This will for sure be one of those updates I might need help in assessing from you guys, as it fundamentally changes the way trapped chests have worked since day 1 on Steam.
My ultimate goal is and has always been to keep the game challenging as well as fun, and as such we tweak here and there and see what sticks.
ADDITIONS

- New Text Log! This does just what you think it might- It'll display the last 7 actions (or reactions) you've come across while playing. Like the 'special' screen, this can be fun to look at and sometimes pretty helpful (example: It's great for seeing if a floor has multiple floor events and things like that). One of the recent reviews said that though he liked the game he wished it would have a log like this.. So now it does! NOTE: The text log does not save when you quit the game. The thing would be like a billion lines long!
- I've increased the size of the Tab Menu to compensate for the new log. Instead of 4 choices you'll now have 5: Gear, Self, Special, Log, and Quit.
- Several areas have gotten graphical improvements to the wood textures. More shadows between areas and etc. You can really notice this improvement on the Character Select screen.
CHANGES

- By far the most signficant change are the way that trapped chests act now. I've got to say this in big bolded letters because it's important everyone realize that Traps are not removed from the chests when sprung anymore. The only way a chest trap will be disarmed is to sucessfully disarm it. If you do not disarm the trap you'll take damage but the chest will remain trapped. Trying to open it again and failing to disarm it you will take trap damage again. My reasoning behind this is to have chest traps be pretty dangerous. The way they always worked before, it wasn't really that big a deal if you just opened a trapped chest all willy-nilly. You'd take some damage and then get your reward immediately after. Now you have to actually have a skilled character to be good at opening these things. +This makes DEX more valuable for every character, as it's factored into the lockpicking / disarming formula. +This makes chest keys WAY more valuable, as they were kind of pushed to the wayside since most players could just shrug the one time damage hit off and keep their shields and etc. on. Keep in mind chest keys are still only equippable by Thieves. +And finally, it makes the Thief class the ultimate looting character, which they absolutely should be.
- To alleviate this new mechanic a bit, I've made golden chests easier to open by 10% and shadow chests easier to open by 20%. This doesn't mean they'll be super easy to open for a butter fingers-y warrior but it's better than it was before (a bit).
- By ETL player Yoritoshi's great suggestion, I have swapped where the Tutorial and the Known Tips sections are on the start menu. New players won't have to hunt around for the tutorial section anymore. This was a great idea so thank you, buddy!
- The tab menu selector now wraps around from top to bottom and vice-versa. It'll make it a bit easier to get to the Log section maybe.
- Thieves now have SLIGHTLY reduced HP growth per level. It's not major but it's there. Can't have them be super OP afterall!
FIXES
None this time.
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So there you have it. If for some reason this new chest change makes everyone's life a living hell I will revisit it and come up with something else. Challenge is great but not if it spoils the picnic and all that!
Thank you and have a good night!