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Devil Spire Falls News

The Towns Update is LIVE (and more)

[p]As chosen by the Update Poll, the first part of the Towns Update is complete. It features the next tier of Villages: Towns! With almost all building that it would have! While this update is very significant, please note that the shopkeeper NPCs aren't implemented yet, so the shops are just for show... FOR NOW![/p][p][/p][p]Because of a snag with Steam Guard, this Update had to be delayed despite being ready... However, I took the opportunity to add an extra thing to it: Shopkeepers![/p][p][/p][p]CHANGELOG[/p]
  • [p]Implemented Towns: Featuring up to 16 buildings! Surrounded by fences, crossed by roads. BUT, only (lost) farmers live in them, FOR NOW[/p]
  • [p]Added new NPC Job: Shopkeepers! They can sell ANYTHING (that is theirs) in the area, including dropped or in-container items![/p]
  • [p]Added new prop type: Decorations! Mostly useless, but maybe not for long, and of course, all destructable![/p]
    • [p]Countertop[/p]
    • [p]Corner Counter[/p]
    • [p]Round Table[/p]
    • [p]Chair[/p]
    • [p]Stool[/p]
  • [p]Added new Building: Simple House, spawning in Towns, with variants for shops and tavern! Includes an attic and complimentary ladder![/p]
  • [p]Added new GatherSpot: Well! Spawning at the center of towns, a limited but replenishing source of Clean Water![/p]
  • [p]Added new Bed: Common Bed, with blankie!![/p]
[p][/p]
  • [p]Added an owned chest to basic villager houses (the ones with a Crafting table). Don't steal from them!![/p]
  • [p]Naturally enchanted weapons no longer have stat variants, to keep their names short[/p]
  • [p]Added all equipment styles to Crafting recipes, instead of randomly selecting them[/p]
  • [p]Weight variants are less extreme (from power 2 to power 1.5, like Durability's)[/p]
  • [p]The Summon Effect can now summon several minions instead of just extending the duration of one[/p]
  • [p]Made Signs' text much more legible[/p]
  • [p]Nerfed the Experience Gain and Skill Train Effects[/p]
  • [p]Added Interaction exception to your mount when riding it[/p]
  • [p]Changed wood plank material requirement for building Grindstones from 8 to 4[/p]
  • [p]Better explained the controls in the Options menu Button Remapping tab[/p]
  • [p]Buffed Stealth Skill exp gain, to compensate for all the exploit fixing[/p]
  • [p]Bandits now react better to witnessing crimes[/p]
  • [p]Slightly improved Clan name generator[/p]
  • [p]Several small improvements to NPC behavior[/p]
  • [p]Some improvements to NPC generation, mainly attributes[/p]
[p][/p]
  • [p]Fixed scrolling going ham when you switch tabs in Inventory and Crafting menus[/p]
  • [p]Fixed stealing from containers sometimes not reporting it as a crime[/p]
  • [p]Fixed the Stealing Skill's Discreet Hands Perk also working when stealing from containers[/p]
  • [p]Fixed characters that leave your party being put in odd positions in the map, or disappearing[/p]
  • [p]Fixed a bug when building houses and monuments[/p]
  • [p]Fixed a bug that reset NPCs' action to FOLLOW instead of WANDER for non-party members[/p]
  • [p]Fixed crafting Blank Scrolls sometimes producing a Spell Scroll[/p]
  • [p]Fixed adding items with 0 count to inventory causing issues[/p]
  • [p]Fixed the Branched Trees (the Savannah ones) not rotating their hitboxes correctly[/p]
  • [p]Fixed bug with the Mechanics Skill's Secret Compartments Perk not working properly[/p]
  • [p]Fixed bug that made sea water invisible for the OpenGL (Stable) Launch Option of the game[/p]
  • [p]Fixed extreme duration of the Effects of eating items with the Survival Skill's Omniphagia Perk[/p]
  • [p]Fixed the generation and creation of No-Intensity Effects (Levitate, Flight and Collect)[/p]
  • [p]Fixed extremely short characters sometimes not being able to stand up from a crouched stance for no reason[/p]
  • [p]Fixed ESC ghosting inputs after backing out of the Options->Pause menu[/p]
