Gauntlet games now have a chance to encounter additional specialized merchants (weapons, armor, trinkets)
Story mode can now only be played in the normal difficulty (no permadeath), Gauntlet mode remains as is with permadeath on always
Mimics now have a visual tell in their artwork
When the player is hallucinating, any allies are also considered hallucinating and will battle the hallucinations
When killing the last real enemy and getting the xp reward, any remaining hallucinations on the current floor are automatically dispelled
Gauntlet NPC followers no longer depart at the end of a level chain
Removed the Hall of Fame for "Story (Hard)" mode, any existing ranked players have been merged into the now single unified hall of fame for story mode games
Game mode (story/gauntlet) is now remembered and automatically set when creating a new game on the options screen
Decreased the delay required for mouse button press and hold to execute moves/actions making controls more responsive
Teleport skill post delay now faster
When releasing the mouse button after holding it down a long time (driving movement), the player now immediately stops moving or executing other commands queued up while the mouse button was pressed.
Floor traps have new revealed artowrk of a big red X and now appear in all areas
Cosmic loot crystals now have a chance to explode, but can also be disarmed like exploding barrels
Altered music sets for Lava and Plasma environments
Increased the upgrade cost for the gauntlet vault
Fixes
Fixed a case where enemies could freeze and not return to idle animations
Fixed Pallom being invulnerable when following the player in gauntlet games
v1.0.308 - Maintenance patch
v1.0.308 - Maintenance patch
Changes
Gauntlet vault now has a map icon and appears near the start of every environment level chain instead of the end
When failing to upgrade a vendor due to not enough money or resources, some text feedback now occurs on the upgrade control
Fixes
Fixed save game loading error for old save games that generated a caundron in the dungeon intro level
Fix save game load error conditions by going to the archive map data itself to determine level has been instanced instead of the has visited flag
Fixed intro dungeon having no enemies
Fixed gauntlet manager not clearing previous game data when reset
Fixed overseer not playing idle animation after wall skill
Fixed shield orb at wrong orientation after being recycled when previous use rotated (banished)
Fixed crash for upcoming Windows Store distribution
Framework
Modified build pipeline to include distribution and version data for inclusion in other online game store outlets
v1.0.303 - Gauntlt boss balance + vision fx
v1.0.303 - Gauntlt boss balance + vision fx
Changes
Gauntlet Guild Wizard bosses now have no level advantange over the player due to quality. However, as gauntlet games progress the overall gauntlet AI rank advantage still increases and applies, but this allows for a smoother difficulty curve in the early game
Inventory UI now opens directly to the backpack or bag tab if either of those inventory contain new items so you can quicky inspect newly acquired loot
By default, the vision effect for a map is switched between rise/fall (black background maps) and grow/shrink (art background maps)
Default game speed now 125%
Tweaked the weights and number of cauldron recipes
Fixes
Fixed a case of stuck actions because an actor was created after all existing actors have been processed for actions in the current turn
Fixed potion filling graphics at wrong scale in world
Clarify text for follower loot find quips
v1.0.302 - Gauntlet + crafting + more
Features and Changes
Shared Gauntlet Vault: these vaults now appear in gauntlet games in some levels, items put in the vault are accessible from any existing or future gauntlet game when encountered again
In gauntlet games, players are now given a spell point at the start instead of fireball
Gauntlet games now hold back certain enemy types until the player has reached a certain level, this gives the player a better chance to ramp up their gear before encountering Replicating Blobs, Hellions, Mudslingers, Gryphons, Malignancies, and Thieflings
Fixed gauntlet games dropping items at higher ranks than intended once you surpassed a boss
Significantly increased the cost of the Regroup spell
Pets now try to stay near the player and won't charge off on their own
Increased rate and healing amount of Artichuk pet
Cauldrons now show up in all environments (limited to 1 per environment chain)
Dungeon cauldrons are now each unique in that they don't all offer the same crafting result set
Added craftable xp and magic shield potions
You can now use potions in an open invenotory by picking them up and dropping them back into the same inventory slot (or right click for 2 button mouse setups)
Changed color of right-click fast action in tooltips to bright green to call attention to it
Added floaty use effects for potions in the inventory and world
Town inhabitant item visuals now increase with the player item visuals
Enchanting shrines no longer heal players
Eye of Antarit no longer takes up inventory space and is a UI element on the avatar UI
Update Steamworks.NET
Fixes
Fixed a case that would cause infinite transition between normal and battle mode when an enemy was on the edge of the screen
