Desktop Dungeons: Rewind bestows bites of tactical roguelike action, which will quickly fester into a deep, lingering, and strategic obsession. Bargain with gods, equip your spoon and pick your battles, before retreating into the healing darkness. But beware… there are still many monsters to face!
A cumulative set of bug fixes (including the Cheeky hotfix from the last update) while we work on some deeper stuff that we can't really talk about yet. Enjoy!
[b]Changelog 2023-06-01:[/b]
[list]
[*] Fix bug that added Cheeky badge for every kill after Cheeky failed.
[*] Minor typos fixed.
[*] Fix Piercing Wand predicting resist stripping on all simulated attacks vs just the first one.
[*] Prevent score screen from showing monster class names twice.
[*] Simulate Goatperson health and mana loss correctly when exploration is larger than current food count.
[*] Allow badges to be earned as new after rewinding.
[*] Prevent incorrect momentum predictions for reviving enemies.
[*] Fixed crash that could happen when killing The Firstborn indirectly from a small subdungeon.
[*] Prevent subdungeon stairs from spawning on un-walkable tiles.
[*] Stop Exploding Sign preventing item double-click pickup on the same tile.
[*] Preserve item size alterations across triple quests.
[*] Prevent Deathgaze accumulating beyond 100% in Triple Quest 3.
[*] Fix rare infinite loop in Triple Quest 2 generation.
[*] Prevent Rewinding from destroying active Triple Quest progress and preventing successful completion.
[*] Fix rewinding on a PQI preventing PQI completion.
[*] Make sure active quests stay active after rewinding.
[*] Prevent edge-case that could create a double PQI after rewinding.
[*] Fix nullref when rewinding with no active quest.
[*] Track PQI completion after rewinds when it wasn't the active quest.
[*] Prevent spam clicks from deselecting important buildings during advisor animations.
[/list]