Fixed an issue where a wall behind a dresser would not be placed correctly in some rooms with an inner room in the middle.
Fixed a bug that would cause protruding boards in rectangular spikey rooms to not be placed.
Fixed an issue with cave type rooms having unreachable enclosures in rare cases.
Your inventory should now properly get cleared of any personnel when re-entering the keep with a veteran character. (this time for sure!)
Fixed an issue where the scroll with the secret code would not be placed correctly when it was in a round library type room.
This one isn't big but I'm putting it up today anyway as it includes fixes to bugs that could keep you from progressing.
It will also upgrade your savegames again, which means it will generate a new current dungeon floor for you but you get to keep your character and inventory.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select properties, then the Betas tab and then select the beta branch from the drop-down menu.
Edit: Hotfixed some more things
Fixed an issue where a secret code would be placed inside a bookshelf.
Fixed an issue where a number pad would not be usable in rare cases.
Lowered shop discount gained from intelligence and capped it at 80%.
Changed skill level scaling of the axe crit skill.
Changed skill level scaling of the sword speed skill.
Changed skill level scaling of the mace knockback skill.
Changed skill level scaling of the heavy blows skill.
Changed skill level scaling of the artisan skill.
Fixed a bug with the skill level scaling of certain skills.
I think I'll work on late-game and post-late-game balance some more in the near future.
This little hotfix will not require another savegame upgrade.
Thursday night beta patch
Uploaded a new build to the beta branch.
Fixed some issues with achievements not triggering.
Fixed another issue with wall objects blocking entrances.
Fixed an issue with secret entrances getting misplaced in certain situations involving secret passages in dungeons of type 3.
Fixed an issue related to that where the upper level of certain library rooms would not be accessible.
Items now get placed back in the inventory if the inventory screen is closed while an item is being dragged with the mouse.
Killstreak timer should be working better now.
Fixed an issue with hidden stairs getting blocked in dungeon type 2.
Fixed an issue with minimap icons for secret entrances and switches getting placed when they shouldn't.
Fixed an issue with invisible walls in secret passages inside outer walls in dungeon type 3.
Fixed something related to secret entrances and switches that would cause them to be placed when they were not needed.
Increased mouse wheel scroll speed of item descriptions.
Since this update comes with more changes to the dungeon generation it will have to upgrade your savegames again. This means you will get a new current dungeon floor upon loading but you get to keep your character and items.
Monday evening beta patch
Added a launch option for Direct3D 11.
Fixed item tier for Ambrosia.
Added another failsafe for shops or smithies getting placed next to the player spawn.
Fixed an issue with passages inside the outer walls of dungeon type 2 and 3.
Fixed an issue where wall objects could spawn on the entrance or exit tiles of secret passages.
Fixed an issue where a door would not be placed in certain situations in dungeon type 2.
Triggered protruding boards in round climbey rooms should no longer block progress after they've been triggered.
Double hits on enemies should occur less often.
Right-clicking items in the inventory will now toss them down the item chute if the item chute is open.
Added minimap icon for the item chute.
This one will once again upgrade your savegames which means when you load one of your older savegames the game will generate a new current dungeon floor for you, but you keep your character and inventory.
The patch is available on the beta branch. To get it right-click on Slasher's Keep in your library, select properties, then click the "betas" tag and select the beta branch in the drop-down menu.
Patched the beta branch again
Fixed durations of invulnerability pots.
Added armor effectiveness to dexterity tooltip.
Closed a gap in the wall of the secret stairs in dungeon type 2.
Energized acid sample and energized slime sample should no longer display a level requirement.
Cell blocks can no longer be challenge rooms.
Altars will now only give you consumables of lesser quality for consumables you sacrifice.
Altar rewards now spawn a bit further out so they don't get sacrificed again.
Lowered XP rewards from completing quests and finding secrets.
Smashable pots should now take damage from explosions and magic. You should also be able to pick them up and throw them using a kinetic wand.
You should no longer get stuck on the inventory screen probably.
Adjusted MP yields of mana potions.
Dungeon type 3 should now always have a secret code somewhere if required.
Ranged knockback now scales with ranged speed.
Opening the shop or the crafting sheet now also stops your character breathing heavily...
