v0.49.9 — Loot, Combat & Balance Fixes
A massive bug-fix and balance pass touching combat, loot, the settlement system, dungeon puzzles, and more. 40+ fixes in total.
Combat & Spells
- Sleep Spell Reworked — Sleep appeared to do nothing because (1) sleeping enemies still showed "attacks!" messages even though they couldn't act, and (2) they woke up the instant you hit them. Sleeping enemies now stay asleep for the full duration and take 50% bonus damage while sleeping. A real tactical choice now.
- Ability Targeting — Class abilities from the quickbar in multi-monster combat always hit a random enemy. Single-target abilities (like Vicious Mockery) now prompt for target selection.
- Vicious Mockery Buffed — Was adding a negligible +15 flat defense. Now applies -5 to the monster's attack roll, actually useful at all levels.
- Monster Life Drain Fixed — Trolls, wights, and other drain monsters dealt no damage to your companions despite showing drain messages. Now works correctly.
- Gnoll Poisonous Bite — The Gnoll racial ability was described during character creation but never actually worked. Gnolls now have a 15% chance per hit to poison enemies for 3 rounds.
- Pixie Blessing Bug — Catching the dungeon pixie granted a 1500% damage/defense multiplier instead of 15%. If you were wondering why you suddenly became invincible... that's why. Fixed.
- Boss Taunts — Boss monsters were using the taunt phrase of their base creature, so a Crypt Warden might say "You no scare kobold!" Bosses now have theme-appropriate dialogue.
Loot & Equipment
- Weapon Types Fixed — Throwing Knives, Trick Blades, Alchemist's Blades, and "Edge" weapons were all classified as Swords. They're now correctly Daggers (or Rapiers for Bard blades), so Assassin abilities that require a Dagger actually work with them.
- Intelligence & Constitution on Loot — Dungeon loot with INT or CON enchantments was silently converting those into Mana/HP instead of granting the actual stat bonuses. All loot paths now correctly transfer these stats.
- Accessory Stat Theming — A "Ring of Wisdom" was giving STR+DEX instead of WIS+Mana. Rings and necklaces now grant stats that match their name.
- Dragon's Hoard Display — The gold amount shown didn't match what you actually received. Fixed.
Jester & Bard
- Two New Jester Abilities — Jester had a 28-level gap with no new abilities after level 72. Added Carnival of Chaos (Level 82, AoE) and Last Laugh (Level 93, capstone nuke with confusion).
- Grand Finale Restored — A dictionary key collision made Grand Finale invisible to both Bard and Jester. Fixed by renaming the conflicting Wavecaller ability.
Settlement System (18 Fixes)
The Outskirts settlement received a thorough three-pass audit. Major fixes:
- Proposals Actually Resolve Now — Building proposals were frozen during construction and never counted down their timer. They now resolve independently.
- Rejected Proposals Can Return — Rejected building proposals were permanently blocked. Cooldowns now properly expire after ~20 minutes.
- NPC Votes Fixed — Settler votes were accumulating every tick (7 supporters became 35 votes after 5 ticks), making player votes meaningless. Now counted correctly.
- Vote Exploits Closed — Could endorse unlimited times, switch from endorse to oppose for free, or overwrite other players' votes in multiplayer. All fixed.
- Daily Limits Enforced — Council Hall gold, Herbalist herbs, Shrine buffs, and Mystic Circle healing are now properly limited to once per day.
- Mystic Circle for Non-Casters — Was useless for Warriors, Assassins, etc. (showed "mana full" on 0/0 mana). Now restores HP instead.
- Online Persistence — Settlement state was resetting on server restarts. Now loads from the authoritative database on login, and changes persist immediately.
- Settlers Stay in Settlement — NPCs who migrated to the Outskirts kept appearing at town locations. Their display location now correctly stays at Settlement.
- Buff Consistency — Some services silently overwrote your active buff while others blocked. All now consistently warn you.
- Treasury Duplication Fix — Council Hall gold claims in online mode weren't saved immediately, allowing duplication on server crash.
Dungeon & Exploration
- Lever Puzzle Clarity — Roman numeral labels (I, II, III) looked like lever numbers instead of step order, causing confusion. Changed to "Pull First:", "Pull Second:", etc.
- Fatigue Shown in Dungeon — Your tiredness level now displays in the dungeon header when Tired or Exhausted.
- Camping Reduces Fatigue — The dungeon Camp option now reduces fatigue and advances the game clock, matching rest at other locations.
- Wilderness Revisits — Revisiting discovered locations no longer eats into your 4 daily expedition slots. Uses a separate 2/day counter.
- TrapResist Buff Fixed — The Settlement Prison's trap resistance buff was counting down per combat instead of per trap. You could lose it entirely from normal fights without ever hitting a trap.
Quality of Life
- Stamina/Mana Display — Home screen and rest messages no longer show "Mana: 0/0" for non-caster classes. Correctly shows Stamina.
- Level Master Dialogue — No longer says "way of the warrior" for every class.
- Quest Hints — Equipment purchase quests now name the specific shop instead of "appropriate shop in town."
- Skill Training — Removed the confusing "Failure Chance" display from upgrade confirmations.
- Armor Shop Cleanup — Removed rings/necklaces (use the Magic Shop for accessories).
- Inn Cleanup — Removed the static placeholder bulletin board.
- Double Save Fixed — No longer shows "Game saved!" twice when quitting.
- Chat Case Fixed — Chat commands at Settlement and Wilderness no longer UPPERCASE your messages.
- Maintenance Noise Gone — Internal system messages no longer interrupt online gameplay.
- Marriage Guidance — The church now shows your closest relationships and explains how to reach marriage status.
- Old God Quest Visibility — The save/spare quest chain now shows progress in
/healthwith per-god hints, and reminders at the dungeon entrance.
NPC Fixes
- Invalid Combinations Prevented — No more Troll Paladins or other impossible race/class combos on immigrant NPCs and children.
