After a long Early Access, we finally released our next game, Din's Champion! Get it now while it's 20% off during its 2 launch weeks. Din's Champion is a sidescrolling 2D action RPG in a highly dynamic fantasy setting. The world waits for no one; as you are exploring and collect
After a long Early Access, we finally released our next game, Din's Champion! Get it now while it's 20% off during its 2 launch weeks.
Din's Champion is a sidescrolling 2D action RPG in a highly dynamic fantasy setting. The world waits for no one; as you are exploring and collecting, or crafting and building, the forces of darkness are amassing power and executing their own designs. Left unchecked, they will unleash devastating consequences. Will you find strength in numbers, building a massive town with an army of dozens or even hundreds of NPCs, gathering enough resources and resilience to survive whatever crisis comes your way? Or will you strike out alone against the evil forces, relying on your own skills and strength to prevail?
This patch fixes a few performance issues introduced by the last huge patch. 1.013 change list: fixed if ever get above max armor/weapon penalties it getting really slow because constantly trying to add penalties but failing (rabidjawa) now only recalculate stats in removeStatusE
This patch fixes a few performance issues introduced by the last huge patch.
1.013 change list:
fixed if ever get above max armor/weapon penalties it getting really slow because constantly trying to add penalties but failing (rabidjawa)
now only recalculate stats in removeStatusEffect if something was actually removed (causing some slow downs) (rabidjawa)
fixed trying to do things with hull (causing it to slow down some) (rabidjawa)
This huge patch fixes several potential crashes, fixes some slowdowns, improves NAT punchthrough, adds clan icons next to clan name in most places, and fixes a ton of other minor issues. 1.012 change list: fixed a potential crash in Area::getGateName fixed a bug that can lead to
This huge patch fixes several potential crashes, fixes some slowdowns, improves NAT punchthrough, adds clan icons next to clan name in most places, and fixes a ton of other minor issues.
1.012 change list:
fixed a potential crash in Area::getGateName
fixed a bug that can lead to infinite loop in GameShared::generateWorldSaveName
fixed a potential crash in Level::getNumMonstersToSpawnPerBlock
fixed a possible crash in MonsterType::getRandomUniqueVersion
fixed a potential crash in Vendor::generateItem
fixed a crash in getCurrentIdentifier (not bounds checking)
fixed a crash when player stats are recalculated when item penalties change (DysDaemoN/Dromi)
now when run out of fake entities for effects, put particle back on free list instead of deleting
fixed emitters from fake entities never being removed (very likely a slowdown over a long play session) (happens because fake entities are never deleted but added to a reuse list) (Jean)
fixed a crash in PlayerClient::notEnoughPowerWarning that could happen if you pressed a mouse button at the right time while loading
changed server registration time from 120.0 to 20.0 seconds so NAT routes don't time out
server now tries port guessing so NAT punchthrough is a bit more robust
now take into account NATs that decrement port numbers by 1 or another small number
now always send local address for assisted join
fixed respawn time when level not loaded
fixed MaxCount on sounds not working correctly
fixed sometimes relation dropping to 0.0 when a treaty is cancelled
fixed high frame rate + trying to use item/skill every frame overflowing the networking
no longer broadcast sound events for non-players
broadcast sound is now limited to once each frame
now can put clan icons in text
clan list on map screen now show clan icons
added clan icon to clan relation list when highlighting a clan icon/portrait
now show clan icons almost everywhere clan name is displayed
put icons next to final line end on power comparison screen so much easier to tell which line is which
sped up a bunch of get npc type functions
fixed _longshot not initialized correctly
fixed some data not getting reset on client when abandoning a sector (Darke)
now player quests will update their seed and other info if the main quest seed has changed for some reason (Annex/Boink)
fixed a bug in Time::operator=( seconds ) (this bug's probably only been there for ~17 years) (not sure how many bugs this caused, but it was doubling the long war value)
fixed getting gate unlocks in multiplayer when going to a new sector (phoagne)
now if a treaty in a trade fails to go through, entire trade is cancelled (Excellion/Sent Ernit)
clans will now reject all demands if at war with trader
fixed after deleting a ship the list not correctly selecting the next ship in the list (Jean)
now if near a monster when it is destroyed, player has higher chance of getting the credit for the kill (Destro)
fixed BestQuestBonus values not working correctly (being read in as bool)
fixed moving a component to a cargo bay and most of the time it getting moved to a different cargo bay (firecat666)
viewing current treaties will now show cease fire and time remaining (firecat666)
now make sure to cancel any trade agreements if go back from ceasefire to war (firecat666)
fixed a few places that clans could get above the max amount of credits (firecat666)
bounty hunter quest now fails if the bounty hunter kills the player
now shouldn't be able to get stealth and stealth surprise bonus at the same time