  • [p]Fixed odd positioning of leaves on Branched/Savannah Trees[/p]
  • [p]Other minor fixes and improvements[/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 Clothes Update is LIVE

[p]As chosen by the Update Poll, the first part of the Clothes Update is complete. While it does feature a whole new set of Light Armor (not actually part of the same Set, but y'know), it addresses several of the Major and Minor issues players have been experiencing, making the gameplay experience much better! New NPC Jobs that use these new Light Armor variants will be coming soon! (and maybe even voted by you!)[/p][p][/p][p]CHANGELOG[/p]
  • [p]Added the Pointy Hat, Work Apron, Wide Sleeves and Skirt as Light Armor variants! Soon to be used for new NPC jobs![/p]
  • [p]Separated Icons into unique sheets, please report any icon missing or incorrect![/p]
  • [p]Added the Throw option to the right-click menu of Equipment[/p]
  • [p]Made it so selecting the Borderless Window setting in the Options menu no longer resets the window's position and size, allowing users to position it how they want with the Windowed mode, then switching to Borderless after[/p]
  • [p]Removed the lower limit on negative Stamina to make low Max Stamina not possibly be an advantage[/p]
  • [p]Nerfed Dress to Impress once again, and made it not work on Bandits[/p]
  • [p]The consequences of Ending F no longer set your SP to 0[/p]
  • [p]Dead people can no longer join your party[/p]
  • [p]Party Members now teleport father away from you if they get too far and there's space to[/p]
  • [p]Party Members no longer get hit with Stomp, Slam and Unsheathe attacks[/p]
  • [p]Made some Skill Perk descriptions clearer[/p]
  • [p]Can no longer Run while Overencumbered using the Charge Special Attack[/p]
  • [p]Can no longer start digging while already in the digging animation, and other similar situations[/p]
  • [p]Items that are Stuck in props are now properly unstuck when they're destroyed[/p]
  • [p]NPCs now have a chance to dodge traps[/p]
  • [p]Fish are no longer "replanted"
  • on the ground* when harvested with the Peasantry Skill Perk. they'll still regrow[/p]
  • [p]Mineral Gather Spots, if they can grow, now would do so in rock instead of ground[/p]
  • [p]Gathered trees now give the correct seed[/p]
  • [p]Gathered cactus now correctly only give Clean Water[/p]
  • [p]Resetting your Character during creation from a not-human race now correctly resets their Racial Perks[/p]
  • [p]Creating a character at max level no longer allows you to level past it[/p]
  • [p]Bandit bosses may now have other pieces of their equipment be enchanted[/p]
  • [p]Merchants may now have more pieces of their equipment be enchanted[/p]
  • [p]Added EXP values to Recruit Menu NPC description[/p]
  • [p]Renamed the Recruit button to Status if the NPC is already a Party Member[/p]
  • [p]NPCs no longer enter/leave buildings immediately on load[/p]
  • [p]NPCs now have unique Talk interaction phrases when they're Party Members[/p]
  • [p]Added Brightness setting to Options Menu[/p]
  • [p]Made HUD Alerts last less[/p]
  • [p]Made Shortcutted Items be used if they have Use Effects, instead of equipped[/p]
  • [p]Added this effect to Buildings description, and HUD interaction prompt[/p]
  • [p]Updated Height description in Character Creation[/p]
  • [p]Fixed incorrect level attribute scaling for Monsters, specially Inhumans[/p]
  • [p]Fixed a bug that didn't remove items when they were depleted (0 count)[/p]
  • [p]Fixed sleeping on Nomad Camp Beds giving you extreme amounts of Endurance[/p]
  • [p]Fixed bug that dupped dead roamers on leaving and entering the load area[/p]
  • [p]Fixed bug that made unconscious characters change position on reload[/p]
  • [p]Fixed bug that made it so rooms could generate inside the upper part of boss rooms[/p]
  • [p]Fixed bug that made some equipment spawn with null level, and thus null name[/p]
  • [p]Fixed weird NPC response to being asked where a Roamer is, and he isn't nearby[/p]
