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DemonCrawl News

v1.07 Patch Notes

We're squashing more bugs today!

Bug Fixes
  • Fixed Spy II not activating sometimes
  • Fixed a crash that occurred when a status effect was hovered as it was ending
  • Fixed a buggy interaction between Mirror and Halo
  • Fixed Dark mod not persisting between game loads
  • Fixed Nightcap effect persisting after item loss
  • Fixed potential crash after finishing a Beyond quest with the "No Tomorrow" emblem
  • Fixed the boss pool selecting Timelord Chronos 100% of the time
  • Timelord Chronos no longer deals infinite damage after 1 minute, what the heck Timelord Chronos
  • Fixed a typo in the tutorial
  • Speculative fix for omens very rarely appearing in chests at the start of a quest
  • Speculative fix for phantom "new item" alert on the main menu


We expect to release another set of bug fixes in the next couple days. Stay tuned!

v1.06 Patch Notes

Today's patch is the biggest one we've introduced since launch! There is a lot to unpack here, so we're happy to answer any questions you might have in the comments section below.

TL;DR We are awarding every player with Tokens to compensate them for the new level-up feature described below. If you find yourself with a bunch of extra Tokens and you don't know where they came from... well, now you do!

Let's dive in:

New Features
  • Every 10th level up, you will be awarded 10 Tokens instead of the normal 1-3
  • Added keybind support for inventory panel (defaults to "I" key)
  • Added in-game option to disable Steam cloud sync
  • Expanded the Hero Trial pool with 2 new effects
  • Cell contents are now preserved between freezing/unfreezing cells


Developer notes: We have retroactively awarded existing profiles with the tokens they would have earned under this new system.

Balance Changes
  • Increased the base Token drop rate by about 12%
  • Daily Missions are now unlocked at level 25 instead of 50
  • Armor damage calculations now happen before defense
  • Survivor II rework: "Heart drops have a 5% chance to become souls." -> "Find souls instead of hearts if you are injured."
  • Hunter II buff: "Every 70 cells you open without making a mistake, gain a Minion." -> "Every 60 cells you open without making a mistake, gain a Minion."
  • Pendulum: 300 Mana -> 150 Mana
  • Barbecue: 150 Mana -> 80 Mana
  • Punchbag: "Whenever you leave a special stage ... " -> "Whenever you leave an item shop ..."
  • Timelord Chronos now deals damage instead of direct life loss & during this boss you can collect loot to reset the timer to 0
  • Nerfed the music volume of Elysium a bit


Bug Fixes
  • Monsters trapped within Frozen cells will now decrement the monster counter, meaning you can rely on the counter to hit 0 when the stage is complete
  • Fixed a crash when using Blowpipe on a shiny monster
  • Fixed a crash that occurred when misflagging a cell on a stage that had both Judging and Flawless mods
  • Fixed a few ways that immutable objects could get destroyed
  • Fixed objects losing their immutable property between game loads
  • You can now reclaim Favor points from legendary items that became locked due to prestiging
  • Blowing up a hidden monster will now trigger "on monster kill" effects
  • Fixed xray effect preservation when you reload a quest (i.e. Magnifying Glass)
  • Fixed Endless Multiverse loop not saving properly between loads
  • Speculative fix for a crash related to stage destruction before particle automanager cleanup
  • Fixed a database issue that prevented players with IPv6 addresses from submitting scores to the leaderboards


Developer notes: We will continue to monitor your feedback about Frozen cells to determine if they can still lead to a softlock under the new logic.

If you're unsure whether your board is actually stuck, please submit a bug report along with a screenshot and we will take a look. Thanks!

We hope you enjoy the new patch!

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Stealth hotfix #1 @ 12:30 EST: Fixed a crash in the gameplay settings due to an inventory keybind variable we forgot to instantiate.

Stealth hotfix #2 @ 2:30 EST: Fixed Dry stage mod not respecting forced loot drops, which could have resulted in crashes with certain items.

v1.05 Patch Notes

This is a small update to address a Sawblade-related crash we introduced with the last version.

