v0.6.2 - The Weapons Update
Today's update adds many weapons, doubling the number of weapons in the game, including a new Unarmed weapon type (Unarmed weapons? Yes, keep reading).
Also included are woodcutting and mining, global storage, crafting from nearby containers, experimental lighting, and a reasonable collection of improvements and bug fixes.
Save files from version 0.6.2 are compatible, however the Fightmaster shop and the newly added "Woodcutter's Assistant" quest will not appear on already generated worlds.
New Weapons
We've added 98 new weapons, bringing the total in the game from 99 to 197.
For design purposes, we group weapons into six tiers. These tiers are not displayed in game, but roughly represent a weapon's strength and rarity. Previously, there were only T1-T3 weapons. This update fills out tiers T4-T6 across the board:
Click to see all 9 weapon types »
Where to Find Them
New weapons are spread across shops, dungeons, boss chests, and high-level monster drops.
Regional shops now specialize in the weapon families associated with their culture: Greenhaven shops sell higher-tier swords, axes, and bows; the Stonewardens sell higher-tier maces; and Aridax shops sell higher-tier daggers, flails, and crossbows. Staffs are stocked exclusively by the Leafborn.
The highest-tier weapons are deliberately rare. One place to look is the Weapon Maker, a rare map event found behind a mysterious door. It has guaranteed rolls for T5 weapons and a chance for T6.
Some weapons will eventually find permanent homes in upcoming dungeons. Until then, the Weapon Maker and existing high-level dungeons give you a chance to find them early.
This is a large expansion to the weapon pool, so expect adjustments as we see how the new drop rates play out. Please let us know what you find too often, too rarely, or not at all.
Level Requirements
With the addition of higher tiers, weapon level requirements become more significant. You can still equip any weapon you find, but falling short of its requirement applies the "Inept" status effect, reducing your Accuracy and Damage based on the size of the gap.
Requirements are measured against Weapon Mastery, meaning your level with that specific weapon type. For example, both the Blades and Swords skills contribute to your Swords Weapon Mastery.
Unarmed
Unarmed previously had no weapons. Now it has 14 fist weapons, ranging from tattered hand wraps to felforged striker gauntlets.
These weapons still count as unarmed, so every Unarmed ability still works exactly as it did with bare hands. To compensate for the additional buffs given by equipped weapons, the "Unarmed Training" passive has been nerfed from flat damage to percent bonuses.
Unarmed weapons were designed with four subtypes in mind, each with its own focus. Hand Wraps are fast and improve Accuracy and Dodge. Gloves add Protection and Energy. Knuckles cause Bleeding, while Striker Gauntlets are slower but harder-hitting and capable of crippling opponents.
Fist weapons have their own enchantments and their own shop. The Fightmaster appears in every region's capital, with a chance to appear in ordinary towns as well. Look for the fist on the sign:
Weapon Bonuses
Weapon Bonuses are a new system designed to give weapons more unique identities. The bonus is built into the weapon itself and stacks with enchantments.
Every melee weapon at tier 4 and above has a Weapon Bonus, along with a handful of lower-tier weapons where it made sense:
Bows and Crossbows still lack their Weapon Bonuses. These will be added in an upcoming ranged update.
Woodcutting & Mining
New trees and ore heaps can now be found throughout the world, providing renewable sources of crafting materials.
Woodcutting and mining do not require a skill. Equip an axe to chop down a tree, or a mace or pickaxe to break apart an ore heap.
There are six types of wood and three new ores to find:
Stronger materials take more work to gather. Trees regrow and ore heaps re-form over time, with the rarest ores taking longer to return.
These materials are used to repair and bolster higher-tier weapons, giving you a reason to return to valuable harvesting spots as they regrow.
There's also a new woodcutting quest to get you started. Find Old Gidley the carpenter in one of Greenhaven's towns.
Global Storage
Completing Old Gidley's quest unlocks a new piece of furniture: the Bloodwood Chest. Every Bloodwood Chest shares the same inventory, allowing you to access its contents from anywhere you have placed one.
After completing the quest, Gidley will be happy to make you more. They can be placed and rotated like any other piece of furniture.
Crafting From Nearby Storage
Crafting, repairing, bolstering, and enchanting can now pull materials directly from any container you own within roughly a room's distance. This includes the Bloodwood Chest.
