It is time for the September's major update. Let's quickly run through all the new stuff.
Sounds
This update adds over 450 new sounds and remastered version of selected old ones. Many cards get their own sound and dungeons should sound more lively. Finally, the game sounds like we wanted it to sound!
Voices
Aside from a lot of new sounds we are also adding over 300 new lines of spoken dialogues and one-liners. Expect all characters to get a lot more chatty and crack occasional jokes. They will comment on fights and events in the game.
More card variants!
Many of you asked for this feature so we ironed out a few code quirks and now you will be able to find rare magical cards with two properties. And yes, left and right winged cards are possible. Not only that, occasionally a card with three properties can be found.
And disenchantable too!
But wait, there is more! Since this boosts the number of cards that can be found by a few thousands we also added card disenchanting. For a modest amount of gold, you can destroy a variant you have no use for to get back a rune card.
Roguelike mode is out of beta
After three months in beta, we are satisfied with the general stability and balance of the roguelike mode, which is why it's time for it to exit the cocoon. This doesn't mean we won't be adjusting minor stuff of course, but gameplay wise roguelike mode offers the unique permadeath experience we hoped for.
Full changelog
Version 0.96.17156+ 6h September 2018
<*> Magic cards now can have up to three properties
<*> Magic cards can now be disenchanted into Rune cards
<*> Added notification when the player has found all common cards in the game
<*> Added over 450 new sounds
<*> Added over 300 new lines of spoken dialogues
<*> Added a few new easter eggs
<*> Skipping cutscenes in the dungeon now requires holding a key down for 1.5 seconds to avoid accidental skipping
<*> Fixed Skeleton Belt's bonus values when browsing unequipped potion card variants
<*> Added in-game disclaimer about tutorials. Shown on the first dungeon entry.
<*> Amulet magical bonuses (like passive health bonus) will work in Roguelike mode regardless of the target
<*> Score for badges earned will now be adjusted for the game size
<*> Fixed timing and visual effects for achievements awarding animation
<*> Fixed an issue with Archdemon Sweep skill triggering after loading a game saved when fighting him
<*> Fixed Cook not saying his lines on 3rd mastering level
<*> First card dropping on Roguelike can't be Town Portal, that was cruel
<*> Improved and extended tutorials
<*> Reworded Roguelike low gold warning
<*> Made crows more explodey
<*> Fixed a bug where a random variant was destroyed upon death on higher difficulty modes instead of equipped one
<*> Fixed a rare crash related to crows singing
<*> Added new "Ready for magic" achievement
<*> Added new "Ready for stories" achievement
<*> Added new "A-maze-ing!" achievement
<*> Added new "Don't Die Hard" achievement
<*> Added new "Master Chef" achievement
<*> Added new "Craving Battle" achievement
<*> Added new "Golden pot" achievement
<*> Added new "1 step back" achievement
As always,
Stay safe in the dungeons :archduck:
Konstanty
Quest mastering and the new Archdemon quest!
Quest mastering!
Yes, before you ask, the golden keys are making a comeback. The number of keys you have accumulated will be readjusted to the new system when you start the game for the first time after the update. This is necessary because we have changed drop rates a bit and, as some of you might remember, there used to be a bug that would fill some dungeons with hundreds of golden chests filled with golden keys. Ah, the good old days.
But back to the mastering itself. You can now use golden keys to unlock much more difficult versions of quest boss levels to test your skill. Keep in mind that Quest Mastering levels and bosses were balanced for certain character level. If a quest proves too demanding you can always gain more levels in free play and come back later.
Defeated bosses during quest mastering drop legendary cards (assuming there are any left to be dropped of course) so it's worth a shot. Or multiple shots since some bosses are meant to be challenging on higher mastering levels.
The new Archdemon's dungeon
The old Archdemon quest left something to be desired in our opinion so we tweaked it a bit. The new one has unique challenges and bosses. The Archdemon himself learned a few new tricks as well. Not to mention that the new level has significantly more ducks than it used to!
And once we add all the new voiceovers it will truly shine!
In other news
We fixed a number of bugs in this release, among them the double attacks the hero performed when clicking on a shield. That resulted in shields being much easier to crush. I wonder why no one reported that one :archduck:
We are now working on adding all the new sounds to the game and post-processing and adding the new voiceovers that our super talented voice actors recorded for us. Once we are done you will hear a lot more one-liners (and situational comments) from our heroes bosses and townsfolk.
