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Devil Spire Falls News

Hotfix for the Interface Update

  • Fixed broken check for Activated Craft Tables (e.g. Bonfire lit or not, and ignore that for Tables)
  • Fixed incorrect shortcut name of Craft and Add Fuel Buttons
  • Fixed not being able to press the Craft button when editing Quantity
  • Fixed reversed name sorting for non-Alphabet sorting options
  • Fixed broken sorting on style and subtype null items
  • Fixed broken counting of the total amount of ingredients available
  • Fixed not reselecting the recipe properly on Craft
  • Fixed not being able to remove an item from the Fuel slot
  • Better amount/count texts for the list of ingredients
  • Other misc fixes and adjustments

The Interface Update is LIVE

[p]As chosen by the Update Poll, the Interface Update is complete! It features sorts, filters and subtabs for almost all menus, and a much-needed almost-full rework of the Crafting one! Future requests for adjustments to the interface will be done per-piece instead of having a dedicated update like this one.[/p][p][/p][p]CHANGELOG[/p]
  • [p]Updated the Inventory element, used in several Menus:[/p]
    • [p]When in any tab other than ALL, added subtabs for each Category's Item Types![/p]
    • [p]Added a Filter by name, using the Virtual Keyboard for Gamepad Input![/p]
    • [p]Added 5 new sorts: Type, DPS, Style/Set, Count x Weight and Newest![/p]
    • [p]Slighty improved the other sorts too. by making them default to level/name when two items would be ordered the same[/p]
    • [p]Repositioned several of its elements to fit better in all resolutions and with the new ones[/p]
    • [p]Sorting is now memorized for the next time you open it[/p]
  • [p]Reworked the Crafting Menu with an almost completely new layout![/p]
    • [p]It now uses whatever materials are available instead of asking you to choose which of your Items to use[/p]
    • [p]Shows the Recipe list based on the resulting Item[/p]
    • [p]Includes a space for the list of Materials after selection[/p]
    • [p]Now has all the subtabs, filters and sorts of the new Inventory[/p]
    • [p]Now has the same list scroll tabbing consistency the Inventory has[/p]
    • [p]You can now choose the amount of the recipe to craft instead of spamming the button[/p]
    • [p]Selecting Craftable-only now properly checks for required Skill Perks[/p]
    • [p]As a small step back, you can no longer Activate/Deactivate Craft Tables (e.g. light/extinguish Bonfires). You'll have to wait for their Fuel to run out or be consumed with crafting[/p]
  • [p]New visuals/shader for the map in the Map Screen![/p][p][/p]
  • [p]Increased the base KO time from 1 minute to 5 minutes, to avoid enemies getting up right after being knocked out[/p]
  • [p]Restored the limit on negative Stamina, this time based on the reverse of Max Stamina[/p]
  • [p]It is now shown if your mount is Overencumbered when riding it[/p]
  • [p]Slightly buffed fall damage resistance[/p]
  • [p]Added a 10-second immunity to fall damage after Fast Travelling[/p]
  • [p]Party Members now use Player Difficulty modifiers instead of Enemies'[/p]
  • [p]NPCs now also don't show their labels if they're unconscious, like the rest of Characters[/p]
  • [p]Party Member Summons no longer attack you[/p]
  • [p]Removed notifications when equipped enchanted Items' Effects fail[/p]
  • [p]Adjsted the height of the Light Effect to account for bodies' heights[/p]
  • [p]Bandits, Guards and Blacksmiths now have a higher chance to request for weapons in Quests[/p]
  • [p]Villagers, Housekeepers and Magicians now have a higher chance to request for food/drinks in Quests[/p]
  • [p]Larger Equipment window Item Slot Icons[/p]
  • [p]Better Messages/Notifications visuals on the HUD[/p]
  • [p]Added Subtabs, Filters and Sorts to Build and Journal Menus too![/p]
  • [p]When using items from shortcuts, it now correctly guesses if you want to use or throw them (e.g. Red vs Purple Potions)[/p]
  • [p]Removed the option to close some menus with the Y gamepad button, or Z keyboard key, to allow for more buttons for menu actions[/p]
  • [p]Hold inputs (like Open Door -> Lockpick) now no longer take longer because of slowdown effects[/p]
  • [p]Time Slow and Time Haste now slow down/speed up time at a fixed 50% and 200% rates, and only buff/debuff the target's speeds[/p]
  • [p]Silver is now 10x rarer, and Gold is now 100x rarer[/p]
  • [p]Adjusted the name of Dungeon types to be less wordy and specific (e.g. Mossy Cave -> Cave)[/p]
  • [p]Increased base Carry Weight and decreased its stat multiplier[/p]
  • [p]Adjusted Gem/Gemstone and Coal/Rocksalt drop rates[/p][p][/p]
  • [p]Fixed map zoom not actually being linear[/p]
  • [p]Fixed focus neighboring of some Virtual Keypad buttons[/p]
  • [p]Fixed incorrect HP/MP/SP rounding in Inventory and Status menus[/p]
  • [p]Fixed Feline NPCs spawning with shoes on, their dogs must always be out[/p]
  • [p]Fixed incorrect setting and parsing of characters' sex and locations (villages, dungeons, etc.) for Subjects, and thus for Quests[/p]
  • [p]Fixed busted equipment generation in Character Creation when making close to max level characters[/p]
  • [p]Fixed a bug when trying to lockpick with only one Lockpick equipped (instead of in the inventory)[/p]
  • [p]Fixed a crash when zombi/skele-fying a bandit with less than 2 píeces of equipment[/p]
  • [p]Fixed incorrect setting of characters' defense, balance and nature based on their base values, mostly relevant for Beasts[/p]
  • [p]With the above, decided to remove the stat points per level bonus for Beasts to see if their balancing gets better[/p]
  • [p]Other minor fixes and adjustments[/p]
[p][/p][p]Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it![/p][p][/p][p]Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.[/p]

