1. Update v1.13:
  2. Upgraded the engine from UE 5.7 to UE 5.8. Not much should change from the player's perspective, but this was an important step for the game moving forward. In theory, we should see some minor performance improvements, but I haven't measured it.
  3.  
  4. Update v1.12:
  5. • Fixed crafting stations being able to be leveled above the max level and having missing models.
  6. • Added a cooldown to kick attack (will make more sense after Infusion update)
  7. • Fixed price sometimes overlapping Upgrade button in Soul Forge menu
  8.  
  9. Update v1.11:
  10. • Added Two more save slots, so you can start a new game and try new builds without deleting the old one.
  11. • Enabled Steam Cloud saves.*
  12. • Fixed a bug where transferring an amulet to the stash via the Stash Item buttons stripped the rarity / perks off it, making it a regular amulet.
  13.  
  14. Update v1.09:
  15. • There is now an option in the general settings to adjust the difficulty setting.
  16. -Story: When you die, you lose nothing, you keep everything you were carrying. You also get 2 Essences after each boss fight
  17. -Normal: Same as it has been, you keep anything equipped, but lose everything else and get one essence
  18. -Hardcore: You lose everything, even items you have equipped. You get no essences at the end of each section.
  19.  
  20. • Fixed a bug where you couldn't pick up gold with a full inventory
  21. • After a fight finishes, the exploration picks up where it left off instead of restarting every time.
  22. • Added some color saturation to camp overworld. It was a little washed out.
  23.  
  24. Update v1.08.2:
  25. I found a bug related to the dungeon map that was very expensive, especially on lower end hardware. On my Steam Deck on low settings, this fix took my FPS from 12 to 50.
  26.  
  27. Update v1.08.1:
  28. Fixed a bug introduced in the last update that made it so spell scrolls could not be read. Sorry >_<
  29.  
  30. Update v1.08:
  31. Per community request, I added two more quick slots! They now activate with 1, 2, and 3 by default on keyboard. On controller, D-Pad up now opens a selection wheel, similar to selecting spells
  32. Food items can now be added to quick slots. Gotta get that protein in.
  33. Added missing VFX / SFX for consuming certain potions and food
  34. Simplified how controller works in inventory. Y now opens the item submenu same as right clicking with a mouse.
  35. Action bar inside the inventory is now much more accurate as far as which commands are currently available.
  36. Updated player inventory window to make room for new quick slots as well as..... let's just say "future content"
  37.  
  38. Update v1.07:
  39. • Stat bars now flash + audio cue when an action cannot be completed due to too little (or too much) of a stat. IE, attacking with too little stamina, trying to cure when you already have full health, or casting a spell with too little mana.
  40. • Prevent the use of Mana potion with full mana or Health potions with full health.
  41. • Combo queueing logic improved. Should feel more intuitive now to chain together combo attacks
  42. • Parrying an enemy now makes the player face them. It was common before to miss a counterattack because the player was facing the wrong way.
  43. • Fixed a bug where if you ran out of stamina mid-combo, when stamina came back you would begin mid-combo. Now it resets.
  44. • Weapon now flashes along with the audio cue when winding up for a charge attack
  45. • Fixed a bug where the FPS bow draw animation would play when the player had too little stamina to do so, resulting in confusion when releasing did not shoot an arrow
  46. • Lurker is now more aggressive and attacks have forward momentum.
  47.  
  48. Update v1.06:
  49. • Map can now be zoomed and panned
  50. • Stairs added to map, with up or down indicators
  51. • Dead ends are now indicated on map
  52. • Treasure room door is now indicated on map
  53. • Fixed various errors in room textures for a more accurate map
  54. • Fixed regression in Orc Grunt hit reaction animation•
  55.  
  56. Update v1.05:
  57. Movement (WASD) can now be remapped
  58. • Toggle Map can now be successfully remapped
  59. • Enemies can no longer be climbed (except Fallen Tufa)
  60. • Tried to reduce repeating rooms. Should no longer see the same room next to itself
  61. • Fixed a theoretical crash that could happen after excessive failed dungeon build retries
  62.  
  63. Update v1.04:
  64. • Fixed bug where jumping while performing a mantle could make the player clip through what he was climbing
  65. • Fixed bug where an arrow would still be in the player's hand after putting the bow away
  66. • Increased speed of draw / sheathe weapon animations for heavy sword and spear
  67. • Increased enemy spawn rates in dungeon across the board.
  68. • Bone Golem is now stunned when you parry it's attacks
  69.  
  70. Update v1.03:
  71. Dungeon load times have been drastically reduced. I ran an internal test where I entered the dungeon 20 times and tested the load times. Fastest was 3 seconds, longest was 11 seconds, with an average time of 6.9 seconds. No crashes. The tradeoff is the possibility of having dungeon rooms repeat. I will work on keeping this number down, but I think it's a worthy tradeoff.
  72.  
  73. Update v1.02:
  74. • New Unstuck Button from Pause Menu
  75. • Reduced dungeon loading time / crashing
  76. • Fixed some instances of treasure rooms remaining locked
  77. • Fixed weird foot snapping on sword and shield dodge animations
  78. • Fixed some performance and AI issues with the Golem boss