by 4 seconds.

 

NPCs

  • NPC spawn upscaling, which occurs in multiplayer sessions, will now give more time in between each spawn to help prevent cases where mobs stack up on one another.
  • Goblin Slinger AI received an upgrade. He will not hunt you down and hurl rocks at you if you hide.
  • Skeleton Archer AI received an upgrade. It is fully sentinel and will only fire when it has line of sight.
  • Dragon and Fairy Dragon breath attacks can now damage pets.
  • Dragon and Fairy Dragon breath attacks are now significantly less lethal. This was due to a bug which was causing them to make contact more times than was intended.

 

User Interface

  • VR players in multiplayer will now use a similar health bar, player name, and floating text display as nonVR players do.
  • The HUD in VR has been moved slightly further away from the player to make everything more visible on the screen without shifting your gaze.
  • Holding the Grip buttons with a Motion Controller no longer toggles the in-game map, it instead now toggles the System/Escape menu. That menu allows you to toggle the map, and also to access options or to exit the dungeon or game.
  • There is now a Map Toggle button on the System/Escape menu.

Prevent the Fall Hits Early Access

We are happy to announce that the 1.0 patch has gone live, and more importantly Prevent the Fall has entered into Early Access on Steam. It will be on a 15% discount for the first week. We wanted to take a minute to give players an idea of what to expect from the initial Early Access phase.

The major features are all in place, and you can rise to level 20. The game features optional virtual reality support, but it is not required. It can be played with gamepad, vive motion controllers, or keyboard and mouse. Oculus Touch will be officially supported in the future, but Oculus users can currently participate using gamepads.  

The Action RPG gameplay revolves around generated quests with a mixture of generated and static dungeon elements. You can play entirely in single player, or can host or join multiplayer co-op sessions. Co-op sessions can mix and match VR and non-VR players.

We expect the game to move out of Early Access by the end of the year, and you can expect continued improvements throughout.

Audio

  • Added grunt and tumble sounds to dives and rolls.
  • Necro projectile sounds are no longer louder than other sounds.
  • Fixed the deafening heartbeat sound if you died via a trap.

Combat

  • Gamepads will now work like keyboard/mouse when attacking and not finding a target (will face toward the camera). It was not doing this and made it hard to aim with ranged weapons.

Items

  • Loot from chests and creatures will now check your inventory to avoid giving out equipment you do not need.
  • Rings will now be offered as loot/rewards.
  • It is now possible to reward highly rare items by chance.
  • Introduced new magical item variations.
  • Leather armor and Chain Coif are now available a bit earlier as a reward. They are also available for a bit longer if you happen to miss them early.
  • Coin rewards from completing missions and treasures were increased significantly.
  • Required experience for each level was increased by 1.5 times.
  • Experience now gets reduced if the creature is 2 levels or more lower than you and mission exp rewards also get reduced in a similar fashion.
  • Staff of Dust is now included as a starting item giving players a ranged, melee, and shield from the beginning.
  • Leather Armor and Cured Leather Armor now use different icons.

Levels

  • Added a new Sewer layout.
  • Reduced how quickly minion waves spawn in the trap floor wave event.
  • Fixed an issue with the pit trap on the dwarf2 map not registering.

Miscellaneous

  • Increased mana regeneration rate.
  • The left system button on Oculus Touch controllers can now be pressed a second time to close inventory.
  • Lowered the boss achievement counts to roughly half the mission success counts.
  • Added an achievement for finishing your first mission.
  • Turned on vsync by default for non VR mode. There will be a setting added to options to toggle this on/off soon.
  • Using the B button will now work with containers and dropped items along with pushing the right stick.
  • Slightly increased VR walking speeds.
  • Fixed an issue which was preventing the camera from fading in if you were hosting a multiplayer game in VR mode.

NPCs

  • Attack AI now has an option to go into a switched defense state less often, if desired.
  • Eliminated a bug in the loot code which was causing NPCs who were meant to have no chance at loot to always drop it.
  • Fixed a bug which was preventing Rock Golems from attacking.
  • Fixed some NPC errors caused by trying to execute animations before the behavior trees were set up.
  • Fixed an issue where NPCs would constantly go in/out of logic when you died making some NPCs look like they were jumping/strafing everywhere.

Quests

  • Interacting with empty containers in collection quests will now remove the container to make it easier to track what you have already searched.

