Update [1.21b] now on beta branch

Slasher's Keep

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

1.21 [list] [*]Fixed an issue related to achievements not unlocking after having timed out before in the same session. [*]Fixed another issue with achievements not working. [*]Fixed a bug that could have led to spike traps blocking hidden passages in dungeon type 1. [*]Fixed an issue with entrances to big rooms opening into chasms on rare occasions. [*]Fixed a bug that could have caused the final room of a given floor to be unreachable in dungeon type 2. [*]Fixed an issue with upper entrances being blocked by spikes in dungeon type 3. [*]Increased the minimum ceiling height of rooms with a falling ceiling. [*]Rooms with floor spikes in dungeon type 2 will now sometimes have a catwalk along the walls in place of jumping platforms. [*]Rooms with floor spikes in dungeon type 2 where that's not the case will now sometimes have a little platform at the upper door to make it easier to get in. [*]Made climbing chambers in dungeon type 2 a little easier by adding a flight of stairs as a possible segment to the randomization. [*]Floor spikes in corridors in dungeon type 2 can now be switched off via levers on the walls. [*]Floor spikes in large rooms can also be switched off with single a lever placed on the upper level of each room. [*]Raised room lights in rooms with floor spikes in dungeon type 2. [*]Added 2 wall objects to open rooms in dungeon type 2. [*]Winches in arcade type rooms are now marked on the map with red button icons. [*]The Deflect skill now allows for batting incoming projectiles into the direction you are facing. Higher skill levels increase accuracy. (Previously projectiles would get diverted into random directions with a random chance to get thrown back the way they came instead.) [*]Added a new piece of boss loot with a unique skill. [*]Added another piece of boss loot with a unique skill which is somewhat chistmassy, but not so much as to seem terribly out-of-place throughout the rest of the year, I hope, seeing as I missed christmas with this patch. [*]Added two new areas to dungeon type 3. These are premade and feature yard spaces connected to multiple indoor spaces. I thought I'd add some more traditional level design, you know. Probably more work than it's worth but I felt the need to atone for not squashing some of those bugs for so long. [*]Various other small tweaks. [/list] Edit: I have amended the build by these points (This build will upgrade savegames once again) [list] [*]Fixed an issue with bloodmoths not getting spiked correctly that may or may not have occured. [*]Fixed an issue with one of the new areas in dungeon type 3. [*]The game should now scale without a dip at very high levels. [/list] Edit: one more thing [list] [*]Fixed an aesthetic issue with one of the new areas. [/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. Let me know in the comments to this post if you find anything egregiously wrong with these points. Like getting a new game-breaking bug due to the changes or something. Merry Christmas and a Happy New Year everyone.