Monomyth patch EA2.5.0a is now live!
[p]Hi, dungeon-crawling fans![/p][p][/p][p]Monomyth's Early Access version 2.5.0a is now live on the default branch![/p][p][/p][p]This is an intermediate patch. Nevertheless, there have been plenty of significant changes. [/p][p]Most notably, combat has been adjusted. Kicking enemies and utilizing the environment to your advantage now play a significantly larger role. Ragdolling enemies can be kicked into open fires or onto conveniently placed spike racks.[/p][p]Gore effects have been added as well. You will quickly find that enemies meet a much more graphic end in this version, especially if you hit them on the noggin.[/p][p]Another important change has been made regarding spell casting. It is now possible to cast channelling and instant spells from the offhand. Only invocations require a tome or an orb. The default offhand action key has been changed to 'C'.[/p][p][/p][p]Known bug:[/p][p]If you are using an old savestate, crates and barrels will be offset into the ground, since the center of mass has changed for these models. That being said, you can still pick them up and put them down normally, and they should be fine. You can also throw them at an enemy and send them flying.[/p][p][/p][p]Anyway, here is the full list of changes:[/p][p][/p][p][c]-Version EA2.5.0a (17.12.2025)[/c][/p][p][c]* Added new Lysandrian Guard design[/c][/p][p][c]* Added plate armor[/c][/p][p][c]* Kicks with plate boots now deal extra damage[/c][/p][p][c]* Levelling skills will now correctly update the critical hit chance[/c][/p][p][c]* Added toggleable minimap (default key: M)[/c][/p][p][c]* The mouse cursor is now a little gauntlet[/c][/p][p][c]* Kicks adjusted for multiple/nearby objects[/c][/p][p][c]* Kick range slightly increased[/c][/p][p][c]* Kicks will now make enemies stagger[/c][/p][p][c]* Movement penalty on player attacks removed[/c][/p][p][c]* Adjusted center of mass for crates and barrels[/c][/p][p][c]* Lowered ragdoll intensity on NPC death[/c][/p][p][c]* Standardized weapon range slightly increased[/c][/p][p][c]* Standardized hit radius increased[/c][/p][p][c]* Melee hits should be more precise now[/c][/p][p][c]* Enemies will now parry and block attacks[/c][/p][p][c]* Enemy kicks will stagger the player[/c][/p][p][c]* Player kicks can now activate ragdolling[/c][/p][p][c]* Enemies can now be kicked into spikes[/c][/p][p][c]* Enemies can now be set on fire[/c][/p][p][c]* Enemies will flee when set on fire[/c][/p][p][c]* Fixed bug that would nullify status effects[/c][/p][p][c]* Knocked down enemies will now receive fall damage[/c][/p][p][c]* Added a hint for the teleporter puzzle in the second royal grave[/c][/p][p][c]* Added environment hazards to several areas[/c][/p][p][c]* Zombies can no longer be killed with normal means[/c][/p][p][c]* The beggar in Lower Lysandria now removes the correct amount of gold from the player's inventory[/c][/p][p][c]* Flaming Hands now has a chance to set NPCs on fire[/c][/p][p][c]* Weapon/Equipment durability adjusted[/c][/p][p][c]* It is no longer possible to dodge while jumping[/c][/p][p][c]* Various minor level design fixes[/c][/p][p][c]* The lightning spell should now work correctly[/c][/p][p][c]* Improved collision on cliff model[/c][/p][p][c]* Instant/Channelling spells can now be cast as an offhand action[/c][/p][p][c]* The default keyboard key for offhand actions is now 'C'[/c][/p][p][c]* Fixed a bug that would delay Lord Belrik's guards to get out of the way[/c][/p][p][c]* Fixed movement bug caused by underwater breathing[/c][/p][p][c]* Fixed a bug turning one of the imprisoned miners into a floating head[/c][/p][p][/p][p]Have fun, and best wishes,[/p][p]Michael[/p]