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Devil Spire Falls News

The Dungeon Update is LIVE

[p]As chosen by the Update Poll, the Dungeon Update is complete! It features several new doors, traps, obstacles, puzzles and most importantly: Secrets! For now these will all spawn in newly generated dungeons with no real rhyme or reason, just so you can experience them easily, but as soon as new dungeon types roll out, they'll be better placed in a way that makes sense (so no gates in Caves, or crawl spaces in Prisons).[/p][p][/p][p]CHANGELOG[/p]
  • [p]New "Doors":[/p]
    • [p]Secret Wall! Looks just like a normal Dungeon Wall, but just a little off. Can't be destroyed, but can be openend with a simple interaction![/p]
    • [p]Destructible Wall! A cracked wall that is not actually like a door at all, but may be destroyed with enough power![/p]
    • [p]Crawl and Climb Spaces! Walls with holes in them you can squeeze through![/p]
    • [p]Gates! Opened by a lever that is hidden somewhere else. Can also be broken down to help with the frustration of not finding said levers (they should all be reachable, though!)[/p]
  • [p]Improved the logic/code for all Door types, specially in regards to their opening and closing and hitboxes[/p]
  • [p]Slightly improved the texturing on all Door types and their doorways[/p]
  • [p]Better positioning of audio elements on doors, e.g. for the sound of hinges and locks[/p]
  • [p]Boss Doors now have collision when they're fully opened[/p]
  • [p]Added Gas Traps! Inflicting an ailment on anyone who steps on their hidden pressure plate![/p]
  • [p]Restored Traps' shatter effect when they're destroyed[/p][p][/p]
  • [p]Deleted OLD Crafting menu elements[/p]
  • [p]Fire, Ice and Elec Damage are no longer broken when affecting indestructible props (with NULL defense)[/p]
  • [p]Animals and Monsters no longer eat themselves if they're the best food option[/p]
  • [p]Rolled back the Carry Weight changes as they made late-game resource gathering disproportionally painful[/p]
  • [p]Better code for flying/swimming creatures to sleep[/p]
  • [p]Characters no longer fly above the clouds and thus suffocate[/p]
  • [p]Now you can no longer fast-travel if any of your party members is overencumbered or overloaded[/p]
  • [p]You can now change stances (Standing, Crouching/Sneaking and Climbing) even when overencumbered[/p]
  • [p]Added a hotkey (U) for swapping the equipment in the main and off hand outside the Inventory Menu[/p]
  • [p]New Starting Position code, by Lucio[/p]
  • [p]Improved the code for the Flail Weapon's fake physics for its chain and ball, thanks Lucio![/p][p][/p]
  • [p]Fixed Sheathing and Unsheathing an equipped Potion causing it to expand indefinitely, thanks Lucio![/p]
  • [p]Fixed UV mapping of Torch Stands[/p]
  • [p]Fixed a minor bug when some projectiles are destroyed by distance without hitting anything[/p]
  • [p]Fixed pressing E or Q while typing for the Filter triggering shortcuts in menus that use the new Inventory[/p]
  • [p]Fixed control help labels not displaying the correct glyphs for L3/R3/LSB/RSB[/p]
  • [p]Fixed some control help labels not displaying the commands to switch tabs or use the sort/filter[/p]
  • [p]Fixed the positioning of bottom texts in several submenus[/p]
  • [p]Fixed overlapped shortcuts for Eating Corpses and Using/Equipping Items when interacting with bodies (now you can either do one or the other)[/p]
  • [p]Fixed bulk crafting not giving proportional Skill EXP[/p]
  • [p]Fixed item names going out of bounds on the Inventory Menu quantity selector[/p]
  • [p]Fixed the Upgrade Menu (Grindstones) preview window sometimes not showing the upgraded stats[/p]
  • [p]Fixed filled Bottles not visually breaking properly when broken while equipped[/p]
  • [p]Fixed duplicated shortcut in the Crafting, Working and Building Menu[/p]
  • [p]Fixed incomplete control help text in Building Menu[/p]
  • [p]Fixed Factions being duplicated in the list when they're destroyed (Leader is killed)[/p]
  • [p]Fixed Steam Achievements only proccing on exiting the game[/p]
  • [p]Fixed the Leader of Faction being killed alert popping up multiple times[/p]
  • [p]Other misc 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]

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]