1.36 Fixed a bug that may have caused items upgraded using Sanctified Ointment to render the save file unloadable. This was related to item textures. Sanctified Ointment will now change those as well. Your save files that had been corrupted that way should also load again. To opt
1.36
Fixed a bug that may have caused items upgraded using Sanctified Ointment to render the save file unloadable. This was related to item textures. Sanctified Ointment will now change those as well. Your save files that had been corrupted that way should also load again.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
Do let me know in the comments if you're now encountering any new irregularities related to loading saves and items.
Edit: going live on default.
Edit: Alright, turns out I wasn't done. I've amended the build and 1.36 is now on the beta branch.
I'm sorry. This kind of stuff is why I probably won't be adding any more substantial content to this game. The bug was related to a feature I added well after release, which didn't play nice with the old code.
Please comment if you're still having problems loading saves with items that have been upgraded using sanctified ointments.
Edit: Alright, 1.36 is going live on the default branch as well
I've identified a bug that has eluded me up until now. It's quite rare but potentially game-breaking. I also drew a couple of gems as penance, and because I thought that item type could use some more variety. 1.34 Fixed a bug that could cause an upper entrance to be blocked by a
I've identified a bug that has eluded me up until now. It's quite rare but potentially game-breaking. I also drew a couple of gems as penance, and because I thought that item type could use some more variety.
1.34
Fixed a bug that could cause an upper entrance to be blocked by a secret passage running through the same wall in some cases.
Added item images for five gems.
This patch will have to upgrade your savegame upon loading. That means the game will generate a new current dungeon floor for you but your character and inventory will remain untouched.
I am sorry it took me this long to get behind this bug. Please let me know right here in the comments if this little fix broke anything for you (unlikely but you never know). I'm mainly putting this fix on the beta branch first to give you a bit of a heads-up, so you don't get completely blindsided by the dungeon floor reroll, in case you stashed a bunch of important items on the floor somewhere or something.
Edit: The fix is now live on the default branch.
1.33b Fixed an issue with the secret code spawning inside of paintings in dungeon type 3 in very rare cases. Also, the scroll with the secret code will now only appear on a plain wall if there was no other position available (such as in a wardrobe or on a pillar). Added the Spect
1.33b
Fixed an issue with the secret code spawning inside of paintings in dungeon type 3 in very rare cases.
Also, the scroll with the secret code will now only appear on a plain wall if there was no other position available (such as in a wardrobe or on a pillar).
Added the Spectral Mastery skill. This skill will cause full swings to fire a projectile causing a percentage of melee damage, on the condition that your character is at maximum HP.
Edit:
Fixed a bug that would prevent the Distilled Gunk item from working after loading a savegame.
This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
I'm sorry about that bug. To atone for my failing to notice it earlier I added another skill to the game.
Please let me know right here if you find anything unusual with this build. I'll test it some more and push it to the default branch in a few days.
Edit:
Set the build live on the default branch.
Do let me know right here if this broke something (other than it having to upgrade your savegames, that's intended).
1.3 Fixed an issue with The Exterminator dealing sharp type damage instead of blunt. Fixed a bug that caused cockroaches to not move. Fire damage dealt by Improved Lunge will now properly synergize with Pyromancer. Previously it would deal damage over time based on Fiery Weapon d
1.3
Fixed an issue with The Exterminator dealing sharp type damage instead of blunt.
Fixed a bug that caused cockroaches to not move.
Fire damage dealt by Improved Lunge will now properly synergize with Pyromancer. Previously it would deal damage over time based on Fiery Weapon damage.
Now it will deal damage over time based on the fire damage dealt by Improved Lunge itself.
Fixed an issue with Parchment Grease allowing invalid targets.
Damage dealt by deflected projectiles is now increased by the player's melee damage. (Higher skill levels still provide a multiplier for the total amount)
Using a wand with enhanced shots loaded after losing the Power Reloads skill will now apply the damage bonus of level 1 Power Reloads (as opposed to none at all).
Doubled proc chance for electrified strikes.
Empty bottles will now be less expensive on higher dungeon levels.
Every shop location will now have one non-potion consumable for sale.
Added a scroll that transfers a portion of an item's armor value onto your character, destroying the item in the process.
Added water and wine as reagents to the alchemy system. You may now bind an empty or half-empty bottle to a hotkey and use it while aiming at a water, wine or lava source in the environment.
Water will create a two-piece stack of a diluted version of the other reagent; except for water + water, and water + wine, those have bespoke recipes. Wine has individual recipes with all other ingredients.
Adding lava to a bottle will have the same effect as adding a fire bomb. In total there are now 13 new recipes (disregarding dilutions).
I don't plan on making this feature known in a tutorial or anything. I prefer it being something to discover, so this shall be the only official piece of information on it.
Cups of wine will now appear in dungeon type 3.
Added the Hardiness skill, which grants a resistance to environmental hazards.
Added 11 new item images.
Replaced image for 3 other items.
Some minor tweaks.
Edit: Fixed a thing. It's 1.31 now.
Fixed a bug that would allow you to combine empty and half-empty bottles with non-consumables
Edit: Another thing.
1.32
Fixed a bug with dilutions of invulnerabilty potions.
This build will have to update your savegames upon loading. That means the game will reroll your current dungeon floor. Your inventory and character will stay intact.
To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.
Let me know right here if you find any bugs with the new stuff, or if anything else that may be related stopped working for you.
Edit:
Going live on the default branch.
Just a quick fix for a potentially game breaking issue with one of the recent additions. Also replaced an axe head that wasn't up to par. 1.22 Fixed a bug that could cause a wall to be placed at the exit of one of the outside areas in dungeon type 3. Replaced image for a t4 axe h
Just a quick fix for a potentially game breaking issue with one of the recent additions. Also replaced an axe head that wasn't up to par.
1.22
Fixed a bug that could cause a wall to be placed at the exit of one of the outside areas in dungeon type 3.
Replaced image for a t4 axe head and adjusted image for a t2 one.
Set the minimum for equal attribute potion mixes to the average value of both +2, so as to always provide a benefit over drinking them individually. (eg.: 1+1=3 instead of 2)
Made the dark gradient towards the edges of the initial loading screen match the screen resolution for resolutions greater than 1080p.
This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched.
To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.
Sorry for the tiny patch. I did do some work on more special rooms and such but ultimately decided against going forward with them. Those last ones turned out to be too much of an ordeal, bending the level generation script over backwards to make them work. If I do end up adding content in the future it will be the odd item or skill, but I wouldn't bet on it.
Anyway, let me know right here if this patch broke anything. I'll keep it up on the beta branch for a few days before switching it to default, just to be safe.
Also, if you do get another game breaker, like a rogue wall blocking the way and you're sure it's not intentional, remember there's a reroll cheat. To use it hit F7 in the pause menu, then type "reroll", then reload your character from the main menu.