fixed a couple problems with clans getting credit for destroyed clans (Boink)
fixed failing quests in multiplayer when a player has a can't die with quest but another player dies (Dreepa)
added a max xp debt so not quite so high at high levels (lechuck1)
now clans won't declare wars on clans they've recently discovered (phoenix_54d)
made sabotage options much more reliable do something
fixed sabotage quests not applying to the correct clan sometimes (LotusBlade)
fixed passive skills on items not being able to update stat multipliers
fixed ai not trying to get another enemy once first one was killed sometimes
fixed swapping 2 same type items numbers increasing each time (Alstein/floofyfunster)
fixed weapon speed on weapons getting counted multiple times in DPS (Annex/Darkness)
now defaults to highest resolution up to monitors current resolution (so probably the current resolution)
now it is harder to get a clan to declare war on someone they have a treaty with (Sharp)
added a Text Size option in advanced graphics options (Tchey/Agitated Ice)
now take into account a clan's spy resistance when showing rumor, propaganda, sabotage, espionage, and plant spy chances (Kurama Kitsune)
should no longer be able to target invisible enemies (at least directly) (fabulousfreep)
now stop the fighting correctly if go straight from war to a non-peace treaty
now long war relation change gets applied a second time at 2X max war time
now long war relation change gets applied a third time at 4X max war time
now delete map file when user tells game to delete wld file (sector) (firecat666)
now targeting prioritizes monsters some
fixed fighters still attacking things unprovoked when using defensive stance (Fulano5321)
now mention Magic Find Chance bonus on each achievement achieved
fixed a interactWithEntity fall back position using hardcoded slot index instead of correct left or right slot
fixed weapon stop firing when client/server get weapon timing out of sync
small optimization to updateMapPixel (now only divide if above 1 instead of 0)
fixed weird minimap issue (out of level color on edge of fading out)
no longer show relation line between 2 covenants that haven't met yet
now clan icons on relation screen shrinks if too many on screen at once (starts at 7)
now show a ? for relation numbers when the clan hasn't actually met the other clan
now makes sure war is going to go through before announcing honors treaty by declaring war (Excellion)
fixed a case sensitive code issue on Linux build
names are now drawn on top of blips on map so you can see the names better (Darke)
clans now save their definition by name instead of index (save games more stable when I add new clans)
fixed clan trait saving (now by name instead of index) (Exgene)
fixed a slowdown when adding waypoints on map (it was saving cfg each time for temporary change) (Darkness)
no longer save cfg file immediately after zooming in/out to prevent slowdown (Darkness)
sped up Emitter::draw a little if no particles to draw
made teleport detection on client a little better
now smooth entity movement better - gets rid of a lot of hitches (Bluddy/ScrObot/Mark)
fixed some problems with mouse button 5 (Tchey/roykela)
now quest update messages go through the normal center print system so don't overlap other messages
now most loop sounds fade out instead of abruptly ending (this is mostly engines and projectiles)
fixed World::getRoomName returning bad value if level index out of range
now automatically pause if you have used a controller and it is unplugged
now can recognize a controller plugged in while game is running
now if a widget blocks entire screen and blocks mouse, it automatically sets DoesntLetInputThrough
highlight text no longer overlaps highlight icon (ScrObot/Takarias)
now draw - and + characters an extra time and slightly larger to make them a bit more clear
now ambient music fades out when the game is paused (Bluddy)
Offer Trade and Demand now do nothing if empty offer (Eris Shrugged)
now can lock color in text
fixed non-right mouse button clicks on map from leaving waypoints (Dreepa)
can now highlight clan name on system/sector maps to get clan info
can now click on clan names in system/sector maps to talk to that clan
now make sure player has met at least one of the clans in question when message is sent about a rejected peace treaty offer
now when dropping a stackable item on a vendor slot it tells you how many are going to get transferred (1 normally, entire stack of ctrl down)
fixed most powerful clan changing every other calculation because of come from behind bonuses
fixed a filename issue in TextureCtx::load
now when highlighting a contact that you have met show clan info
now money highlight on buy/sell screen will use commas if necessary
widgets can now draw a shadow
quest available and completed icons in relations screen now have a shadow (Destro)
added some alpha to background when highlighting clan icons in relation screens so a bit easier to see what is going on
now will automatically split items if spawned in greater amounts than the max stack (PhoAgne)
now eliminated by text can handle random clan names and specific monster names
now map will scroll if you move mouse cursor to edge of screen
teleport just clears the target instead of destroying incoming proectiles (The DevoMiezer)
no longer send clan messages to stop attacking a friend when they haven't even met them yet
now mention that can hold ctrl to sell an entire stack (Tyrax Lightning)
can no longer add 0 gold to a trade (firecat666)
