Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big alterations.
CHANGELOG
The special Steal action for shops is now always the secondary interaction option. You also can no longer steal in the village.
The Pillar of Flames spell now deals half as much damage but has twice the AoE.
The Blizzard spell now dispels when its caster dies, and also ticks less frequently.
The auto-shortcut configuration option now works properly when bottling potions from wells.
The map now starts more zoomed in. Minimap stays the same.
Confused, blinded or panicked enemies will no longer decide what spell they should cast based on AI.
Inventory keyboard controls are now completely independant from the configured controls for movement and camera, as they are in the other menus.
Screenshots now work properly while in the inventory or pause/options menus.
Added a configuration option to disable the default 3D sound system for a more compatible one, in case it doesn't work properly with your hardware or OS.
The game now automatically pauses when its window loses focus, just like with the Steam overlay.
The game now has a smaller chance to crash on startup and going back to the title screen.
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Expect more of these, and regular major updates too!
We now have a NEXUS page!
And it already has the Champions of Blight mod there, so go get it!
As was announced in Patch v1.2, Steam community items, including the badges, have finally been approved and set LIVE!
Now go collect them all!
Devil Spire's Patch 1.2 is live!
Devil's Spire first patch after release is one made almost entirely of fan suggestions, bug reports, and overall good ideas! Check out all the improvements:
Steam version only:
Community items, which should go live soon! Including profile backgrounds, emoticons, and trading cards of the dungeons, with canon lore!
If you didn't already know, the game was verified as fully compatible with the Steam Deck!
Added full support for Steam screenshots.
The "Devil's Spire" Steam achievement for earning all the other achievements in the game will now be re-checked for on the title screen, to avoid the issue of failed stat submissions to the Steam API.
Fixed the "A Hero's Death" achievement.
Using Wells and Bells now only counts towards the Steam achievements if you're in the dungeons.
All versions:
New, hidden, unlockable difficulty: NIGHTMARE!
Improvements and fixes to gameplay:
Immortal characters now lose one random stat on death, complete with fun flavor text!
You can now move and zoom the map using the mouse while holding the Map key (default M)!
Camera will no longer jump when you get out of a stunned state (in which you can't move the camera, like being frozen).
You now only Dodge when you actually press the button.
Dodging's crouch height is now dependant on your character's actual height, to avoid clipping below the floor when Shrunken.
The Mute ailment now drains half as much MP, but drains HP if you have no MP, at half the rate of Poison.
Gold Bars (from Yellow Boss Stones and Raider's starting equipment) are now Gold Dust, which is weighless.
You now get bonus current HP and MP when you allocate stat points to VIT and INT, and also when you get a red boss stone.
Your character now falls down more drastically when killed.
There's now an extra confirmation message when you go back to the title screen or exit the game if you don't have a save file for that mode.
Kicks now deal 1 damage. This mostly means that they can now aggro enemies.
Healing now recovers Health twice as fast, but is interrupted by taking damage. This also applies enemies and to Magic regen and drain.
Better collision code for thrown, lunging, etc., objects and actors. Should highly decrease the chance of going out of bounds.
Fixed some weirdness during the Soul and Immortal game modes' endings.
Fixed changing the spell being cast when picking another one up while already casting a spell.
Fixed keeping your powers from boss stones when starting a new game after exiting a game from the pause menu.
Fixed a bug that made the player sometimes be launched back when hit with an enemy's lunge attack.
Improvements and fixes to powers from rings and boss stones:
Power from Stat weapon enchantments now deal the bonus damage half a second after hitting, with unique visuals and sounds depending on the attribute.
The Unarmed Blade can now break barrels and crates, to increase its utility. And synergizes better with the Ranged Attacks power.
Bosses can now be tackled with the Charging Run power.
You're now visible when you have the Invisibility power not only when opening doors, but also chests, barrels and crates. Also, because kicks now deal 1 damage, they alert enemies too.
Your Invisibility now visibly "fails" when you're actually visible.
The Dodge on Reflex power no longer triggers when hit by spells.
The green fire from the Fiery Steps power now no longer damages un-aggroed enemies.
The Always parry power now visibly makes your weapon/shield vibrate when blocking.
Improvements and fixes to enemies:
Enemies now step back when preparing to Lunge.
Enemies can now pick up class cards and be promoted to minibosses (including the EXP bonus), plus the stat bonuses and penalties of the card.
Enemies now aim their Telekinesied object/enemy at you.
Enemies will prefer to not cast Ice Spike if you're already frozen.
Enemy attacks that send you flying now do so in the right direction.
Snow Elves' attack and defense spells have been switched.
