Install Steam						
					
				
				
									login
											 | 
						language
						
																																					简体中文 (Simplified Chinese)
																													繁體中文 (Traditional Chinese)
																													日本語 (Japanese)
																													한국어 (Korean)
																													ไทย (Thai)
																													Български (Bulgarian)
																													Čeština (Czech)
																													Dansk (Danish)
																													Deutsch (German)
																																							Español - España (Spanish - Spain)
																													Español - Latinoamérica (Spanish - Latin America)
																													Ελληνικά (Greek)
																													Français (French)
																													Italiano (Italian)
																													Bahasa Indonesia (Indonesian)
																													Magyar (Hungarian)
																													Nederlands (Dutch)
																													Norsk (Norwegian)
																													Polski (Polish)
																													Português (Portuguese - Portugal)
																													Português - Brasil (Portuguese - Brazil)
																													Română (Romanian)
																													Русский (Russian)
																													Suomi (Finnish)
																													Svenska (Swedish)
																													Türkçe (Turkish)
																													Tiếng Việt (Vietnamese)
																													Українська (Ukrainian)
																									Report a translation problem
							
						
 
											 
													

 109
 109								 
					 
							 
							 
							




 Report this post
 Report this post


18.5:
-Redesign of evil alch lab
-Custom herbfarming moved there
-Poignant poison transmutation
-Mushroom puzzle now spawns farmable plants
-Arrow/quarrel (permanent) count reduced
-Regeneration for Trolls refined
-Mantis extremeties regen added
-Insectoid head regen added
-Flask of troll blood (general regen) implemented
-Magic flasks (time-limited exp boost) scattered
-Pierce damage vs skeleton archers
-Acid archers
-Poison cloud archers stationed
-Spoiled permanent stat potions
-Changed moldy negative effect to intox light
-Aquatic versions of crabs (altered resistances)
-Crypt lever puzzle changed
-Automap icons removed for trees
-Automap icons added to castle walls (outside)
17.5:
-Alchemist replaced with herablist class (no more multiplying herbs)
-Classes' health and energy gain rebalanced
-Battle Mage runeitem bonus altered to (per level)
-Troll wound regeneration trait
-Cormorant Thick Fur trait (taken from troll)
-Dark Magic (pure) resist trait
-Most permanent Resist (All) lowered
-Secret lab underwater passage more steps to pass
-Secret Garden moved secret alch lab
16.05:
- Elemental damage by certain monster types according to region
- More monster self-heal abilities
- Distribute divine ammo, transmutation added
- Almost all persistent, timed, otherwise traps installed
- Tomes to learn new and unlearn disabilities
- Revamp of conditions/immunities
- Armor (set) rebalancing
- Weapon rebalancing
- Crystal Shard (batteries) for single-use crystal runs
- Weapon racks for spears, swords, polearms and axes
WIP:
-DONE: Additional Crit bonus at lvl 4 (pistolero)
-DONE: Replace Phalanx spear skeletons with no-console-spam versions
-DONE: Burning/Poisoned immunity for elementals/undead respectively
-DONE: Soothing campfires
-DONE: Levitating over traps, spell scroll added
-DONE: Custom Spike traps (see above)
-DONE: Low hanging branches! (plus head wound)
-DONE: Monster strengths/weaknesses, loot (less is more)
-DONE: Persistent traps (steam/freezing/toxic) and particle effects
-DONE: Firewall trap (smarter replacement for Fire Fortress/Lower Prison)
-DONE: Monster alterations
-DONE: Breakable object loot
-DONE: Elemental missile transmutation at shrines
-DONE: Cannon Ball to Explosive transmutation
-DONE: Fuel Refill station
-DONE: New single-use magic scrolls
-DONE: Add 200 secrets
-DONE: Several new/improved graphics for items
-DONE: Chart of (visible) spells for all schools
-DONE: Rebalance available weapons
-DONE: Replace "corpse gear" with dummies
-DONE: Balance potion recipes (fewer crystal/blackmoss)
-DONE: Divine arrows/quarrels
-DONE: traits linked to effects/conditions/food
-DONE: Scattered notes shortened, text alignment centered
-DONE: Removed random wpns/shields, added individually
-DONE: COMPLETE weapon damage type and resist overhaul
________________________________________________________
Magic:
-OP Spike Trap spell (dmg halved)
-OP Frostburst spell changed (no more lvl 1 freeze)
-OP Firestorm nerfed
-OP Entangle spell (attacks destroy the vines)