updated donators
moved entering system print down a little to not overlap lose timer info (firecat666)
made player status bars 50% larger so a bit easier to see among other status bars
fixed getting multiple object is farther than it appears messages sometimes
now if you hold down the ctrl key when selling a stack of components with the space bar it will sell the entire stack (kerzainuhamster9)
key names can now be translated
mouse button 3-5 are now MB3, MB4, MB5 (so they fit better)
added translations for leftcontrol, rightcontrol, leftalt, rightalt, pagedown, and pageup
can no longer remove original text from a quest generated waypoint (Tnega)
now if ctrl buy on an consumable in essential components section, only buy 1 instead of buying until you're out of credits (derpenstein)
added clan icons to power ranking bars
fixed not getting some pickup sounds (sounds now come from player instead of item)
now get modifier icon when highlighting on system/sector map
moved MapLevelMaxZoom to database instead of hardcoded
now check that quest title has some text before overriding biggest accomplishment text
now if successfully demand something print says demanding instead of trading (firecat666)
added SoundCullingDistance (1500.0) and change skill and combat sounds to use this instead of 400.0/500.0
now highlight text box will be at least the size of the icon (if there is an icon) (ScrObot)
no longer show damage numbers in fake game
no longer show health bars in fake game
now health bars of planets/ships from clans you have a mutual protection pact or alliance with are dark green
no longer get multiple buzzes for a warning that is already displaying on the screen
now filter random names a little
now when highlight component/object text, it also highlights the entity and shows the highlight text for that component/object
made it so static models with alpha model data gets cached correctly (will speed somethings up some)
now give warning can't add socket to a component more reliably (Annex)
can no longer click on list items that aren't displayed (Eris Shrugged)
center print now uses value from database correctly instead of old hardcoded value
now smooth object angles a little better (Bluddy)
added sound when component gets a rarity bump when identifying it (Redsovietz)
fixed joystick button names not being translated correctly on widgets
dpad on controller now moves mouse to next clickable widget in the specified direction
now dpad works on lists
now left controller stick can scroll scrollbars/lists
now left controller stick can scroll sliders
now dpad works on drop down boxes
added menu priority to have better control of always on top stuff
now "Can't increase durability more" warning is a little more clear (Darke)
dynamic music no longer plays on opening screen since it already has music (DysDaemoN)
can now solve quests from clan diplomacy for accept in person quests (Annex/Verdusk)
now if switch out a component of the same type it will automatically update user slot to new component (Fulano)
now if remap up/down it will work consistently on quest screens (firecat666)
now when a menu that pauses is up and you hit the pause button it doesn't unpause client side of things for a frame (DysDaemoN)
now show "accept only in person" quests in clan quest list so know they exist (Varkon)
fixed talk icon sometimes getting stuck above NPC heads
now damage numbers will use commas if needed
now large stats from most components have commas
now dps on skills from components has commas if necessary
check mark ui text is now centered better
changed TextInput to be automatically centered left
now widgets can override parent alignment
item rarity is now color coded correctly in loot filter
text in drop down box centered better
fixed a lot of text alignment with different sized text
updated copyright date
changed PROTOCOL_VERSION to 125
changed save version to 260
fixed port in getAddressString (just a developer thing)
added showBoundingBox so I could see where bounding boxes are exactly
simplified ActorCovenant::shouldBreakTreaty quite a bit
removed a "No fake entities left" message, just slows things down when things are already probably slow
added cheat_noLose so I could test some things for longer periods of time with cheats
improved cheat_playTestTeleport to vary teleport position better
added a more generic hasAbility/providesAbility system
fixed 32 variables set but never used warnings from Linux compiler
fixed a potential clearing problem in StatusEffectBase::build
fixed a String/char* conversion warning from Linux compilter in PlayerClient::savePlayer
This patch fixes a big slowdown on the map screen, fixes some quest item spawn issues, improves targeting, and fixes a few other minor issues. 1.011 change list: fixed map going slowly (was saving cfg each frame) (wierdbob/Invader Xom) fixed levels items being spawned in an adjac
This patch fixes a big slowdown on the map screen, fixes some quest item spawn issues, improves targeting, and fixes a few other minor issues.
Din’s Legacy wasn’t what I was expecting. It hit its full release in August, and I pushed to write about it, only to wind up with such mixed feelings about it that I sat on writing about it until now. It’s an action RPG easily compared to Diablo, with a focus on endless, randomly
Din’s Legacy wasn’t what I was expecting. It hit its full release in August, and I pushed to write about it, only to wind up with such mixed feelings about it that I sat on writing about it until now.