Bug Fixes
  • Fixed crash when a Sawblade collided with monsters or familiars.
  • Fixed an issue with Magic Dark Ink not removing the correct number of omens.


We recognize that Frozen cells are one of the biggest causes of frustration right now, so we're going to spend the day debugging its relationship to the monster counter. This will be a fairly time-consuming process, so we thank you for your patience - there are all kinds of "ifs" and "gotchas" in the Frozen cell logic, so if we're not careful we could create even more bugs with the mechanic.

As always, thank you for your excellent feedback!

v1.04 Patch Notes

Just a few quick fixes :-)

Bug Fixes
  • Fixed inability to craft items with 1 open heirloom slot
  • Fixed Sleeping Powder effect lingering for the entire run
  • Sawblades can no longer destroy immutable objects (stairwells, portals)

v1.03 Patch Notes

New Features
  • Introduced a new keyword called "solve." An item that solves a cell will correctly flag OR unflag it.


Developer notes: previously, there were items that would "reveal a hidden cell." Some players were wondering why this effect could hit cells you've already flagged. The reason is this: if such items avoided flagged cells, it would incentivize players to flag every cell except for the few they wished to target. We believe the wording of the "solve" mechanic circumvents this problem.

Items affected by this change include: Compass, Parasol, Boomerang, Minion.

Balance Changes
  • Reduced the overall monster density in Quest 1 from 0.155 to 0.148
  • Reduced the overall monster density in Quest 2 from 0.160 to 0.158
  • Greedy Pig rework: "Lose a random amount of coins at the end of each stage." -> "Lose up to half your coins at the end of each stage."
  • Broken Rib rework: "Instead, your defense is added to damage." -> "Your defense is capped to the minimum stage power."
  • Pagan stage mod rework: "At the start of the stage, lose a random number of items." -> "At the start of the stage, lose up to 10 random items."
  • Aching, Bleeding, and Toxic stage mods can now be found in Normal difficulty
  • Melting and Liberated stage mods are now restricted to Hard difficulty
  • The first two chests opened will never contain an omen (up from 1)
  • After clicking on a toxic cell, the toxic aura is removed



Developer notes: we received a number of reports from players who were struggling with the first quest, so we have decided to make it (and the second quest) a bit easier. When making such changes, we want to be careful not to overshoot our goal; if Quest 1 was too easy, veteran players would not find it engaging. This is important because there are actually reasons for veterans to return to Quest 1 later in the game. For now, we will continue to monitor player feedback and make small adjustments as necessary.

We also hear you loud and clear with regard to omen design: there are some omens that offer little-to-no counterplay. Greedy Pig and Broken Rib were two such omens that would often punish you for playing correctly. We have altered their designs so that they don't completely cripple gold and defense builds. Let us know what you think.

You may have noticed that Straitjacket is unchanged. Hear us out on this: we believe it is important to have one omen in the item pool that is significantly more dangerous than the rest. It helps maintain suspense when opening chests, whereas most other (arguably better designed) omens can be subverted to a build's advantage. Straitjacket is unique in that it's pretty much always bad. It's the ultimate low roll.

It's also worth mentioning that, as we expand the item pool, Straitjacket will become increasingly rare; omen drop rates are not weighted in any way. And we would like to start adding more items to the pool relatively soon. :)


Resolved Bugs
  • Fixed a crash that occurred when a cell-based status effect activated on the same turn as Smog
  • Fixed a crash that occurred when Dreamcatcher had no space to spawn loot
  • Fixed certain items not activating through Gluttony
  • Fixed a crash related to Duster
  • Fixed a crash that occurred when picking up rare loot that was previously contained in a bubble
  • Fixed a bug where KNIGHT II wouldn't give you defense if you were wearing a helmet (don't ask)


Known Issues
  • We received a report that you can resume Q5 on Hard after finishing it, but we're told the issue resolves itself if you restart the client - so far we haven't been able to reproduce this
  • Those dang ol' Frozen cells


Enjoy!