Our new update is now available on the beta branch! This update includes combat skill trees, a new dagger weapon, new island types, merchant ships, combat improvements, new quests, island visual improvements, and more! You can read the full list of patch notes below.
This update is fully compatible with your save file and you'll earn skill points automatically for whatever level you've already completed in that skill. If you aren't part of the beta and want to join the beta branch and help us find bugs, we'd love your assistance.
To join the beta branch:
1. Right click Salt 2 in your Steam library and select "Properties". 2. In the window that pops up, select the Betas tab on the right, and then select the beta option from the dropdown.
Patch Notes
Added talent trees to slashing, bludgeoning, piercing, and archery skills. These can be found in the skills section of the inventory interface.
Added outpost islands and merchant ships. Note that this will change some islands that were there previously.
Added some new quests.
Added dagger weapons.
Blocking now mitigates 100% damage with most weapons if you have enough stamina.
You can now only close the dialogue window when the choice menu is visible in order to prevent premature closing right before dialogues complete.
The loot window no longer blocks using hotkeyed items while using keyboard/mouse. This is still blocked on the gamepad because the bindings are used to navigate the loot window.
Set the camera update speed to always update with the frame rate. This could potentially fix the issue some players were seeing where the camera would be very jerky while sailing a ship.
Added a sound to when you retrieve arrows.
Fixed bug where displayed weight value wouldn't update after transferring partial stacks to the ship storage.
lessened the leeway for a fishing bobber to be considered in the water, making it less likely that you can catch a fish when the bobber is on land.
Learning multiple recipes in quick succession will now show the recipe learned message for each one.
Damaged enemy health bars no longer remain slightly visible indefinitely.
Fixed nametags on four legged creatures bouncing around a lot.
Added sound when entering building doors.
The loot window now shows the name of the looted enemy.
The crafting UI now shows how many of the selected item that you already have.
Updated Engine Version.
Adjusted collider on bear models to reduce the chance that they will push the player under the terrain when attacking.
Fixed a light being right on a fisherman in one of the seaports.
Stealth attack damage numbers are now colored differently than crits.
Increased the chance for natural caves to spawn on pirate islands.
Added pirate assassin enemy type.
Books now show their title when you are reading them.
Added a different sound when you land a critical hit.
Ships physics can now rock slightly side-to-side. This can be disabled in the options.
You no longer gain armor skill experience. This skill has been removed as it was originally implemented with the intent of there being multiple different armor types and associated skills.
Fixed a large number of typos.
Player's stamina regen now has a different in-combat and out-of-combat regen rate.
Opening loot containers in your inventory now shows the received items in a new interface to make it easier to see what you received.
You can now inspect items from the equipment interface.
Fixed an underwater cave not spawning quest loot.
Added gramophone item that can be placed on your ship and used to control when music plays.
Increased drop rate of staves from cultists.
Adjusted some combat animations.
Increased the drop rate of strong plant fibers.
Added point lights near some readable tombstones to make them more obvious at night.
Fixed an issue with the Deepwater Spinner Lure having the wrong description text.
Fixed some areas of caves you could get stuck in.
Ectoplasm is now filtered into the "Junk" tab of your inventory.
Increased herbalism experience when looting rare wood and plants.
Npcs now stand more on the ground instead of floating slightly above it.
Fixed camera impact being delayed if you block right before taking a hit.
Fixed bug that could occur if you unequip fishing bait while fishing.
You now get knocked backwards slightly when blocking an attack.
Enemies are less prone to plow into you when they are running at you.
Added a message when you don't have enough stamina to block.
Fixed King's Galleon recipe indicating that it creates a ship with the Waveskipper model instead of a Large Ship.
Moved loot window hotkey indicators to reticle.
Added area name indicator UI to show the name of the area that you are currently in, if you are in a named area.
Updated info on sneak related help and tutorial text that indicated you needed to be sneaking to deal stealth damage.
Added more visual variety to some islands.
Fixed map sometimes getting stuck scrolling.
Added footstep sounds to animals.
Fixed blood splatters looking strange on materials with smoothness.
Fall damage is now more dangerous when falling from high places.
Improved wave dampening around sunken islands.
Adjusted bow damage to bring them more in line with other weapons.
Fixed rare issue where a point of interest on an island would not modify the terrain around it.
