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Devil Spire Falls News

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]

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]