Edit:
I've set the build live on the default branch.
1.21b Fixed an issue related to achievements not unlocking after having timed out before in the same session. Fixed another issue with achievements not working. Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1. Fixed an issue with entrance
1.21b
Fixed an issue related to achievements not unlocking after having timed out before in the same session.
Fixed another issue with achievements not working.
Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1.
Fixed an issue with entrances to big rooms opening into chasms on rare occasions.
Fixed a bug that could have caused the final room of a given floor to be unreachable in dungeon type 2.
Fixed an issue with upper entrances being blocked by spikes in dungeon type 3.
Increased the minimum ceiling height of rooms with a falling ceiling.
Rooms with floor spikes in dungeon type 2 will now sometimes have a catwalk along the walls in place of jumping platforms.
Rooms with floor spikes in dungeon type 2 where that's not the case will now sometimes have a little platform at the upper door to make it easier to get in.
Made climbing chambers in dungeon type 2 a little easier by adding a flight of stairs as a possible segment to the randomization.
Floor spikes in corridors in dungeon type 2 can now be switched off via levers on the walls.
Floor spikes in large rooms can also be switched off with single a lever placed on the upper level of each room.
Raised room lights in rooms with floor spikes in dungeon type 2.
Added 2 wall objects to open rooms in dungeon type 2.
Winches in arcade type rooms are now marked on the map with red button icons.
The Deflect skill now allows for batting incoming projectiles into the direction you are facing. Higher skill levels increase accuracy.
(Previously projectiles would get diverted into random directions with a random chance to get thrown back the way they came instead.)
Added a new piece of boss loot with a unique skill.
Added another piece of boss loot with a unique skill which is somewhat chistmassy, but not so much as to seem terribly out-of-place throughout the rest of the year, I hope, seeing as I missed christmas with this patch.
Added two new areas to dungeon type 3. These are premade and feature yard spaces connected to multiple indoor spaces. I thought I'd add some more traditional level design, you know. Probably more work than it's worth but I felt the need to atone for not squashing some of those bugs for so long.
Various other small tweaks.
Fixed an issue with bloodmoths not getting spiked correctly that may or may not have occured.
Fixed an issue with one of the new areas in dungeon type 3.
The game should now scale without a dip at very high levels.
Fixed an aesthetic issue with one of the new areas.
This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched.
To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.
Let me know in the comments to this post if you find anything egregiously wrong with these points. Like getting a new game-breaking bug due to the changes or something.
1.21 Fixed an issue related to achievements not unlocking after having timed out before in the same session. Fixed another issue with achievements not working. Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1. Fixed an issue with entrances
1.21
Fixed an issue related to achievements not unlocking after having timed out before in the same session.
Fixed another issue with achievements not working.
Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1.
Fixed an issue with entrances to big rooms opening into chasms on rare occasions.
Fixed a bug that could have caused the final room of a given floor to be unreachable in dungeon type 2.
Fixed an issue with upper entrances being blocked by spikes in dungeon type 3.
Increased the minimum ceiling height of rooms with a falling ceiling.
Rooms with floor spikes in dungeon type 2 will now sometimes have a catwalk along the walls in place of jumping platforms.
Rooms with floor spikes in dungeon type 2 where that's not the case will now sometimes have a little platform at the upper door to make it easier to get in.
Made climbing chambers in dungeon type 2 a little easier by adding a flight of stairs as a possible segment to the randomization.
Floor spikes in corridors in dungeon type 2 can now be switched off via levers on the walls.
Floor spikes in large rooms can also be switched off with single a lever placed on the upper level of each room.
Raised room lights in rooms with floor spikes in dungeon type 2.
Added 2 wall objects to open rooms in dungeon type 2.
Winches in arcade type rooms are now marked on the map with red button icons.
The Deflect skill now allows for batting incoming projectiles into the direction you are facing. Higher skill levels increase accuracy.
(Previously projectiles would get diverted into random directions with a random chance to get thrown back the way they came instead.)
Added a new piece of boss loot with a unique skill.
Added another piece of boss loot with a unique skill which is somewhat chistmassy, but not so much as to seem terribly out-of-place throughout the rest of the year, I hope, seeing as I missed christmas with this patch.
Added two new areas to dungeon type 3. These are premade and feature yard spaces connected to multiple indoor spaces. I thought I'd add some more traditional level design, you know. Probably more work than it's worth but I felt the need to atone for not squashing some of those bugs for so long.
Various other small tweaks.
Edit: I have amended the build by these points (This build will upgrade savegames once again)
Fixed an issue with bloodmoths not getting spiked correctly that may or may not have occured.
Fixed an issue with one of the new areas in dungeon type 3.
The game should now scale without a dip at very high levels.
Edit: one more thing
Fixed an aesthetic issue with one of the new areas.
This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched.
To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.
Let me know in the comments to this post if you find anything egregiously wrong with these points. Like getting a new game-breaking bug due to the changes or something.
Merry Christmas and a Happy New Year everyone.
1.1 Fixed a bug that could still lead to secret entrances opening into locked prison cells with no other way out in cases where the cell is two tiles wide and the secret entrance opens into the tile without the door on it. Fixed a bug that could cause walls to be placed inside ca
1.1
Fixed a bug that could still lead to secret entrances opening into locked prison cells with no other way out in cases where the cell is two tiles wide and the secret entrance opens into the tile without the door on it.
Fixed a bug that could cause walls to be placed inside catwalk access doors in dungeon type 1 when there was another unrelated catwalk access door in the same position belonging to another room, in rare cases.
Fixed a bug that could have caused wall spikes to be placed inside of wardrobes in dungeon type 3, thereby blocking secret passages in rare cases.
Fixed a small issue with character HP values after dying.
Blessed Weapon should now proc when parrying attacks from molerat men, blobs or spiderlings.
Bonus melee speed gained from item attributes is now capped at +100% so as to prevent bugged out nonsense.
Fixed an issue with the giant spider possibly taking more damage than it should from bombs.
Fixed a problem with loot crates sometimes making breaking noises in spite of already having been broken.
Dampened the screen flash effect from taking haymakers and sack smacks (now flashes to 50% opacity instead of 100%).
Added new rare consumable: Empty Bottle.
These can be found wherever other random consumables drop. You can also get one from each vendor location. Use it like an enchantment on the stuff you want to put in. Edit: By that I mean right-click the bottle, then left-click the item you want to put into the bottle.
This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched.
To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu.
Sorry, it's been a while. Undecided on adding more content.
Please comment on this announcement if you find anything broken with this update, like say, alchemy not working properly.
Edit:
Thank you all for your comments. I did some more testing and I didn't find anything wrong with the new feature, so I'm setting this build live on the default branch.