It’s an action RPG easily compared to Diablo, with a focus on endless, randomly generated worlds and dynamic events. These almost all mean “kill some monsters”, and its supposedly active AI factions and events never seemed to do anything in my games. That’s a difficult pill to swallow for others who, like me, had assumed it would be as lively as Soldak’s excellent starship extravaganza Drox Operative.
This patch fixes a crash, a couple item issues, and a couple sound issues. 1.009 change list: fixed a rare crash in Game::needMonsterOnLevel now when an item is removed or broken that provides a passive status effect, the status effect is removed (Kori) fixed not getting dynamic
This patch fixes a crash, a couple item issues, and a couple sound issues.
1.009 change list:
fixed a rare crash in Game::needMonsterOnLevel
now when an item is removed or broken that provides a passive status effect, the status effect is removed (Kori)
fixed not getting dynamic stat changes from passive bonuses on skills on items (chesse20)
fixed teleport sounds being too loud (was a duplicate calling wav file directly)
This patch fixes some balance issues, adds resistances to a bunch of monsters, and fixes a bunch of smaller issues. 1.008 change list: fixed a couple issues with not getting new important NPC quest in some scenarios (Mithur) fixed another way that strength mult could get added an
This patch fixes some balance issues, adds resistances to a bunch of monsters, and fixes a bunch of smaller issues.
1.008 change list:
fixed a couple issues with not getting new important NPC quest in some scenarios (Mithur)
fixed another way that strength mult could get added an extra time (in this case player Deep Wounds) (Carnage)
now NPCs in town will attack clan raiders (the raiders would already start fights might this will make town defenders more aggressive)
skills now wrap better on skills screen so they don't get nearly as small when you gain a lot of skills
sped up buying an entire stack of items at once quite a bit (Excellion)
added Cold Resistance to Ragnars, Cold Towers, and Cold Totems
added Elemental Resistance to Amorphs and Elemental Totems
added Fire Resistance to Torva Shamans, Fire Throwers, Fire Towers, and Fire Totems
added Lightning Resistance to Lightning Towers, Lightning Totems, and Lightning Elementals
added Poison Resistance to Poison Towers, Poison Totems, Dark Elf Assassin, Wampir, Zombie Wampirs, Scorpion, Scorpid, and Zombie Scorpion
added Magic Resistance to Ghosts, Death Knights, Liches, and Dark Elf Wizards
updated donation lists from Patreon
Exploding Arrow is now considered a spell (DL only)
now reduced enchanting price shows up correctly on item if you have enchanting skill (chesse20)
added special abilities and variants info to Scorpid bestiary entry
This patch adds textures/models for 2 mutations, fixed players getting stunned too long, and fixes a bunch of smaller issues. 1.007 change list: added models/textures for quills mutation added models/textures for thorns mutation now there is a max stun time on players (7.5 second
This patch adds textures/models for 2 mutations, fixed players getting stunned too long, and fixes a bunch of smaller issues.
1.007 change list:
added models/textures for quills mutation
added models/textures for thorns mutation
now there is a max stun time on players (7.5 seconds) (davidb11/Soldad)
now skills on items no longer use mana
fixed Unholy Vitality skill on Bevan's helmet not using the correct level data (Kori)
fixed skills on items not setting the parent item (may or maynot be breaking some skill stuff on items)
fixed Blade of Darkness skill on Dagger of Night not using the correct level data (Kori)
fixed per level data of StatusEffectUnholyArmorTimed
fixed summoning altars not working if you already had some minions (cheese20)
put some more checks in various quest types to make sure don't pick a bulletin board as a target (oserge2)
changed PROTOCOL_VERSION to 85
fixed a possible infinite loop in test_StressQuests stuff (developer thing)
This patch adds a No rival clans world option, increases crafting item drops, and fixes a bunch of smaller issues. 1.006 change list: added No rival clans world option (Mischief Maker) increased crafting drops by 20% fixed problem where clan raiders weren't attacking NPCs you wil
This patch adds a No rival clans world option, increases crafting item drops, and fixes a bunch of smaller issues.
