Features:
- You can once again, press 'e' (interact) while selecting a crop to turn it directly into seeds instead of harvesting it, then changing it in your inventory.
Bugs:
- If you turned off your wizard shield while the bar was active, it remained in the world. This has been fixed.
- If you placed two planter-boxes right next to each other, you would lose some of the dirt mounds (and crops) when you picked-up, but I fixed it.
- When planting in the Greenhouse in winter, you would get an error message when there were more seeds than spots, but it has been fixed.
- Planted berry bushes were not marked correctly and gave false "You have new crops ready to harvest!" messages, but it has been fixed.
Patch notes for EAv0.03.29a, b & c
[ Patch 1 of 2 today ]
Major Farming change:
- Farming has changed a lot in the game. This is something I've wanted to try for a while.
- You will no longer have your hoe or the recipe when you start.
- Instead, there will be limited locations to farm. Early in the game you will unlock the recipe to create a planter-box building.
- This will be a building that creates dirt-mounds where you can plant crops. The planter box has 10 dirt locations.
- There is a new survival tree node that allows you to create a second planter-box if you need feel the need.
- Monsters no longer drop seeds, well, very rarely. They still drop meat.
- Instead, you now gain seeds from crops. When you mouse-over the crop, press the 'e' button to turn it into seeds. There is about a 35% chance of getting a second seed.
- There is a survival talent to increase this percentage of a second seed to 50%
- There is also a survival talent to unlock the hoe recipe. The ingredients are in nightmare difficulty.
- The hoe operates as before, in that you can till anywhere and create large farms if you like.
- I changed the starting quests to reflect these changes
- I changed the graphic for the hoe. It looks much better now.
Features:
- The survival tree has changed and all of your points have been refunded.
- The Greenhouse is now in the game.
- Plant any seeds at any time in this building. It has 16 slots to plant in.
- Plants in the Greenhouse do not go away when seasons change.
- I have removed the concept of some plants taking 3 slots of dirt instead of 1. All plants now take just 1 slot and can be close to each other.
- There is brand new tech for the data for the game. It is no longer in text files and parsed at the beginning, but in binary data that is loaded.
- I have new tech that allows me to take away items and recipes from your character. (used for the Hoe and Pulaski)
- I have added a glass block recipe to the game. It should be available on load. No special requirements. The materials are in portal rooms (sand).
- I have added both the Holy Axe and Hoe for sale in Descent mode at the general store
Bugs:
- Fix bug where placing any building (planter-box, chicken-coop, etc) completed building quest and skipped you ahead. Now it must be the general store, as intended.
- If you quit/go back to main menu/load before you complete the survival quest, the survival button appears and you completed it, but it has been fixed.
- Same as above, but for level-up attributes. It has also been fixed.
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Patch notes for EAv0.03.29b
[ Patch 2 of 2 today ]
Bugs:
- Fixed a bug with the holy axe in Descent. It should now work.
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Patch notes for EAv0.03.29c
[ Patch 3 of 3 today ]
Bugs:
- Fixed a bug that would not replace picked crops in the planter box with a new dirt-mound.
NOTE: IF YOU HAVE THIS PROBLEM, PICK UP THE PLANTER BOX AND RE-PLACE IT. THEY WILL SHOW UP AGAIN.
- I added the wrong dirt-type in the wrong layer for the planter-box building, but it is fixed as well and shouldn't have grass in the front.
- I changed and assert that could cause the game to not load for some characters associated with loading the world with a planter-box in it.
Patch notes for EAv0.03.21a
Wizard:
- Your ancient trees have been reset and points and gold refunded.
- Both the auto-cast of Firestorm Opus when you ingress/egress using Omnibus of Translocate has changed to 4 ranks and reduced to 5% power-per-rank
Features:
- When you hit 'e' to access the ancient-trees, it now allows you to change which ancient item tree on the current ancient-bar you are looking at with arrow-buttons at the bottom of the window.
- I have reduced the stacking attack power when using the Tabard of Air from [3 x (rank + stack size)] to [2 x (rank + stack size)]
- The tips on the Pause menu will now change every 10 seconds
Bugs:
- The 'Guide to Magic Farming' was not working in Descent mode, but it is now.
Patch notes for EAv0.03.20a
Features:
- I have changed the mouse-over tooltip on class ancient items. It now displays strings of every active node you have taken.
- I reduced the rate that corruption spreads during invasions
Bugs:
- Fixed a problem with respec. It wasn't clearing the points spent in your ancient trees correctly, but it does now. You will need to buy a new document.
- When you clicked on a node to buy it in the ancient-tree, there was a strange flicker with the popup, but it has been fixed.
Patch notes for EAv0.03.18a
Wizard Ancient Skill-Trees:
- If you are a wizard, all of your ancient items have been reset and your gold refunded.
- The Wizard class ancient items now have skill trees associated with them. Access the skill tree by using 'e' (interact).
- Every ancient item has 10 nodes to select from. Each node can have anywhere from 1 to 8 ranks. This will create a lot of build-types.
- Right now, all ancient nodes cost 1 gold. THIS WILL NOT BE THE CASE FOREVER. This is to encourage experimentation with the trees. Respecs should be cheap.