But do comment here in case you find a recipe that doesn't do what it's supposed to.
I hear your criticisms on the difficulty. For one thing, there's the overarching mechanic that allows you to get better across multiple runs by saving some items and skills and then accumulating more xp from the now inferior low level enemies. I admit that that whole deal does not seem to be communicated well enough in the game. Then there's the luck factor. You need to find some high level armor to take those high level blows, and so on. I have taken steps in the past to make playthroughs more consistent, but I don't want to completely remove the element of luck. Anyway, all that kinda stuff combined can make for a difficulty curve that can feel wonky at times...
Making dungeon type 2 easier to navigate in some ways is a possiblity.
Not sure if an option to escape an infinite dungeon is really worthwhile. Might also be complicated to implement. Or maybe not, you never know with projects like these.
Again, still undecided on content and stuff. Mod support is out of the question, unfortunately. The project is really not build to be modular or freely expandable.
This build will upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. Fixed an issue with items with special skills (star shaped icon) n
This build will upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged.
[1.0925]
Fixed an issue with items with special skills (star shaped icon) not getting the intended amount of skills.
Fixed an issue with missing bookshelves in library type rooms with upper levels that can only be accessed via jumping on bookshelves.
Fixed an issue with secret entrances not appearing in dungeon type 3 if placed on outer wall tiles.
Fixed an issue that could have caused upper secret passages in dungeon type 1 to be dead ends.
Had another go at the crash after beating the game. This one was annoying but mostly inconsequential, safe for the times it may not have happened immediately but rather a few minutes into the next run in the same session.
Anyway, this bug has been the bane of my existence but I'm pretty sure I've squashed it now.
Fixed a bug that could have led to prisoner chutes getting placed behind winches in arcade type rooms.
Fixed a bug that could have caused wands to not get destroyed correctly when depleted in gamepad mode.
Fixed an issue with dragged items not getting placed back in the inventory when closing the inventory in gamepad mode while dragging an item.
Fixed an issue with dragged items not getting placed back in the inventory when closing the inventory by hitting the escape key while dragging an item.
Pressing the start button on the gamepad while the character sheet and inventory are open will now open the skill book instead of closing the character sheet and inventory.
(The select button will still close the character sheet and inventory)
Added item images for
4 gems,
2 helmets,
2 pieces of chest armor,
2 pairs of gloves
1 set of pauldrons,
1 longblade,
1 crossguard,
and 1 mace,
also replaced image for 1 gem.
Minor visual tweaks.
Edit: Hotfixed some polish because I'm a mad man.
Fixed a sound issue with sliders in the menu when using the mouse.
The selection reticule should now switch to the next valid selection when using up an inventory item in gamepad mode.
It should also no longer disappear when enchanting an item or attempting to enchant an invalid target item.
Also, you should no longer see gamepad info text when using blade oil or club rub from the hotbar in gamepad mode.
It's been a while, sorry about that. It's a small patch but I figured I'd have to fix those things as they were somewhat significant. Padded it with a bit of aesthetic content as well. Not that item images don't require effort, quite the opposite, but it's simple work compared to guessing at some weird Unity quirk that crashes my game.
Edit: forgot one point
1.09 This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. Braziers with the corpse of a slime on top should
1.09
This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged.
Braziers with the corpse of a slime on top should now be more realiably usable.
Fixed a bug that could have led to the creation of chasms at doors in L-shaped rooms.
Fixed a bug that could have caused mages and ranged orcs to not be placed on top of round platforms but slightly off.
Fixed a bug that could have caused tiles in round-cornered type rooms to not be raised when they should have been, making some platforms inaccessible.
Fixed an issue with wall spikes getting placed on torches in rooms with the round platforms and stuff.
Fixed an issue with torches getting placed in round walls in some cases.
Fixed a bug that could have led to torches getting placed inside of rock tiles in cave type rooms.
Fixed an issue with chests in rooms with all the platforms and little stairs getting placed in bogus places and ending up physics-glitching into the ether.
Fixed a bug that could have caused the quest giver to be placed inside of platforms in dining hall type rooms.
Fixed a bug that could cause hidden doors to be placed the wrong way around in upper floors of library type rooms in dungeon type 3 if connecting to another library.
Did some tentative performance optimization for dungeon type 2.
Veteran badges (stars and the like) on the load-game screen will now be placed closer together if there's loads of them.
Fixed a thing that may have caused the deflect skill to apply a lower damage bonus to deflected projectiles than it was supposed to.
Iron Skin should no longer trigger when already invulnerable.
Fixed an issue with legendary gems only ever displaying fire or ice damage when they really should have both. This caused inaccuracies when crafting weapons with them.
Gemstone Fury now works past skill level 1.
Gemstone Potency now doubles the elemental damage proc chance of gems on the crafted weapon, and increases the cap to 40%.
If Pyromastery or Cryomastery respectively are also learned Gemstone Potency will decrease their proc interval by 1 hit.
Max skill level for Gemstone Potency is still 1.
Raised maximum skill level of Artisan from 5 to 10.
The sale price on item descriptions for shop items is now green when you can afford them and red when you can not.
A few more adjustments to text colors on item descriptions.
Map icons revealed by the crudely drawn map item should now remain so after saving and loading.
Fixed a bit of weirdness with the poison FX on the HP bar.
Venomous spiders will no longer deal damage in addition to applying their poison. They also won't apply their poison when you're invulnerable.
Tightened up some other stuff that may have caused problems.
The sign at the prisoner chute should no longer be able to block the player going up little stairs.
This build will also upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. 1.08 Fixed a bug that could have led to wall boxes showing up
This build will also upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged.
1.08
Fixed a bug that could have led to wall boxes showing up in hidden climbing shafts in dungeon type 2.
Fixed an issue that could have led to triggerable platforming boards blocking other boards below once triggered.
Fixed an issue with wall objects getting placed inside of curved walls.
Fixed an issue with keys not dropping from enemies who should be carrying them after loading a savegame.
Fixed an issue with objects not appearing in corridors when they should have (not all that relevant for gameplay).
The Mastersmith skill should correctly apply its damage bonus now.
Fixed a bug that could have caused a character's inventory to go missing when generating a new floor for an outdated savegame.
(There is a failsafe for rare world generation errors which did not take into account having to load in the inventory afterwards, which can only become a problem in this specific case. I apologize again for previously lost items.)
Character unlocks should work more reliably now.
There should be no more chairs or pots inside wardrobes in dungeon type 3.
Fixed a bug that could have caused chandeliers to be floating in the air at upper entrances in library type rooms without an upper level.
Fixed an issue that prevented large pits from being placed where they should be. This was caused by an overcorrection in a previous patch and may have resulted in empty rooms.
Cave type rooms should no longer have enemies spawning in unreachable places.