The creepy painting will now follow you more accurately with its eyes.
Made a thing that puts you back into the dungeon should you fall through the ground somehow.
There shouldn't be crates blocking little stairs in the room with all the little stairs and stuff anymore.
Arcade rooms with skulls and a catwalk can no longer be challange rooms.
Items you drop from your inventory will no longer collide with your melee weapon.
Charged swings now interrupt the melee attacks of orcs.
Fixed an issue with secret passages in dungeon type 3 where walls were not constructed sometimes.
There should not be anymore unwanted passengers in your character's inventory when starting a new run with a veteran character.
Heavy blows should now work past skill level 5.
This one will require a savegame upgrade. You will get a new current dungeon floor, but you will keep your character and inventory.
Once again, a new patch is out on the beta branch
Fixed a bug that would increase the player's movement speed related to the bloodlust skill.
Changed bloodlust skill to scale differently.
Int now gives less max MP.
Killstreak multiplier for XP now has diminishing returns and is capped.
The key to toggle hints is now rebindable (default is now F11)
Invulnerability will now keep running out when the inventory is open.
You will now drop the object you're holding if you holster a kinetic wand while holding an object with it.
You will now stop breathing heavily when you open your inventory.
Reduced effect of the omnivore skill.
Item descriptions that are taller than the screen can now be scrolled up and down using the mouse wheel. (In inventory only)
Vendor prices in long item descriptions should no longer get cut off by the edge of the screen.
Added a hint thing for when you're in a position to smack an enemy in front of you into spikes. (Only active until you do it once)
Quests "Have 3 enemies die from walking through acid" and "Have 2 enemies burn to death" have been changed to "Have an enemy die from walking through acid" and "Have an enemy burn to death". (I might change those completely in the future)
Statue alcoves in dungeon type 3 now have colliders.
Fixed an issue related to pathfinding in chasms rooms.
This one should not require your savegames to be upgraded.
And here's a PSA:
If you're using a high and card like a 1070 or 1080 and you've encountered performance issues, please try starting the game with the launch parameter -force-d3d11
You can set launch parameters in Steam by right-clicking on the game in your library, then clicking "properties" and finally "Set launch options", where you can type in the thing.
New day, new beta patch
Put a new build on the beta branch. A couple of bug fixes and some balancing.
Fixed a bug where your arm would get stuck after dying while charging a swing.
Items will now be moved to the player position if they fall down a chasm.
Melee damage will now be displayed more accurately on the character sheet.
Stats and stuff you keep after dying is now rounded up.
Dungeon floors now always count up.
Fixed some more things related to dungeon generation.
Strength now translates into max HP and melee damage differently.
Dexterity now provides an armor effectiveness bonus.
Crit chance and crit damage multiplier provided by dexterity are now slightly smaller.
Intelligence now provides a higher store discount and higher sale prices.
Intelligence now translates into max MP and ranged damage differently.
Acid damage to player is lowered.
This build will also upgrade your savegames upon loading. This means you get a new dungeon floor of the same dungeon level, but you keep your character and items. The balancing might be slightly off for your character though.
New build on beta branch
I've uploaded a new build to the beta branch. Here's what I changed:
Fixed a bug that would render you unable to do anything after certain actions (this one I fixed on saturday, I thought I'd include it here anyway).
Fixed a bug that would render you unable to parry after certain axe or mace swings.
Fixed some things related to dungeon generation that could have prevented you from getting through the level.
Hotkeys now get cleared correctly when you toss the corresponding item into the item chute.
Fixed an issue with swapping items when the equipped item was necessary to meet the requirements of the other item.
Fixed a bug where you would still be slowed down after dying in a tar puddle.
Flattened the difficulty curve a bit. (balancing will be an iterative process. I'll try some other things too)
Added notice text to inform you about what you lost after restarting from death.
Added an option to invert mouse Y.
Leveling up now fills up your health and mana.
Enemies no longer score critical hits.
This version will need to upgrade your savegames when you load them. This means you get a new dungeon floor of the same dungeon level, but you keep your character and items.
To access the beta branch right click Slasher's Keep in your Steam library, select Properties, then the Beta tab and then open the drop down menu and select beta.
I'll wait a bit and see if I created any new bugs and then set it live on the default branch.