Last but not least, an option was added to disable auto attack by changing a value in the custom settings file. If anyone is interested in that hop into forums for more details!
Full changelog
Version 0.94.16723+ 18th July 2018
Quest mastering is now available
The new Archdemon quest is available
Legendary Vampiric Gloves will no longer pick up items even when not equipped or disabled
Belarusian language community translation added to the game
Fixed a bug where shields could be slashed at twice normal speed
When finding a stolen card that cannot be equipped notification with card's type will be shown
Card Mana Sphere now has 30% chance to absorb damage instead of 50%
Card Epic Arrow now deals 1 damage instead of 4 (card claimed to deal 3 dmg but there was a bug)
Balance: Deathrage gold cost is now higher
Balance in Roguelite mode: potions drop rate is now lower
Balance in Roguelite mode: resurrection cost increase is now higher
Archdemon quest outro can now be skipped
Three new Roguelike achievements
Fixed Eeny Meeny achievement
Razer Chroma support can now be disabled in the config file
Autoattack can now be disabled in the config file
Razer Chroma support temporarily disabled for testing purposes
As always,
Slay safe in the dungeons :archduck:
Konstanty
New seasonal leaderboards!
We have overhauled how the leaderboards work and just in time for the Summer Sale too!
When a Normal or Roguelike mode character finishes a level its name will be recorded in the First Death leaderboards. Additionally, there is a separate leaderboard for the Final Death of Roguelike mode characters since getting as deep as possible without dying will require a different strategy than getting as deep as possible in general.
The position in leaderboards will be updated with each death or completed flexiscope, dying is no longer necessary :paperdeath:
Seasonal Leaderboards
To make it easier to compare yourself against players playing the game right now and with the current balance we are introducing seasonal leaderboards. Each month will get a new leaderboard and all characters created in that month will compete in their own leaderboard. Once the month ends recording to that leaderboard will no longer possible.
You still have a few days to get a nice spot in this month's leaderboard :archduck:
All Time Best Leaderboards
Old style leaderboards are making a comeback, now named All Time. They work exactly as they used to before, with a separate one for Normal and Roguelike modes. All characters are recorded here additionally to being recorded in their Seasonal Leaderboard.
In other news
Turns out the Archdemon was a little bugged and shockwaves from his meteorites (or rather from the little fire elementals spawned by impacts) were dealing around 80 damage. That skill got nerfed but other got buffed a bit and he also now have critical strike ability. Thank you, everyone, for reporting that!
Icicle missiles thrown by some monsters will no longer block players path even before landing. However, they will freeze on hit.
Full Changelog
Version 0.93.16363+ 22nd June 2018
New seasonal leaderboards in addition to the old-school All-Time leaderboard
Leaderboard loading is now multithreaded, cuts refresh time by up to 70%
Icicle thrown by enemies won't block player's path until hitting the ground
Icicle missile will now freeze player on hit or create an icicle when hitting the ground
Archdemon's firesprites (spawned by his meteors) damage decreased 40 times
Archdemon's meteor now deals damage as intended instead of 0 damage
Archdemon now deals critical strikes as well as regular strikes
Archdemon meteor's shockwaves will no longer affect the player if meteor scored a direct hit
Fixed a possible crash when switching cards
As always,
Stay safe in dungeons :archduck:
Konstanty
Roguelike and Casual game modes beta!
Hello!
What initially started as difficulty settings eventually ended as different modes. The changes run deep, rendering Daredevil setting absolute, among other things.
Both new modes are in what we consider a beta stage. This means we will closely watch their balance and it would be super awesome if you could report any glitches you encounter via the feedback widget. We can't fix what we don't know about! Of course feel free to write down your thoughts on the new modes as well, we appreciate all the feedback we get!
But first things first. Without a further ado, let me present the new modes:
This one actually is not new, it's the mode you all know. It remains as it used to be. Characters playing this mode are eligible for the "First death" leaderboard (one on new leaderboards in a moment). Characters created in this mode can also be switched to Casual mode at any time (however, they will be recorded in the "First death" leaderboard when they are switched for the first time).
Looking for a relaxed run? Look no more. In this mode:
Healing is much easier with rapidly replenishing fountains
Fights mechanics are more forgiving and monsters less vicious
At any time you can switch to the Normal mode.
