- Added gifts that can be unlocked to gain more power. - Added a gift related quest, heritage and challenges. - Wand of Torture no longer works with main bosses. - Mirror images now have up to 8 health instead of 1. - Fixed a bug with Demonic Presence challenge. - Fixed a typo in one of the heritage descriptions. - Fixed an unintended feature from random merchants. - Fixed a bug in glacial map generation. - Fixed a bug with regeneration of friends by auras. - Trading card dust currency is now capped at 2000 and it is no longer shared.
There's 56 new gifts that buff the rogue slightly. They can be unlocked by gaining experience from creatures that you have buffed using an item you can get from a new quest.
The experience then turns into points that can be used to unlock gifts. Unused points are lost upon death so you may want to use them as soon as you get some. It will get harder to earn points so you may still want to plan which gifts to unlock first.
Buffed creatures gain all gifts and some additional ones that the player can't get. The additional gifts are demonic speed (fast creatures can act up to 3 times per turn), +50% health, immunity to torture and slow creatures (snails etc.) are no longer slow.
Gifts ignore certain rules and in cases where a modifier would be capped to some maximum value, gift modifiers will be added after the normal value has been capped. E.g. if you would wear armour that says max cast modifier is 2 and you would be capped at 2, a cast modifier gained from a gift would be added to it and it would be 3.
The quest to unlock gifts is available at level 1 on normal difficulty if you have the Bloodlines DLC.
About the new challenges... They might take a while to complete but if you happen to post a screenshot of your "Tuffguy the Gamer" title on the forums, I might reply with a smiley face (but if it happens in the next 24 hours I'll go get wasted instead).
Main bosses - Gurmur, Badakath and the King - are no longer affected by wand of torture. There are other wands that can take a hefty chunk out of bosses' health but torture did it while ignoring resistances so they went to a boss store and used boss tokens to buy a new form of immunity.
Mirror images gained up to 7 health depending on their level and now they might actually survive a hit from an equal level creature.
Then there's some fixes to bugs and unintended features that you have reported and I'd like to say thanks and keep 'em coming.
Changes to trading card dust currency means that the next time you load any character all of those millions of dusts you have farmed will be cut down to 2000 and it will no longer be possible to get more dust using offline characters.
These changes also mean that it's also time to start a new season and by the time you get to read this all Epixx.org highscores have been reset. You will also have to start a new character in order to complete the game.
Version 2.17
- Added a new humanoid creature that is dead but it doesn't seem to stay down. - Being immune to disease no longer prevents the effects of existing diseases. - Added glacial dungeons that will start to appear after reaching level 10. - Added a one-time quest that allows you to quickly try these new things. - Added rare schematics and heritage for winter armour set. - Fixed some graphical errors in the dungeon tile set.
Zombies have found their way in the dungeons and they will bite if you don't put them down for good. They are more of a casual kind of creatures and their main threat is that you might get some extra experience if you take them down more than once.
Their bite does infect you which can give you a mild fever and to make it more interesting diseases got buffed a little. Gaining immunity to disease after you already have some disease no longer prevents that disease from applying new diseases and effects.
There's a new tile set that adds glacial dungeons and those will freeze you over time. They start to appear at level 10 and they are there to make mid-game slightly harder. It's up to the player to decide how to approach these levels but there's a few tricks to clear them even with low resists.
There's a new one-time quest where you get to fight zombies in a frozen cemetery and get a feel how the mechanics work. It is relatively easy but if you stay there too long or get surrounded by zombies it's gg.
Winter armour set can now be crafted in Leo's Workshop if you manage to find the blueprints (rare schematics) for it. Blueprints can only be found in storage containers (tables, shelves, crates etc.) and they require The Hoard DLC.
There's always some small errors in graphical assets and while I was making work file layers for the new glacial tile set, I noticed that the default dungeon tile set had a number of tiles that had errors in them and they had to be fixed before the new tile set could be made.
Version 2.16
Here's the full list of changes:
- Fixed a quick shot bug where mouse release was handled too early. - Updated the manual with correct ability modifier caps (page 1). - Added a section in manual about reflex checks (page 1). - Added a two step discard option in the key config settings. - Tragical album now shows the tragedy level. - Updated Steamworks.NET to 20.1.0. - Added Steam Cloud support.
Bugs, bugs never change.
Over the years there has been many updates and some changes didn't get updated to the manual at the time. Some of those have now been updated but there might still be things that are not up to date.
You can now reduce the chance of accidentally discarding an item if you open the game menu, go to key config and check the "Two step discard" option. It makes it so that you have to drop an item twice in order to discard it.