1.006 change list:
added No rival clans world option (Mischief Maker)
increased crafting drops by 20%
fixed problem where clan raiders weren't attacking NPCs
you will now win the prey scenario if you complete all of the quests before time runs out (Brysos)
monsters can no longer hide in Duel scenario (or any other that monsters are supposed to always wander) (Kori)
decreased AttackPerDex Reaper skill from 6.0 to 2.5
fixed some status effects from items using item level instead of skill level when item leveled up (Excellion)
fixed a problem where raid gates could end up in a bad location (Excellion)
now Soul Harvest and Devastating Blow work correctly together (Excellion)
clans no longer try to steal food while raiding
fixed stalker feet placement on female model (Excellion)
fixed Malice status effect icon not matching skill (Excellion)
This patch fixes a high level slowdown, makes it much easier to find uprising targets, fixed a couple major DOT issues, and fixes a bunch of smaller issues. 1.005 change list: now instead of damaged clan members staying awake for chance to heal, they just slowly heal (speeds thin
This patch fixes a high level slowdown, makes it much easier to find uprising targets, fixed a couple major DOT issues, and fixes a bunch of smaller issues.
1.005 change list:
now instead of damaged clan members staying awake for chance to heal, they just slowly heal (speeds things up a lot, especially high levels with lots of clans)
now uprisings keep their numbers up better in small areas
fixed a few status effects (like deep wounds) that had difficulty multiplier applied twice
fixed another way could lose a follower across worlds (liren)
added textures for exoskeleton mutation
increased CriticalStrike per level DamageMultPhysical from 0.125 to 0.2 (AuraForLaura)
now PreciseStrike's PowerAdded goes up per skill level (AuraForLaura)
doubled Hex damage debuff and now can stack up to 4 instead of just 1 (AuraForLaura)
doubled spell damage bonus from staves (now same as wands) (Misfit)
can now fight vendors (BorkFate)
now dots display takes into account higher difficulty damage mult correctly (Soldad)
no longer eliminate other clans when win (chesse20)
now getting hit and Pain Delay changing everything to damage over time still gets counted as a hit so when hit things trigger properly (Swal)
now zombie infection description tells possible way to cure (Bluddy)
simplified saveBaseColor stuff in generateColors some (probably a tad faster also)
when talking to a player an NPC will no longer patrol, adenture, or do activities (Notorious)
changed full mutation description to match new chances (ulk_underscore)
fixed Carek's bonus display numbers being incorrect (ulk_underscore)
This patch fixes a higher level slowdown, balances a bunch of things better, and fixes a bunch of smaller issues. 1.004 change list: fixed player town not being able to be raided by clans fixed a problem where attacks from keys could ignore a valid target like a chest and attack
This patch fixes a higher level slowdown, balances a bunch of things better, and fixes a bunch of smaller issues.
1.004 change list:
fixed player town not being able to be raided by clans
fixed a problem where attacks from keys could ignore a valid target like a chest and attack something else nearby (JackintheBox)
fixed really high level clans being really slow (capped their initial number of members) (Alma Elma)
dying in the Last Man Standing scenario is now a lose condition (Brysos)
bonus for Freeze set is now cold damage instead of poison (cheese20)
now max of 5 wisp buff on wisps (DestroTheGod)
sped up summoned skeletons
now summoned monsters will use their parents sight position as well as their own for finding enemies (in general will make them more aggressive)
fixed skills triggering off of a status effect (like Energizing Block) not leveling up correctly (Logorouge)
blade of darkness, unholy armor, void shield, unholy vitality, and focus skills that come from skill mutations now benefit from extra status time (Swal)
removed attack speed boost from champion buff
now limit max damage taken mechanisms (like Lucky skill) take into account mana shield
Gaseous Form time length can no longer be buffed
Fire Mastery, Cold Mastery, Earth Mastery, Lightning Mastery, and Illusion Mastery now applies to all of the fire skill status effects also (ulk_underscore)
decreased Major Cold Imbued frost nova damage by 50%
decreased bounty hunter damage (Redsovietz)
will no longer hear about internal rumors in Empire scenario (Brysos)
made health gargoyle have a little more contrast between background version
made sure reward chests aren't locked, don't spawn secret levels, or are trapped (Brysos)
no longer get welcome message from newly discovered clan if they are based in the same level as you
fixed command mastery description skill list (Penguin Blender)
fixed don't die typo
fixed armor value on character screen not fitting very well when number is pretty large (Soldad)
rearranged stuff so damage numbers fit better on character screen (Soldad)
This patch fixes a crash, strength bonus being applied more than once in many cases, several level generation issues, and a bunch of smaller issues. 1.003 change list: fixed a crash in Combat::applyStatusEffect fixed strength being applied twice for many attacks fixed lightning b
This patch fixes a crash, strength bonus being applied more than once in many cases, several level generation issues, and a bunch of smaller issues.