Hotfix for the Monster Update pt1

  • Made the Slime do a squelch when walking (CRITICAL BUG FIX)
  • Zombified/Skellyfied bandits may now spawn knocked out, or dead... Which is it!?
  • Unconscious characters now no longer display their label, for the above
  • Added shadows in World Generation for the new Slimes, Zombies and Skeletons!
  • Fixed NPCs incorrectly checking for cover on their detection code
  • Fixed NPCs circling around you excessively
  • Fixed NPC Ask text for Slimes
  • Fixed and improved the attack hitboxes of all Beasts
  • Fixed Beasts' natures not being properly set
  • Fixed Inflict Random Ailment Spell Effect having no sound
  • Fixed some Spell Projectiles not registering hits properly
  • Other minor fixes and adjustments

The Monster Update is LIVE

[p]As chosen by the Update Poll, the first part of the Monster Update is complete. It features not only a lot of fixes and improvements, but 3 new monsters, plus corpse decay, to get rid of those pesky pieces of murder evidence in your new Dungeon flat![/p][p][/p][p]CHANGELOG[/p]
  • [p]New Monsters:[/p]
    • [p]Slimes! Spawning anywhere in the Overworld, they have almost no intelligence and are very slow, but are also really tough![/p]
    • [p]Zombies! Spawning at night, these classics are slow and very dumb, but also very strong and tough! (not as much as the Slimes, though)[/p]
    • [p]Skeletons! A reskin (hah) of Zombies, and often accompanying them, these bony fellow are sure to rattle you![/p]
  • [p]Corpses now decay![/p]
    • [p]After a day, NPCs become dead Zombies, which become dead Skeletons the next day, and finally a pile of bones and their loot (if inside)[/p]
    • [p]Monsters and Animals now also disappear, leaving behind bones, if adequate, after 3 days, but they don't decompose like NPCs do (except zombies and skeletons)[/p]
    • [p]Bosses decompose like Monsters and Animals, but they take 7 days, and leave behind many more bones![/p]
    • [p]Monsters (and Animals) eating corpses now severely accelerate their decay[/p]
    • [p]Look forward to the NecromancyMagic Update![/p]
  • [p]Dungeons have a 25% chance of being generated ZOMBIFIED! Turning all residents inside into ZOMBIES![/p]
  • [p]New Nature (vs Elements):[/p]
    • [p]Slime! Very resistant to Smash, very weak to Pierce, nonflammable, and very conductive![/p]
    • [p]Skeleton! Very resistant to Pierce, very weak to Smash, and with neutral magic resistances![/p]
    • [p]Zombie! Very resistant to Pierce, very weak to Cut. Very flammable, but cold-resistant![/p]
  • [p]Better support for Bestial Bodies (Monsters/Animals) wearing equipment, for use in zombified characters. This also fixes some visual bugs with enchanted animal equipment[/p]
  • [p]New blood/gore types: Yellow and Black, for Slimes and Zombies, respectively[/p]
  • [p]Inhumans now have two spells: One for inflicting a random ailment, and another to buff a random stat[/p]
  • [p]Guards now attack nearby monsters[/p]
  • [p]Monsters now shout (bark) when they detect you[/p]
  • [p]Dead bodies now float[/p]
  • [p]Inhumans now properly drop Tough Meat instead of roasted fishes[/p]
  • [p]Adjusted the drop tables of Manrooms, which now drop a high-level Glowshroom, and Kobramaries, which drop several fishes, and removed fat and salt from them[/p][p][/p]
  • [p]The skeletons asked me to do several micro-adjustments to the Bone item model[/p]
  • [p]I guess now's the time to nerf the price of Bones[/p]
  • [p]Reduced seed Items' weight from 0.1 to 0.05 kg[/p]
  • [p]Adjusted blink/closed eyes timer for all Characters[/p]
  • [p]Can no longer Fast Travel while inside a house, triggering bugs[/p]
