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Hey Everyone! We are excited to announce our latest major patch (1.4)! With this update, we are wrapping up the main development cycle of the game. Future dev work may happen to fix issues if the need arises, but this is the last planned set of fixes for the game. You can find the full list of changes down below.
Fixed an issue with Critical Sweep and similar skills not being able to do their attacks correctly.
Prevent destruction of unique and special items.
Add error trapping to video playback so the game can still be entered even if the videos fail.
Allow use of consumables while moving or casting spells.
Fixed some double-doors that weren't linked properly.
Blocked off various areas that had glitchy screen sorting behaviors.
Addressed issues with the Detect Trap and Set Trap Abilities.
The Witch's Barrier and subsequent stairway should now be working correctly.
Disabled UI scaling on the Character Creation screen because it was causing it to scale to inappropriate sizes.
Added some in-wall colliders to prevent phasing through walls in the Dwarven Fortress and Dwarven Mines areas.
Fixed potion healing/restoration percentages not to be affected by player level. They were unintentionally giving full heals due to this glitch.
Fixes to numerous doors that weren't properly opening when the party walked through them.
Make sure achievements fire as intended.
Add fixes for some UI scaling issues in Shop.
A few plot-critical items were moved to the Quest inventory and automatically applied to avoid confusion and the risk players lost them.
Reworked Melee and Magic Mode system to be a hard distinction instead of the old design which allowed for sheathing and unsheathing of the weapon in addition to melee/magic mode in the Combat Options Menu. Now, if your weapon is sheathed, you're in Magic Mode; unsheathed, it's Melee Mode. The Combat Options Selectors are now purely for changing the settings of the respective modes, so be wary that changing in window in the Combat Options Menu WILL NOT automatically toggle the Mode when in combat.
Combat Options will now highlight the correct vulnerability combo in green when selected, but only when ALL of the correct parameters are revealed and selected.
Changed the behavior of some spells like Backstab to be toggled abilities so they act more like players might expect.
Added small short-lived text "barks" for various player and monster interactions to make the game feel more alive.
Retrofit the old "highlight chests" behavior to be through the Seekers' Amulet and added achievements associated with limiting your item acquisition.
Plot critical chests with rare or special items will also give a sparkle effect from the Seekers' Amulet.
Confirm sale of special items.
New indicator showing how many monsters are hostile to a party member.
Reworked some quest dialogue to work better.
Added option to the Guild Hall to allow players to redistribute character's skills and spells. (NOTE: If you have customized your player at start with Attribute points, those points are hard baked into the base Attribute values and WILL NOT be refunded for reallocation.)
Removed some formations that didn't work well with the 4 member party.
Converted Assess Monster to a Cantrip to incentivize purchasing the spell.
Converted "Off hand" damage into a raw damage bonus to avoid confusion.
Breakable objects also respond to magic attacks now.
Rework the Buy grid to better use the available space for descriptions and less space for coin values.
Auto-equip second ring to the other ring slot when appropriate.
Added some checks to prevent wasting potions.
Removed the mushrooms, herbs and some of the crystal reagents that contributed nothing to gameplay. The resource harvesting points associated with them are also removed. Gem harvesting will still be possible where relevant.
Alternate way of sorting inventory through a menu.
Added a mode to the sorting menu to show a whole party inventory to make transferring items between players easier and more streamlined.
Clarified "Auto-Target" as either "nearby area," "self" or "party" depending on intended usage.
Added some info to NPC dialogue when they are unlocking a location.
Added visual feedback to unvisited new locations.
Nerfed the rats in the Gatehouse a bit to avoid them being such massive threats.
Automatic lockpicking chooses lockpicking player based on skill levels.
Tweaked Horned Devil damage reflection a bit to prevent it becoming OP when combined with the Shield of Reflection.
Arrow key support in Intro screen.
As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media!
Passageway Games
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