Large rocks should no longer be placed on cave tiles where they could make them unpassable for the player.
Also, there should be more wall objects in cave type rooms now such as spikes and decorative stuff.
Rooms with little platforms which are not reachable via little stairs should now have those platforms be free of handrails in the appropriate direction, so that they may always be reached by jumping from the other little platform across the way.
Fixed an issue that could have led to raised corridors with stairs missing in floors with a hidden climbing room above that corridor.
Fixed a bug that could cause you to remain slowed after dying in a tar puddle.
You should no longer be able to click buttons on the menu while the "are you sure?" prompt is active.
The sasquatch paw and jade monkey should now be usable when playing with a gamepad.
The final boss should now get placed back inside the room if locked out. I thought about leaving this exploit in as a legitimate method, but I decided it was a tad too daft even for this game, especially with the ability to hit her through the closed door.
Darkened the green, blue and orange texts on descriptions for common quality items for readability.
Added different button image to the load game screen for savegames with veteran characters that you are able to start a new campaign with.
Added item image for 1 longsword, and replaced one for a crossguard.
Added a cheat code for rerolling a character's current dungeon floor.
To use it open the in-game menu, hit F7 and type "reroll" (without "").
You may now exit to main menu and reload your character from there. You should get a new current dungeon floor.
As you might have guessed, this cheat is for unbeatable floors, which should be quite rare by now. Bear in mind that you may just not have found the way out yet. Use at your own discretion.
Summary of cheat codes:
gibkey
Spawns a silver key.
freeme
Spawns the golden key.
sesame
Opens the secret entrance if present.
reroll
Marks the current character for a dungeon floor reroll. Exit to main menu and re-load from there to get a new dungeon floor.
Again, to use them: Open the in-game pause menu, hit F7, type the word.
This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged. 1.04 Chasms type rooms in dungeon type 2 will no longer
This build will once again upgrade your savegames upon loading, making them incompatible with older versions. You will get a new dungeon floor of the appropriate number but your character and inventory will remain unchanged.
1.04
Chasms type rooms in dungeon type 2 will no longer have spike trees in them.
Fixed an issue that could have caused a secret passage to block a secret flight of stairs.
Fixed an issue with some objects getting placed inside of platforms in some rooms. This wasn't visible before and didn't impact progress. It just skewed the intended number of objects in those rooms.
Corpses of freshly hatched spiderlings are no longer consumable and will disappear after 4 to 6 seconds.
Disabled collisions on most of the giant spider's corpse.
Prowling enemies should no longer prowl into walls. They shouldn't have before, but now they really shouldn't.
Fixed a bug that caused a prisoner chute to be placed when loading a non-permadeath character after having played a permadeath character.
Fixed a bug that could increase skill levels on component items during crafting.
Fixed a bug with the Sack Smack cooldown display that occured when starting a new game after dying at the wrong moment.
Fixed a visual issue with Consume Corpse particles on blob corpses.
Zero-damage Sack Smacks should no longer trigger a continuous heal sound on enemies under the influence of a healing spell.
Mages that buff attack speed should now make a noise while casting.
Added missing map icons for doors from corridors to catwalks in arcade type rooms.
Nerfed stage 3 of the Deflect skill so that merely parrying projectiles will not throw them back so reliably.
Bloodmoths will now gradually move down as they sidle (when not above chasms). I might intensify that still.
Fixed an issue with bookcases with hidden keypads appearing inside of walls at round staircases in dungeon type 3.
Hidden staircases in dungeon type 2 should no longer open into round platforming rooms as that could have caused problems with walls being in the way.
Fixed a bug that could have caused the hidden keypad to be placed where there's no bookcase in upper levels of some library type rooms.
Also, the hidden keypad can now appear in library type rooms with an upper floor and no roof beam above. This is just something that should have been happening but the bug didn't stop you from progressing.
Mitigated some physics BS with chairs in dungeon type 3.
Fixed a bug that could have lead to corridor lights floating in mid-air.
Fixed an issue with missing locked exit doors in rare cases in dungeon type 3.
Fixed an issue with doors that are locked from the inside of a room not showing up on the map in dungeon type 3.
Fixed an issue with enemies spawning inside of locked cells in dungeon type 2.
Fixed a bug that could have led to enemies spawning inside of locked cells in dungeon type 1.
Getting knocked around should now release you from tar and acid puddles.
Also, tar puddles should now correctly release you when burned away with you standing in them.
The Deflect skill should work more reliably now.
Had another go at the bug that caused some deaths during the loading screen.
You should no longer be able to move your character in the epilogue screen.
Fixed an issue with the pause menu not working with some gamepads.
Fixed some weirdness with the prisoner chute restart screen when using a gamepad.
Added a cheat code for opening the secret entrance or engaging the set of protruding boards that would otherwise be operated by hidden switches or braziers.
Open the pause menu, hit F7 and type "sesame" (without the "").
Also added a cheat code for the golden key. Bear in mind it may just be obscured by other boss loot and it really should drop and always be reachable.
This one is "freeme".
Also shifted the golden key drop position a little towards the center of the room, just so it's not obscured.
Summary of cheat codes:
gibkey - Spawns silver key.
freeme - Spawns gold key.
sesame - Opens secret entrance.
Use these at your own discretion. They're meant to alleviate possible bug issues, but consider the possibility that you just haven't found the thing yet.
Also, I'm thinking about disabling Steam cloud saves as that may have caused problems for some people. Let me know what you think.
By the way, when I said "this game was never going to be 100% jank free" I was talking about goofy animations and some physics nonsense, not like game-breaking bugs. So I'll keep at it.
Moving this from the beta branch to the default branch 1.02 This update will upgrade your savegames upon loading. That means you'll get a new dungeon floor of the appropriate dungeon level but your character and inventory will remain untouched. Fixed a problem with some connected
Moving this from the beta branch to the default branch
1.02
This update will upgrade your savegames upon loading. That means you'll get a new dungeon floor of the appropriate dungeon level but your character and inventory will remain untouched.
Fixed a problem with some connected rooms, where the connecting tiles could be unreachable.
Fixed an issue with enemies spawning inside of round walls.
Fixed a bug that could cause fuseboxes to appear inside of round walls.
Fixed an issue with missing skull reload stations.
Secret entrances and hidden switches should no longer be placed in locked or jammed prison cells.
Added an emergency lever behind the secret entrance in dungeon type 3, in case you manage to jump down into an unopened secret room.
Barred doors locked from inside arcade type rooms, accessible directly from a corridor, should now be marked on the map as well.
Fixed something minor regarding turrets.
Fixed an issue that could cause certain rooms in dungeon type 2 to have very tall ceilings.
Might have fixed something that may have caused the player to die at the start of a dungeon level. Let me know if you still encounter that bug on this build.