Improved animals' ability to orient to the slope of the terrain they are standing on properly.
A Look At The Next Update: Skill Trees
Today we wanted to give you a quick look at what you can expect in the next update. In short, the next update will include combat skill trees, merchant ships, outpost islands, daggers, quests, sailing physics improvements, and some combat changes. We expect this update to be on the beta branch within a couple of weeks.
Let's dive in!
Skill Trees
Character progression is an importer part of Salt 2 and so we're finally happy to add skill trees for primary skills. You will now have access to 45 different talents spanning across your primary skill trees: slashing, bludgeoning, piercing, and archery. If you've already earned your levels in certain skill trees, you'll have the points available to spend when the update is live.
New Dagger Weapon
Along with the new skill tree talents we wanted to include a new weapon type: the dagger. This is a piercing weapon and will have some beneficial talents in the piercing skill tree to go along with it. There will be a few different dagger models and items you can look for in the world. Some can found on certain enemies, and some can be gained by completing a quest.
Merchant Ships and Outpost Islands
One point of feedback we've heard from you is that you want to see more variety in content when sailing the sea. We started this process in the last update by including underwater caves. In this update, we're continuing that process by including a merchant ship and outpost islands.
Now while exploring you'll be able to discover a merchant on a ship who's a member of the High Seas Trading Company. You'll be able to buy some unique items from him once you complete a few quests. You'll also be discover Outpost Islands. These are hand-crafted, rocky type islands that look very different from the typical islands you see. They will often contain puzzles and buried treasure for you to find.
Adding more variety to the game is an ongoing process and we plan on adding more unique discoverable places at sea in future updates.
Sailing Changes
Another point of feedback we've been paying attention to is that sailing can feel a bit too rigid and simplistic. We have some ideas in the future to expand on sailing mechanics, but for now we've made adjustments to the boat physics to allow for a little bit of side-to-side tilt which will make sailing feel more realistic. This does have a slight potential to cause motion sickness so if you're prone to that, we've added an option in the settings menu to disable ship rocking which should help with that.
Combat Changes
Improving combat is another ongoing process for us and something we'll continue to work on and refine. In the next update, we've made a few changes that we think are a step in the right direction. First, blocking now mitigates 100% damage for most weapons. Often times before with the damage ranges we had, blocking sometimes didn't feel like it was worth it or doing anything. Now you can block all damage but it will require a good bit of stamina so you'll need to pay attention to your agility stat or keep some stamina potions on hand.
We've also added more stun effects and enemies will now often react to your regular attacks. Before, enemies really only reacted to a parry, but now they can have a slight stun reaction from normal or heavy attacks. In addition to this we've also added more weight and impact to some weapon swing animations and adjusted their speed so they they don't feel too light.
And of course a lot of new the talents along with the skill trees will encourage different playstyles and mechanics.
This update will also include a slew of bug fixes and balancing changes. Thanks for reading and we can't wait to get this update out soon.
Update: Underwater Caves and New Guild
What's New
Out latest update is now live! This update includes the long awaited underwater content, a new guild known as The Sea Diver's Guild, buried treasure, new weapons and armor, balancing changes, and bug fixes. You'll now be able to discover entire caves and dungeons completely underwater. You'll also be able to swim underwater near islands to look for pearls and perhaps even a sunken chest.
What's Coming
The main focus for the next update are combat skill trees. This means you'll be able to put points in skill trees like slashing, piercing, bludgeoning, and archery. In the next update we'll also be including more things for you to discover at sea such as merchant ships and outposts.
Patch Notes
Added a "sunken" island type that can sometimes spawn in place of other islands. These are very small bits of land indicating where you can find an underwater cave.
Added diving mechanic, allowing you to swim underwater to a certain depth.
Added underwater caves, ruins, and other dungeon types.
Added new Sea Diver's Guild and quests.
Added buried treasure on some islands that you can dig up with a shovel.
Adjusted some island spawn chances. This will change the types of some islands in the world compared to what they were previously.
Skeletons are now resistant to piercing and slashing damage, but weak to bludgeoning.
Added a few more map stamp options.
You can now find and mine sandstone on desert islands.
Increased the drop rate of oil.
Reduced the resource requirements of some crafting commission quests.
Lowered the vendor cost of some epic and rare weapons and recipes.