Shopkeepers and Vampires now stylishingly parry totem trap's arrows (when not distracted).
The tutorial enemy can no longer be a miniboss.
Bosses can no longer spawn as minibosses.
The Guardian bosses now alert one another if they detect you.
Sand Golems summoned by the Idol boss now spawn aggroed.
The Idol boss' electric spell was changed from Electric Chain (bouncing lightning) to Short Circuit (pin on hit, damage over time).
Neither enemies nor the player can now escape the boss room during the fight. Mostly impacts the Swarm boss.
You can now steal from the shopkeeper if you enrage him, or if you have the power of Invisibility (which enrages him).
Great improvements to ?????'s animations.
Improvements and fixes to spells:
Casting Enchant on a weapon now properly "upgrades" its name to reflect its increase in power (+1, +2, etc).
Freeze now lasts 1.5x longer, but enemies will exploit it much less. This also reduces the overall damage dealt of Blizzard when it's used by enemies.
Telekinesis can no longer put its target behind a wall (and out of bounds).
Ocular Beam now can't be stacked and can only be cast if you're not already Blinded.
Increased the average cost of Invoke to 40 MP.
The Gravity spell's core now blocks less of your vision, and its sound is more synchronized with it.
Nerfed Overgrowth's Root effect by 0.75x.
Purify now removes all ailments regardless of Magic Power, which is now used to further amplify the power of the "projectile" cast.
Faeries now giggle at you struggling to find them.
Faeries have been scoulded and will no longer spawn inside walls. They can still hide inside chests and other places, however.
The Pillar of Flames spell now activates and travels faster, and deals 50% less damage.
Fixed rare crashes caused by casting Pillar of Flames when the game is lagging.
Fixed Metamorphosis not increasing stats like it should. It also now alerts you if you try to open the inventory.
Improvements and fixes to the dungeons:
Blood from corpses now trails on the ground!
Crates and barrels now interact with all traps. (You still can't break them for free with traps, unless...)
Portals can now only send you back, and also swap what dungeons you'll encounter in the 25-floor modes.
The shopkeeper will now do the favor of unlocking all doors for you when he appears.
You can now walk through arrow-shooting totem traps.
Keys can no longer spawn behind chests.
Better graphics for the weird bubbles in the flooded temple.
Merchants no longer kill something while you climb the stairs to the Arena's back room.
Mushrooms now ????
Improvements and fixes to the village:
You can now sit at the bonfire in the village to heal!
Potions are now 50% off!
The armor shop now sells one of each armor type.
Lamp oil will no longer degradate in the village (and other peaceful areas).
NPCs now speak a little faster.
NPCs now ????
Improvements to the inventory:
Character name, level/class, game mode and floor are now drawn better in the inventory.
Unequipped items now tend to go back to the inventory slot they were before.
When hovering over shortcut slots (including the Combine one), a line is drawn between it and the actual location of the item in the inventory.
You can now level up from the EXP given by certain Artifacts, this also means you can level up even while in the inventory.
There's now an unique sound when upgrading spells.
Fixed a crash when opening the inventory at the exact same frame a ranged projectile attack is made.
Fixed various crashes when doing very specific things in very specific situations (usually combining + shortcuts) on the inventory menu.
Improvements to the title screen and other menus:
All menu buttons' delay between ticks are now FPS-independent, to improve their usability when uncapping the game's framerate.
Buttons that accept left/right inputs are now drawn more like arrows.
Endless modes now keep a record of the highest floor reached upon death, visible in the title screen.
Better title screen backgrounds.
Improvements to character creation:
BEARDS! 6 new styles that fit with the hair ones.
Your character's age now makes its hair whiter!
You can now go back to the previous character when randomizing!
You can now gravedig the most recently deceased character to use his appearance again!
Customization sliders can now be clicked to set their values.
Hair/Skin/Eyes Tone sliders now change to reflect the Color.
Weight can now go much higher and lower.
Better background visuals.
Improvements to configuration options:
Auto-Shortcut: Allows you to turn it off or set it to an alternative mode (shortcut all items left to right).
Imperial Unit measures (pounds and feet/inches).
Gamepad Deadzone.
More window size options (not to be confused with Resolution, which is locked for the pixelated effect): 1440p, 4K and 8K.
Many small improvements and extensions to item descriptions and tip notes, to make them easier to understand.
Better item sprites for Chain weapons.
The MP cost of Spells in scrolls is now shown.
Artifacts that costed full Health or Magic can now be used even if you're not at full HP or MP.
Various misc sound fixes.
Fixed oddly low FPS while playing on Windows 10 and up, specially in newer hardware, by adjusting the game's default Sleep Margin.