Pyromastery and Cryomastery should no longer increase all the damage dealt by an improved lunge or whirlwind strike respectively.
Instead they will only increase the part of it that comes from fiery blows or icy swings, and only if the counter is full.
Made the big climbing puzzle on floor 7 a bit easier.
Iron Skin should now also be called that in the skill book.
Also, here are fixes from recent patches that had already been live for a bit
The "You have perished." prompt that appears when dying in permadeath mode should now work in gamepad mode.
The crafting interface will no longer allow you to rotate shaft objects. This seemed to cause problems for some people and could only generate goofy looking nonsense weapons anyway.
Info text for Intelligence on the character sheet should now display correctly in gamepad mode.
The melee attack animation should now properly stop when a Crumbling Weapon breaks. Fixed some other issues related to that skill as well.
It should no longer be possible to swap weapons mid-swing.
Fixed a bug that would prevent you from drawing a fire or lightning wand with the Fiery Shots skill, while having Blue-Blooded on a high level and maybe Cold Fusion Metabolism.
Also Blue-Blooded should now properly max out at level 10.
Fixed a display bug with fiery shots on a piercing wand with lots of bonus ammo.
Mages should now stop casting when SackSmacked.
Doors to hidden stairs and hidden passages are now drawn on the map.
Added a cheat code that spawns a silver key. To use it open the pause menu, hit F7, and type
"gibkey" (without "").
Bear in mind that the silver key can not only drop from enemies but may also be in special places like on a catwalk, on top of a pillar in a climbey room, in a hidden chamber or some place else which is not easily accessible. Meaning, it may not actually be bugged.
Hackers, Slashers, Shooters and Looters, Today I offer my sincerest thanks to all of you who have given Slasher's Keep a shot in Early Access. Without you I could never have built this thing. Any game requires player feedback to find its way through development but this one is pa
Hackers, Slashers, Shooters and Looters,
Today I offer my sincerest thanks to all of you who have given Slasher's Keep a shot in Early Access. Without you I could never have built this thing. Any game requires player feedback to find its way through development but this one is particularly fickle, what with all the random generation and whatnot.
Development turned out far more complex than anticipated. Incidentally that's lesson number one of game development; everything takes longer and nothing turns out exactly as expected.
I've added more stuff to the game than I had initially planned and kept adding stuff and changing things up in accordance with your suggestions and my own idea of how the game should play. It was never going to be 100% jank free, but I found that some of the jank becomes part of its character (honestly not an excuse). Let me tell you something about suggestions by the way: They really are useful, even if not implementable exactly the way they're put forward. They show you where people's priorities lie and can spark new ideas in your own mind. As for the oft-requested localization option: Not on the budget right now, maybe in the future.
Anyway, at this point I'm satisfied with how the game turned out and I am releasing it from Early Access.
I'll stick around though,
-Damian
0.999.99.9c Fixed an issue that could cause connector tiles between rooms to be unreachable. Fixed an issue with turret fuse boxes being placed inside of platforms sometimes. Fixed a bug that could cause braziers to be placed inside of turrets. Fixed a bug that could cause the st
0.999.99.9c
Fixed an issue that could cause connector tiles between rooms to be unreachable.
Fixed an issue with turret fuse boxes being placed inside of platforms sometimes.
Fixed a bug that could cause braziers to be placed inside of turrets.
Fixed a bug that could cause the still apparatus and the book with the hidden numpad to appear on top of each other.
Fixed a bug that could cause the quest giver and one of those shadow magic shooty things to be placed on the same corridor wall.
Fixed a shader issue with the destructible orc pin-up.
Fixed an issue that could cause weird missing doors on secret passages and possibly other unexplained phenomena.
Fixed an issue with enemies getting stuck between rail posts in platform-and-stairs-type rooms in dungeon type 3.
Leather boxes in smithy rooms should now have their open state saved correctly.
Fixed a bug that cause invisible walls to be placed in secret passages inside outer walls in dungeon type 3.
Fixed an aesthetic issue with walls getting placed outside the boss room where they shouldn't be.
Fixed an issue that would cause too many altar rooms to appear in dungeons. Also there should now be more altars in dungeon type 2 and 3.
Loot dropped by the final boss should now always be reachable.
Fixed a problem with the final boss picking up items from a distance when stopped by the player.
Bouncing blobs should no longer randomly jump down chasms.
Fixed a bug that would cause enemies to be flung straight up when hit by a spectral blade.
Had another go at the issue of enemies dying as they step on bridges in chasms type rooms.
Fixed weirdness with blob animations not lining up with the jump curve, i.e. blobs looking flat when at the apex of their jump and such.
Also beautified some minor issues with the animations.
Wands should now get cleared from their assigned hotkeys when destroyed from depletion.
Fixed an animation issue with the player's arm when dying.
Fixed a bug that could cause the player to take double damage from bloodmoth projectiles.
Fixed an issue with flying skulls not registering consecutive melee hits.
Fixed a bug that would cause the giant spider to attack too quickly after having been frozen.
Fixed an issue with axes not hovering correctly over the ground.
Fixed an issue with loading characters that had changed species.
The imp spike and mechanical trap quests should now correctly cancel if not completed upon reaching dungeon type 3. Also you shouldn't get them in dungeon type 3 anymore.
Fixed a bug that caused some weirdness during equipping actions that may have caused failed requirement checks.
Fixed a bug that caused attributes to end up differently when equipping items multiple times if they had been previously enchanted with faulty attribute enchantments.
Also fixed the issue with those enchantments.
Orange blobs should no longer make an explosion sound when dying without exploding.
Damage numbers for fiery headshots should now be shown.
Enemies should now toss their loot forwards a bit as they die.
Shield bearers should now always wield axes.
Added particle effect for ammo gains.
Quests with a set amount of repetitions should now have their text updated as you progress.
Added quest "Craft a weapon with 6 or more components." (requires the Artisan skill).
"Deflect 12 projectiles" quest is now "Hit enemies with 6 deflected projectiles" and requires the Deflect skill at level 2 or higher.
Deflected projectiles now have to travel a short distance before being able to damage an enemy.
Covered up the imp.
Replaced images for
11 rings,
5 amulets,
two pieces of shoulder armor,
two helmets,
a chest piece,
a pair of pants,
an axe,
6 crossguards,
4 sword handles,
3 misc components,
3 longblades,
a shortblade,
a shaft,
an axe head
and a mace head.
Also added one for a shortsword and one for a shortblade.
Enemies walking through tar will now make appropriate step sounds.
Steepened difficulty curve for the post-late-game.
The starting chest for veteran characters should now also always have one common quality melee weapon in them.
Common quality rings and amulets will now have stats on them.
Legendary gems should now have appropriate elemental damage on them.
Lowered drop rate of legendary items.
