Features:
- I have redone how experience gain works for monsters. They now have a scaling table of how much experience they give. This will greatly increase the leveling rate for the game.
- I changed which shapes of crystals drop to match the new armor locations
- Unique Armor drops should now also have the correct crystal slot shapes for the zones and difficulties.
Bugs:
- When mousing-over the experience bar, the popup-window numbers would not update until you moved the mouse, but this is no longer the case.
Patch notes for EAv0.01.04a & b
NOTE: Your world dungeon has been reset. You have been placed (along with any dropped player-bound items) on the surface.
Features:
- The max level for the game is now 100. Monsters, items and player experience will all scale this high.
- To support this new leveling, there are now 4 difficulties in the game: Normal(1-35), Nightmare(35-65), Hell(65-90), Inferno(90-110).
- New books for creating these difficulties are available at the Wizard on refill at midnight game-time.
- Experience gain has increased by 20% to allow for a faster leveling experience in Normal. You used to need to be level 25 at the bottom, now 35.
- The vertical size of each "zone" in the world has been increased by 15%
- The number of random rooms you find before the dungeon in each zone has been increased by 25%
- All crafted armors have had large stat increases to make up for the new leveling changes and where they are expected.
- Any crafted armor you have on your player, bank, etc will automatically get the new stats on load. This may throw off balance in late game because old-mid-nightmare (ilevel 30) armor is now meant for hell (ilevel 75).
- I have changed the rate at which you get crafted armors from the end of normal difficulty onwards:
- Iron (ilevel 6), Copper (ilevel 12), Mithril (ilevel 18), Rubium (ilevel 25) and Gold (ilevel 35) are in Normal
- Adamantine (ilevel 45), Verdant (ilevel 55) and Cobalt (ilevel 65) are in Nightmare
- Crimson (ilevel 75), and (tbd-ilevel 85) are in Hell
- The final armor (tbd-ilevel 95) is in Inferno
- I changed the way that affixes are chosen for monsters in Nightmare difficulty (and beyond). It will now limit the number of times any specific affix will appear to create better variety and getting stuck with a bad one over and over.
- I have renamed Luck back to Magic Find, because I wanted to.
Bugs:
- Fixed a long-time (since prototype) rendering bug which created seams in the world. I had some kludge in there to fix it, but fixed the real bug and removed the kludge.
- Fixed another rendering bug which would incorrectly render the second-layer block front when there was a block in the first layer, creating a lighting seam and extra rendering.
Known:
- The debuffs for hell and inferno are not in yet.
Warning:
- I am going to change execute in the next patch. It will not be as powerful as it is now.
Bugs:
- Emergency patched a bug that wouldn't allow you select things after opening the quest window.
Patch notes for EAv0.12.30a
Features:
- You can now use the mousewheel to scroll through the pages at the vendor
- I have improved the VFX for the wizard "Omnibus of Translocation" ancient item
Bugs:
- Fixed a bug that caused Graybeard to be left behind if you picked up the bank.
- A while back, I changed the length of seasons and messed up the state of the ground/dirt-tiles so they didn't change correctly. It has been fixed.
- Picking up interactive objects (like sticks, rocks, etc) was broken with the 'b' button on the controller but has been fixed.
Patch notes for EAv0.12.29a
Features:
- Vendors now dynamically adjust how many pages they have for their supply of goods for sale.
- There is one new item at Graybeard for the Holiday event. Once the vendor refreshes at midnight game-time, it should appear.
Bugs:
- Fixed a bug which would allow a vendor window to be open at the same time as the bank UI.
Patch notes for EAv0.12.28a
The ILB Holiday Event has arrived!
Jolly Ol' Graybeard has appeared in town. Visit him at the bank to view all the fun toys he has for sale. Collect Snowflakes that are dropped from bosses and monsters.
Happy Holidays everyone!
Thank you so much for the support everyone has given me in the last year. It is greatly appreciated!
Best,
David
Patch notes for EAv0.12.19a
Features:
- I have added different icons for Playstation vs XBox controllers. I wasn't able to test with a PS3 controller. Let me know if it works.
- SDL does not do a great job with reporting what types of controllers are attached. I talked to the SDL guy and he suggest the way I implemented it. Let me know if it incorrectly identifies what type of controller you have.
- I changed the colors of the fourth zone below the surface. It used to be red and the next zone is flesh-colored, and it was a bit confusing. It is now purple.
