Update 1.38.1
[h3][ITEMS][/h3]
[h3][GENERATION][/h3]
[h3][GAMEPLAY][/h3]
[h3][MISC][/h3]
[h3][BALANCE][/h3]
[h3][INTERFACE][/h3]
[h3][FIXED][/h3]
- Most equipment effects now have levels. Unlike rings, an item’s quality affects only the number of effects; their level can be any (from 1 to 3). The level of an item’s base effect (if it has one) depends on the item’s quality
- Smithing gems (Ruby, Opal, and others) now have 3 quality tiers. The higher the gem’s quality, the higher the level of the effects it applies
- Smithing gems can now be combined up to tier 3 (requires upgrading the Enchanting Table to level 3)
- At the Forge, you can now quickly combine all potions in your inventory (requires upgrading the Alchemical Laboratory to level 4)
- 2 new artifacts have been added - more powerful versions of the Claw and the Frog Leg; the icons for these items have also been updated
- "Phalanx Shard" has been replaced with "Obsidian Shard": the item’s name and appearance have been updated

[h3][GENERATION][/h3]
- A new small lair has been added - "Secret Sanctuary". The gate can appear in any location
[h3][GAMEPLAY][/h3]
- After changing the behavior type for summoned undead, all subsequent creatures summoned by the Necromancer will automatically use the same behavior type
- Creatures set to "aggressive" behavior will try to position themselves in front of the character
[h3][MISC][/h3]
- Many creatures now remain as corpses on the ground after being killed (can be disabled in Settings)
- The Golem pet is now fully animated
- Zombie Crossbowmans and Ancient Guardians are now animated
- After visiting one-time gates to sub-locations and bosses, they will not disappear; they will remain on the map, but in a destroyed state
- Goblin Druids now summon a Rat Spirit instead of a regular Rat
- Special sound and visual effects have been added for items that drop with Epic quality or higher ("Other Effects" must be enabled in Settings)
- All chests, the iron barricade, the ranged barricade (with and without spikes), and the four-way shooting trap now visually break apart gradually
- The Blood Circle is now displayed on the mini-map
- Added a sound for torches in hand and on the wall, as well as a crunching sound when moving over snow

[h3][BALANCE][/h3]
- All equipment and weapon effects have been rebalanced
- Stat values can no longer fall below 0 due to curses or perk penalties
- The attack range of the starter Zombies and Skeletons summoned by the Necromancer has been increased
- The "Laceration" curse now fills the Bleed gauge by a random amount for each hit taken (instead of having a chance to apply the effect instantly)
[h3][INTERFACE][/h3]
- Updated the icons of some effects and items
- Updated and clarified the descriptions of many equipment and weapon effects
- Effect icon backgrounds in the inventory now change depending on each effect’s level
- Descriptions of smithing gems, ingots, and artifacts can now be collapsed
- Inventory slots now play an animation when tapped/clicked
- Additional defense and damage types are now shown at the Forge when upgrading an item
- When the "Bleeding" effect is applied, the on-screen visual effect will not be shown if "Blood" is disabled in Settings

[h3][FIXED][/h3]
- Fixed a critical Unity vulnerability present in outdated engine versions
- The experience bonus granted after building the Tavern was calculated incorrectly and was too low
- The "Carrot and Stick" modifier, when taking damage, reduced not only current experience but also active experience modifiers
- The "Storm" weapon effect could not drop on most types of swords and daggers
- The "Payroll Records" effect increased experience gained instead of the amount of gold
- After animation updates, the Slime stopped using ranged attacks
- After repeatedly saving and loading the same floor (for example, by using many Runes of Greed on one floor), the game could freeze
- Ghostly creatures could teleport to zero coordinates if they finished their attack inside a wall
- If music was disabled, it could still start playing when moving to the next floor
- When stunned, the character did not interrupt some skills
- The transparency and size of touch buttons might not be saved
- Corridor generation between rooms did not account for door positions, and doors located in a room corner could be ignored
- The effects of ranged skills that depend on the target’s stats (for example, critical hit chance against creatures with a certain armor type) could use the character’s stats instead of the target’s
- The Royal Executioner’s weapon in phase two did not change color (for example, when affected by Frost); also, his weapon might not disappear after the fight ended
- Creatures could respawn as a shadow even if they were already a shadow
- Monster Champions will no longer appear as shadows when the "Vengeful Spirit" curse is active
- The "Vampirism" ability did not work for some allied creatures (for example, the summoned "Zombie Butcher")
- Fog of war over the mini-map could be cut off along the right edge if a modifier that increases location size was enabled
- When closing the consumables purchase screen in the Fortress, all interface buttons became unavailable
- The preview of effects currently affecting the character could appear twice after loading a save
- After loading a saved floor, items on the ground did not get an outline matching their quality
- Selling the last passive item in the inventory in the Fortress could cause an error
- Creature corpses did not disappear over chasms
- The amount of gold received from dismantling an item could fall outside the range shown on the dismantle warning screen
- The visual effect of the "Summoning Circle" perk was displayed only at level 5 (it now appears starting from level 1)
- The effects and penalties of the "Stone Skin", "Keeper of Secrets", "Alchemist", and "Crushing Power" perks were not displayed in the character’s stats
- The bowstrings of some creatures that became shadows were not tinted black, nor were their projectiles