Decreased loot drop chance for generic enemies.
Intelligence now translates to critical strike damage bonus 25% less favorably.
Lowered base critical strike damage multiplier from 1.5 to 1.25.
The dexterity to crit chance calculation now goes into diminishing returns more quickly.
Removed 5% base crit chance.
Decreased mace base damage by 10%.
Decreased spectral blades radius by 12.5%.
Decreased bonus damage of improved lunge.
Decreased random variance in item stats from +-10% to +-5%.
Enemy projectiles should now increase in speed as you progress up the dungeon.
Damage from traps and environmental hazards should now curve up as you progress like enemy attack damage does.
Increased mage flame strike damage.
Slightly increased acid damage and slightly decreased lava damage to player.
Slightly lowered damage decrease gained from armor.
Slightly lowered base armor on items.
Slightly lowered enemy attack damage.
Slightly increased difficulty in easy mode.
Reduced damage the giant spider takes from acid slightly since I lowered its base HP recently.
Spider eggs should now take damage from wands.
Acid puddles from spider eggs will now give you a moment to get out of the way before the acid damage sets in, so as to make it easier to destroy the eggs with melee weapons.
Strength no longer increases melee knockback.
Decreased bloodlust damage bonus and killstreak timer slowdown effect slightly.
Slightly increased difficulty on dungeon level 2.
Added a bit bigger of a window for sneak attacks after an enemy is formally aggroed.
Decreased Gourmet HP bonus by half.
Raised Desperate Rage HP threshold from 25% to 33.3%.
Improved Sack Smack now deals additional damage based on your strength.
Arachnophile now allows you to always gain some ammuntion from eating spiders. Skill levels increase the amount gained.
Crafting a sword now requires the addition of at least one hilt type component.
Lowered crafting component damage bonus from 20% to 7%.
Crafted items now have the item tier of the blade or head component.
Fire and ice damage proc chances on crafted items are now averaged out among components instead of being added up.
Fire and ice damage procs are now limited to a maximum chance on hit of 20%.
Reduced base proc chance by half and doubled base damage of fire and ice procs.
Added Skill: Pyromastery. This late game skill sets your melee fire damage proc chance to 0%. Instead every fifth hit is a guaranteed proc with extra damage.
That hit will always set the enemy on fire if the Pyromancer skill is also learned.
Added Skill. Cryomastery. Same thing for ice damage. Synergizes with Cryomancer.
Acts of piety will now be remembered by the gods.
Added little hints to the loading screen.
Some other audio and visual tweaks, and some minor optimization.
Several nerfs in this one as I found the buffs in the previous patch caused power creep on higher levels.
This patch will have to upgrade your savegames upon loading. That means the game will generate a new dungeon floor of your current dungeon level. Your character and items will remain unchanged. Their stats may however be inappropriate given the balance changes.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
Edit:
Amended the build by a few points
Fixed a bug that would prevent kinetic wand knockback on blood moths.
Kinetic wand knockback and damage now fall off less quickly with distance.
Replaced item image for 2 sword handles.
Minor aesthetic tweaks.
Edit2:
Just a few more fixes
Fixed an issue with banners inside of pillars next to the preaching wall ornament.
Debris from exploding barrels now vanishes after a few seconds.
Fixed a bug related to the quest text of the "spike 2 enemies at once 3 times" quest.
Edit3: setting this update live on the default branch
Edit4: Uploaded a small hotfix over some minor aesthetic BS
Banners next to the preaching wall ornament now don't show up in arcade type rooms either.
Fixed an issue with damage numbers being on top of each other for enemies taking burn damage from walking through fire and being on fire at the same time.
0.99 Fixed an issue with the hidden switch being obstructed by the quest giver in rare cases. Fixed an issue with secret passage entrances possibly getting obstructed by objects. Fixed an issue with secret passages to prison cells possibly getting blocked by rounded walls. Fixed
0.99
Fixed an issue with the hidden switch being obstructed by the quest giver in rare cases.
Fixed an issue with secret passage entrances possibly getting obstructed by objects.
Fixed an issue with secret passages to prison cells possibly getting blocked by rounded walls.
Fixed an issue with holstering the wand while an arcane shot is being charged.
Mitigated an issue with enemies dying when attempting to cross bridges.
Fixed a bug that would allow you to save locked doors as open by attempting to open them without having the key.
Fixed a bug that would cause orc mage wands to be too powerful.
Fixed a bug that would cause thrown objects to not deal damage to enemies sometimes.
Fixed an issue with the loot goblin dropping a key when the exit wasn't locked.
Fixed an issue with the silver key not dropping at all.
Fixed an issue with cell doors not being locked when they should be.
Fixed a bug with certain enemies in dungeon type 2 not spawning.
Fixed a bug with some skull reload stations not spawning in dungeon type 2.
Fixed some bugs that would cause the hidden book to spawn mid-air.
Fixed some nonsense with z-fighting of redundant walls in dungeon type 3.
Enemies will now stop walking when pushed by the player walking into them.
Fixed a bug with charging imps acting weird when being pushed by explosions mid-charge.
Fixed some other weirdness with knockback.
Fixed some other weirdness with chargers.
The giant spider should now stop laying eggs if interrupted by death.
Fixed an issue with non-permanent melee lifesteal not getting removed upon death.
Lava and burning tar should now trigger the quest instructing to "have an enemy burn to death"
Quest progress for "Spike 2 enemies at once 3 times" should now be saved.
Map charting progress should now be reset when rolling a new dungeon with a veteran character.
Increased duration of acid puddles from spider boss eggs. Also decreased egg HP.
Increased average amount of spikes on walls in dungeon type 2 in simple rooms.
Increased zombie base damage.
Increased elemental damage on gems.
Changed the way strength translates to melee damage to scale up with player level. Decreased base damage on melee weapons to compensate. This should shift the balance in favor of strength vs. raw item damage over the course of the game.
Also did that for intelligence and ranged damage.
Also changed the way dexterity translates to armor effectiveness to scale differently with player level.
Intelligence now conveys a bonus on all XP gained.
Dexterity now translates to crit chance more favorably.
Crit damage bonus moved from dexterity to intelligence.
Base attributes on items will now scale less drastically.
Items of tier 2 or higher now always have requirements. They can also have two required attributes, which previously only tier 4 and 5 did.
Also raised lowest possible requirements and made requirements more consistent.
Removed requirements on component items as they were discarded during assembly anyway.
Requirements should also take into account progress from previous runs on the same character now.
Decreased general goodness of tier 4 and 5 items.
Decreased lightning wand base damage slightly.
Decreased ice wand shot spread by 30%.
Increased base splash radius of Mind Blast from 60 to 80.
Decreased arcane shot charge time by 25%.
Reduced melee life steal base from .5% to .4%.