-Poison trap now boosted with to acid splash
-Hedge Mace spell boosted
-Poison Cloud and Windfist (blocked by most obstacles)
-Invalid Field (freezing surround ice bursts)
-Shock Cloud spell fixed (no more "cast on self")
-Feather now Air Magic
-Earthen Blessing added
-Dispel Trap added
-Light Spell energy cost lowered
-Various spells (enemies/items/environment)
-Whitewood wand (bildup shortened)
-Light spells (offset, pulsating)
-Nectarbranch wand (Infinite wound healing replaced, weight reduced)
-New Tome added (+5 max load group)
-Traps (hold entities shortly, blocks physical)
-Charges of magical items changed
-Book of Recharging (summons >X< Crystals)
-Tomes (permanent buffs mitigated)
-Orb of Radiance almost powerless
Conditions:
-Potion immunities and ailment removal expanded
-New conditions: Defensive Stance, Iron Skin (shields),
Precision (bow), Berserk (axe spell), Vanish (lurker bag)
-Magic scrolls (13 types)
-Breathtaking (aquatic)
-Slowing
-Persistent trap afterpains and counter measures
-Frozen is 2-3 secs max
-Food Poisoning
-Crystal Shard Protection proper protection
Weapons:
-Ink Fist (with its own spell)
-Bo
-Reaping Hook
-Blowpipes and darts overhaul (one size fits all)
-Elemental arrows(quarrels overhaul (dis_missed))
-Missile weapons (increased effectiveness, lost on "miss")
-Early firearms altered (jamming/frequency/new special attacks)
-Axe damage type (resistances/weaknesses added)
-Fire Sigil (explodes - fire rune or burning on impact)
-Poignant Potion (Now "Poignant Acid", acidic splash)
-Shadow Dagger
-Parrying dagger counts as lurker gear
-Shiny Short Sword, Knife, Flintlock
-Broken Akolyte Staff with graphic
-Smoke Bomb new graphics
-Wrist Crossbow (using fragile darts)
-Accuracy of all gear overhauled(most -5 through +5)
-All special attacks higher hit chance (usually +5)
-Requirements for many weapons adjusted
-Brawler Fist wpns mainly athletics/dodge
-Rapier has a power attack
-Damaged Skull detonates again, shatters on miss
-Halberd no longer an aquatic weapon
-Fewer weapon and shield doublings
-Precision Bow Crit increase when equipped (no skill gain)
-Heavy Frost Club
-Heavy skullcleave blunt damage
-Zarchton warfork unstackable
Items:
-Huntsman Mittens no longer "Jagdhandschuhe"
-Rations added (heavy, long-lasting food)
-Crypt brass key now vent key for central surface entry
-Embalmer Set scattered (more eastwards)
-"Lost" Cursed Compass recovered
-More Grease flasks added
-Torch (burning condition removed)
-Potions shatter on impact
-Candle (light radius reduced drastically due to exploits)
-(Fine)Bandages (hint to description added)
-Using Bandages now, not consuming
-Prison key replaced with Prison Entrance key
-Recall Crystals removed from random loot
-Lurker Cloak replaces one Dark Cloak
-Bag of Powder (solo?)
-Missing spell scrolls added
-Solid rock more solid than ever, forgeable from rocks
-Studded Leather gloves added
-One Moldy Health Potion new graphic
-Larger Health and Energy potions replaced (new graphic)
-Usable seeds for Farmers
-Fewer number of armor pieces (min 1 each set)
-Red Perch added, bonus for common fish lowered
-Random drop for all breakables altered
-Minable rocks/pillars include transmutable material
-Early Incendiary pellet replaced by regulars
-More pellets in starting areas (random pellet crates)
-Boots of Quickening slow immunity
-Lurker Gloves
-Lockpicks fit on the key ring, unstackable, lighter
-Spell scrolls fit into the scrolls pouch
-Rations, group rations
-Food types
-Shock Buckler
-Frozen Heater Shield
-Neophyte Set
-Scepters of Ruling Set
-Crystal Shards for Single-Use Crystal runs
Race/Class:
-Huldra Hoarder trait Evasion bonus reduced
-"Fighter trait/benefit" removed from other classes
-Mantis/Cormoran squeal more quietly
-Mantis potion effectiveness reduction altered
-Alchemist and Farmer bandaging ability text added
-Lurker/Rogue hidden trait
-Farmer specific farming locations added
-Hunger levels increased for all races
-Pirate intoxication works as intended now
-Reach ability untrainable, innate (some classes), findable
-Fish Enthusiast trait benefit lower chance (too many fish)
-Endure elements bonus decreased
-Troll endothermia cold resist lowered
-Shortened durations added to starting traits
-New traits (hidden/achievements)
-Endure (Magic) reduces after pain duration
-Magic mastery/focus bonus lowered (OP resist values)
-Dual Wield Acc removed from archer/lurker
-Warden Armor Proficiency
-Knight Armor Ability added
Monsters:
-Upped undeads' resistance to "poisoned", absorb dark
-Snakes cannot go "blinded",
-Summon Stone no "poisoned" (despite no dmg)
-Loot (drop chance) lowered and improved
-Phalanx (no console spam)
-Tortoise (no console spam)
-Pantry turtle phat loot type
-Returning spawns with low XP versions