1.003 change list:
fixed a crash in Combat::applyStatusEffect
fixed strength being applied twice for many attacks
fixed lightning blade getting strength applied an extra time (on top of already getting it an extra time)
decreased most monsters health some to compensate for strength fix
fixed a couple town generation issues that didn't guarantee a path from door to level exit (Notorious)
fixed incorrect open edge settings in forestDL4.ara, forestDL3.ara, forestDL6.ara, grasslandDL4.ara, graveyard4.ara, and tropicsDL2.ara - these errors can make it generate non-connected levels (Espr)
fixed another way bridges could be placed without their corresponding other blocks
fixed duel levels not generating properly sometimes (davidb11)
fixed another way that entities could get placed in invalid areas (Notorious)
fixed Viedonna's blessing having a per level health percent restored when not meant to (AvaLanCS)
made small amorph, tiny amorph, imps, zombie imps, plaguebringer larva, and zombie parasite easier to click on
fixed not being able to hit neutral NPCs that you choose to fight with projectiles
fixed passive skills that can proc on items not working correctly (Kori)
using a vial (to fill it with something) now gets rid of the equipment UI since it is probably in the way (beatsh4ck)
no longer show item better or can't use item icons on non-vendor NPCs (Notorious)
toned down yellow mold spread some
fixed ModificatioDamageOverTimePrefix typo that was preventing translation from working (chesse20)
fixed missing DefendingStunningBlow translation
fixed temple ruins not having monster rarity set correctly
This patch fixes a crash, makes intelligence & spirit better, makes mutating with other specialties/characters easier, and fixes a bunch of smaller issues. 1.002 change list: fixed a crash in cacheResource & getCachedResource (thread safe issue) increased health of NPCs t
This patch fixes a crash, makes intelligence & spirit better, makes mutating with other specialties/characters easier, and fixes a bunch of smaller issues.
1.002 change list:
fixed a crash in cacheResource & getCachedResource (thread safe issue)
increased health of NPCs that need to be rescued
added 0.2% spell damage per intelligence (starting low to see how it goes)
added 0.1% healing per spirit (starting low to see how it goes)
changed mutate from specialty/character chances from 45/45/10 to 30 (keep) / 65 (from other specialty/character)/ 5% (completely random)
defensive skills no longer help you get your combo multiplier up
you can now leave a scenario early that you have lost (MikeLemmer)
removed scenarios/worlds abandon stat - not really relevant since you can easily leave and come back to a scenario/world
now non-quest dimensional gates are limited to having 5 monsters out at a time - should fix some slow down issues (won't fix anything currently broken worlds though)
monsters now only constantly wander around town if a clan is there
now monsters don't wander around just because they are in a war
now a monster that can't move towards its destination will sleep for a while if nothing really pressing
removed XP debt from abandoning a scenario with a hardcore character
ice will no longer be created when ice or water is hit with an ice spell (Bender the DevoMiezer)
added some more controls to things spreading (like water and ice)
fixed stealth kill stat (Major Twitch)
added Only Hope character mode - if you die, you lose that scenario/world (Calubob)
now objects (like evil pool) and their status effects level scale correctly (chesse20)
reduced Scavenger eat status effect time from 150.0 to 60.0 seconds
made teleport sound a little quieter
no longer get warnings from killing a friend of a clan when that clan is raiding you (*Yuki*)
now make sure items don't get distributed to bulletin board (Notorious)
now when 2 clans based in same level even though they will not buy the other contact, they will gladly sell it to you (DestroTheGod)
fixed some brazier collision issues in dungeonDeathMaskDL.ara & dungeonPitsofDispairDL.ara (Nirimetus)
now when holding down stay skill key and use left click to shoot a magic arrow skill it uses the skill correctly instead of the basic bow attack (Dr. Freeman)
removed minimap key (it has been an option instead of a key for a while now) (DinoMC)
added area name to uprising quest title (Roswitha)
removed task stuff - not being used, could possible be a cpu hit if not working correctly
can now tell if a thread is main thread - just a dev things at the moment
This patch fixes a couple major slowdowns, a few uprising quest problems, and a bunch of smaller issues. 1.001 change list: fixed lag on character, bestiary, and mutate from specialty screens when shadow mapping is on (Darkness/Invader Xom) fixed a way that a breaking torch could
This patch fixes a couple major slowdowns, a few uprising quest problems, and a bunch of smaller issues.
