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Kingsvein News

v1.2.11: Steam cards!

Surprise! Over a year after launch, Kingsvein gets Steam cards and other community items, like little emoticons and profile backgrounds!

I commissioned some beautiful artwork from TEOFT for the cards, and they turned out awesome! He has a fun gritty style that matches Kingsvein well. I can't wait for people to get cards and see full hi-res versions of the art!



[h2]CHANGES[/h2]
  • Steam cards, emoticons, and profile backgrounds added!
  • Fixed incorrect damage estimation with delayed abilities using Opportunist with other weapon passives
  • Slightly optimized texture loading
  • Fixed crash on launch for users with certain language settings

[h2]MODDING[/h2]
  • Added Lua function 'getGlobal_string()'
  • Fixed formula 'w2:weight' using main hand weapon instead of offhand
  • Modded drawOrderFX now use texture size as sourceRect if it isn't specified
  • Mods can now specify colors by name, by R,G,B format, or by R,G,B,A format
  • Moved some hardcoded formulas to c_formulas.txt
  • Fixed cloned ItemTypes counting against maximum of 20,000 ItemTypes limit
  • Fixed m:randSign not working
  • Build mode Fill tool (hotkey: f) rework!
    • Highlights all affected tiles beforehand
    • Now only selects contiguous tiles, like a normal fill tool
    • Can select non-contiguous if Ctrl is held
    • Range increased from 8 -> 15

v1.2.1: Fangs for playing

Here's a new flail to play with, and lots of fixes to smooth out issues with Fangs, Suplex, and Trigger-like weapons. That, and modders can now add dialog directly to the menu if they choose!

[h2]CHANGES[/h2]
  • New flail, the Stoneripper, which deals bonus damage to Poisoned or Bleeding targets found in the northwest chamber below the Commoners' Grounds (only for saves that haven't visited yet)
  • Triggers and Lanterns wielded as weapons now work with Venom, Shield Bash, Fell Shards, and Vix Mark passives
  • Inner Eye and Full Power passives now work with Titan's Suplex
  • Fanger's 'Fang' ability rework!
    • Fangs now always explode AFTER being pushed by Bash, Smite, or similar 'damage and push' attacks
    • Fangs now consistently explode when pulled then struck, such as by Razorwire or Wave Crash
    • 'Fang' can now be cast on an existing Fang
    • Fixed Fangs sometimes getting pushed under characters and not dealing damage
    • Fixed Fangs pushing items 3 tiles instead of 2
  • Teamwork now only boosts stats during combat
  • Fixed Flails used with Bash showing wrong push direction when attacking diagonally (you can choose direction with the Arrow keys or Right Joystick)
  • Fixed Arcshot Bow showing wrong tile for electric damage when attacking diagonally using Artillery passive
  • Team colors when pressing Highlight All now doesn't show for KO'd creatures
  • Added dust FX when an item on the ground bonks into an object or character
  • Slightly optimized loading various data types

[h2]MODDING[/h2]
  • Added new "Mods" config menu! Only appears outside combat when you have a mod that can be configured. You can add a dialog for setting your mod's configuration by giving your mod a DialogOption with ID=modsDialog;
  • ItemEffect, ItemReaction, etc. no longer crash if the ItemType ID they reference does not exist
  • Fixed incorrect description of 'cancelIf' task
  • ItemTypes with special=timer; and timer=0; will execute timerUp immediately instead of never
  • Added ItemType.special.timer_realtime
  • Fixed 'Edit Mod Tags' only being able to upload 1 tag
  • Fixed Jagged Wyvern mod's special trait not working
  • Krakenslayer mod now has ability previews

v1.2: Anniversary patch! (Ability demos & new passive!)

It's been exactly one year since Kingsvein launched, so let's celebrate with a big new usability feature: ability demos! Now when you look at an ability in your class window, you get to see an example preview of it! There's also two new items and a new passive to play with, plus plenty of little bug fixes.

[h2]FEATURES[/h2]
  • New ability previews! Hover abilities in the class window to see a demonstration!
  • New accessory, Shattered Heirloom, which powers up Defy Death, found in the Pale Ravine, but only for saves that haven't visited it yet
  • New accessory, Lamprey Disc, which adds a debuff to shield attacks, found in the bottom of the Pale Ravine, but only for saves that haven't visited it yet
  • New Titan passive, 'Full Power', which increases club, fist, and shield damage based on your HP


[h2]BALANCE[/h2]
  • Fanger's 'Whiplash' base range increased by +1
  • Marksman's 'Backscatter' primary shot base damage is now always 100% instead of starting at 80%
  • Reduced most Knight and Mystic base ability XP costs to improve early game pacing
  • Slightly increased XP reward for defeating Wisps
  • Slightly increased average starting XP
  • Remir now starts with Brave learned

[h2]FIXES[/h2]
  • Advanced Tips section now mentions that damage always rounds up
  • Fixed AI aiming Catalyze at empty tiles
  • Fixed AI sometimes using the wrong weapon for their Counter
  • Fixed NPCs being able to rank up Defy Death
  • Fixed unnecessary delay when ending turn with Chilling Curse passive
  • Fixed being able to cure Vixflies of their time limit
  • Fixed tooltips not pointing at object
  • Fixed Dendal saying his peaceful dialog when you attack after befriending him

[h2]MODDING[/h2]
  • Fixed procgen items with toMake=; creating 'blank' items
  • Reverted extra, unnecessary fReq check on ItemReaction actions
  • Converted Zone.actors to MyDictionary for better error detection
  • AI now ignores ActorValueAffecters with forActEvalPurposesOnly
  • Added 'flying' actorValue that allows airborne movement. (Does not have any visual change)
  • Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)
  • Modded abilities default to having no preview demonstration, but can be given one using the format explained in c_actions_knight.txt


Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!