  • [p]Breaking Boulders with Pickaxes now severely damages them[/p]
  • [p]AoE Spells now properly tell who casted them, for the purposes of murder and getting exp[/p]
  • [p]Transform and Hex now properly show up as "Transform/Hex into" when Creating Spell[/p]
  • [p]Snapped the Intensity value of Enchanting Effect[/p]
  • [p]Bandit bosses are now set to work from home, instead of being an exception to leaving to work[/p][p][/p]
  • [p]Updated NPC's Ask table for Creatures to include the new monsters[/p]
  • [p]NPCs now deal better with being asked about the Devil Spires, plus, they're now names better to avoid confusion[/p]
  • [p]NPCs now notice when you ask about a location that is not of this world[/p]
  • [p]NPCs now at least tell you in what region a location you asked for that is too far away is[/p]
  • [p]NPCs are now properly labelled as TRAITORS to their previous faction of the same type once you recruit them to one of yours[/p]
  • [p]Hid the Interaction prompts for NPCs in combat if you don't have the Perk to talk to them[/p]
  • [p]Added an upper limit of 6 NPCs in a house when checking if they would enter or not when inside[/p]
  • [p]Much less chance of NPCs coming to visit[/p]
  • [p]Forced the physics engine to stop putting NPCs that come to visit in the attic[/p][p][/p]
  • [p]Fixed NPCs not giving the right action priority for eating[/p]
  • [p]Fixed NPCs not using Climbing correctly[/p]
  • [p]Fixed NPCs getting food from YOUR Inventory to eat![/p]
  • [p]Fixed NPCs snapping to weird directions when eating[/p]
  • [p]Fixed NPCs' speech texts not disappearing on the Stable (OpenGL) Launch Option[/p]
  • [p]Fixed issues when reloading party members causing them to not load properly[/p]
  • [p]Fixed the Thievery Steam Achievement not counting pickpocketed items' amounts for its tracking[/p]
  • [p]Fixed the One Hundred Thousandaire Steam Achievement not counting items' amounts for its tracking[/p]
  • [p]Fixed snag with Factions from other Worlds and the Journal's Faction tab list[/p]
  • [p]Fixed weird Upgrade window comparison texts for Stagger and Stability[/p]
  • [p]Fixed some monsters swimming to the wrong direction when in water[/p]
  • [p]Fixed Light and Dark Effects stopping working on reload[/p]
  • [p]Fixed combining to repair equipment consuming all of thrown weapons incorrectly[/p]
  • [p]Fixed other oddities when combining items from Equipment or Inventory[/p]
  • [p]Fixed being able to grind Peasantry for free at Cactuses and Wells, if you have no Empty Bottle[/p]
  • [p]Fixed item dupping/disappearing with the "Fillup with" Effect[/p]
  • [p]Fixed Transforming into Animals using the Monster logic for loaded Effects[/p]
  • [p]Fixed several bugs with Transforming party members[/p]
  • [p]Fixed being able to heal a dead character past 0 HP[/p]
  • [p]Fixed several bugs with Transform/Hex as an enchantment, specially with items disappearing or being unequipped[/p]
  • [p]Fixed some bugs when Crafting Items that have no style variable (used for Equipment)[/p]
  • [p]Fixed a lot of Accessories not having the visual effects when Enchanted[/p]
  • [p]Fixed Crafting Blank Grimoires sometimes creating a spell-written one[/p]
  • [p]Fixed some instances of the player dying while a menu is open not closing it and causing issues[/p]
  • [p]Fixed non-NPC party members that are inside buildings not being placed correctly when you leave them[/p]
  • [p]Fixed some monsters not producing a splash in water[/p]
  • [p]Other minor fixes and adjustments[/p]
[p][/p][p]Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it![/p][p][/p][p]Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.[/p]