We heard that the game was too easy, so... In this mode:
Fountains do not replenish
Amulets work only in combat
Healer finally got a shred of business sense and is charging for healing in town
Healing, mana and rejuvenation potions cannot be charged in town
Switching item card variant won't refund gold for charges lost (and it will discard current charges)
Cards drop in a completely random order and are usable regardless of any level requirements
Ressurection after death costs gold and the cost increases with each death. Looks like the healer has some serious gambling debts to pay... Anyway once you run out of gold the character dies permanently and is immortalized in the "Final death" leaderboard
Once a rogue always a rogue - character created in this mode cannot be switched to any other mode
Characters eligible for "Final death" leaderboard
Characters eligible for "First death" leaderboard
New leaderboards, the old style Daredevil is no more
While we are keeping old leaderboards (and new scores will be uploaded there until game's launch) the Daredevil mode now will work differently. All characters playing Normal mode will have their first death recorded in the "First death leaderboard" and can continue playing afterward but won't be recorded in the leaderboards again.
Additionally, all characters playing in Roguelike mode will be recorded in the"Final death" leaderboard exclusive for Roguelike mode.
While we will be keeping all-time leaderboard data for posterity the public leaderboards will be wiped on a monthly basis.
In other news
This update changes a lot of stuff under the hood, so saved dungeons will get regenerated on the first load. Besides the new modes, there are also some quality of life changes and small fixes included. Most prominent one is cutscene skipping (including miniboss introductions), which we know many of you wanted.
Added two new game modes: Casual and Roguelike. Dungeons can get regenerated starting this version for the first time
Quality of life: cutscenes can now be skipped
Quality of life: the mouse can be now dragged from one monster to another's shield in order to break it
Quality of life: dragging the mouse over next monster will switch target after one second
Massive under the hood changes to the game architecture
Vamp Gloves card will no longer grant passive effects when disabled
Cold Nova will no longer grant legendary effects even before legendary variant is found
As always (and especially now in Roguelike mode)
Stay safe in dungeons :paperheart:
Konstanty
Book of German and Turkish Demons
Hello everyone!
Thanks to the tireless work of our Community Translators you can now slay demons in two additional languages: German and Turkish. If you’re a native speaker and have any suggestions to those (or any previously added) translations, get in touch with us at our official discord server or via email: support@thingtrunk.com! Or you can talk directly to translators in the forums.
We wanted to use this opportunity to add some fixes and QoL features like the improved stability of the sound system (we’ve been fighting with this problem for quite some time now) and unifying the way card effect and cooldown times are described in the tooltips.
Aside from that, it should no longer be possible to get 65 000 unidentified cards after using Identify All function. You’ll have to go back to finding cards in the dungeon and cauldron as it was meant to be, sorry ;-)
Full changelog
Version 0.92.15945+ 17th May 2018
German and Turkish community translations added
Normal bosses should no longer drop slightly used coin after death
Increased stability in the sound system
Fixed an issue where Identify All could give player 65k unidentified cards
Fixed a bug where Icebolt could sometimes miss its target
Cooldown and effect time card info is now more unified
Minor fix to Return 2 Games intro timing
As always,
Stay safe in the dungeons :paperheart:
Konstanty
New monsters!
Usually, we add content in larger updates on the six-week basis, but today we make an exception to this rule. Without a further ado, please welcome the remaining three monsters!
Skelserker
Surprisingly lively for a skeleton, he shortens the distance by jumping at the unsuspecting victim. Best dealt with quickly.
Hyper Skelserker
Some of the smarter Skelzerkers figured that while the fighting in close quarters is great, it's even better when your opponent doesn't suspect a thing so you can focus on stabbing without interruptions. Beware of their ambushes.
Incubus
Like there wasn't enough foul demons roaming the hell now heroes have to deal with the Incubus. Not only he hits like a truck, he also has a new unique skill where he calls others monsters to gang up and jump the hero!
As always,
Stay safe in the dungeons :paperheart:
Konstanty
Untitled
Community translations and Minimap Update!
Hello everyone!
This update introduces in-game community translations, various bugfixes, identify all feature, the minimap and, last not least, the updated final roadmap (with dates). Let's talk details.
Community translations
With Chinese, Russian, French, Brasilian Portuguese and Italian community translations finished we are ready to incorporate them into the game. From now on, the most up to date translation into these languages will be available in Options-> Video and Languages window.
