Finally (fingers crossed) fixed treasure rooms for good
Treasure room bugs have all been stomped into dust
Developer posts and news about this game.

Treasure room bugs have all been stomped into dust

I've added extensive logging to try and track down the root cause of the Treasure Room bug.

• Hopefully reduced dungeon loading time / crashing • Hopefully fixed some instances of treasure rooms remaining locked • Fixed weird foot snapping on sword and shield dodge animations • New Unstuck button from pause menu • Fixed some performance and AI issues with the Golem boss

• Just about bullet-proofed climbing. I can't get it fail. • Player accelerates and decelerates 2x faster, making for a much tighter feel. • Increased step height and max slope angle resulting in player getting stuck on less things. Same for enemies • Lot of people complained abo

• Added Lore Fragment journal to read and listen to collected audio logs • Fixed bug where jumping while underwater would make the player fall • Fixed bug where player could dash as fast as they want • Fixed bug where ropes on rope bridges were invisible (hopefully, needs testing

Heavy Sword and Spear Charge Attacks, increased hit boxes of heavy swords and spears, Fixed bug where during certain animaitons the player's weapon would appear to move out of their hand, improved aiming animation for third person bow

New charge-up attack for heavy sword. 3x damage

• All new animation set for undead skeletons (previously using Orc Grun anim set) • Restored missing Ironhide Elixer to cooking pot recipes • Fixed bug where UI inputs didn't work on controller on first launch of game • Fixed bug where crafting stations were not resetting on new

Fix for the chests at doorways (on pedestals) infinitly refilling every time you leave and come back

Added three settings to settings menu Subtitles Screen Shake Damage Numbers Also added subtitles to all cutscenes

• Audio Logs for sections 4 - 6 • Final Cutscene + End Credits • Added music to cutscene after necromancer fight • All remaining room map textures

Please test out the new heavy attack, which is a hold to charge and release. Only implemented for sword and shield so far

• Fixed skinning issues on Alric; neck poking through collar during cutscenes and some body verts deforming wrong • Audio logs added to the game through section 3 (sewers)

Set of 5 audio logs to find in Aedaria

Necromancer bug fixes, Music manager fixes, crosshair while third person bow, shooting/holding drawn bow takes stamina, nerfed necro and brute health, fixed Finding Cade cutscene, fixed bug with back to back cutscenes

Four new cutscenes, press Backspace to open cheat menu

• Fixed glowing red material in mines • Weight is no longer a concept, only inventory slots • The final room (after necromancer) is done

• Bone Golem. Will eff you up. • Arachnid- all attacks how forward motion now instead of attacking in-place. Markedly harder. Will likely eff you up. • Wolf attacks and hit reactions also have forward/backward movement. • Added 15 more slots to the stash and a scroll bar.

• Sporekin Mage polish pass • AoE poison spore attack added for Sporekin Brute

Crystal weapon set can now be crafted