The Sea Scholar Merchant and Marauder Guild Merchant now sell a Raider's Chest. These chests are guaranteed to drop a random piece of gear at your world tier.
Fixed pirate battlemaster berserker death model not matching live model.
Fixed an issue with the Trade Secrets quest having the wrong quest text.
Fixed one of the points of interest on Redwood Islands still having the old tree model.
Fixed an issue where the grave mound in the Hunt for the Heirloom Quest could sometimes not spawn.
Added a parchment outside of the Sea Scholar's Guild indicating where to find a recruiter.
Fixed an issue where pirates would sometimes kill an NPC you needed to talk to for a quest before you could talk to him.
Updated map tutorial to mention adding stamps to islands.
Fixed some out of bounds areas in caves.
Fixed some areas of caves where you could get stuck.
Fixed some visual issues in caves.
Fixed an issue where you could get locked out of the residence room in the Sea Scholars Guild and not be able to continue the quest line.
Fixed an area of a shipwreck where you could get stuck behind a table.
Fixed an issue where grass would sometimes appear in some shacks at pirate camps.
The guide that gives you a quest to find Mr. Bones Tavern will no longer spawn if you've already found Mr. Bones.
Fixed a bug with the Undercover Quest not removing the weapon shipments supply chest on delivery.
Fixed some typos.
Fixed the guide NPC telling you some slightly misleading information.
Fixed raw pearls not showing up in the appropriate inventory section.
Reduced the chance for ships to get stuck on nearby geometry when deploying them.
Added confirmation before selling quest and ship items.
Can no longer sell ships with placed decorations.
Fixed seaweed spawning inside points of interests rarely.
Added some more foliage in shallow waters.
Made it less likely for arrows to pass through enemies.
The mark island button on the map now marks the island where your last known position marker is, rather than where you are.
Fixed flame texture on candles wrapping.
Made placing ship decorations on railings or other edges a little less finicky.
New Update Now On Beta Branch
The new underwater update is now available on the beta branch! If you want to help us test and find bugs before the public release, you can join the beta branch here.
This update includes the ability to swim underwater and explore underwater caves. It also includes a brand new guild known as The Sea Divers, new items, new quests, new points of interest, bug fixes, and a number of balancing changes. You can read the full list of patch notes below.
Patch Notes
Added a "sunken" island type that can rarely spawn in place of other islands. These are very small bits of land indicating where you can find an underwater cave.
Added diving mechanic, allowing you to swim underwater to a certain depth.
Added underwater caves.
Added new guild: The Sea Divers and related quests
Added new items and weapons
Adjusted some island spawn changes. This will change the types of some islands in the world compared to what they were previously.
Added buried treasure on some islands that you can dig up with a shovel.
Skeletons are now resistant to piercing and slashing damage, but weak to bludgeoning.
Fixed pirate battlemaster berserker death model not matching live model.
Fixed an issue with the Trade Secrets quest having the wrong quest text.
Fixed one of the points of interest on Redwood Islands still having the old tree model
Added a few more map stamp options.
Fixed an issue where the grave mound in the Hunt for the Hierloom Quest could sometimes not spawn.
Lowered the vendor cost of some epic and rare weapons and recipes.
Added a parchment outside of the Sea Scholar's Guild indicating where to find a recruiter.
You can now find and mine sandstone on desert islands.
Fixed an issue where pirates would sometimes kill an NPC you needed to talk to for a quest before you could talk to him.
A Look At The Next Update: Underwater Caves
Today we wanted to give you a quick overview of what you can expect in the next update. We expect this update to be out in 2-3 weeks and our major feature for the patch is underwater content. So let's dive in!
Underwater Caves
While exploring the sea you'll be able to find small rocks and land barely peaking about the ocean indicating a cave below. You can now swim underwater and explore these caves. You do have a limited amount of breath so you'll need to find bubble streams in the cave or get gear to help you hold your breath longer.
Within these caves we've included a lot of new assets including coral, vegetation, jellyfish, and other fish you can find swimming about the cave. You'll also be able to get rare resources like pearls and aquastone. Our goal with these caves is provide a more laid back exploratory experience where you can complete puzzles, look for treasure, and explore interesting things like old shipwrecks while completely underwater.
The Sea Diver's Guild
The next update is also going to include a brand new guild known as The Sea Divers that specifically deal in quests related to underwater content. You'll be able to earn ranks among the guild and unlock unique gear such as a trident weapon, outfits that increase your breath hold time, and even an aquarium to put on your ship.