Fixed experience modifiers so they all now stack their effects propertly as well as each track their own independent duration, stacked modifer durations are also indicated in the tooltip with a
Fix large size ghost particles in vision effect is grow shring and player switches levels
Fixed size of heart in avatar UI for health
Fix block percent chance missing % sign on avatar UI
Achievements have been refactored to work with multiple distribution platforms
Fix extra extension character in .eulogy filenames
Fixed Pallom having no weapon in the last level
v1.0.293 - Bug fixes
v1.0.293 - Bug fixes
Changes
Followers now always have magic weapons
Pallom now always has a magic chakram in order to quickly introduce this non-standard fantasy weapon
Fixed a ton of enchantment weights that was causing a lot of rare enchantment qualities to be a lot more common
Tuned cosmic dragon banish bolt chance
Tuned snow crab freeze distance
Weak monsters no longer show up after xp level 10
Added some loading tips
Daggers no longer gain use mastery, they are one time use and mastery doesn't make sense for them
Daggers no longer show a mastery line in their tooltip
Fixes
Fixed a case where Guild Wizard bosses did not spawn their loot chest upon death
Attempt to fix followers with no items
Fixed stack split UI Z sorting, cutting through shortcut bar, and not responding to escape key to close
Fix a case where low level items with vampire would heal 0 damage
v1.0.292 - Unity 5.4.2 and bug fixes
v1.0.292 - Unity 5.4.2 and bug fixes
Changes
Engine upgraded to Unity v5.4.2
Item enchantment per item increased to 8
Shield now protects the player from mud splat effects
Empty wands that have no recharge enchantment are now auto destroyed upon last use
Added separate affix space for block bonus enchantments on socketables and balanced base enchantment values
Reworked the Inn UI to show pets and possible pet slots with tooltip pet information
Added pet tooltip to companion selection UI
Item names are now rendered into tooltips on a single line and the text is shrunk to fit within the tooltip bounds
Added tooltips to town structures
Fixes
Fixed pathfinding not taking advantage of diagonals in some situations, this will especially fix what felt like misclicks when directing your player to attack a nearby target which could be reached by a diagonal move but the player moved grid aligned instead.
Further fixed degenerate cases of secondary tooltip comparisons that would not fit on screen by further scaling down the secondary tooltip, this looks better and will help prepare the game for German localization
Fixed an exploit making it possible to bypass mudsplats
Fixed talismans with block chance bonus not stacking their effect properly
v1.0.291 - Hotfix for infinite wands
Fixes
Fixed wands with infinite charge
Fixed arrow comparisons when comparing two pieces of armor with health regeneration
v1.0.290 - Hotfix for Boss hang (and other missiles)
Fixes
Fix Guild Wizard boss hang caused by invalid missile health
v1.0.289 - Item artwork distribution and balance tweaks
Changes
Tightened item distribution tiers, allowing players to see more item artwork variations earlier
Created a pool of late game item distribution, after all variations have been seen the first time, a pool of "high level cool looking" items are available for all future drops from then on out
Leather armor is now available from the start of the game so players can find something that changes the body armor look of their player
Mud and hallucination can no longer be waited out by passing your turn
Mud splats are now limited to 5 simultaneous splats
Pets now return like followers
Artichuk pet now heals entire party and removes negative status effects
Tempest, Golem, Mudslinger now appear only after the Ice Rift is cleared
Tweaked health potion chance when in "dire need" of one
Triggering a teleport or spike trap now cause the player to speak with a dialog bubble instead of an exclamation bubble to make it more clear what happened
Fixes
Exploding barrels being super deadly to your followers and pets
Auto size cost on stack split UI
Fixed health regen, wand recharge, fast movement enchantments being broken when stacked via socketed talismans
v1.0.287 - No pet cool down & balance tweaks
Features & Changes
Pets no longer have a cool down and can be selected directly at the enter dungeon screen
Chance to find pets now more than 2x previous chance
Reduced singularity proc chance
Silence duration from a proc decreased to only 3 turns
Added 3 turn cooldown to Gryphon ice slick skill
Secondary tooltips are now smaller than primary ones and positioning changed to keep everything on screen
Regroup spell now instantly teleports your followers with you
Enemies that were once visible, now remain active and hunting for more turns
Fixes
Fix occasional crash from Guild Wizard missiles on some machines
Fix floaty damage looking silly on targets that are banishing and rotating around
Damage numbers no longer ever shown for Anomaly summon
Fixed discovered bosses always keeping the game in combat mode
Fix being able to cheese bosses when they are only partially visible
Fix dungeon vendors always having the same loot in some cases
Raised attribute value artifical cap
SFX volume UI now accurately reflects the fact that they cannot be truly muted