Cursed Weapon self-damage is now reduced by armor.
Exits on dungeon type 3 will now always be locked.
Shooting wood or stone with a piercing or arcane wand now makes noise.
You will no longer be able to consume HP potions nor use HP shrines when already at full health.
Crossguard type components will now only work on sword builds.
Increased base goodness for shaft and crossguard type components a bit (better stats on them).
Wands now have individual charges instead of using mana. The mana bar has been replaced with an ammo bar displaying individual cartridges.
Each wand has a set maximum capacity based on its type. The maximum mana attribute on items has been removed.
Mana potions have been replaced with chromatic crystals of different quantities depending on item quality tier which is determined by the goodness of the loot drop rather than player level.
Mana shrine is now an ammo shrine which fills the equipped wand to full capacity.
Drinking wine now has a chance of restoring a small amount of ammunition to the equipped wand.
The Gourmet skill increases that chance with each skill level.
The Arachnophile skill has been changed to convey a similar chance of restoring ammunition, also increasing with skill level.
Consume Corpse also yields ammunition.
The Blue-Blooded skill now increases the capacity of the equipped wand instead of the mana regeneration threshold.
Each level gives you 10% extra max ammo (or at least 1 shot) to a maximum of 100%.
Cold Fusion Metabolism gives another 10%.
Added skill: Power Reloads - Allows overcharging of wands to increase the damage of following shots instead of having shots go to waste.
Example: Wand is at 7/10 capacity, use a crystal that restores 6 shots, wand is now at 10/10 with the next 3 shots dealing increased damage. The number of shots enhanced in this way can be discerned from a particle effect on the ammo bar in the HUD.
This skill is encountered in the mid-game.
Added skill: Fiery Shots - Wand discharges of any type will be enhanced by fire in regular intervals. Think modern machine guns where every fifth round or so is a tracer.
These shots will have their damage type changed to fire, so they can ignite tar puddles and synergize with the Pyromancer skill.
You can tell which shots are fiery by the fire effect on the individual cartridges in the ammo bar.
You should start to see this skill in the late game.
Added skill: Exothermic Shrinomancy - Makes shrines explode upon use; One more for the mid-game. Synergizes with Bomberperson.
Replaced item images for 5 gems, 1 longsword and 1 shortsword
Replaced one orc pin-up poster and added another new one.
Knockback can now be passed on from one enemy to another.
Some minor tweaks, visual and otherwise.
This patch will have to upgrade your savegames upon loading. That means the game will generate a new dungeon floor of your current dungeon level. Your character and items will remain unchanged. However, your old weapons may be a bit overpowered now.
I'll do some more testing to further improve balance.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
Edit:
Already uploaded a little hotfix lol
Fixed a bug that could cause the hidden switch to be placed inside of round walls, which would render it unusable. This could have been potentially game-breaking.
Also halved base HP of the giant spider to make it more beatable through conventional means.
Edit:
Going live on default
0.98 Added sounds for slashing cobwebs and keys dropping. Replaced item image for 1 gem and 5 misc components Fixed an issue with chairs spawning on beds in dungeon type 3. And another one with pots spawning in wardrobes. And another with mages spawning in beds. Mages will no lon
0.98
Added sounds for slashing cobwebs and keys dropping.
Replaced item image for 1 gem and 5 misc components
Fixed an issue with chairs spawning on beds in dungeon type 3.
And another one with pots spawning in wardrobes.
And another with mages spawning in beds.
Mages will no longer cast dmg bonus buffs when they're in a room with only bomber type skulls.
Fixed an issue with the giant spider continuing the jumping sequence while dying.
Hit indicator graphics should now be more accurate.
Spiderlings and black widows now have to be properly airborne to be able to deal damage. Also changed their flight curve a bit.
Fixed an issue with water noises getting repeated weirdly when heard from outside a room.
Bloodmoth corpses now stick to spikes.
There should now be fewer skulls in arcade type rooms. They also have a shorter attack interval.
Fixed an issue with item amounts not being displayed on the hotbar right after assigning consumables to a hotkey.
Fixed some minor weirdness with movement of bomber type skulls.
Fixed a bug that could cause shortsword thrusts to not deal damage sometimes.
Resolved an issue with floating boards at wall transitions between climbing shaft type rooms and spikey floor grate upper rooms in dungeon type 2.
Fixed an issue with floating boards leading down a climbing shaft that connects two parts of a dungeon in dungeon type 2.
Fixed a bug that could cause doors to upper levels of rooms to be blocked by misplaced walls in rare cases in dungeon type 3.
Fixed a bug that could result in exit ladders not working correctly, leaving the player stuck on the bottom floor.
Crystals in turrets now go grey when switched off.
Increased damage output of the Thorns skill.
Some minor tweaks, visual and otherwise.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
This update will upgrade your savegames upon loading. You will get a new current dungeon floor but your character and inventory will remain untouched.
Edit:
Uploaded a hotfix for a bug created by a fix in the last update
It would cause the player to not be able to die if they had already died once before
0.97 Fixed an issue with particles emitted by enemy projectiles disappearing upon impact. Clicking the tiny skill book on the inventory screen will now drop any dragged item back into the bag. Adjusted the size of the smithy symbol on the minimap for dungeon type 3. Fixed an issu
0.97
Fixed an issue with particles emitted by enemy projectiles disappearing upon impact.
Clicking the tiny skill book on the inventory screen will now drop any dragged item back into the bag.
Adjusted the size of the smithy symbol on the minimap for dungeon type 3.
Fixed an issue with the shape of small library type rooms on the mini map.
Enemies should no longer get knocked back as hard upon death.
Fixed a bug that would cause the knockback bonus gained from the force knight skill to not be applied.
Fixed a bug that would cause the kinetic wand push to not work sometimes.
Fixed an issue with kinetic wands getting too high a knockback value sometimes.
Fixed a thing that made pushing flying skulls weird.
Torches placed on secret entrance tiles in small arcade type rooms are now repositioned instead of getting removed, so the room will still be lit.
Accuracy bonus gained from Assault Wands Expert skill should no longer be applied when using other wand types.
Accuracy bonus gained from Assault Wands Expert and Wandslinger skills should work correctly now (affects max random spread, vertical recoil still applies.)
lowered accuracy bonus gained from Wandslinger skill and changed the way the skill values scale.
Mana cost reduction gained from Wandslinger skill should now also work correctly.
Mana regeneration should now continue up to the correct value.
Chain lightning effects should now work on the giant spider.
Fixed an issue with flamewalking when fighting the giant spider.
Fixed a visual bug with orc arms jittering.
Flamewalking should now resume upon loading.
Also, concurrent Flamewalking procs will now restart the duration instead of adding to it.
Fixed a bug that would cause maces with the Crumbling Weapon skill to have more charges than intended.
