It Lurks Below cover
It Lurks Below screenshot
Genre: Role-playing (RPG), Adventure, Indie

It Lurks Below

Patch notes for v1.00e

Features:
- I have added several new pieces of music. It isn't complete yet, but it is a start.
- There is now a better ending to the game! Enjoy the celebration.
- If you have previously killed It on Normal difficulty, you will get a reward pop up box.
- If you have killed It on higher difficulties (Nightmare+), you will need to kill It again to get higher rewards.
- There is a new quest for each difficulty.
- I have changed the Rune "Bet" to "Zed"

Patch notes for v1.00d

Features:
- I added a description to the Homestone Aura buff on mouse-over
- I've changed the draw order on the mini-map so that when it is in the lower-left corner most UI goes over top of it.
- I've increased the rate that Rainbow wands drop

Bugs:
- The coffee limit is 5... not 3 *faceplam* -- fixed the text
- The enchanter Mind of Clarity Ancient item was broken at the highest rank, but it is now fixed.
- When the mini-map is in the lower left corner, several UI windows (survival panel, level-up, etc) would close it when it wasn't necessary, but it has been fixed.
- I fixed a crash bug with sleeping, having an empty slot selected on the hotbar and picking up a 1 handed item.

Patch notes for v1.00c

Features:
- I have added better descriptions to the coffee item and coffee debuff (Coffee Cups).
- The prices for crops vs. seeds was wrong. They have been adjusted.

Bugs:
- Fixed a problem with planter boxes being picked up and crashing when replaced.
- Fixed a bug which would cause a crash on character load as it tried to update map icons before the map was allocated.

Patch notes for v1.00b

Bugs:
- Fixed a bug with the barn upgrade. If you upgraded the barn, left the game, came back in, picked up the building and replaced it, the NPC Mistress Bubba would have been missing, but it is fixed.
- When you reloaded the game, icons would turn black on the mini-map. This is fixed. However, if you had black icons on your map currently, they *may* be there until the world is reset by using a time/space scroll.
- If you were sleeping and you swapped items that changed your hand animations into your active slot on the hotbar, your disembodied arm would float near the bed. It has been fixed.
- If you scrolled down in character select, loaded a character into the game and went back to the main menu, then clicked a character to load (or delete) from the top, it would load (or delete) the wrong character, but it is fixed.

OFFICIAL RELEASE! May 29th, 2019

Patch notes for v1.00a

This is it! v1.00a is now live!

Thank you for all of your support through Early Access. The game has grown so much and I will be forever grateful for the unwavering support that the community has given us.

I hope you enjoy this as much as I have enjoyed making it!

Best,
David

Patch notes for v0.9b

Features:
- Invasions now have a new monster type at level 25; a flying eye that drops gelatinous cubes
- At level 50 or above, invasions can have an alternate boss; a ranged-attacking zombie

Bugs:
- I was messing with UI scaling and broke some font scaling in the main menus but it is fixed
- If you quit the game after activating the early "Getting Stronger" quest, the level-up button would never come back and you couldn't complete the quest, but it is fixed.
- I was not freeing memory correctly with the new blinking sequence but it has been fixed.

Patch notes for v0.9a

Features:
- I have turned off the option to change to controller input for now. It is replaced with "Coming Soon" and does not toggle.
- The main menu has been rearranged a bit. There are now the options "Community" and "Patch Notes"
- It now says Version 0.9a
- There is a new community link off the main menu. Clicking on the buttons takes you to Discord, Twitter, Reddit or Gamepedia Wiki
- I increased the amount of feed Beef Stew and Corned Beef give. Current versions of these dishes in your inventory will not be updated.

Bugs:
- Fixed a typo in the Savage Runeword description. It said "change" instead of "chance"
- If you were sleeping and picked up a placeable item, it would not wake you up, but it does now.

