Additions
- A starting quest
- Controller support
- Ability to use Instinct, unique to the Agility stat
- Ability to reverse your weapon
- Grindstones to level up weapons
- Decapitation
- Priests for each god
- Some new enemies and bosses
- A handful of new starting weapons
- New magic weapons that are easier to obtain
- A couple new spells
- A few new recipes
- New stars
- Enchanter crystals in the wild
- Mushrooms
- A few new special buildings can spawn in towns
- Option to mark the map with icons
- An area’s level will show near the map
- New sound effects
- New options in Settings
- New keybindings for movement and positioning followers
- Loading screen art
- Small visual indicators of an attack’s angles
- Minor graphical feedbacks
Adjustments
- Changes to various weapon parts
- The player is given a weapon after dying
- Magic weapon parts can only appear once in a design
- Longer and heavier weapons have reduced attack speed
- There’s less of a spin when your weapon rebounds
- Dodging during an attack no longer trips you
- Dodging with negative stamina has a chance to trip you
- Tripping hurts more
- You can dodge while in deep water now
- Improved balance when two handing a weapon
- Humans may push or parry
- Harder bosses spawn further from the center
- Various AI improvements
- Humans are a little braver in general
- The undead won’t collect goods
- The Dominion is shirtless now
- Certain common armors have bonus stats
- Picking up armor will automatically equip it to any available slots
- Gloves (like boots) only block damage in very specific situations
- Nearby light sources alter the ambient light
- Changes to various spells
- Ice and fire spells interact with water
- Minor change to how teleport circles are made
- Shrines work a little different
- Popped-up goods spread out a little better
- Adjusted loot rates
- Changed god dialogue
- Followers are indicated with a little arrow
- Exit flags will indicate when they’re unusable
- Naming an area no longer requires confirmation
- Various combat balances
- Minor VFX improvements
- Minor improvements to some sprites
- Minor UI improvements
Bugfixes
- Ruins are less chaotic
- Fixed a couple landmarks that were being filled in with walls
- Sheep no longer have infinite health under certain circumstances
- Stars will highlight correctly when a token is chosen
- Various fixes to UI bugs I don’t feel like writing out
- The AI won’t keep their shield up out of combat
- Reduced the absurd hit radius of spires
- Blood no longer drips off of weapons while paused
- The edge of the telescope view no longer scrolls when paused
- AI followers won’t send their leader goods if the leader is dead
- Fixed some game breaking issues when loading a saved game
- No longer able to return to the previous area after loading a saved game
- Nobody is getting infinitely stunned anymore
- Objects on a wall (like sconces) are destroyed when the wall is destroyed
- Removed some obsolete stars
- Fixed some tall objects appearing under ceilings
- Certain buff effects are no longer infinite
- You can’t get notes from a destroyed bookshelf anymore
- Bone requirements show on recipes
- Followers will cross areas previously occupied by walls
- Pausing the game isn’t overwritten by slow motion effects
- Bows correctly show upgraded damage/power
- Those tall people no longer have bugged helmets when sprinting
- Player no longer keeps keys after death
- Great elementals no longer look for weapons to wield
- AI wielding torches no longer light each other on fire
- Certain spawned enemies no longer have an infinite weapon spin sound
- Various fixes to world generation bugs
Apologies for the long wait! Saved games from old versions will not work.