Other small fixes and improvements.
Thank you for the amazing reception and feedback. All of this is possible because of you!
And stay tuned for more free updates!
Devil Spire is available now!
Here's the changelog for the second one:
Better and more stylized sprites for spell scrolls and equipment items on the ground, chests, shops, etc.
The Shrink spell now works on bosses! Also, it now removes miniboss enemies' special powers.
You can now see where you came from when going down in the dungeon.
Changed the Immortal mode's upstairs to the Descent one's trapdoor.
Adjusted where portals can take you depending on the game mode, and made it so entering the one in the dark room doesn't count towards the Steam achievement.
There's now an Experience points/Next level counter in the inventory menu.
Durability is now shown on dropped items.
The minimap is no longer disabled when your character is Blinded.
Potion prices in the village are now fixed, and depend on the potion's type/color.
Weapon and armor prices in the village on the Immortal game mode no longer scale with your progress.
You can now combine any weapon type with any other to repair them.
Randomizing in character creation now also changes the class.
Adjustments to NPC dialogue in the village.
Dragging items out of the shortcut bar or the combine slot now removes them from them.
Enemies now have better vertical aim.
Fixed locked doors sometimes opening from the inside even when outside.
The game's SOUL and IMMORTAL modes now give half the SOULS reward when beaten.
Other small fixes and adjustments.
Thanks to everyone who accompanied us on this amazing journey, ever since the game was called Dungeons of Rhamdon II... This would not be possible without your support!
Now get it while it's hot!
The Day-One patch is out now!?
To address crashes during livestreams, we've decided to set Devil Spire's day-one patch 1.1 live before the actual release.
It also comes with two new game modes, plus endings!
While these game modes are not accessible in the DEMO version publicly available now, the other changes still impact it.
CHANGELOG:
New (somewhat hidden) game modes: Soul and Immortal, both with new endings!
Soul is similar to Ascent, but you start the run in a dark room with magic crystals that grant you permanent upgrades in exchange for SOULS, the game's meta-currency earned by killing enemies, and previously only used to unlock new game modes.
Immortal is similar to Descent, but you go back to the village after every death, and resume at the start of the dungeon section you died in (so every 10 floors, right after the one with the merchant). The village's shops also scale with your progression, but you revive with only 1 HP.
Gameplay balacing:
Adjusted enemies' power scaling per floor/dungeon for each game mode.
Red Boss Stones now give +3 in a stat instead of just +2.
The statue's blood offering is halved, the exp gained is increased by 25%, but each subsequent offering drains twice as much blood.
You can now also interact with a gate's lever to open it, instead of just the gate itself.
Different types of armor pieces can no longer combine to repair one another.
The slime now teleports to you if too far away.
Adjustments and additions to the tip notes.
You can now unlock locked doors from the inside for free (in case you teleport behind them).
Added confirmations when randomizing a customized character, and returning to the title screen from the character creation one.
Hair styles for each race are kept when switching between races in character customization.
Tutorial messages now change if you're using a controller.
The demo end stone now sends you back to the title screen.
Visual improvements:
Hanging skeletons look nicer.
More stylized sprites for potions, including empty bottles and lamp oil.
The Use, Combine and Trash slots on the inventory are now more eye-catching and distinct.
Miniboss enemies are (only visually) smaller.
Notes no longer "float" at the edge of climbable props.
Better identification of your character for the game over screen and the endings.
Unique messages for interacting with different doors.
Better fadeout from the character creation screen to the actual game.
The Dice's interact prompt is now "Re-roll" instead of just "Roll".
Ailments on the inventory are now shown as "Status: [Name] [Duration]s".
Renamed the Screen Resolution configuration option to Window Size, to better covey its effect.
STEAM-only adjustments:
Lower number of actions required for the Parries, Dodges, Attack Cancels and Spell Interrupts Steam achievements.
Combining gold bars or bags no longer counts towards the Item Combines Steam achievement.
The grass maze dungeon's doors no longer count for the Steam achievement for secret doors.
Bug and crash fixes:
Fixed the occasional crashes in the flooded temple dungeon, caused by missing textures from the gas trap.
Fixed the rare crashes when changing floors exactly when an enemy shouts.
Fixed a crash when drinking potions immediately instead of picking them up, when you already have one in the inventory.
Fixed a bug where if you go back to the title screen from the game over one, the Powers granted by held boss stones were kept on a new run.
Fixed a bug that resets the game to the Ascent mode on selecting Retry in the game over screen.
To avoid issues with lost save data due to errors, saves are now only deleted a minute after loading them.