The NPC Update is LIVE

[p]As chosen by the Update Poll, the first part of the NPCs Update is complete. It features 4 new jobs for them, schedules based on work and home, countless improvements and adjustments, and a few suggestions implemented and minor issues fixed![/p][p][/p][p]CHANGELOG[/p]
  • [p]New NPC Jobs:[/p]
    • [p]Blacksmith: Selling Mundane Items and Heavy Equipment in Villages![/p]
    • [p]Magician: Selling Magical Items and Light Equipment in Villages![/p]
    • [p]Guard: Protecting Shops in Towns![/p]
    • [p]Housekeeper: Wives? Husbands? Lovers? Friends? Family? Roommates? Maids? Butlers? YOU DECIDE[/p]
  • [p]NPCs are now generated with separate Home and Work places! Most notable in Towns:[/p]
    • [p]They'll now follow a schedule walking in/out houses to get to their home or work places[/p]
    • [p]Going back home and Sleeping between 23 pm and 5 am (Oof!)[/p]
    • [p]Going to work from 6 am to 6 pm (OOF!!)[/p]
    • [p]Eating at 5:30 am, 12 pm and 6:30 pm (bruh)[/p]
    • [p]Just hanging around in their free time, including visiting other houses![/p]
    • [p]Villagers work outside, so they'll simply leave to do their PEASANTRY[/p]
    • [p]Blacksmiths, Magicians and Housekeeper work and sleep in the same house, so they rarely leave (ME)[/p]
    • [p]Bandits act mostly the same[/p]
  • [p]Updated Town generation, and improved it, with more houses, to account for the above. All houses have a shop where one of their family members' work, but sometimes only the shop is generated. Taverns act as both homes and shops.[/p]
  • [p]NPCs now can also:[/p]
    • [p]Alert guards when witnessing crimes[/p]
    • [p]Follow you inside/outside Buildings if they're close enough and in combat with you[/p]
    • [p]Act better when they refuse to interact with you or leave the party[/p]
    • [p]Not ask you to kill themselves[/p]
  • [p]New NPC Bark for when they get knocked out. Guess what it is![/p]
  • [p]NPC Witnesses are less tolerant of seeing crimes[/p]
  • [p]Backstepping NPCs now do so correctly if they were moving prior to being asked to[/p]
  • [p]Shopkeepers now properly greet you when you enter shops[/p]
  • [p]Shopkeepers are now always behind the counter when entering their shops[/p]
  • [p]Several improvements to NPC pathfinding, mostly detecting lack of progress and trying new paths better[/p]
  • [p]Several other minor fixes and improvements to NPC AI[/p]
  • [p]When bartering, your charisma vs the NPC's, plus selling/buying modifiers, is calculated per item instead of the whole value of the entire transaction, making trading much less exploitable[/p]
  • [p]Bandits now react better to murdering their comrades[/p]
  • [p]Townspeople and Merchants are more likely to know Spells[/p]
  • [p]Better Jump Or Not node for characters' pathfinding[/p]
  • [p]Better checks for walls/doors for characters[/p]
  • [p]Removed placeholder text in Characters' labels[/p]
  • [p]Party Members that are unrecruited inside a house will now make that house their home and workplace, better control for that will be added later[/p]
  • [p]Reduced character's max vision range from 100 to 50 m[/p]