I've been avoiding this but I guess it's time to let you lose your data in cloudy weather. If you've only used one device so far then there should be no problem but if you have multiple devices using the same Steam account with different saves, then you might have some issues.
Anyway, you may want to run the game once with the device that has the saves that you want to preserve and then run it on other devices as they will end up being synched to whatever is in the cloud.
If you want to have different saves on different devices, then you need to disable cloud saves before you start the game.
Version 2.15
Here's the full list of changes:
- Added a non-violent quest for young adventurers. - Armour, shield and weapon durability got somewhat buffed. - Added a 500ms delay to each turn the player is out of control. - Talent reset no longer makes you lose the seventh talent point. - Fixed a card game bug where taking damage after winning made you lose. - Miscasting with an unbreakable amulet should no longer show a blank name. - Being invisible or hidden allows you to accidentally slap frenemies now. - Boarstone's crossbow delivery quest can no longer be started more than once. - Alter Terrain spell no longer works during quests.
So, I was blind and made a bug that was fixed in the previous update and due to mysterious reasons where I must be punished for making bugs, someone ended up saying DIIIIINNNNGGGG! Second part of that punishment then turned into a heritage that gives new players a way to learn Keen Eye talent at any time they want until they wish for more power and their innocence is lost. Note that this only helps new players and old geezers will have to suffer because nobody has made any good music since the 90's.
"Fear of the splaatt, fear of the splaaaatttt, I have a constant fear that boulder's always near!"
Armour durability got buffed a lot and now armour can only be damaged if the attack causes equal to or more damage than the target's level through physical resistance or the damage type is corrosion (snails). This means that your armour durability gets tougher as you level up and if you're not hit in the face for 20 or more points at level 20, armour takes no damage.
This was a huge buff but if the alternative is to always use a shirt then something has to be done.
Shields are now up to six times less likely to break if you are not cursed and weapons are now three times less likely to break. The in-game manual has also been updated to reflect the changes.
Now there's a 500ms delay per turn whenever the player loses control of the character and there are enemies around. If you manage to find an enemy stuck behind a gate and drink that blessed potion of losing control, you get to enjoy that awkward moment where there's complete silence and all that makes any sound is that clock ticking sound that was added to indicate this.
Some bugs were also squashed and thanks again for reporting them.
Version 2.14
Here's the full list of changes:
- Fixed a bug that zeroed physical resistance. - Fixed a dialogue bug that made the Dreadlord idle.
So, uhm, yeah. It seems that there hasn't been any physical resistance from armour against anything for awhile. I forgot brackets from a check and thanks to that everything always led to the same result, which is that physical resistance was zeroed just before it should have reduced damage (I couldn't find the bug first time when I checked because the debug spam said everything was good).
If the early game has felt hard lately, it's due to this.
The another bug was that it was possible to keep the Dreadlord idle by closing the dialogue and that's not exactly how it was supposed to work.
Let's have a vote in the comments, was that resistance bug game breaking or something that's hardly worth a mention?
Version 2.13
Here's the full list of changes:
- Fixed a mobile bug that made it impossible to name legendary items. - Added a craftable legendary amulet and a quest line to craft it. - Buffed almost all named creatures with additional health or crit.
So, uhm, what happened to 2.12?
There was a bug that affected the mobile build that made it impossible to name legendary weapons and thus it was quite game breaking. Since the mobile publishing system requires a new version number for every build, I had to use 2.12 for that but there wasn't much point to add a new version here just for the mobile fix so here we are.
Anyway, I have this thing where the person who reports a game breaking bug will be added in the game in some shape or form and this time it's in the form of an amulet.
There's this new quest line that begins when you loot a pendant from a certain Dreadlord (I like to cater the 0.1%) and then collect some stuff by completing 5 simple quests. Once you have collected all the required items you can use a sacrificial circle to complete the amulet (Abyssal spells are required).
When you complete the amulet it will contain two different unimbued blessed amulets, e.g. Free Action and Seven Keys. It is up to you to decide which amulets you will use as long as they are blessed and they do not teach spells. There's 14 amulets out of 30 that you can place in the legendary amulet.
The legendary amulet can then be bought from the curio vendor in subsequent games after you reach level 20. If you happen to choose your amulet effects wrong on the first time you can change them by redoing the quest line again in a subsequent game.
I did some code cleanup and there were a bunch of instances where named creatures had similar hidden items that are not dropped upon death (yes, they cheat) but some creatures had the items blessed and enchanted while others had them enchanted and some had them normal. Players have had so much power creep over the years that it just felt like it's time to lose a few hundred lines of code and give them all the blessed enchanted versions. The most notable change is that named creatures gained anywhere from 0 to 3 crit and or health enchants (rings and amulets).