1.001 change list:
fixed lag on character, bestiary, and mutate from specialty screens when shadow mapping is on (Darkness/Invader Xom)
fixed a way that a breaking torch could keep adding breaking object (and eventually run out of entity slots)
decreased monster spawn rate for battles (so didn't complete shadow all other quests)
now quests bump base spawn rate of monsters if too low so more likely to find some quest monsters (idontwannaknow0/Espr)
now uprisings occassionally spawn an extra monster of the appropriate type - makes sense, makes that particular monster a little more common, and fixes some weird scenarios like not having any spawn points in a level (kon345/Logorouge)
now if kill a monster within a block of correct level still counts
bow is now a required skill for archers and hunters (so always get it on new character) (AuraForLaura)
fixed passive effect on skills like Multishot not working correctly (Twogs)
no longer try to safeguard use slot 1 to be some kind of attack (That Pro Logic)
can now drop a potion on a party member when party member dialog not allowed
fixed door and relic vendors not spawning (chesse20)
fixed fake dark orc berserker (Changeling) being able to have uprising and other quests (Espr)
now Possessed quest has a minimum level of 15 (davidb11)
fixed losing diplomacy scenario if kill a non-involved clan sometimes (chesse20)
fixed 1 level scenarios sometimes getting a shared level that messes things up (Reifam)
fixed not winning diplomacy scenario correctly sometimes (won't fix current broken scenarios though) (Espr)
fixed doors getting destroyed if you went into a scenario that had no door locations (Dragonface)
fixed a way that tiles could get spec pass done twice
fixed drink/food pickup sounds (Reginald_CZ)
fixed a & vs && issue in quests (don't think impacting anything though)
now make sure to give Extraction, Prison Hunt, and Prisoner Chase quests to player, could result in failed quest if another clan was destroyed
added sonic blast, mind blast, steady shot, and hunting shot to projectile mastery & chaotic shots
fixed towers/caves sometimes using the wrong entrance model
made lighting bolt sound quieter (Dreamcatcher)
removed some old stuff and added some new stuff to quick tips on full help topics screen (idontwannaknow0)
This patch adds more textures for mutations, fixes a couple crashes, and fixes a few smaller issues. 1.000 change list: fixed a crash in isBlockEdgeOpen, showing up in Zombasite multiplayer but could happen other times (Lyranaar) fixed a crash in WorldMap::getTileAlphaByte added
This patch adds more textures for mutations, fixes a couple crashes, and fixes a few smaller issues.
1.000 change list:
fixed a crash in isBlockEdgeOpen, showing up in Zombasite multiplayer but could happen other times (Lyranaar)
fixed a crash in WorldMap::getTileAlphaByte
added textures for Scaled mutation
added textures for Carapace mutation
added textures for IronMan mutation
removed an unnecessary getFoodUsage call (test went from 82.8 to 84.9 fps, 2.5%)
added cardinal directions to minimap (hella)
now enemies attacking a monster that gets demonic control cast on them stop attacking (BlastProcessing)
fixed giant powerup making you way too big
removed a world database lookup when already have it
added Donators and Alpha/Beta Testers list to manual
The demo for Din's Legacy is now available for Windows, Mac, and Linux over on the main Din's Legacy page at
The demo for Din's Legacy is now available for Windows, Mac, and Linux over on the main Din's Legacy page at https://store.steampowered.com/app/911550/Dins_Legacy/
This patch adds more textures & models for mutations and fixes a few smaller issues. 0.905 change list: added textures for Dragon mutation added textures for Lycanthrope mutation added model/textures for Stalker Feet mutation fixed Claws mutation drawing temporary model made
This patch adds more textures & models for mutations and fixes a few smaller issues.
0.905 change list:
added textures for Dragon mutation
added textures for Lycanthrope mutation
added model/textures for Stalker Feet mutation
fixed Claws mutation drawing temporary model
made light fov for shadow mapping in dungeons extend a little more
fixed normal maps on 4 of 5 naga/naga priest variants
fixed some text in NPCs chatting makes them happier tip
fixed Zombie Scorpion levels
added semi-permanent and slow mutation to options key on select character screen
fixed getting orc guard items
fixed test_stressMonsters spawning monsters that have no init or spawn chance
This patch fixes a few crashes, makes the fps much smoother, adds 2 new character options, adds more textures & models for mutations, and fixes a ton of smaller issues. 0.904 change list: fixed a crash when a player leaves a multiplayer game and then a monster damaged by that
This patch fixes a few crashes, makes the fps much smoother, adds 2 new character options, adds more textures & models for mutations, and fixes a ton of smaller issues.