-Monsters added to strategic positions (immobile)
-Several Summon Stone encounters (early wake exploit removed)
-Spell variation in some casters, off and def
-Respawning snails, lowXP, rotten food
-XP lowered for certain animals
-Spore Mushrooms detonate on death
-Mosquito/Spider Eggs respawn
-Weaker and tougher versions of monsters added
-Zarchton Shock boss with unique loot
-Undead live... again (some anyway)
-Mummies harder to kill, pushover variant added
-Ice Shrakk Torr
-Shock Elemental variant added
-Slimes in 4 different flavors
-Local versions (and attacks) for wyern, zarchton and eyctopus
Environmental changes & fixes:
-(Starting)Crypt (Redesigned most areas, added pedestals to Refugium, E alcoves, NE colored teleports and spawns, N trapdoors and exit area(short spear replaced),
W mortar and stoneface area, W gallery entry from above, puzzle messages altered, SW more grassy, NW puzzle steps added)
-Underground (NE corner redesign, W "glowing path" visual clues, SE mine key also opens NE Flowing Sands)
-Twigroot Forest (Entire Field of Stones redesigned, S rune trap, SW levers, W bridge hints, farming circles)
-The Lair (SW Secret added, S hidden teleport now secret, torch respawn riddle NE)
-Northern Forest (Low hanging branches added, NW ambush added, E item now reachable)
-Western Shore (S chest spawns key, SW harbor ambush, W bridge area, message added to W waters and N stoneface riddle, S tombstone added)
-Snail Caves (redesigned, W hint to chest,caverns seperated)
-Old Ruins (Echoing Chamber puzzle altered, secret switches)
-Hideout (SW storage optimized for pellets and rooms sequenced, NW Secret added, slim redesign, trap deactivation, more secret levers/buttons)
-Swamp Grotto (W teleport and cave-in fixed)
-Rutted Moor (SE corner solid rocks added, NE puzzle timer, reward at altars, confusing note moved, lanterns added, graphical issues fixed)
-Rugged Dunes (W chest altered, entire NW and island NE redesigned)
-Beach Caverns (NW scripts improved, secrets added, SE secret caverns altered, healing crystal added)
-Graveyard (secrets added, existing ones altered)
-Winding Valley (Bug removed, valley redesigned slightly, more "winding" and tighter)
-Catacombs (Healing Crystal Shaft redesigned, Ossuary skull exchange boosted, bossfight area redesigned)
-Lower Catacombs (Crab room redesigned, puzzle added)
-Forsaken Temple Basement (Avatars unfreezable, secret added, freeze traps added)
-Deep Ice Caverns (Gallert fight with obstacles, traps added)
-Frozen Lake (secrets added, audio clues to one SW, Epressure plates deactivatable, traps added)
-Flooded Basement ("task" added to entrance/exit, steps to secret added, better reward)
-Tower Basement (puzzle clarification, health and energy chambers added)
-Treasury Tower (N Decenia room redesigned)
-Fire Fortress (SW Bossfight(s) revamped, environmental support, secrets)
-Flowing Sands (W tomb entrance accessible, W&E teleporters as secrets added)
-Tomb Entrance Hall (NW elemental puzzle altered)
-Tomb Underground (puzzles buffed and added, W poisonous, E redesigned)
-Tomb Trial Chambers (SW and SE rooms design changed, no snake statue destruction)
-Tomb Inner Sanctum (NW corner redesigned, E offering puzzle improved, W royal puzzle fixed)
-Afair Oasis (Apprentice replaced with Clone + "weapon")
-DONE: Many smaller or larger changes here and there
Bug Fixes & General Changes:
-Winding Valley NE: Possible save corrupting script fixed
-Crypt S: Pull chain script (probably fixed in 2021)
-Dark Pact condition fixed
-Traps (no more tip-toeing )
-Whitewood wand only light bolt underwater
-Helmet skull fixed
-Treasure Tower "choose wisely" exploit has been fixed
-Hint added to the use of the Miniature Chest
-Treasury Tower "Decenia Tithe" fixed
-Timed Single-use buttons fixed in Firefortress and Treasury Tower
-Vital potion weakness immunity fixed
-Fever Cure potion fever immunity fixed
-Fever Immunity fixed
-Refreshing Water spam msg fixed
-Arch Mage Set msg bug removed
-Hideout central entrance (to NW) and magic bridge closeby fixed
-Heavy and Double Axe special attack requirement to heavy wpn
-Friedrich&Heinrich console spam fixed
-Food (re)spawns
-Frozen lake floor texture twitching fixed
-Not so solid rock in NW Flowing Sands solidified
-Another in central Rotten Moor solidified
-Key Hole descriptions (yes, these existed for years) enlarged
-Fire Fortress E pedestal reachable
-Mining pillars (boulder or meteorite)
-Prison Complex key situation made more... complex
-Water flask only effects drinker, focus -> energy pots
-Pedestal items now facing forward
-Particle effects added (items/environment)
-Custom sounds added
-Placement of architecture/unreachable items/spawners fixed
-Several Typos removde... removed