Patch 1.1 now live on [default] branch

Slasher's Keep

Hack, slash, shoot and loot your way through procedurally generated dungeons! Smack your enemies into spikes with your inventory sack!

1.1 [list] [*]Fixed a bug that could still lead to secret entrances opening into locked prison cells with no other way out in cases where the cell is two tiles wide and the secret entrance opens into the tile without the door on it. [*]Fixed a bug that could cause walls to be placed inside catwalk access doors in dungeon type 1 when there was another unrelated catwalk access door in the same position belonging to another room, in rare cases. [*]Fixed a bug that could have caused wall spikes to be placed inside of wardrobes in dungeon type 3, thereby blocking secret passages in rare cases. [*]Fixed a small issue with character HP values after dying. [*]Blessed Weapon should now proc when parrying attacks from molerat men, blobs or spiderlings. [*]Bonus melee speed gained from item attributes is now capped at +100% so as to prevent bugged out nonsense. [*]Fixed an issue with the giant spider possibly taking more damage than it should from bombs. [*]Fixed a problem with loot crates sometimes making breaking noises in spite of already having been broken. [*]Dampened the screen flash effect from taking haymakers and sack smacks (now flashes to 50% opacity instead of 100%). [*]Added new rare consumable: Empty Bottle. These can be found wherever other random consumables drop. You can also get one from each vendor location. Use it like an enchantment on the stuff you want to put in. Edit: By that I mean right-click the bottle, then left-click the item you want to put into the bottle. [/list] This update will upgrade your savegames upon loading. You will get a new dungeon floor of the appropriate level but your character and inventory will remain untouched. To opt into the beta branch right-click Slasher's Keep in your games library, click Properties, then select Betas from the list on the left and finally select the beta branch from the drop-down menu. Sorry, it's been a while. Undecided on adding more content. Please comment on this announcement if you find anything broken with this update, like say, alchemy not working properly. Edit: Thank you all for your comments. I did some more testing and I didn't find anything wrong with the new feature, so I'm setting this build live on the default branch. But do comment here in case you find a recipe that doesn't do what it's supposed to. I hear your criticisms on the difficulty. For one thing, there's the overarching mechanic that allows you to get better across multiple runs by saving some items and skills and then accumulating more xp from the now inferior low level enemies. I admit that that whole deal does not seem to be communicated well enough in the game. Then there's the luck factor. You need to find some high level armor to take those high level blows, and so on. I have taken steps in the past to make playthroughs more consistent, but I don't want to completely remove the element of luck. Anyway, all that kinda stuff combined can make for a difficulty curve that can feel wonky at times... Making dungeon type 2 easier to navigate in some ways is a possiblity. Not sure if an option to escape an infinite dungeon is really worthwhile. Might also be complicated to implement. Or maybe not, you never know with projects like these. Again, still undecided on content and stuff. Mod support is out of the question, unfortunately. The project is really not build to be modular or freely expandable.