Fixed a bug that would allow enemies to shoot through walls of secret passages in dungeon type 3.
Fixed a bug that could cause a bookshelf to be placed in front of an upper door in round library type rooms on rare occasions.
Fixed a bug with the "load game" menu failing to display characters who had changed species.
Items now get different amounts of attributes and skills depending on their type.
Changed calculation of percentage based bonuses gained from attributes accordingly.
Also, generally tampered with those calculations a bit.
Increased maximum mana increase gained from intelligence.
Increased damage bonus gained from strength.
Slightly decreased general goodness of higher item tiers.
Weakened effect of permanent stat increase potions.
Decreased base sale multiplier for items.
Increased sale multiplier gained from intelligence.
Slightly lowered kinetic wand knockback.
Fire wands now get an increase in knockback based on item tier.
Increased damage dealt to additional targets by the Stormtamer skill.
Quest "Lure 5 enemies into a mechanical trap" now requires only 3.
Slightly increased spectral blades area of effect.
Replaced item images for
4 shaft-components,
1 pair of boots,
and 1 mace
Added sound effects for
destroying acid orbs,
piercing projectiles hitting enemies,
hitting an orc's shield, or a loot goblin's armor,
decapitating enemies
Tar puddles can now be ignited by way of magic, burning weapons, or burning enemies. They burn for a short time and then disappear.
During that time they deal damage to enemies passing through the flames.
Added Skill: Kinetic Parry
Some minor visual tweaks and touch-ups.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
This update will upgrade your savegames upon loading. You will get a new current dungeon floor but your character and inventory will remain untouched.
Edit: Now live on default branch
0.96 Increased rotation sensitivity for the crafting interface when using the mouse. Fixed an issue with dragging of crafting components with the mouse getting interrupted if the mouse was moved too quickly. Fixed a similar issue with click-dragging of UI elements (inventory, cha
0.96
Increased rotation sensitivity for the crafting interface when using the mouse.
Fixed an issue with dragging of crafting components with the mouse getting interrupted if the mouse was moved too quickly.
Fixed a similar issue with click-dragging of UI elements (inventory, character sheet, etc.).
Fixed an issue with crafted shortswords appearing too large and sinking into the floor when tossed on the ground.
Crafted items should no longer have their components' x positions reversed when tossed on the ground.
Fixed some other issues with the crafting interface.
An enchantment particle effect on an item description should no longer resume on a new item description if the description it was on disappeared before the effect was finished.
Fixed a bug that would have you unsheathe your weapon when using an unrelated item from a hotkey.
Fixed an issue with item flavor text not displaying after loading.
Previously opened doors should now close correctly after loading.
Fixed prisoner chute doors acting weird.
Added glint effect to unused winches in arcade type rooms.
Moved the floor number from the top left corner of the mini map to a little banner below it.
You can now apply blade oil and club rub to your melee weapon from a hotkey.
Replaced images for
2 pairs of pants,
1 gem,
1 shortblade
and 1 helmet
Touched up a couple of other item images.
Added sounds for
metal door creaks
using copper keys
lighting braziers
the crudely drawn map consumable
shrines (usable orb on pillar)
ice beams cast by orc mages
Added two pieces of bonus boss loot, each with a unique skill.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
Edit: live on default branch
0.95 Fixed a bug that caused the player to take damage twice from spike board traps. Humanoid enemies will now stick to the spike trap they've been spiked on. Fixed an issue with spiderlings falling weird when pouncing into chasms. Fixed an issue with spiderlings not landing corr
0.95
Fixed a bug that caused the player to take damage twice from spike board traps.
Humanoid enemies will now stick to the spike trap they've been spiked on.
Fixed an issue with spiderlings falling weird when pouncing into chasms.
Fixed an issue with spiderlings not landing correctly after pouncing.
Fixed a bug that would cause spiderlings to continue taking acid damage after pouncing out of acid.
Fixed an issue with spiderlings not taking acid damage from permanent acid puddles.
Fixed a bug that would cause imps to run at lightning speed when hit during a charge.
Skulls should no longer be paralyzed after taking certain types of hits.
Mitigated an issue with the player getting tossed in the air by way of physics bs.
Fixed a bug that could cause the loot goblin to not drop the silver key.
Fixed an issue with mages not playing the proper animation when taking hits.
Fixed an issue with lightable braziers in dungeon type 2 not appearing on the mini map.
Fixed an issue where the mouse sensitivity would slow down when spamming iron sights with a wand.
Fixed a bug that would complete the challenge room quest upon entering a challenge room that had previously been cleared.
The savegame station should now be placed correctly on the dungeon boss floor.
Fixed a bug that would cause gamepad info text to show up when using an enchantment item.
Fixed a bug that would prevent item data from the head slot from being subtracted after death.
Debris from exploding barrels should now properly fly apart in the explosion
Also, most of it will no longer collider with the player.
On screen notice texts should now disappear when the inventory is opened.
Rooms and corridors that have been revealed on the minimap will now be saved and loaded.
Added 10 pieces of ambient music.
Added sounds for
opening inventory and charsheet,
opening the skill book,
finding a secret,
using the item chute,
assigning attribute points,
consuming corpses,
scrap collector,
carnivore,
picking up money,
jumping and landing
Added ambient noises for all dungeon types.
Replaced texture for standard doors in dungeon type 1.
Replaced model for chests in dungeon type 1.
Added two new orc girl pin-ups
Added textures for
3 axe-heads,
2 shafts,
4 misc parts,
1 piece of shoulder armor,
1 pair of pants,
and 1 chest armor
Replaced textures for
1 pair of gloves,
1 piece of shoulder armor,
1 piece of chest armor,
1 axe,
1 pair of pants,
and replaced the legendary misc component
Some minor touch-ups, audio, visual and otherwise
Added permalearn feature: Every other player level you get a skill point that you can invest in one of your skills (excluding racial skills and special skills (star shaped icon)). That skill will gain a level that persists after death (or after using the prisoner chute in permadeath mode). and doesn't go away if the item you got the skill from originally is unequipped. Also, all other skills will now be taken away after death (or prisoner chute).
So the way it worked before: You die, you lose 25% of your money, attribute points, player levels and the random skills gained from the player levels you lost (the most recent levels)
The way it works now: You, die you lose 25% of your money, attribute points, player levels and the random skills gained from all levels and quests. You keep the skills you've invested skill points in (1 skill level für every 1 skill point invested).
Reduced bonus component slots from Crafty skill from 4 to 2.
Slightly reduced the money dropped by regular enemies.
Slightly reduced generic item and potion drop rate for regular enemies.
Lowered attribute points awarded from quests from 8 to 5.
After-death restart message text now tells you how much money, strength, dexterity, intelligence, and how many levels you lost.
This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.
Edit: Going live on the default branch