Patch notes for EAv0.05.28a

Story:
- The story is now in the game
- There are 13 pages to find. To find the pages, the world needs to be remade with a Time/Space scroll or a new character.
- Existing characters will have the first 2 pages of their note collection marked complete because the pages are found in the dirt level.
- Existing characters will not see the intro
- There is a new panel; story log
- The story log is accessed through the 'l' key but can also be bound to something else in options.

Features:
- Mistress Ogre has been renamed to Mistress Bubba
- Commander Vile has been added to the automap
- I added some warning information on a few survival nodes if they are early in the tree and have compost/crystal-shards/nightmare-ore requirements.
- I have changed the get-hit flash for monsters. They will no longer flash when they are invulnerable.
- The tentacles (and eyes) now get-hit flash when they are damaged. This should give people a better idea what to do.
- Trees will no longer grow up through blocks

Bugs:
- The text in The Do-Over document still mentioned Ancient Orbs, but it was removed.
- Commander Vile could spawn off of the corruption in rare cases, but the distance away has been greatly reduced.
- There was a bug where It would get stuck in invulnerable mode against Enchanters (and others). It has been fixed.
- Fixed the drawing of the tentacle connecting the death-beam pod to It.
- I fixed perhaps one of the oldest bugs: trees will no longer pop onto the screen from below.

Patch notes for EAv0.05.24a, b & c

[ Patch 1 of 3 today ]

Runewords:
- I have rewritten the engine for creating runewords to allow for a lot more flexibility and expansion
- There is a new runeword at the compost vendor that allows you to place a randomly shaped crystal-slot on any weapon.
- Runewords now have a better description
- Class runewords will be after launch. The recipes are still there (and work) but you can't obtain new ones.
- There are now a few generic all-weapon runewords. They are largely based off the old class runewords.
- The generic weapon runewords don't have special graphics or icons right now. I hope to get them in for launch.
- The new runewords (weapons and crystal-slot) will appear at the compost vendor after an in-game midnight refresh.

Features:
- I have adjusted the new ancient item buff icons to be better, but not final.
- I have added a 'map_transparency' to the config. This is a value between 1 and 255 and set the transparency level when the map is overlaying the world.
- Corned beef has an icon instead of 'WIP'

Bugs:
- I was in the middle of the runeword engine rewrite when I patched on Monday and broke weapon runewords, but they are fixed.
- I fixed a bunch of the formatting on the new ancient item text. Most descriptions were too long for one line.
- Fixed a bug which would prevent invasions if you built a line of blocks up near the clouds
- Crafting components were not updating properly when buying stacked items from a vendor, but it is fixed.
- When you removed a building, the automap was not updating properly, but it is fixed.

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Patch notes for EAv0.05.24b

[ Patch 2 of 3 today ]

Bugs:
- The new runeword which adds a socket to a weapon wasn't working with already upgraded runeword weapons but it is fixed.
- I accidentally broke stack count display as I was getting it ready for UI scaling, but it is fixed.

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Patch notes for EAv0.05.24c

[ Patch 3 of 3 ]

Bugs:
- There was a problem with making Cosmic runewords, but it is fixed.
- You couldn't make cosmic or aspire rings, but that is fixed as well.

Patch notes for EAv0.05.20a

Features:
- I have enhanced the automap
- It now has better looking icons representing the player, invaders, portals and boss-doors
- It now maps all 3 layers instead of just the top layer which gives it a better look
- The map in the lower-left now auto-scales to be a size that takes up the lower-left (to the hotbar)
- I have changed how unique armor gets its crystal slot shape.
- It is now based on iLevel of the monster, not the depth of the world.
- This fixes the invader boss dropping the wrong shape and maybe some other wrong-shape bugs.
- I have removed the backgrounds for bosses in Hell and Inferno. This will on take effect once you regenerate your current map/world.
- Armor will no longer change colors/rarity when slotted with a crystal.
- It will remain the original rarity even when the crystal is removed.
- Currently 'bugged' items remain the wrong rarity color forever.

Bugs:
- There was a bug in the map where a buffer could be overwritten in some unusual cases and hard-crash. This has been fixed.
- The Holiday item: Gone Batty was accidentally dropping but it has been fixed.