Huge thanks to our community translators! :paperheart::paperheart::paperheart:
Please keep in mind the community-sourced translations are on-going so the quality will only improve over time. It would be hugely helpful if you could report issues with translations. Get in touch with us at our official discord server or via email: support@thingtrunk.com! Or you can talk directly to translators in the forums.
The minimap
The minimap was on the very top of the most requested features list so due to popular demand it's finally here! We went with minimalistic representation for maximum readability and to keep the dungeon visible underneath the minimap since we feel that's the most traditional approach.
The map updates as you explore the dungeon, with the path being drawn as you walk and points of interest are marked as you discover them. No more wondering which turn to take on the crossroads.
The default key for minimap is the tab.
By the way, once the level is cleared you can click on the stairs marker (the friendly gizmo that shows you the direction towards the staircase down). It will instantly exit the level for you saving you the jog back. Not everyone knows that feature and it's pretty useful :-)
Identify all
Another often requested feature, the identify all. It's enabled in freeplay since that's when cards start piling up and only if the player has enough gold to identify all cards. It will skip the fluff identify animation and all identified cards will available for inspection after a short animation.
The updated roadmap
Last but not least, the updated roadmap. We have a pretty good idea what lies ahead now.
Up until now, we were sticking to bi-monthly larger updates. Now that we are entering the home stretch the large updates will be more frequent, we are aiming at one every six weeks. Of course, in between, there will be a lot of small updates containing fixes and minor tweaks.
Here is what will happen up until launch:
Early June - Difficulty levels. It's tricky to make everyone happy with one difficulty for all so we are going to differentiate by introducing more casual mode and two more difficult modes.
Late July - Overhauled Archdemon quest (new bosses, unique mechanics) because the current one is actually a placeholder and is way too forgiving ;-)
September - Complete sounds (over 300 new or reworked sounds)
October - Mac support
Early November - all remaining features and content integrated into the test branch, those willing to do so can begin testing the final build candidate
December - The magic happens, the game launches
Late December - Christmas!
As always,
Stay safe in the dungeons :paperheart:
Konstanty
Performance update
This update is small but neat, so we decided to give it its own post. Also, more posts mean more opportunities for cool gifs :archduck:
We have identified a possible optimization in the rendering engine that, depending on many factors, could bump FPS up to 25% during big fights. Not that the performance was bad before but more FPS is always better.
We have also identified a possible cause for a black screen on startup issue that some players had and we included that fix as well.
Full changelog
Version 0.91.15370+ 6th March 2018
Optimized main rendering loop which should result in up to 25% FPS gain in logic heavy scenes
Fixed rare black screen on startup issue
Aiming Rogue's arrows with hold button pressed outside of light radius won't snap to nearby doors/staircases anymore
Added an extra safety to make sure that doors open on The Cook's level
Fixed minor visual glitches in Maze
Fixed a crash when playing with the controller and exiting dungeon when a shielded monster was near
Updated supporters list in credits
Also just let me remind you that we have official Book of Demons discord server now in case you would like to chat with other players. Or us.
https://discord.gg/qD4uWKu
And since this is mainly stability and performance update it's worth mentioning that if you are experiencing any problems with the game make sure to tell us on Discord, post in the forums or shoot us an email. We can't fix what we don't know about :paperdeath:
Stays safe in dungeons :archduck:
Konstanty
Cursed Sarcophagi and spatial sound now live!
This update brings, among other stuff, the cursed sarcophagi mechanics and spatial sound system.
Cursed Sacophagi
They are a mixed bag - some contain great treasures but others are packed with deadly enemies. Take a gamble, toss the coin. Who knows, maybe it will be your lucky day. Or maybe it will be Archdemon's lucky day. Either way, it's better to clear the area before opening one, just in case.
Note: When playing on Daredevil on higher difficulties take extra care around Cursed Sarcophagi, they can spawn multiple bosses!
Spatial sound
The game now localizes the sound sources spatially, meaning that when an arrow hits a monster near the left edge of the screen the sound will originate from the left speaker. This required a lot of under the hood changes to the audio system since at time tens of monsters get hit at the same time all over the screen, but the final effect enhances the atmosphere of the game and we think it was well worth the effort. GIF totally not related:
Stop! Hammer time!