- Each node/rank will also 1 ancient orb. You get one ancient orb per level so 100 total nodes/ranks can be taken.
- The base node (topmost) has a level requirement. I don't know if this will always be the case, but I had to put this because the later ranks are very powerful. They were going to be expensive, but are 1 gold right now.
The next class to get the ancient skill-tree update will be Warrior. I will be spending a few days on other features and gather feedback on Wizard before starting.
Features:
- All of your survival talents have been reset and your points refunded.
- I have finished the Chicken Livestock nodes in the survival talent tree.
- I have added the technology to have multiple copies of a building. This is used with the chicken coop, but will apply to other things in the future.
- I have turned Cloud Saves back on. I hope the patch works...
Patch notes for EAv0.02.22a
Features:
- I have lowered the minimum recharge time through modifications and affixes to be 0.25s
- I have rewritten the way picking up a building works. I'm hoping to remove the bugs associated with leaving doors/npcs/etc behind. You shouldn't notice any change to the mechanic.
Bugs:
- The Intelligence to Lightning resistance wasn't working for Rank 7 and 8 of the Wizard Thunderstorm Text, but it is fixed.
- There was a display (and preventing recharge) bug with wands that had a recharge time of less than 0.5s, but this too is fixed.
Features:
- I have turned off Cloud Saves for now to see if there is a problem with my Steam integration and the game not running.
Patch notes for EAv0.02.21a
Features:
- The Wizard Ancient items have changed. They now go up to rank 8 and have many new abilities and features. This is the first of the new character class revamps with builds.
- If you are a Wizard, your attributes and ancient items have been reset and your gold refunded.
- There will be other dropped ancient items which will support these builds, but they aren't in yet.
- I've changed ancient item ranking message on pop-up to be more specific instead of just 'not enough gold'. It now says 'gold' or 'orbs' or 'both' depending on which.
- I have changed armor for Monsters. Monsters randomly had armor before, but now they all have armor.
- Armor is scaled on level. There is almost no armor in Normal difficulty (13 armor at level 30) and ramps quite a bit at the end (330 at level 100).
- Armor is a direct reduction to damage per bolt. Sadly, this could be a big nerf to spray wands, but we will see.
- Note: Armor was in the game before and was a reduction to damage per bolt, but the armor values scaled differently, so you may not notice much change.
- To counteract monster armor, I have added an armor penetration stat. It is displayed in the character info and can be a random affix.
- I have changed the boring affix to be a random value of armor penetration instead of straight 50% armor reduction/penetration.
Patch notes for EAv0.02.18a
Features:
- All characters have had their leveling points refunded.
- I have removed Wisdom from the game. Instead, all classes will use Vigor. All items that had wisdom have been changed so they have Vigor instead.
- Wand recharge has been re-scaled for 100 levels and the removal of Wisdom. The recharge time does increase, but not nearly like it used to. The old max was 10 seconds, now it is about 2 seconds.
- The minimum recharge time has been decreased from 1s to 0.5s
- There is a new affix that can appear on crystals, etc that decreases recharge length. There is a minimum of 0.5s recharge time.
- The Quick Draw Unique legs have been renamed to Hardy Constitution
- I have changed dropped Ancient items:
- They now stack (up to 10)
- Each stack increases the stats of the Ancient item. The stacks become the "rank" for the item.
- There is a LOT of new code for making this work swapping/stacking/splitting/etc between bank/inventory/ancient-bar. Please test it.
- The ancient Reverse Fate has changed and is dropping once again. It now has a chance of removing all status effects every time you gain a status effect.
- I have limited the number of minions that a Necromagus can summon to 15.
- I have reduced the hit points on Necromagus minions
Patch notes for EAv0.02.12a
[ Patch 2 of 2 today ]
[ Patch 1 of 2 today ]
Features:
- I have integrated the steam library and Steam Cloud! You should now auto-update files across multiple computers if you are logged into the same Steam account.
- I have upgraded the save file system a bit to ensure that corrupted files are not saved after a loading attempt. The game will exit when it tries to load a corrupted save file instead.
- The save system also will create a backup of the save file first, then create a new file if a save file already exists.
- There are now 10 slots to save characters. The selection list can now scroll.
- Your survival talents have been refunded.
- The final two pickaxes have been completed in the survival tree. The Divine Pickaxe can now dig up corruption and you can gather corruption blocks.
- Because you can remove corruption, it now continues to grow during invasions (and other surface events).
- I have removed the chicken coop from the Pet Vendor (Kiki) and it is now working in the survival tree.
- The Ancient popup UI has been changed again. I hope it is clearer now. I have added draw-a-line tech to popup boxes.
- The Homestone now has an aura when you are close to it. You will digest food slower in Survival and slowly regain Health in Descent. The aura will not work below the surface zone.
Bugs:
- Cooking bread did not advance the "cook any recipe" quest. All other recipes did work, but I forgot to mark that one correctly, but it is fixed.
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Patch notes for EAv0.02.12b
[ Patch 2 of 2 today ]
Features:
- Your survival talents have been refunded. This time, I mean it.
Patch notes for EAv0.02.03a
Features:
- I have added another tab on the survival tree. They are all WIP right now, but coming soon.
Bugs:
- There was a bug with recently created characters that cause a crash/lock-up when using Abel, but it has been fixed.