Thanks everyone for the patience and invaluable feedback. It's time to merge the beta into the main build!
Changes:
Bugs:
- Calling the insectoid Royal Guard now properly works on first use.
- Enemy new summons will now not be auto destroyed on level reloading.
- Fixed graphical glitch where equipping an offhand while initially having a 2-hander would result in both weapons being displayed.
- 'Detailed Pick Up' now properly uses use energy.
- Poison should correctly damage at the last tick.
- Poison damage no longer makes an enemy auto regain track of a stealth character.
- When an enemy is on top of an altar, first option for moving to that tile should be an attack action instead of a use altar action.
- Forges now properly show context messages.
- Forges properly allow 1 use per item per forge.
- Bone Crusher 's effect is now properly working..
- Changed stealth discovery formula. Stealth discovery now properly scales with stats.
- Frame rate change now properly saves & apply from the main menu.
- Clicking on friendly characters from a diagonal position will no longer weirdly move to a horizontal position before moving to it.
- The rare occurrences where you go back to a location and it has an NPC on the stairs/portal should not happen anymore.
- Placed leg hold trap no longer removes prepared bonuses on enemy trigger.
- FPS changes from the menu should properly work now.
- Fences no longer block water splash damage across them.
- Don't kill the bears achievements will properly work now. All kills with characters previous to this change won't count.
- Auto explore no longer senses behind locked doors.
- Every random generated dungeons should now have a path open to the next location.
- Hidden/dormant skeletons should not be generated under doors anymore.
- Encounters will not generate special room any more.
- Command beast no longer possible on friendly targets.
- Resolved some typos.
Balance:
- Offhand equipment no longer counts as equipped weight.
- In order to promote chain lightning usage, it now no longer hits the caster.
- Bowels Search soul essence upgrade effects increased.
- Forges now improve an item modifier in stead of replacing it when the process netted the same modifier.
- Enemies should always properly wait till an ability is over to attack the character.
- Pylons can now drop loot on destruction.
- Holy bold base damage increased.
- Base divine aegis shield deflects increased. Spell level and spell power contribution to deflects decreased.
- Falling Boulder spell can now be cast even it target is covered by a wall.
- Falling Boulder spell damage per spell level increased by 30%.
- Critical modifier formula changed. While initially the critical damage will be a little lower, the stat impacts on it are higher. This goes for physical and magical (now added to the character sheet) modifiers.
- Nagas:
- Naga's critical hit rating modifier changed to critical damage modifier.
- Dwarfs:
- Dwarf racial per level bonus now increases the effect every 9 levels down from 12.
- Hunter:
- Leg Hold traps: Chance to break free reduced. In addition if the enemy has a movement impairing effect this chance is 0.
- Shoot And Jump now prevents AOE effects from landing on your character.
- Druid:
- Weapon Damage is tied to current druid aspect to add an additional strategic layer when shape shifting.
Other:
- For the moment levels won't spawn holes and stairs at the same time.
- Auto-explore improved:
- Enemies and objects sensed now show a small icon pointing in the direction of it.
- Barrels and similar sensed now interrupt once and stop interrupting once auto explore is resumed.
- Chests, altars, merchants and other intractable objects interrupt once and stop interrupting once auto explore is resumed.
- Auto-explore won't explore every view able wall not discovered. If all floor locations of a room have been seen it will stop there.
- Improved poisoned FX.
- On hovering over the reshuffle ability, you will now be able to see the amount of essence released available.
- In addition to color, an ability card rarity is now also shown by its frame:

- Increased scroll sensitivity on spells window.
- Staff animations are now faster.
If all goes well, I will continue to work on the backlog with your feedback the next week in a similar fashion: Updating the beta and then releasing an update into the main build!
I will try to work on QoL improvements suggested for the merchant window as well as hot bar.
Cheers and happy crawling!
GW