  • [p]Fixed disappearing Summoned Horses not properly triggering Unmount code[/p]
  • [p]Fixed NPCs having difficulties interacting with large Craft Tables[/p]
  • [p]Fixed pressing Menu keys in the Pause/Options screens opening that Menu[/p]
  • [p]Fixed Fog Walls not properly locking bosses inside too[/p]
  • [p]Fixed some instances of forcing time to pass setting it to null[/p]
  • [p]Fixed some minor bugs with very specific use cases of the Equipment and Inventory windows in menus[/p]
  • [p]Fixed some gather spots spawning on top/below signs and nomad camp bonfires[/p]
  • [p]Fixed bug that allowed 0 fuel lamps to still illuminate for a second[/p]
  • [p]Fixed missing text in NPC Recruit menu when it is your party member[/p]
  • [p]Fixed Crafting clothing sometimes not producing the selected variant[/p]
  • [p]Fixed incorrect values showing for KO on dead enemies[/p]
  • [p]Fixed some instances of items with 0 count, or 0 durability, not being removed properly, and preventing such issues from happening[/p]
  • [p]Fixed a minor bug when combining two equipment pieces of different types[/p]
  • [p]Other minor Fixed and improvements[/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 Home Update is LIVE

[p]As chosen by the Update Poll, the first part of the Home Update is complete. It still features significant fixes, but is mostly just implementing suggestions. It seems the bugs are finally letting up! So now we could focus on several new things for villages, and your homes![/p][p][/p][p]CHANGELOG[/p][p]Added[/p]
  • [p]World Generation:[/p]
    • [p]Road signs pointing to nearby locations.[/p]
    • [p]Village signs indicating village names.[/p]
  • [p]New Constructions:[/p]
    • [p]Monument type: Obelisks (custom landmarks for fast travel), Signs, Fences.[/p]
    • [p]Small Forge and Witch House added to buildings.[/p]
    • [p]Witch Houses and Small Forges (Blacksmith houses).[/p]
  • [p]Gameplay:[/p]
    • [p]Throw button in inventory right-click menu.[/p]
    • [p]Varying build times for structures.[/p]
    • [p]Villagers may spawn with tools.[/p]
    • [p]Merchants now one of 5 types (including tools-merchants).[/p]
    • [p]Spellcasting Skill training now scales with spell level.[/p]
  • [p]UI/QoL:[/p]
    • [p]Alert text in HUD stays longer if message is longer.[/p]
    • [p]Fallback sea water shader for Compatibility Launch Option.[/p]
[p]Changed[/p]
  • [p]Mechanics:[/p]
    • [p]Area Effects (spells) now apply once on entry and persist until duration ends (no more null attribute errors).[/p]
    • [p]Escape Effect now works in Devil Spire.[/p]
    • [p]Building Skill’s Reinforce Construction Perk repairs past max durability (instead of temporary increase).[/p]
    • [p]Speech Skill’s Dress To Impress Perk now based on Charisma (nerfed).[/p]
  • [p]Balance:[/p]
    • [p]Halved effect of attributes on Charisma/Skill Learn.[/p]
    • [p]Doubled effect of attributes on Spell Memory.[/p]
    • [p]Reduced Physical Power/Weapon Weight impact on Stamina costs.[/p]
    • [p]Doubled stats for Beasts (monsters/animals/bosses).[/p]
    • [p]Reduced max ailment duration (3600s → 900s).[/p]
    • [p]Unarmed self-damage vs. surfaces reduced; Iron Fist Perk now quarters damage.[/p]
[p]Fixed[/p]
  • [p]Bugs:[/p]
    • [p]Buildings in menu not showing Imperial/Metric sizes.[/p]
    • [p]Props (trees, doors, etc.) Defense/Durability scaling.[/p]
    • [p]Virtual Keyboard + Gamepad triggering shortcuts.[/p]
    • [p]Pause menu button navigation.[/p]
    • [p]Parrying projectiles with Disarm/Turnover/Trip.[/p]
    • [p]Loading Enchanted Equipment.[/p]
    • [p]Upgrading Items sometimes failing.[/p]
    • [p]Party members hitting each other causing Disposition loss.[/p]
    • [p]Negative Fear/Paralysis preventing Parry/Dodge.[/p]
    • [p]Positive Paralysis allowing Jump.[/p]
    • [p]Lamp position when used (light visibility).[/p]
    • [p]Counterfeit (Cold) Coins set to level 9.[/p]
    • [p]Crash when killing party-member Animals/Summons indoors.[/p]