There is a small chance that this change will break something by making some named creature super powerful with their new +3 crit that I didn't quite consider through, but hey new challenges!
Happy New Year and hopefully there's more game breaking bugs yet to be found so I can do more updates like this.
Version 2.11
Here's the full list of changes:
- Added fishing and a puzzle quest. - Nerfed Blessed Amulet of Free Action. - Fixed Peek effect in the card game. - Fixed localization of unique item names.
A fishing hook and a line has been in the game for quite some time now but the only thing it could catch was the normal fish and tentacles. There are a few additional fish and items that can be found now and one of them opens a treasure vault puzzle quest.
The puzzle game follows the same rules as the ones you find in newspapers and just like in real life when you type in the wrong number and subsequently stab yourself in the eye with the pen, the game does it for you and you are gently returned to the character creation screen.
Completing the puzzle and chugging down some red juice opens up the eighth talent that you can have. This eighth talent is always Strong Will and that can make early game slightly easier. This does however count as a bloodline and if you pick up some other bloodline later in the game it is lost.
Unfortunately there is no mouse or gamepad UI for the puzzle game at this time and keyboard has to be used to enter the correct numbers.
Oh, I almost forgot, you should be careful what you wish for.
Blessed amulet of free action no longer grants a guaranteed free turn and instead it now removes the food consumption multiplier from all haste effects. If you want to have a high chance of a free turn, you will have to stack more than one haste effect and then also have a BAoFA in order to reduce food consumption.
The secondary effect of this change is that disorientation does not last as long with BAoFA equipped due to the game counting that there are 0 haste effects at the time of counting the duration.
Peek effect should no longer attempt to peek more cards than there are remaining in the deck and hopefully cards should no longer be lost due to that.
Version 2.10
Here's the full list of changes:
- Updated to the latest 2021 version of Unity. - Updated to the latest version of Steamworks.NET. - Updated to the latest XCode and iOS build target.
I update the tools and development environment about once per year. I rarely use the latest software because there's often issues with updates and I don't like to waste time to constantly learn new stuff when I can waste a lot of time in one go.
This time was no different and now after a few days I finally got a version out that seems to work like it did while using older tools.
So, I updated the tools from 2020 to 2021 and only one version of the three (Win, Tux, Mac) worked straight out of the box while the two others simply crashed on startup.
After some ducking around the net I finally figured out what might be the reason why those other two didn't work and then it was just trial and error while tweaking the settings.
It's always fun when new default options do not work unless some hidden option is selected correctly. It's even more fun when there's no indication that they don't work until you have uploaded the new build and test it in release environment and then it says derp.
Anyway, there's nothing new content-wise but hopefully this little exercise in frustration makes future updates smoother.
Version 2.09
Here's the full list of changes:
- Added trollish bloodline. - Added rune crafting and some fluff. - Shadowstep works with amulet of seven keys now. - Wildfire no longer douses lit torches. - Buffered works with levitation now. - Fixed some typos in grail use descriptions. - Fixed a missing repaint when returning schematics.
Everyone wants to troll around every now and then and now there's a chance to do that with the new Trollish bloodline.
Rune crafting can also be unlocked that allows you to recarve runes to your liking. While doing this, some fluff or lore (or whatever you call it) is revealed that explains why there will be elite orcs coming in a future update (perhaps I'll even manage to balance them so that the third enchant is actually needed).
Some bugs have also been fixed and I'm glad you have helped me to do that by reporting them.
Version 2.08
Here's the full list of changes:
- Added Draconic bloodline. - Fixed a bug that prevented using stairs with right mouse button. - Fixed a bug that prevented arcane spells from being reflected. - Fixed a bug that prevented some wands from being reflected.
So, this is a small update that adds Draconic bloodline with some quality of life perks as well as one or two perks that might be useful in the early and late game.
It also begrudgingly fixes the feature that prevented mouse users from entering places that were clearly meant for keyboard users only.
There's some new mechanics in this update that are not listed in the manual and there's a good chance they won't be anytime soon (hot sun, ice cream etc).
One of these is blast attacks that use stamina for to hit and damage but they also benefit from dark vision. Blast attacks also have a chance to cause damage to the weapon if they miss and a critical miss can do that twice.
Another thing is these new dice rolls that are used in some of the perks, i.e. D33 and D66. The way they work is that you roll two dice consecutively and the first one determines tens and the second one determines ones. E.g. a D66 roll of 5 followed by 2 is the number 52.
I hope these explain why your staff breaks in one shot or you are greeted by death while zapping with depleted wands.