[h2]v.1.2.01[/h2]
  • Fixed 1 in 100 chance of summoning an item (Spikes, Sigils, etc) failing
  • Fixed Defy Death revive chance being inaccurate at 0 ranks


[h2]v.1.2.02[/h2]
  • Fixed rare crash on loading a save that was made while Spikes are dealing damage
  • Attempted fix for rare controller inventory manipulation crash

v1.1.32: Re-Desecrated

Work to improve Kingsvein's balance, engine, and modding continues! Desecrate and Catalyze get a nice visual and mechanical upgrade, and there's a swathe of buffs in store for Vanguard abilities.

[h2]CHANGES[/h2]
  • Crysolith's Desecrate reworked:
    • It now deals 50% Ruin damage to all contiguous tiles, and 50% Ice damage to tiles with Blood
    • Base damage and range increased by +1
    • It now highlights the entire area you will affect when previewing
    • Echo Casted Desecrate now works properly instead of dealing 0 damage
    • It can now spread through and deal damage to Dark Ice
  • Ashen's Catalyze reworked:
    • It now deals full damage through all tiles with Blood, instead of only 1 damage
    • Base damage reduced by 1
    • It now highlights the entire area you will affect when previewing
  • Vanguard's Cover now also cures the ally's negative status effects
  • Vanguard's Revitalize base healing increased from 4 -> 5
  • Vanguard's Barge base damage increased from 60% -> 70%, rank up reduced from +20% -> +15%
  • 'Bright Spark', 'Fireburst', 'Impaler', 'Brute', and 'Antipode' passives now also work during your delayed abilities

[h2]BUGFIXES[/h2]
  • Fixed frozen targets sometimes sliding out when elements are applied to Dark Ice
  • Fixed being able to dupe items by swapping them out of a Projection's hands using hotkeys
  • Held items are now automatically put back where they came from when swapping characters in combat
  • Fixed glitchy behavior when using character switch keybinds with class window open in combat
  • Fixed being able to take items from others using the class window during combat
  • Fixed pressing Class Window button on controller opening it for past highlighted characters
  • Fixed D-pad preventing Joystick inputs from registering if they are both bound to the same command
  • Fixed typo in Knobby Tendril journal entry
  • Fixed Stealth Sense tooltip keybind extending past the tooltip window
  • Slightly optimized main menu load time on start up

[h2]MODDING[/h2]
  • Added bool ActorValue.appendMagnitudeToFXID, which lets you change fxEvery4Frames based on magnitude
  • Replaced most Dictionaries with a custom MyDictionary class that has better error reporting
  • Added 'haltSlidingItems' ItemType special property that stops items from being pushed past
  • Fixed FXData 'addCasterRotation' not working for actions cast by items on the ground
  • Fixed drawOrderFX 'trackActorPosition' being inconsistent when used with fxEvery4Frames
  • Added 'purge' actorValue that only dispels positive status effects
  • Status effects of ActorValues that don't exist (such as from disabling an old mod) will no longer crash when cured
  • Keyframe depthMod now works for non-bodyPart keyframes
  • ItemReactions now check Action fReq instead of ignoring it
  • Added 'casterAsCurrentOrExecuter' formula prefix
  • Added 'm:sameHostileCurrentActorOrExecuter', 'm:diffHostileCurrentActorOrExecuter', and 'currentTurnOrExecuter_sa' formulas
  • Added AoE bool 'onlyTilesContiguousFromOrigin'
  • Added ActorValueAffecter bool 'hideActEvalAt0PercentChance'
  • AoE shape 'allTiles' is now a square centered around the origin that accounts for maxRange but ignores all other parameters
  • Added AoE shapes 'allTilesWithBlood', 'allTilesWithIceOrBlood, 'allTilesIceOrBloodContiguousWithBlood'

v1.1.22: Big Tooltips

Here's a little update just in time for the Turn-based RPG fest! Gouge is a little weaker when maxed out, dumb enemies are even dumber, and tooltips can be made way bigger (perfect for playing on the small screen of a Steam Deck).



[h2]v1.1.22[/h2]
  • Added 'Double Tooltip Size' option
  • Chisel's Gouge max ranks decreased to 4 and XP costs increased (characters who already have 5 ranks will keep them)
  • Very stupid enemies (Groaches, Lotches, & Ogres) will now blithely walk into delayed abilities such as Bide or Inferno
  • Fixed Sigil-scarred bonus not working with conditional bonuses such as the Groach Necklace
  • Fixed Leap Strike buff being removed when undoing movement in certain circumstances
  • Enemy Vixflies no longer scale with difficulty setting
  • Fixed AI being able to use armor/accessory abilities when they are not equipped
  • Fixed crash with certain characters in text (they are now replaced by
  • )
  • Added extra null checks to turn start to fix rare crash
  • (Modding) Fixed ActorType cloning not working
  • (Modding) Added element 'moveSelected', applied when a player's move is selected but before it happens
  • (Modding) Fixed enterZone and leavingZone elements not being applied to Actors
  • (Modding) Fixed rare softlock when selecting a random name for a new Actor
  • (Modding) Fixed custom ActorValues not being properly applied to custom ActorPrefabs
  • (Modding) 'removeItemFromParty' task now properly removes items from inside carried containers