Buried Treasure
We're also happy to announce that in the next update you'll finally have a use for the shovel you've been carrying on. You'll now be able to find buried treasure on desert islands with some gold and other good loot.
In addition to the above content we'll also be adding bug fixes and other balancing changes. As always thanks for reading and we'll have more news to share soon!
Update: Redwood Islands and Map Changes
What's New
Our new content update is now live. This update includes a brand new island type, a new guild questline, map changes, and more. While exploring the sea you'll come across a new island decorated with tall redwood trees and strange ruins and crypts scattered around. These woods are also home to a brand new pirate guild known as The Red Raiders. You'll be able to join their guild, gain access to their hideout, and uncover the mystery of who is behind the desolation of their temples and crypts.
We've also made a number of new map changes in this update including the ability to add icons to islands, indicating points of interest you've come across in your travels. You can also zoom in and out of the map, unlock unique ink colors for your stamps, and add up to five custom waypoint markers.
What's Coming
We'll have more details on this soon but our current plan for the next update is to introduce underwater content such as flooded caves and sunken temples and a new buried treasure mechanic.
Patch Notes
Added new island type: The Redwood Islands
Added new guild and related questline
Added new dungeons and puzzles
The map UI is now larger.
You can now zoom in and out on the map UI.
You can now mark up to 5 waypoints on the map.
You can now add icons to islands in the map UI.
The map UI now shows how many islands you have marked.
The map now automatically centers to the new known position when you use a sextant.
Added new craftable arrow qualities.
Minable rocks now show their name when you are close enough.
Increased the size of the checkboxes in the settings menu.
Fixed Antialiasing setting not being reset when loading defaults.
F2 now disables the interface.
Fixed bug where hitting F3 would cause you to be unable to equip weapons.
You can now exit ship wheel controls with gamepad east buttons.
You can now navigate the map with the right stick on gamepad.
You can now see how much experience you'll get from an item before you craft it on the crafting and known recipes screen.
White Jute and Hemp plants now drop regular plant fibers in addition to their unique drops.
The Outfitter Merchant now sells more crafting resources.
Pirate Cooks are now more likely to drop rare meal recipes as you get into higher world tiers.
Fixed leaving the Marauder's Guild sometimes spawning you inside the ship geometry.
Fixed issue where the wrong tab would be indicated in the crafting interface.
You can now use triggers to cycle through crafting tabs.
Updated equip/unequip sounds on hip lanterns.
Special effects from weapon hits can no longer occur if the target was immune to the hit.
Poison damage can no longer trigger proc effects such as Leech.
Can no longer parry poison damage.
Fixed ships sinking when at very far world locations.
The loading screen now appears when generating the bulky part of large islands.
Herb plants now always drop a plant fiber even if they drop a cooking ingredient.
Fixed some issues with points of interest on islands overlapping.
Added missing audio to hunter merchant.
Adjusted size of item and recipe entries in a number of UIs.
Added a button background to the sort buttons to make it more clear that you can press them.
Increased chance for ancient chests to drop loot at your level
Added a job board to Red Raider's Hideout.
Ancient tower jumping challenges are now a little bit easier.
Fixed an issue with grass floating at some POIs.
Toadstool mushrooms can now be found at ancient ruins.
Increased drop rate of cooking ingredients.
Reduced the amount of hemp required to make silk.
Adjusted recipe requirements of some ship items.
Fixed a spider cave having some floating ruins objects.
Increased the chance for hemp to spawn at later world tiers.
The Starfinder ship now requires gold ingots instead of platinum ingots to craft.
Fixed some visual issues in spider caves.
Fixed some AI issues.
Updated lighting of some interior scenes.
Fixed receiving just money from a quest not being indicated sometimes.
Higher tier archers can now drop higher tier arrows.
Locked ancient chests at world tier 5 can no longer spawn as tier 4 chests.
Moved arrows to the handheld inventory tab.
Fixed some out of bound exploits in caves.
Fixed issue with secret walls causing navigation issues for NPCs.
Fixed some epic hats that had much lower stats than others.
Added a cancel button to the bug report UI.
Opening and closing the radial menu quickly will no longer select the last item that you selected, in order to keep accidental presses from causing actions like re-deploying boats.