    • [p]Steam Achievements (Unstoppable, Stealth Takedown) and Stats.[/p]
    • [p]Summoned creatures not despawning immediately on death.[/p]
    • [p]Stacked items equipping entire stack.[/p]
    • [p]Ranged Weapons repair cost (no longer 1.5x melee cost).[/p]
    • [p]Traps incorrectly checking for Perks.[/p]
    • [p]Dungeon minimap wall material darkness in Devil Spire.[/p]
    • [p]NPCs stuck entering/leaving dungeons/houses.[/p]
    • [p]Shatter item VFX not deleting.[/p]
    • [p]Humanoids unable to splash water when swimming.[/p]
    • [p]Dance/Fear causing dead targets to resurrect/die repeatedly.[/p]
    • [p]Death Effect triggering on already-dead characters.[/p]
    • [p]Stutters near far-off Gather Spots.[/p]
  • [p]UI/UX:[/p]
    • [p]Combine Slots no longer reset after combining.[/p]
    • [p]Combat Tutorial now only triggers on dealing/taking damage.[/p]
    • [p]Cancel button disabled during world re-generation.[/p]
[p]Balance/Tweaks[/p]
  • [p]Respawn with full SP (prevents cliff-fall loops).[/p]
  • [p]No XP from killing party members (including Summons).[/p]
  • [p]One-Shot Protection:
  • [p]Reduced scaling variance on branched (savannah) trees.[/p]
  • [p]Distant trees now match loaded counterparts in size.[/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][p][/p][p][/p]

New Compatibility Launch Option

[p]Added a new Launch Option to the game: Compatibility.[/p][p][/p][p]It launches the game with the argument:[/p]
--rendering-driver opengl3
[p]Which is worse and more prone to graphical glitches and stutters than Vulkan, the current default Rendering Driver, but has been shown to avoid crashes caused by faults in Godot's Vulkan implementation, specially paired with AMD GPU Drivers, even when properly updated.[/p][p][/p][p]For both Windows and Linux/SteamOS.[/p][p][/p][p]Please try it if you're experiencing seemingly random crashes with usual frequency![/p]

The Flora Update is LIVE

[p]As chosen by the Update Poll, and still on schedule, the first part of the Flora Update is complete. It focuses mostly on addressing more of the major issues reported by our community, specially crashes and other physics bugs. Of course, it also comes with all new gather spots, such as new, twisty savannah trees, ored rocks, mounds of sand (and glass), and most importantly: Glowshrooms![/p][p][/p][p]CHANGELOG[/p]
  • [p]Glowshrooms![/p]
  • [p]New Branched Tree, for the Savannah![/p]
  • [p]Rocks and Boulders now have their Ores, if any, embedded in them[/p]
  • [p]Fixed positioning of Wheat and Carbon grasses[/p]
  • [p]Lv1 Rocks/Boulders (without ores) now have a 50% chance of generating anywhere[/p]
  • [p]Improved Ground Leveller to ignore GatherSpots (grasses can spawn below trees)[/p]
  • [p]Fixed pressing the E or Q keys when typing the name of a created spell or enchanted equipment finishing the process[/p]
  • [p]Added Virtual Keyboard for gamepads, from Character Creation, to Spell Creation and Equipment Enchantment naming[/p]
  • [p]Fixed other workstation types being active while only one is being used[/p]
  • [p]Greatly improved what item gets re-selected when doing Inventory actions[/p]
  • [p]Fixed negative Body Ailments (resistance) not showing up properly in the Status menu[/p]
  • [p]Added higher and lower limits (negative for resistance) to Ailments, based on your respective Body/Mind Resistance. Mostly for limiting Cure Body/Mind Enchantments[/p]
  • [p]Spread the new Jump Or Not path-avoidance code from NPCs to Animals and Monsters[/p]
  • [p]Increased the upper limits of the physics engine before it just kills itself or crashes the game[/p]
  • [p]Fixed more needlessly expensive transparency mode for plant materials[/p]
  • [p]Renamed Empty Bottles to just Bottles, made them a level 3 item, changed their damage type to Smashing, and made their price 5 coins[/p]
  • [p]Added new Glass Shards material item, to make bottles![/p]
  • [p]Added new Sand material item, to make glass![/p]