User Interface

  • VR Motion Controller UI interactions now feature a new laser pointer to make it easier to direct your UI navigation. This is only visible when in the tavern or when interacting with a UI.
  • Pressing Shift+Enter will now bring up a command interface. You can enter console commands on it.
  • Added the chat command. It will send a banner message to everyone in the zone with you if playing online. You can also use ; instead of chat if using the new console window listed above.
  • Items with effects will now show the effect in their tooltip (example: rings, rare weapons).
  • Equipment with a level set will now show the level in the tooltip.
  • Gold banner messages now display how much. They also should be negative if the value was negative (such as purchasing an item).
  • Clamped gold to 999,999,999
  • Added a tip window. Currently it is being used to show gamepad buttons used in the inventory system, but will be expanded in the future with more information.
  • Adjusted the ability button sizes so they were not stretched.
  • Symbol when using a gamepad should show the right buttons for Heal now.
  • NPCs now display their name above their health bar.
  • Pressing the Start button on the gamepads will now close the inventory if it was already open.
  • You can now use CTRL-L to print out the level name and your current location. This is to make it easier to report bugs or issues on specific levels.
  • Fixed an issue where player markers on the minimap would not disappear after the player exited.
  • Fixed an issue with opening the inventory with a gamepad where it would close it down quickly if you held the button down.
  • Fixed tooltips so they will update when something happens to the slot you were hovering over or using as a gamepad.
  • Fixed the manual tooltip not showing up on containers.
  • Changed Leather Armor icon so it didn’t match Cured Leather Armor.

0.7 Patch Notes

The Steam beta build has been updated to v0.7. It includes high end items, cloud saves, save game backups, ragdoll NPC deaths, improved pets, friends only servers, and much more.

This will be one of our final beta patches before the game moves into Early Access next week.

Audio

  • New spell sounds have been added.

 

Graphics

  • Added new fire and lightning staff particle effects.
  • Added color variations to some of the item upgrade icons.
  • Improved Level of Detail of some of the fortress and crypt models.
  • Interactive objects now have a highlight outline on them to make it easier to tell them apart from room props.

 

Items

  • Added many new rings, armor pieces, and magical weapons.
  • Fire Staves have a new Blowback attack which will knock nearby targets backwards and deal some damage. This effect centers around the caster.
  • Lightning Staves have a new Jolt spell. This short range PBAoE deals damage and also stuns targets.
  • Added a sweeping animation to the Axe based Cleave attack.
  • There is now equipment which is only rewarded at level 21+ difficulty levels.
  • All abilities on magic items will now consume magic.
  • Interactive potions will now restore both health and magic.
  • Interactive items will now only work if they are in front of you.
  • Fixed a bug which caused Lightning Strike to deal damage multiple times to each target.
  • Fixed Firestrike and Fear projectiles so they will shoot properly in all cases.

 

Levels

  • Introduced a new Crypt based dungeon layout.
  • Interactive objects properly replicate now and will be removed for other players.
  • Improved lighting and performance in the tavern.
  • Fixed a collision issue with the back wall of the tavern which allowed players to pass through it.

 

Miscellaneous

  • Enabled Steam Cloud Saves.
  • There is now a backup folder for saves. It will store 5 copies of the player and storage saves. Each is followed by a number and the number is incremented each time you launch the game.
  • Added ptfcommand wipe command. Can be used to wipe player or storage. Both will be reset upon restarting the client. You need to be in the zone with the storage for it to work (the tavern).
  • Adjusted the camera’s collision setup. It will now only do collision checks to the character if the camera is colliding with something. This will help in some cases if something moves in front of the camera and causes it to retract to the character as a result. It can still happen, but it should be a bit better.
  • Your game is now saved 2 seconds after you finish switching weapons.
  • Upgraded to Unreal Engine 4.15.3.
  • Modified some code which we believe may have been causing Oculus headsets to crash.
  • Fixed a multiplayer crash issue.

 

NPCs

  • NPCs now have an option to use ragdoll physics on death.
  • Flying creatures now will properly flag on death and update for quests.
  • Creatures will stay put on death now. This mostly was an issue when playing online.
  • Creatures with loot will now check if you already own the item the same way treasure chests do.
  • Fixed a bug which was causing crabs to hit players multiple times when they did the disabling Claw attack.

 

Pets

  • Pets will now do a much better job of following players around. Nearby monsters will override this and put them into combat mode. But after the battle they will follow again.
  • Fixed a bug which was preventing pets and NPCs from attacking one another directly.

 

Quests

  • When hosting an online session you are now given the option of whether it should be public or private. Private servers will only be available to your friends, where public servers are available to everyone. The server browser has been updated to list your friends servers first in the list.
  • Mission objectives now will show up when a player initially connects to an existing session.

 

User Interface

  • The ability display GUI will now appear as soon as the player logs into the world. It previously only appeared after switching weapons. This is geared towards new players.
  • Status Bar for other online players will now show up. It shows health and level.
  • Server Browser will now search sessions of Friends first and return them at the top of the list.
  • Anchored the Ability UI so it will work better in different resolution ratios.
  • The ability UI help text is now scaled if it is larger than the area so it will not clip.
  • Replaced a handful of duplicate icons with new color shifted icons as placeholders.
  • Server Browser Window was re-skinned to match rest of UI.
  • Fixed a bug which was disabling quest interaction if you opened the Options Menu in the Tavern with a motion controller active.
  • Player names will now show up for other players in a session you joined.
  • Fixed a bug which was preventing storage containers from being access with a motion controller.
  • It no longer displays the special ability GUI if you are in the tavern since no spells are allowed in the there, and this could be confusing to new players.
  • Fixed an issue with drop downs being repopulated with duplicate options in the Options Window.
  • Fixed a bug which was displaying a Rising icon rather than a Star icon on the motion controller ability display.