- The General Store blueprint now takes 8 Tough Grass instead of 8 Wheat to create. I also increased the number of Tough Grasses spawned at dungeon creation to assure there are enough.
Bugs:
- Fixed a bug where the mouse-cursor would disappear if you used a controller and went back to the main menu
- You were unable to click on many objects (chests/crystals veins/etc) with a controller, but it has been fixed.
Patch notes for EAv0.12.18a
Controller:
- I forgot to mention that pressing down on the Left Stick is sleep.
Features
- I have added a color for cosmetic items and they now glow. This should make it harder to miss the cosmetic items that drop. Hats and Back items are cyan, Ambient Pets are mint-green.
- The dungeon now produces about half the mushrooms it used to produce. Feast and Meal mushrooms are much rarer than they used to be as well.
- I slightly reduced the drop rate of seeds/meat from monsters. I also changed it so it chooses to drop a seed more often and meat less often. I hope this makes it so you need to plant more often in the later game.
- I increased the drop rate of meat from rats
- I have greatly increased the amount of survival experience you get for planting and harvesting.
- You can now gain survival experience for chopping down trees (both money and normal)
- Quests can now give survival experience instead or in-addition to leveling experience.
- Several quests that focus on survival now give survival experience as well.
- There are 3 new quests to help with feeding yourself and survival. I hope this improves the hunger/death-loop for new players.
Bugs:
- Fixed a rare bug which would leave the NPC behind when you picked up the building. Thank you all for helping find this one!
Patch notes for EAv0.12.16a
I have enabled the Alpha version of Controller support!
A few notes:
- You can toggle the controller on and off in the options menu
- Right now, there is only art for XBox controller, not PlayStation or others. So it will use A-B-X-Y
- I know there a few things wrong and missing. I will be fixing some of them over the coming days. Mainly some tooltips and messages have errors.
- If you get stuck and can't interact with some UI, you can always hit down on the D-Pad and you will be in mouse-cursor-drive-mode with the left stick and can scroll anywhere and click.
Here are the controls:
- Left stick moves your character left/right and squat/down
- If you press the stick slightly, a targeting cursor appears and you can use it to highlight something to interact with.
- Pressing the stick fully will begin movement.
- D-pad:
- Up -- does the "right" thing with the UI. This is going to change to a menu select, but right now it accepts new quests, opens survival and level up UIs, whatever is needed.
- Left/Right -- changes the selection box on the hotbar (like mousewheel)
- Down -- opens the inventory and crafting panel and puts the cursor in "UI cursor drive mode" (using the left stick)
- Right Stick -- puts a cursor out away from the character to the edge of the screen. This can be used for targeting skills like teleport and dash.
- A -- jumps
- B -- interacts with things (doors/chests/etc)
- X/Y/LB/RB are assigned to spots on the hotbar and ancient bar. Clicking them activates the item.
- Left Trigger is used like a shift key. Dig/place/etc in the background with the Left Trigger held down.
- Right Trigger uses the current hotbar item (swing a sword, dig, place an torch, etc) like left-mouse button.
- The UI to reassign/modify controller buttons will be in the future. Right now, you are stuck with these controls.
Upcoming:
- I am going to revamping the UI in the game to remove the difference between Right mouse button and 'e' (interact) key. The difference is no longer needed and it will help controller support.
- Tomorrow there will be a patch with a number of survival improvements focused on new player experience and end-game survival being too easy.
Patch notes for EAv0.12.04a
Features:
- The Harvest Event has come to an end. Thanks for participating!
Bugs:
- There was a bad bug with splitting or changing food stacks and it got worse when recombining them into other stacks.
- This was several bugs, including a 0 feed bug.
- Food may have slightly adjusted values (+/-1) from before.
- I have rewritten the entire system and the way it calculates feed and I think it is fixed.
- All old broken food should be recalculated on load
- Please be on the lookout for food with 0 feed or large rank numbers or negative rank numbers, though they should be impossible now.
Patch notes for EAv0.12.03a
Features:
- If the cooldown of an item is 1m or more, it now displays it as minutes rather than seconds on the item tooltip.
- Slightly updated the vfx for item glow
Bugs:
- Fixed a bug with the item glows sticking around.
- There was a typo in the Cornucopia text that has been fixed.
- The dirt tiles were not changing during season transitions, but they are now working again.
- If the banker was open and you could highlight and interact with a fridge, it would put both UIs up, but it has been fixed.
- The Poisonous Phial was supposed to break shadows or wisp form but was not. This is now working as intended.