  • [p]Made all Bottle-based items create Glass Shards on destruction[/p]
  • [p]Added Crafting recipes for the new sand and glass, using the Furnace[/p]
  • [p]Added sand and glass to Peasantry Digging Perk's random finds, and Crates[/p]
  • [p]Added Mound Gather Spots, for now found in the Desert Biome to get sand and sometimes glass![/p]
  • [p]Adjusted the Underwater filter to cover closer meshes, like your own limbs and chest[/p]
  • [p]Made Repairing and Upgrading items give more Crafting and Smithing XP based on their level[/p]
  • [p]Nerfed Disposition gain from feeding animals, once more[/p]
  • [p]Fixed bug with loading a save with a non-animal/npc character in your party[/p]
  • [p]Fixed craft tables being duplicated in dungeons[/p]
  • [p]Further improving characters leaving houses without pilling up[/p]
  • [p]Fixed minor issue that might've been causing falling through the overworld[/p]
  • [p]Manual LOD with fake, inactive "Paper" GatherSpots[/p]
  • [p]Optimized GatherSpot Texture Materials[/p]
  • [p]Optimized Effects ticking, specially for Devil Spire Falling's One Year Later[/p]
  • [p]Previous Devil Spire will only be destroyed if a new one was generated successfully[/p]
  • [p]New Rock and Boulder destruction sound effect[/p]
  • [p]Increased the amount of gems needed to create spells to 5, and to enchant equipment depending on their slot->power[/p]
  • [p]Fixed a bug with showing the current enchantment of an equipment in Enchanting[/p]
  • [p]Disabled Regen effects (HP, MP and SP) from Enchanting[/p]
  • [p]Removed MP Regen from the Spell effects table, and thus from Creation and Enchantment[/p]
  • [p]Fixed a bug with Upgrading that allowed you to keep upgrading an equipment past the max level, with no effect[/p]
  • [p]Added extra info to Upgrading when it rejects a selected item[/p]
  • [p]Changed the way subattribute bonuses (like from Accessories) show up, now displaying the exact value changed[/p]
  • [p]Fixed last item of know effects list not showing up if scroll is active, and that list's borders[/p]
  • [p]Added hints to when NPCs don't know where a character is[/p]
  • [p]You can now correctly strip equipment from K.O.d NPCs[/p]
  • [p]Fixed the Aiming subattribute not perfecting your Aim at its maximum value[/p]
  • [p]Fixed hitting objects not costing double durability from weapons, and dealing self-damage when unarmed[/p]
  • [p]Fixed a rare issue when stepping on the ground to create a footstep at the exact same time you enter a building[/p]
  • [p]Parrying with your hands now plays a unique sound, and fixed the sound made when hitting a wall[/p]
  • [p]Fixed a bug with all movement Skills that gave them negative Experience when moving back[/p]
  • [p]Added sound cue to when you cannot stand up from a crouching stance[/p]
  • [p]Disabled being able to mount characters while inside[/p]
  • [p]Mounting and dismounting now stops all current actions[/p]
  • [p]Fixed bug where leaving a house would play the dungeon gate sound effect instead[/p]
  • [p]Fixed a bug that caused ranged weapons to use the Shielding Perk instead of the Two-handing one for Defend-Kicks[/p]
  • [p]Nerfed Dress To Impress, again[/p]
  • [p]Severely optimized multiple effect ticks when passing time (most notable on passing a year after ending F)[/p]
  • [p]Fixed out of order potion ids causing the Fillup effect to use the wrong one[/p]
  • [p]Fixed a bug with non-two-handed weapons having lower enchantment power[/p]
  • [p]Added Console Commands[/p]
  • [p]Added Re-Generate World button to title Screen[/p]
  • [p]Better code to check if Light Sources are lit or not based on position, water and fuel[/p]
  • [p]Fixed bug where the boss room is permanently locked if you die to it[/p]
  • [p]Fixed bug with lamps' expiration time not synching with their fuel, and added safety nets[/p]
  • [p]Torches, like Lamps, can now stack, even if their fuel isn't he exact same[/p]
  • [p]Other minor fixes and adjustments[/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][p][/p][p][/p]