0.904 change list:
fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan
added Slow Mutation character option (mutation point from normal level up instead of mutation level up and no points from scenario wins)
added Semi-permanent character option (skill points used to get rid of mutations are permanently used)
fixed a few issues keeping NPCs from chatting with the player
fixed dungeons sometimes appearing in the wrong level (Varkon)
now postpone building collision grid until models are loaded (should prevent a bunch of hitches)
made champion difficulty a little easier (decreased inflation stuff from 0.005 to 0.004) (Varkon)
fixed a crash when adding an item that changes the female character skin and have a victimShaderOnSkinOnly status effect
fixed a problem with a way some events could constantly get added way too often (SyrhTalbot/Varkon)
fixed a way multiplayer game maps could be out of sync in multiplayer (hella)
hooked up textures for Stoneskin mutation
hooked up textures for Vampire mutation
hooked up textures for Photosynthesis mutation
hooked up model/textures for Horns mutation
now can get quests from your clan diplomacy screen if proper NPCs are alive to make it more convenient
fixed secrets being easy to see on maps
fixed mouse buttons above 3 not registering correctly without also moving the mouse (Mandark)
fixed non left/right mouse click not working correctly when moving
clans will no longer setup in villages (no walls)
now Commander's Retreat skill increases movement speed instead of stamina
npcs with bows (or wands in Din's Legacy) now use bow attack instead of melee attack with range
fixed issues with getting explored level bonuses multiple times and/or before actually fully exploring area (Destro*)
now verify linked skills are set up properly when doing a full mutation (Westwind)
now if a monster kills your nemesis that monster will become your new nemesis
now skip some heightmap calculations on dungeons (and any other flat areas) (test went from 169.0 to 175.3 fps, 3.7%)
fixed a problem where a shared level wouldn't respawn monsters when it needed to (Bluddy)
now correctly set up monster level and data on shared levels
fixed tower and totem spawn way too high when requested by quest of world modifier
doubled MonsterSpawnChanceMult on several quests
fixed main gate spawning out of bounds some times (Varkon)
now when immovable entities (torches, etc) spawn they will push any other entity out of the way (fixes some collision issues) (Varkon/Excellion)
sconces on wall no longer have collision
NPCs that have Savage Strike will now use it way less (teleport too powerful) (Varkon)
fixed clan door armor values
increased brood horde value from 0.5 to 0.6
decreased item identify times
decreased chest/object open times
no longer show victim shaders when player is transformed into a different model
decreased fairy light height from 128.0 to 64.0
made "only on armor" text colored consistenly like "only on weapon"
fixed shadows around corners of screen some
fixed not getting a level blip sometimes when had visited a block from the area but not the main area
secret and/or illusionary doors can no longer squeak
fixed a crash if X the entire window while in multiplayer game
zombies are now marked correcly to not be able to be zombified (again) (blightfang)
now add a green # to a level name to denote that another player is in that level (hella)
changed green * in front of player name to a green # to show in your level
no longer show symbol in front of your player name to show that you are in the same level as yourself
fixed player in same level not taking into account overlapping levels
fixed Photosynthesis status effect icon
fixed gate icons on minimap being too small and wrong color (Castruccio)
now other players names are green so a little easier to tell them apart from NPCs (hella)
now area name will show up on world map when first discovered
fixed skeletons not drawing alpha, normal, or specular maps correctly (Bluddy)
added outline, name, and chat to normal npc menu
added chat to npc in party menu
no longer show yellow ! above NPCs in town
added sign text and fog info to unique level Patreon stuff
fixed getting multiple clan doors sometimes (Fulano)
This patch optimizes a bunch of things (test scene ~32% faster), adds a model for the tower entrance, and fixes a bunch of smaller issues. 0.903 change list: now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%) removed an extra height calculation in GraphicsSyst
This patch optimizes a bunch of things (test scene ~32% faster), adds a model for the tower entrance, and fixes a bunch of smaller issues.
0.903 change list:
now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)
removed an extra height calculation in GraphicsSystem::shouldCullModel (test went from 64.3 to 67.9 fps, 5.6%)
removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)
culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)
made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)
cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)
changed a couple dynamic_cast to static_cast (test went from 79.0 to 80.3 fps, 1.6%)
no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)
sped up surface culling in calculateShadowMappingLightFov (test went from 70.9 to 71.8 fps, 1.3%)
now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)
cull shadows a little better (test went from 77.2 to 78.1 fps, 1.2%)
no longer calculate getNumberOfAchievementsForBonus except when it changes (test went from 77.0 to 77.8 fps, 1.0%)
optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)
cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)
sped up getting instigatorQuestDatabaseEntry (test went from 55.4 to 55.8 fps, 0.7%)
no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)
sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)
added tower model
changed setUseTextureAlpha to correctly be per texture unit
fixed a problem getting unique skills without their mutations during full mutations (hella/Procura)
fixed Diplomacy scenario sometimes picking invalid clans (Dragonface)
changed lvl on selected entity ui to eff lvl to show it is the effect level, not the real level of the monster (Dragonface)
added real level and effective level numbers on effect level highlight text (Dragonface)
fixed a contention issue in AreaResource::getTileObject
added tag_chest to healthstone so effects target a reasonable place