Fixed chest graphic in ship inventory UI slightly blocking a slot.
Fixed item obtained indicator and hotkey indicators positioning not adjusting correctly with wide resolutions.
Ghosts no longer bleed.
Increased the distance you can zoom out on the map.
Fixed stats on Wanderer's boots.
Upgraded engine version.
New Update Now On Beta Branch
Our latest update is now available on the beta testing branch. This update includes a brand new guild quest line, map changes like the ability to add icons to islands and zoom in and out, new dungeons, new loot, and more. If you're interested in helping us test and find bugs before pushing to the public branch, you can read how to opt into the beta branch here.
Here are the current patch notes:
Added new island type: Redwood Islands
Added new guild: The Red Raiders
Added new dungeons
Added new items
You can now zoom in and out on the map UI.
You can now mark up to 5 waypoints on the map.
You can now add icons to islands in the map UI.
The map UI now shows how many islands you have marked.
The map UI is now full-screen.
Upgraded engine version.
Added new craftable arrow qualities.
Herb plants now always drop a plant fiber even if they drop a cooking ingredient.
Fixed some issues with points of interest on islands overlapping.
Added missing audio to hunter merchant.
Adjusted size of item and recipe entries in a number of UIs.
Added a button background to the sort buttons to make it more clear that you can press them.
Increased chance for ancient chests to drop loot at your level
Ancient tower jumping challenges are now a little bit easier.
Fixed an issue with grass floating at some POIs.
Toadstool mushrooms can now be found at ancient ruins.
Increased drop rate of cooking ingredients.
Reduced the amount of hemp required to make silk.
Adjusted recipe requirements of some ship items.
Fixed a spider cave having some floating ruins objects.
Increased the chance for hemp to spawn at later world tiers.
The Starfinder Ship now requires gold ingots instead of platinum ingots to craft.
Fixed some visual issues in spider caves.
Fixed some AI issues.
Updated lighting of some interior scenes.
Fixed receiving money from a quest not being indicated sometimes.
Minable rocks now show their name when you are close enough.
Increased the size of the checkboxes in the settings menu.
Fixed Antialiasing setting not being reset when loading defaults.
F2 now disables the interface.
Fixed bug where hitting F3 would cause you to be unable to equip weapons.
You can now exit ship wheel controls with gamepad east buttons.
You can now navigate the map with the right stick on gamepad.
Fixed map UI partially blocking interaction with the section tabs at the top of the screen.
You can now see how much experience you'll get from an item before you craft it on the crafting and known recipes screen.
White Jute and Hemp plants now drop regular plant fibers in addition to their unique drops.
The Outfitter Merchant now sells more crafting resources.
Pirate Cooks are now more likely to drop rare meal recipes as you get into higher world tiers.
Fixed leaving the Marauder's Guild sometimes spawning you inside the ship geometry.
Fixed issue where the wrong tab would be indicated in the crafting interface.
You can now use triggers to cycle through crafting tabs.
Updated equip/unequip sounds on hip lanterns.
Special effects from weapon hits can no longer occur if the target was immune to the hit.
Poison damage can no longer trigger proc effects such as Leech.
Can no longer parry poison damage.
Fixed ships sinking when at very far world locations.
The map now automatically centers to the new known position when you use a sextant.
The loading screen now appears when generating the bulky part of large islands.
A Look At The Next Update: Redwood Islands
Ahoy mateys!
We wanted to give you a quick rundown of what you can expect in the next major content update and a look at what we've been working on. We've released a couple updates over the last few weeks addressing some bugs, performance changes, and making some balancing changes as well as UI work. We have also been working on the next content update, and while it's not quite ready to go live yet, we wanted to show you what we've been working on.
To make it quick, our main focus for the next major content update is going to be adding additional map features and a brand new island type we are calling the Redwoods.
The Redwood Islands
In the next content update we'll be introducing a new island with a bunch of points of interest and a new pirate type: The Red Raiders. These pirates have been warring with other clans for years and have been forced into hiding. They reside in a secret hideout and are working on bringing their guild back to its former glory. If you feel like getting into some piracy, you'll be able to join The Red Raiders and complete their guild quest line unlocking unique rewards such as a new scimitar weapon and venturing into unique dungeons.
