Update 0.99 now 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!

0.99 [list] [*]Fixed an issue with the hidden switch being obstructed by the quest giver in rare cases. [*]Fixed an issue with secret passage entrances possibly getting obstructed by objects. [*]Fixed an issue with secret passages to prison cells possibly getting blocked by rounded walls. [*]Fixed an issue with holstering the wand while an arcane shot is being charged. [*]Mitigated an issue with enemies dying when attempting to cross bridges. [*]Fixed a bug that would allow you to save locked doors as open by attempting to open them without having the key. [*]Fixed a bug that would cause orc mage wands to be too powerful. [*]Fixed a bug that would cause thrown objects to not deal damage to enemies sometimes. [*]Fixed an issue with the loot goblin dropping a key when the exit wasn't locked. [*]Fixed an issue with the silver key not dropping at all. [*]Fixed an issue with cell doors not being locked when they should be. [*]Fixed a bug with certain enemies in dungeon type 2 not spawning. [*]Fixed a bug with some skull reload stations not spawning in dungeon type 2. [*]Fixed some bugs that would cause the hidden book to spawn mid-air. [*]Fixed some nonsense with z-fighting of redundant walls in dungeon type 3. [*]Enemies will now stop walking when pushed by the player walking into them. [*]Fixed a bug with charging imps acting weird when being pushed by explosions mid-charge. [*]Fixed some other weirdness with knockback. [*]Fixed some other weirdness with chargers. [*]The giant spider should now stop laying eggs if interrupted by death. [*]Fixed an issue with non-permanent melee lifesteal not getting removed upon death. [*]Lava and burning tar should now trigger the quest instructing to "have an enemy burn to death" [*]Quest progress for "Spike 2 enemies at once 3 times" should now be saved. [*]Map charting progress should now be reset when rolling a new dungeon with a veteran character. [*]Increased duration of acid puddles from spider boss eggs. Also decreased egg HP. [*]Increased average amount of spikes on walls in dungeon type 2 in simple rooms. [*]Increased zombie base damage. [*]Increased elemental damage on gems. [*]Changed the way strength translates to melee damage to scale up with player level. Decreased base damage on melee weapons to compensate. This should shift the balance in favor of strength vs. raw item damage over the course of the game. [*]Also did that for intelligence and ranged damage. [*]Also changed the way dexterity translates to armor effectiveness to scale differently with player level. [*]Intelligence now conveys a bonus on all XP gained. [*]Dexterity now translates to crit chance more favorably. [*]Crit damage bonus moved from dexterity to intelligence. [*]Base attributes on items will now scale less drastically. [*]Items of tier 2 or higher now always have requirements. They can also have two required attributes, which previously only tier 4 and 5 did. Also raised lowest possible requirements and made requirements more consistent. Removed requirements on component items as they were discarded during assembly anyway. [*]Requirements should also take into account progress from previous runs on the same character now. [*]Decreased general goodness of tier 4 and 5 items. [*]Decreased lightning wand base damage slightly. [*]Decreased ice wand shot spread by 30%. [*]Increased base splash radius of Mind Blast from 60 to 80. [*]Decreased arcane shot charge time by 25%. [*]Reduced melee life steal base from .5% to .4%. [*]Cursed Weapon self-damage is now reduced by armor. [*]Exits on dungeon type 3 will now always be locked. [*]Shooting wood or stone with a piercing or arcane wand now makes noise. [*]You will no longer be able to consume HP potions nor use HP shrines when already at full health. [*]Crossguard type components will now only work on sword builds. [*]Increased base goodness for shaft and crossguard type components a bit (better stats on them). Wands now have individual charges instead of using mana. The mana bar has been replaced with an ammo bar displaying individual cartridges. Each wand has a set maximum capacity based on its type. The maximum mana attribute on items has been removed. [*]Mana potions have been replaced with chromatic crystals of different quantities depending on item quality tier which is determined by the goodness of the loot drop rather than player level. Mana shrine is now an ammo shrine which fills the equipped wand to full capacity. [*]Drinking wine now has a chance of restoring a small amount of ammunition to the equipped wand. [*]The Gourmet skill increases that chance with each skill level. [*]The Arachnophile skill has been changed to convey a similar chance of restoring ammunition, also increasing with skill level. [*]Consume Corpse also yields ammunition. [*]The Blue-Blooded skill now increases the capacity of the equipped wand instead of the mana regeneration threshold. Each level gives you 10% extra max ammo (or at least 1 shot) to a maximum of 100%. [*]Cold Fusion Metabolism gives another 10%. [*]Added skill: Power Reloads - Allows overcharging of wands to increase the damage of following shots instead of having shots go to waste. Example: Wand is at 7/10 capacity, use a crystal that restores 6 shots, wand is now at 10/10 with the next 3 shots dealing increased damage. The number of shots enhanced in this way can be discerned from a particle effect on the ammo bar in the HUD. This skill is encountered in the mid-game. [*]Added skill: Fiery Shots - Wand discharges of any type will be enhanced by fire in regular intervals. Think modern machine guns where every fifth round or so is a tracer. These shots will have their damage type changed to fire, so they can ignite tar puddles and synergize with the Pyromancer skill. You can tell which shots are fiery by the fire effect on the individual cartridges in the ammo bar. You should start to see this skill in the late game. [*]Added skill: Quickstriker - Increases light swing damage; Another mid-game skill. [*]Added skill: Exothermic Shrinomancy - Makes shrines explode upon use; One more for the mid-game. Synergizes with Bomberperson. [*]Replaced item images for 5 gems, 1 longsword and 1 shortsword [*]Replaced one orc pin-up poster and added another new one. [*]Knockback can now be passed on from one enemy to another. [*]Some minor tweaks, visual and otherwise. [/list] This patch will have to upgrade your savegames upon loading. That means the game will generate a new dungeon floor of your current dungeon level. Your character and items will remain unchanged. However, your old weapons may be a bit overpowered now. I'll do some more testing to further improve balance. To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu. Edit: Already uploaded a little hotfix lol [list] [*]Fixed a bug that could cause the hidden switch to be placed inside of round walls, which would render it unusable. This could have been potentially game-breaking. [*]Also halved base HP of the giant spider to make it more beatable through conventional means. Edit: Going live on default [/list]