Steam Playtest Extended

[h3]Dear trainee stewards,
Thank you for answering our call!
The dungeon's future will be magnificent thanks to your help!
Our team has already been able to fix some of the problems reported.
This is why a new version of the game will be available tomorrow.
And the playtest is extended until Monday, September 11th.
But be careful! Unfortunately, you won't be able to keep your progress once the update is rolled out.
You can continue playing on your ongoing save before until then, but please note that it won't be playable after the update.
New participants will be randomly selected from the list of those who registered last week.
Watch your inbox if you did.[/h3]
[h2]Found a bug in the dungeon?[/h2]
[h3]Press F7 and fill in the form with all the details![/h3]
Changelog:
- It is no longer possible to sell the prison room or the cells during the jail tutorial.
- Fixed a bug when salaries are paid at a counter shared between the treasure room and another room.
- A demon now stops following its cultist when the latter is dismissed during a sacrificial summoning. The demon thus summoned immediately becomes hostile.
- An executioner and his adventurer prisoner are no longer blocked when the prison cell in which he is excorted is destroyed during the travel.
- Fixed a blocking issue during the necromancy tutorial, where you may have no necromancer when asked to select one from the list of minions.
- Corrected an animation problem with guards due to a bug that caused them to keep their sword in their hand instead of putting it away.
- Adjustments to the Golbargh's patience.
- The maximum storage limit for the information resource is no longer limited to 100.
- Fixed a bug that prevented a save from loading when it was made while a minion was in a specific behavior.
- Fixed a bug after releasing a striker from prison.
- The "Gzor's Cursed Hutch" raid now appears on the raid map only after the corresponding objective has been achieved.
Known issues:
- A crash inevitably occurs a few seconds after destroying or moving a treasure room, in cases where a counter is located between two rooms (door connecting the treasure room and an adjacent room) and a queue to pay salaries is in progress at this counter. Saves made after destroying or moving a treasure room corresponding to these criteria crash after waiting a few seconds in game.
- Wall decorations and carpets are stackable. We are actively working on a correction for the game release.
- The placement of rooms adjacent to a door leading to the outside causes inconsistencies in the construction rules.
- Fighting can randomly result in a stalemate (e.g. an adventurer does not die, a guard is trapped on a staircase). Loading the last save often overcomes this problem.