A small chest icon appears when nearby storage is being used, and hovering over the ingredient displays where everything is coming from:
This was a much-requested feature and should save you from all that back and forth jumping between chests.
Unspent Point Markers
Skills with unspent focus points now display a gold plus at the end of their experience bar:
The marker only appears when there is currently something available to unlock, and updates as you play. The same marker appears in all three skill panes: Skills, Weapon Mastery, and Magic.
Toggling Passives
Unlocked passives can now be toggled on and off by right-clicking them in the skill tree:
Disabled passives are dimmed and marked with a red sign. Disabled passives are still unlocked, so disabling one will not remove access to anything further up the tree.
Experimental Lighting
Experimental lighting can now be enabled under Options -> Graphics -> Experimental -> Lighting. It is off by default.
When enabled, torches, braziers, and campfires cast their own pools of light and shadows. Carried torches also light the area around you as you move:
Outside at night, your circle of firelight is surrounded by genuine darkness. It makes travelling outside considerably spookier:
This is the groundwork for a proper day and night cycle, which we plan to add in a future update.
Lighting is drawn on the processor, costing a few milliseconds of every frame. This may be noticeable on slower machines, which is why the option is experimental and disabled by default. Please let us know how it runs for you, especially on older hardware.
Other Changes
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The calendar year now lasts 360 days rather than 100. Existing saves are migrated automatically.
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Chivalry is now discovered by interacting with any Altar of Ahnais. The Scroll of Discovery for Chivalry has been removed.
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Levelling up now plays a new colorful animation.
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Brown bears, ravagers, ogres, cave wyrms, and sand wyrms now have a small chance to drop higher-tier weapons and armour taken from fallen adventurers.
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Pole Axe, Lucerne Hammer, Hoe, and Zweihander now receive their two-tile reach from the Enhanced Reach Weapon Bonus.
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Kills from bleed, poison, and other damage over time are now credited to whoever applied the effect, rather than whoever attacked most recently.
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Non-aggressive abilities, such as "Mark Prey" and "Calming Touch", no longer break the player's stealth.
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Cave wyrms can now be pulled out of water, and will stay out of it.
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The target selection highlight now follows the mouse in Keyboard Movement Only mode, matching the behavior described in its tooltip.
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Picking up a crossbow for the first time now starts a short reloading tutorial.
Bug Fixes
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Abilities - Fixed non-damaging ranged abilities inheriting the weapon's knockback.
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Abilities - Fixed cost-reducing toggles such as "High Grip" switching themselves off when energy reached zero.
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Abilities - Fixed Crossbow reload ability costing a turn when it fails due to lack of ammo.
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Abilities - Fixed "Low Grip" granting decreasing instead of increasing Movement Advantage each time it was upgraded.
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Quests - Fixed bleed and poison kills not counting toward the Weapon Experimentation quest.
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Creature behavior - Fixed cave wyrms becoming permanently stuck underground after Magnetic Pull.
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Creature behavior - Fixed blood leeches becoming permanently stuck underground and leaving nests that could not be aggroed.
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Creature behavior - Fixed friendly Virelings splitting into hostile Virelings when they died.
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Creature behavior - Fixed hitting one goat angered the whole herd except the goat you hit.
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Fixed stacked decay roots becoming untargetable in the Gremlin King arena.
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Map generation - Fixed the Altar of Ahnais generating inside lakes, where it could not be reached.
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Fixed wall jump being usable off the edge of open zone maps.
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Fixed closed businesses sometimes being enterable during raids, which could put the shop into an unexpected state.
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Fixed being able to re-enter a fled raid through a UI bug.
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Fixed temples never being marked as defeated on the overworld map.
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Fixed an item duplication glitch when selling books. Selling a book you had already read would give you the gold without removing the book, allowing it to be sold repeatedly.
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Fixed workbench repair accepting items that were already at full condition.
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Fixed Elderberry Wine being blocked by the Elderberry (the berry itself) status effect.
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Fixed the Tempest Staff not being sellable to any specialty shop and Sagohai's Staff sometimes being stocked by shops.
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Fixed an issue with how shops determined whether an item could be traded, which prevented some intended items from being added to their trade lists.
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UI - Fixed volume slider changes committing on Escape but not persisting to the UI.
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UI - Fixed "Select a target" prompts accumulating and never disappearing.
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UI - Fixed the trap damage always saying "you", regardless of who was actually hit.
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