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Don't Die, Collect Loot News

Emergency Hotfix

Fixed a bug preventing new Adventurers from being created

Demo Quality of Life, Item Rolling, and Bug Fixes

  • Added a new interface for selecting Nightmare level. This interface clarifies more specifically what changes when you change level as well
  • Each Nightmare Level costs 1 Boss Key from the previous level to unlock. Boss keys now always drop on the 5th consecutive boss kill in a run
  • 50% of your Spirit is now lost when taking damage on Adventurer
  • Revamped item quality to scale in more interesting ways and generate better items
  • Reduced the amount of unusable trash dropping in Nightmare in general
  • Fixed a major level generation issue that could soft-lock runs
  • Fixed one memory leak
  • Fixed an issue that might cause gaps to appear in the end-of-run inventory screen
  • Added a delay for selecting upgrades to prevent them from being selected offscreen
  • Improved the performance when opening the Boss Chest
  • Fixed a bug where the Treasure Chest research node was causing odd behavior, including failure to save your research tree state
  • Fixed a variety of skill description issues (Thanks Moasseman!)
  • Fixed a mysterious skill tree line that was pointing to demo-locked skills
  • Improved the level geometry in the Warden's arena

Demo Update

  • Added a variety of ingame upgrades for Be the Lion and Fortifying Cry, which leverage the reworked buff system
  • Fixed an ancient, frustrating bug that prevented you from modifying Scroll Speed and Monster Level under certain circumstances
  • Fixed a bug where certain Kinetic Orbit skills were buffing Blade Toss instead
  • Fixed a few skill upgrade display bugs
  • Reduced the rate at which enemies drop Life Crystals
  • Fixed a variety of item generation performance issues
  • Added some safety checks around loading items that are no longer relevant. This mainly is an issue for test builds going between Retail and the Demo

Demo Hotfix

  • Minions and skills summoned by items (Bad Apple, Pet Bee, etc) now use a running average of your hit damage to calculate their damage. This allows them to scale with all build styles
  • Fixed one crash on exit
  • Fixed a bug where comparing items would show the incorrect implicit mod
  • Fixed a bug where 'Grip of Ascalon' was showing incorrect text in the demo. It was always giving 10% of your mainhand, but incorrectly displayed 1%

Demo Update

  • Upgraded the main display graphics to be more vibrant and interesting in general
  • Updated item tooltips to be considerably more readable and scale better
  • Replaced all skill icons with a new set. The old set had some sourcing/attribution issues
  • Revamped Runic Blade to use a new Runic Absorption system, which stores mana spent on spells into stacks of a buff which can be consumed for various effects
  • Added a new unique power tiering system which has the potential to scale uniques to the difficulty they were found in. 16 or so uniques were updated to use this new system, more to come in the future
  • Majorly improved performance across the board
  • Reduced initial app load times by ~40%
  • Updated the tutorial graphics a bit