  • [p]Improved Monster detection code for when they want to Eat[/p]
  • [p]Now only players shout when they can't do actions like jumping while overencumbered or standing up without space[/p]
  • [p]Better selection of targets based on their jobs for Murder Quests[/p][p][/p]
  • [p]Placed village signs better[/p]
  • [p]Monsters now spawn twice as often at night[/p]
  • [p]Better distance checks to trigger town/village/camp music[/p]
  • [p]Updated the Tutorial slightly to account for the new Towns[/p]
  • [p]Summoning a creature of level below 1 now makes it a chance of it working for a lv1 one[/p]
  • [p]The Create, Invoke and Shoot Effects now have a chance to fail if the level of their intensity is less than 1, like Fillup and Summons[/p]
  • [p]Created Spells with no hit-Effects will have their Projectile always set to Self[/p]
  • [p]Created Spells no longer consider discarted hit-Effects for Self Projectile ones in Intensity calculations[/p]
  • [p]Created Spells now have twice as much power if they have a negative Effect in self-Effects[/p]
  • [p]Better spacing for Material Windows in Menus that use few of them (Enchanting, Creating, etc.)[/p]
  • [p]Better rounding of Spell Failure % values in menus[/p]
  • [p]World Map zooming in/out is now based on your cursor position[/p]
  • [p]Improved White Potions' short description in Inventories[/p]
  • [p]Thrown/Shot items are now cleaned of their Owned status[/p]
  • [p]The Masterworks All Perk from the Bartering Skill now only affects equipments, avoiding the annoyance of Masterwork version of materials not stacking with common ones for crafting and other uses[/p]
  • [p]Now your own carry weight is added to you horse's carry weight when riding it[/p]
  • [p]Reduced the height of tilled terrain/unplanted/growing gatherspots to cover only the lower portion[/p]
  • [p]Building Lights now has a much smaller grid, and just a smaller one for Decorations[/p][p][/p]
  • [p]Fixed several bugs with NPCs using beds, specially the new Common one[/p]
  • [p]Fixed sometimes broken check for NPC facing for detecting players[/p]
  • [p]Fixed sometimes incorrect sound volume playing when NPCs use gates[/p]
  • [p]Fixed party members being able to slam or unsheathe-attack you[/p]
  • [p]Fixed rare cases of shop plaques' text going out of bounds[/p]
  • [p]Fixed generating invalid Animal Equipment with Effects from Spells and Enchantments[/p]
  • [p]Fixed Crafting Shirts or Pants sometimes creating the wrong style[/p]
  • [p]Fixed a bug that kept hit-Effects disabled after creating a Self Projectile one[/p]
  • [p]Fixed rare minor bug whern entering a house just as a ground decal (footstep) is about to be created[/p]
  • [p]Fixed Enchantment Effects (with null durability) incorrectly stacking (with no benefit) with effects of the same intensity. Most notable with Invisibility[/p]
  • [p]Fixed some lingering instances of Debuff Area Effects possibly setting Attributes to NULL[/p]
  • [p]Fixed other smaller hiccups with short potion descriptions[/p]
[p][/p][p]Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it![/p][p][/p][p]Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.[/p]