Other significant changes
Besides above, this update bundles a lot of fixes, quality of life improvements general polish and tweaks. The complete changelog is available in the game and at the end of this post.
Among many others: Legendary Icebolt and Fireball trigger chance increased from 0.1% to 10%, however it triggers only on the kill, not any damage as it used to.
Magic Robe now damages boulders, has visual effects tweaked and cooldown reduced by 20%.
Meteor now tries to predict where the target will be when meteor impacts and aims there.
Skeleton Belt legendary variant trigger chances increased tenfold.
Holy bolt completely reworked - now can target any kind of monster and damages them for 50% maximum health. However, a monster can be targeted by holy bolt only once. The legendary variant might spawn additional bolts on the hit and target any valid targets in the vicinity.
We also discovered two ancient bugs (there were more bugs obviously but those two were like Methuselahs of bugs) that survived since time immemorable. When card activated a shiny effect passed over it and it used geometry 100 times more complicated than required, it was the most complex render call we had in the game. Performance impact was probably minimal because rest of the game is well optimized but we fixed it nonetheless, obviously. The second one will impact the gameplay - frozen monsters thawed after 16 seconds instead of 8, as was intended. This is also fixed now.
Also, fountains got visually overhauled with animated paper-textured liquids, glowing eyes, and ambient light.
This change will require saved dungeons to be re-generated if there were fountains in them, but we hope that nicer fountains will be worth it :archduck:
Official Discord Channel
If you don't feel like posting on the steam community but would still get in touch with other players we have created an official Disord channel.
We will try to hang out in there as often as possible but due to real-time nature of it when you want to make sure we get your feedback please use the in-game widget, shoot us an email at support@thingtrunk.com or post in the forums.
Anyway, without a further ado, here is the invite link: https://discord.gg/qD4uWKu
The complete changelog
Below are the changes introduced in this update. The list is not complete, there were tons of typos fixed and smaller bugs squashed but more prominent ones and changes affecting gameplay and balance are listed.
Version 0.91.15269+ 22nd February 2018
Cursed sarcophagi added, like regular ones but cursed (open to toss a coin and see whenever you get a lot of loot or a lot of trouble)
Enabled spatial sound, on two speaker setup source of sound should be now localized depending on wherever the sound originated from in the game’s world
Archdemon now uses unique bouncing fire missiles, as a part of groundwork laid down before Archdemon quest level overhaul (that is still in the works)
Added a quick throw animation to hero when tossing bombs
Visually polished fountains - liquid now has paper texture, is animated, and statues have glowing eyes and delicate glow from liquid
Fire won’t damage boulders anymore
Boulders now receive damage from shockwaves
Quality of life: now holding down shift will block clicking on doors and staircases
Ghost hidden outside of map won’t block Rogue’s arrows anymore
Due to popular demand we shortened key descriptions in binding option (so Mouse.2 became m2)
Added scaling to critical strike and spider spit animations, for more readable and menacing effect
Boss missiles will now disappear on boss’ death
Frozen monsters now will have special visual effects applied
Fixed Antipope’s cards spawning always two monsters instead of intended 1,2 or 3
Loading game ended ongoing cards effects, this will no longer happen
Trigger icons were swapped in tutorials on Steam, this is fixed now
Quality of life: improve tooltip and descriptions in card discovered window
Quality of life: in case there are not enough slots or mana to equip discovered card there will be option to close the window and automatically open inventory
Added fancy ornaments around card in card discovered/identified window that change with card rarity
Fixed: ranged monsters would fire at player on trigger even if there was no line of sight
Boss Statue poem will start after the cinematic camera pan
Fixed a discrepancy in Remedy description
Improved visual effects on stairs marker when level is clear
Holy bolt reworked - now can target any kind of monster and damages them for 50% maximum health. However, a monster can be targeted by holy bolt only once
Meteor card now tries to predict where the target will be and aims there. Impact radius increased two times. Legend now throws explosive ice shards, not fire shards
Fixed: Monsters were frozen twice longer than intended, this is no longer the case. Was 16 seconds, will be 8 seconds now
Linked monsters visuals improved - added shake and more visible red blink when attacking the master monster. New effects for unlinking, circle under slave monsters and number of slaved monsters will now be visible even when not in light radius
New visual effect for ending a link to summoned monsters
The blinking start indicating position of last objects on level won’t blink during cutscenes
Mighty Blow visual effects diversified between levels
Charge card - Polished visual effects
Bomb cards changes - now each bomb has a chance to bounce that increases with card’s level instead of set number of bounces
Chaotic Ring changes fixed to match description, now crushes whole shields in one click on level 3
Meteor card is now smarter, it tries to predict where the monster will be when the rock hits and aims accordingly. Light dimming power and delay between strikes decreased
Magic Robe cooldown reduced from 5 to 4 seconds. Orb's visual effects improved.
