leveling up gives you skill points that you can spend on upgrading character attributes (see below)
you can level up by accumulating XP from defeating enemies
each level takes a certain amount of XP to advance to the next level (this is shown at the bottom of the HUD)
a level up will be shown with a VFX on the player character as well as with a UI notification
Character Attributes
every time you level up as the player, you get 1 skill point to spend on character attributes
you can not only upgrade the player character attributes but also those of any villager
to do this, there is a new building added: the barracks
when a villager is assigned to this building, you can open the character attributes upgrade panel
you can choose to upgrade either vitality or strength attributes
vitality will give the character more health
strength will give the character more attack damage when fighting with a weapon
Dungeons
dungeon / cave entrance
there is now a cave entrance on the regular map
when you approach it, you get a prompt to enter the dungeon
entering the dungeon will stop the overworld simulation (so no more food consumption and no raids will be
happening while you are in the dungeon)
if the player dies inside the dungeon, they will respawn next to the dungeon entrance
if a villager dies inside the dungeon, the player can revive them just as before next to their residence after
the player leaves the dungeon
health regeneration works the same way inside the dungeon as it does outside of it (you have stay clear of
taking damage for a while for it to start)
procedural layouts
every time you start a new savegame, you will get a new dungeon layout
there will always be a start room in which you spawn next to a ladder (which you can use to get out of the
dungeon)
your goal is to get to the end room which has a ladder that goes downward to the next lower floor
before you can use this ladder, you will have to find the key that opens the hatch which will be carried by an
enemy on that dungeon floor
rooms will be randomly sized and laid out, connections will be made so you can go from the start room to the
end room, but there is a chance for loop connections to be added as well
new enemies
we added 6 new enemy types that can be found in the dungeon floors
each of these types has a different behaviour and a different type of attack
enemy levels
all enemies in the game can now have a level which increases their health and attack damage
floors
the dungeon has 20 floors for now
completing a floor by descending to the next floor will allow you to go to that floor directly next time
entering a dungeon (i.e. you can go to the lowest floor you have ever set foot on)
completing the dungeon in this version will not give you a reward for now, but we are planning to add more
rewards in an upcoming update (we need to add new types of items that can be rewards and this requires design
first)
XP and level ups are the only reward so far, but again, this is not intended to be final
you can farm XP on already completed floors if you want by entering them again since enemies will respawn once
you exit and re-enter the dungeon
Changed
villagers that have low health now try to stay clear of combat or taking damage (further improvements coming)
enemies that perform a charge attack (e.g. hogs) now perform a line of sight check before charging
raids are now also using enemy levels to start easier and get more difficult over time
residence buildings now show the character attribute levels of the villager living there (makes it easier to choose
the correct villager to revive)
we adjusted the scale and layout of UI items on the HUD
Fixed
we fixed an issue where characters (player & villagers) could get stuck in a state thinking they were carrying an item
even though they were not
this was happening when AI and the player would pick up an item in the exact same frame
it should now not happen anymore during gameplay
possibly corrupted savegames should be fixed after upgrading to the latest version and loading the savegame
if it was not fixed for your savegame, please let us know on Discord and send us your savegame there
we fixed an issue where the hog/boar enemy would hit a character but not stop its dash animation and deal damage correctly
we fixed a visual difference between villager and player health bars and also gave the player health bar an outline to be more easily visible when in combat
we fixed an issue with some UI sprites that were rendered at a lower resolution than intended, resulting in artifacts on their edges
we fixed the shader for the smoke of the residence buildings which was affected way too much by the sun light's color
we added a short, random delay for carriers when performing tasks so that the chances of them syncing perfectly are decreased (they were sometimes walking inside each other for periods of time)
we fixed a bug where the random selection for player character models would assign a female mesh to a male name
[0.16.1]
Fixed
we fixed music never playing in the main game outside the dungeon
[0.16.2]
Added
we added support for steam cloud saves
we added our story trailer to the game; it shows up every time you start a new savegame (you can skip it)
we added a more obvious info panel about our early access process
Changed
we increased the base speed of the pack mule so that you don't have to wait for it to catch up
we changed companion AI behaviour so that they no longer start mining when you hit mineables with your sword
(hits with 0 damage will be ignored)
we improved companion AI behaviour so that they are now aware of enemy attacks and will actually try to evade hits
we changed the way new trees are spawning: they now have a minimum distance from a building (except the forester hut)
this should prevent them from spawning right in the middle of your village
Fixed
we fixed an issue where on certain floors in the dungeon some enemies would spawn inside the walls
we fixed a bug that allowed the pause menu to be opened in the main menu
we fixed a bug that could end up with weapons having no collision and falling through the ground when swapping out the
weapon of a companion
we fixed a bug that would result in the lava head enemy's fire trail being clipped
we fixed a bug that resulted in the packmule playing its walk animation even when standing still
we fixed a small visual glitch on the skeleton enemy when it ends its attack animation
we fixed the display of button hints on the quickbar that was broken when playing with controller