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Fearsome Floors

Some players mentioned that they'd like us to make more use of poison... They should have been more careful with what they wished for!

The Fearsome Floors Update contains a couple of new hazardous terrains for you to navigate, and you guessed it, some of them are quite poisonous. So what do we have in store for you?

Two new types of water
The game now has poisonous water and wyrd water. Both can be found the occasional pool, but don't be surprised if you run into a whole lake of the stuff. Poisonous water emits poisonous fumes, but is otherwise quite safe, as long as you don't drink it. Wyrd water emits Myst, and the sometimes magic missiles. A quite deadly combination if you are not careful. The fish that call these pools their home also have adapted to their new environments in interesting ways...

Two new types of rock formations
You might also encounter 'grow rock' or 'whyte rock'. Both types of rocks are quite lively. They might grow or shrink on their own accord, you might be forced to smash your way through. But be mindful of the repercussions that might have.

Two new type of cave environments
You'll also notice that there are two new types of cave environments you might encounter. One dark and edgy, the other purplish and mysterious. But other that creating a different atmosphere these have little effect.

Scorched levels
We've reduced the amount of lava you might encounter on the deeper levels, but introduces a different type of fiery environment to replace it. One that is haunted by living flames.

For some controversy...
This update also introduces class bound items for the Wizard, the Cleric and the Barbarian. Class-bound items cannot be removed, although they can be improved. We do realize it makes these classes slightly less versatile as one inventory slot is taken, so it might take some getting used to. However, we do feel that this concepts brings many new opportunities to the table. For example, the Barbarian can now start with a strength of 14 (but this is offset by the fact that he starts with strength 10 as far as armor is concerned).

More features
- You can now heat up water over fires. We expect to expand on this feature soon. So it stll is quite safe to heat up a potion of explosion, for now...
- Hot water cools down.
- Weapons and staffs also blink in the world when they are nearly depleted.

Game balance
- Reduces the number of magic missiles that can spawn in Myst at the same time.
- Enemies are more mindful of the things they pick up.

Bug Fixes
- Improves enchanted image of the orc necklace.
- Wizards always starts with a Staff of Magic Missile +2.
- Your gold display in shop menus can no longer be selected with a controller.
- Enemy archers release their bows when they loose their targets.
- Creeps can be hit by fire and magic effects again.
- Mimics retain the items they had as a chest.
- You cannot get a basic item +X after making an offering at an altar.
- You don't remain slow after unequiping an activated bow or shield.
- Sprites can no longer see you and therefore prevent you from hiding.
- Cursed item are not revealed when dragging something on them in your inventory.
- When you pick a lock or use a tool with a stack in your hand failure only removes one.
- When a staff is depleted and you fire it no energy is lost.
- Fire Wards don't trigger if you are Fire Immune from a potion.
- Copying a scroll creates a stack of 2.

As always, we very much like to hear your thoughts about the game in general and these changes in particular.