Disarmor visual effect tweaked (monsters jump when hit with a lightning, electrical discharges on monsters) and legendary chance increased from 15/30/45% to 50/75/100%
Legendary Blade Storm slow chance increased to 10,15 and 20% (was 1,1.5 and 2%)
Legendary Skeleton Belt now will properly work for potions. The card proc GFX will be no longer triggered by monster misses but rather on potion use to increase readability
Legendary Helmet now spawns twice as big stun shockwave, should reach every monster in light radius
Legendary Throw mana drop chance increased to 2% and amount changed
Changes to legendary Icebolt and Fireball - chance to trigger storm effect raised from 0.1% to 10% and above, however it triggers on target death not receiving damage.
Legendary Rejuvenation description made clearer
Changes to Magic Robe: orbs now deal damage to boulders as well as icicles. On level one they deal one damage, on level two they destroy icicles and boulders and on level three they don’t get destroyed themselves.
Monster that enters Rogue’s melee range will also be selected for shield breaking on the controller without the need for switching targets.
Added ice decal ground effect to frost nova card
Polished tutorial object visuals
Optimized card highlight visual effect 100x
Optimized several particle effects
Talking to healer now instantly replenishes health and mana (just like picking up vials)
Daredevil icon will no longer persist on slot button after character was deleted
Visual polish: Characters now flex a bit when jumping/landing
Next locked slot used to glow for a few seconds once the player found enough gold for it. Now it will stay delicately highlighted the whole time it can be afforded
Fixed: Completing a quest boss level won’t award the same amount of experience as the previously completed flexiscope anymore
Fixed a bug where once stunned flying monsters would never play wing flapping animations again
Fixed: Sound playing in loop when pedestal was selected on controller
Fixed: Goatchanters glow flickered when they bleated
Fixed: Daredevil red sprite now will disappear when deleting daredevil character slot
Fixed controller buttons handling in the engine, previous implementation could have caused buttons to get stuck on rare occasions
Fixed LT and RT icons swapped in GUI on Steam Controller
Fixed counting progress for "Bronze Division achievement"
Fixed idle animation sometimes overriding colorize applied to a character by external effects like being frozen
Fixed tooltips being displayed over objects not on screen in the bestiary window
Fixed discovered monster families counter in stats windows, should display correct value now
Fixed stairs marker would exit level with a single tap on controller sometimes
Fixed: dead monsters will no longer get stunned
Updated chromium libraries
Added pad support to a few rarely used windows
Added tutorial for upcoming quest mastering mechanics (not yet implemented)
What's ahead?
We are working on a better way for community translators (who are super awesome, big thanks :paperheart:) to translate the game files. The current mode is cumbersome and can get chaotic after updates when a lot of changes are introduced to string tables. Once the new system is up and running we will add currently complete community translations to the game. We estimate that will happen by April.
Then there is the good news, not-so-good news, and good news situation. The good news is that we are toying with an idea for a whole new game mode/core mechanic that would be more CCG (collectible card game) than the current mode. Assuming it works as an internal prototype we will make it publicly available for you to test. Then we will be able to determine if we should develop it further.
The not-so-good news is that in that context we re-evaluated the production and marketing schedule. We used historical performance data to create work time estimates as realistic as possible and it looks like the release we initially planned for around Q3 will get delayed. While this is not a terrible delay it should give us more breathing room not only to prototype the new experimental core mechanic but also to add more cards we planned and avoid crazy crunch that would affect the quality.
That last part is important because the other good news is that one member of the team will have a kid around the time of originally planned launch (again, something we didn't exactly plan for :D). Those of you who had kids or even been around a newborn for longer than 10 minutes know too well how it can turn your brain to mush, so we will have fewer hands on board for a few months. The upside is that in 18 years we might get one more team member!
As always,
Stay safe in dungeons :archduck:
Konstanty