Crypts and Puzzles
The Red Raiders aren't the only ones on the new island. You can also discover Pirate Crypts, a new dungeon with undead enemies and even a dangerous boss known as The Crypt King. These crypts were once built to honor legendary pirates but they have since been defiled by a mysterious group.
In addition to new crypts we've also introduced numerous puzzles you can find across the Redwood Islands.
Map Features and Other Changes
In addition to the new content, we'll also be adding new map features, bug fixes, and more balancing changes based on your feedback. We don't have a definitive timeline yet as to when this update will release, but we expect it to be out within the next 2-4 weeks. We want to make sure not to rush the update and give it plenty of content for you to discover.
Thanks for reading!
Bug Fixes, Performance, and Balancing Changes
Changes
Made some minor improvements to performance.
Updated the guild maps to have more recognizable icons
Bug report window no longer clears its fields if you close it.
Bug report window now remembers your email address if you've entered it before.
Added confirmation before leaving Davy Jones Locker.
Added a tip on the crafting screen to indicate that crafting rare items earns more experience.
Added a "Track Recipe" button on the crafting screen.
Adjusted spawn chance of some ores to reduce the grind at higher levels.
Adjusted spawn chance of some wood types to reduce the grind at higher levels.
Herbalists chest now have a higher chance to drop a potion recipe.
Fixed cave geometry in a few spots to remove holes and places where players could get stuck.
Fixed some UI scaling issues with the crafting interface.
Fixed a ship in Davy Jones Locker indicating that it could be interacted with.
Fixed a rare bug where the player camera could get stuck slightly rotated.
Switching input devices now requires a button press. This is to address an issue where small amounts of input from an extra plugged in controller or other device could cause input modes to toggle back and forth quickly.
Added a press any button interface at the start of the menu to determine the initial input device.
Named areas without a name will no longer play a sound.
Fixed an issue where enemies wouldn't turn around towards you if hit from behind.
Increased the bonus spider damage on Queen Slayer weapon.
Slightly expanded the way you enter Davy Jones Locker.
Reduced the ambient volume in Davy Jones Locker.
Things now have a longer respawn time to reduce the chance that recently killed enemies will be back when you exit a cave.
Fixed boss music not playing properly if you were already engaged with an enemy.
Added boss music to some bosses that didn't have any.
Fixed a bug where music would stop when passive creatures noticed you.
Fixed issue where weapon attacks would sometimes not hit enemies when they were supposed to.
Hip lantern items now show the equipped icon when equipped, and equipped state persists between play sessions.
Nebula sword now deals extra damage to undead as a large damage proc instead of a percentage increase.
Fixed bug where bears could stop attacking you if they got too close.
Fixed issue where pirate animations would by jerky when trying to attack you on a slope.
Fixed proc particles not showing up on skeletons.
Increased the drop chance of fur pelts.
Hunter Merchants can now sell rawhide and fur pelts.
Fixed a tombstone text not making any sense.
Fixed some pots in caves not being lootable.
Fixed some areas in caves where enemies couldn't reach you.
Added collider to merchant tents.
Fixed an issue where the orb in the catacombs being difficult to interact with.
Taking non-combat damage no longer causes you to un-crouch.
Reduced floaty particles when anti-aliasing is off.
Fixed interaction with skeletons blocked from certain angles.
Fixed some exploits in caves where you could get stuck or behind the geometry.
Fixed an issue where NPCs could walk through secret passageways.
Adjusted the health and food values on a number of food items.
Bug Fixes
Changes
Added colliders to human and skeleton npcs.
Adjusted archer AIs.
Fixed enemy arrows hitting other enemies when they weren't supposed to.
Fixed Elder King navigation not working.
Adjusted staff secondary attacks to be equivalent to their primary attacks, and reduced their block effectiveness.
Interacting with the top of the ladders on the large ships will now teleport you down instead of back on deck.
Fixed issue with mining rocks in caves and some points of interest always being copper.
Increased the chance for Vintage Spiced Rum to drop from the Rum Runner quest.
Fixed an issue where you could accidentally not start the Rum Runner quest.
Fixed a bug where you could die instantly upon loading into the game if you had saved with very little health.
Fixed an issue where returning to a moving ship would sometimes send you in to the water.
Placing ship decorations is less wobbly when the ship is moving.
Guise Of Davy Jones equipped effect no longer shows an icon with no description or name.
Fixed enemies not able to pass through a door in a mining cave.