We keep improving Unexplored. This week we focused on more subtle improvements. One important change being made to the mechanics of swinging weapons: they should be easier to use now. Due to circumstances we did not get as far as we planned this week, but we did address a whole bunch of other balance issues and a fair number of bugs as well.
Weapons
- Improves timing of swinging weapons.
- Increases swinging speed for swinging weapons.
- Increases knock-backs when something is hit by a melee weapon.
- You stop lunging forward when you hit something with a stabbing or swinging weapon.
Praying and Offerings
- Praying for help can destroy statues, tombs, turrets or columns that block narrow passages.
- Grievous is more picky about who/what you killed with a weapon before accepting it.
Classes and Starting Gear
- Adds Items of Parrying.
- The Warrior starts with anextra Ring of Parrying and a dagger.
- The Adventurer starts with some extra torches and an extra ration.
- The Cleric starts with a couple of scrolls.
- The Wizard starts with a Scroll of Recharging
- You can only buy 1 Scroll of Enchanting at the start of a run.
- The random items you can buy are tied to the dungeon's seed.
Magic Items
- Steal Life Staff uses more energy at high levels and deals less damage.
- Cloak of Mending no longer recharges automatically over time but when fully charged can heal 100 hp.
- Vampiric Blades no longer recharge automatically over time.
- Black Stinger Staff uses more energy.
- Staff of Surprises learned a lot of new tricks.
- Changes how Hardened weapons work (no extra bonus, but a minimum enchantment of +3).
Dungeon Generation
- Improves sensitivity of auto closing doors.
- Torches are more common on dark levels.
- Enemies can no longer spawn at the dungeon's entrance.
- Wraith and Warden spawn counts should be slightly reduced.
- Slightly increases the number of enemies and hazards on Hard difficulty setting.
- All dungeon branches of 2 or more floors have a teleporter in the end.
- Interlevel teleporters need to be confirmed.
- The four spike rocks you'd occasionally find is now replaced by a single spike rock.
AI and Enemies
- AI doesn't unsuccessfully keep trying to go through the same door.
- Makes the AI in general and dragons in particular more aggressive.
- Bows are less effective against Dragons (because they have scaly hides).
- Makes the Blue Dragon more dangerous as it can emerge from the water.
- Certain retribution abilities (such as Teleportation) are no longer triggered by surprise attacks.
Miscellaneous
- When a tool snaps, it will not trigger the trap.
- You can also use lock picks and tools by equipping them and clicking the corresponding button.
- Blood cannot be collected from small patches and stains.
Bug Fixes
- Fixes crash when enchanting items in a container.
- Fixes bug that caused key items and clues to go missing if you replay a dungeon.
- Starting a Daily or Weekly dungeon does not affect your start game settings.
- Fixes bug that caused items to snap to the upper left corner of the screen.
- When you are killed you do not attempt to automatically heal with a potion (which led to confusing messages in the log...).
- Dryads do not spawn every run.
- Improves the placement of fallen items.
- Recognizes a generation flaw in the dungeon plan that caused the daily of march 15 to fail 3 times in a row.
- Fixes issue with descend scrolls that could cause you to descend into a wall.
- Items and bosses cannot spawn inside a shop.
- Wind Stones cannot be pushed into walls.
What's Next?
We'll keep fixing bugs and addressing balance issues. We also promised to add more achievements and unlocks. We haven't forgotten.
