Dungeons
- Five dungeons fight back again. The spawners in the three Sky Citadel levels / Ancient Caverns / the Crucible had lost the list of enemies they were meant to emit. 63 spawners sat there doing nothing while the objective still asked you to destroy them. Every spawner in the game emits again.
- Enemies now appear on the floor beside a spawner instead of inside it. A skeleton could previously turn up part-way up the statue and walk around inside it.
- Removed a grey robot standing inside the Wraith Idol and Cursed Totem spawners. It came bundled inside a visual effect from an asset pack and was never meant to be in the game. The green slime effect on those spawners is unchanged.
Enemies
- Five enemies that could never animate now move. The Broodmother / Darkness Spider / Evil Watcher / Giant Worm / Widow Spinner were each built with a movement setup that could not select the one animation it had been given. The game ran their animation and threw away every frame of it. They stood in place while chasing you and hitting you.
- Ranged enemies no longer pace forward and backward on the spot. At roughly the range they like to keep they flipped between backing away and standing to attack every single frame. They now hold a proper standoff distance and commit to it.
Combat
- Melee swings start the instant you click. They used to wait for you to let go of the button first. That quietly added your own click time to every attack. Holding the button still winds up a heavy attack.
- Sword hits land where they look like they land. Damage was resolving a beat before the blade actually reached the target so solid hits felt like they passed through.
- Connecting with a melee hit now hits back. There is a brief freeze on impact and a camera kick that scales up on a combo finisher. Whiffs stay clean.
- The Wizard and Necromancer react the moment you click instead of waiting for the release. The staff comes up on the press and holding still charges a bigger spell exactly as before. The Druid already worked this way.
- Spells make a sound when they miss. A bolt into a wall or the floor used to land in complete silence.
- The Ent's claw swipe no longer does its impact freeze when it hits nothing.
Balance
- The Wizard's ice bolt now has a short cooldown between casts. It was the only caster with no limit at all beyond mana so its fire rate was really just however long its cast animation happened to run. It is still the fastest of the three casters and the cooldown now shows on the attack slot like everyone else's.
- The Necromancer and Druid attack noticeably faster. Their cooldown only started once the cast animation had finished. That made the real wait between shots roughly double what it was meant to be. Shadow bolt in particular was sitting above a second and a half.
Interface
- Buffs and debuffs now tell you what they are. When an effect lands on you its name and what it does flash up next to the icon for a couple of seconds. Effects that never had a written description now generate one from their actual numbers such as "+8% damage and 15% less damage taken" and that same line shows in the hover tooltip.
- The buff and debuff bar has been redressed to match the rest of the interface. Icons sit in the same ornate frames used on class select and results and the timers use the game's proper lettering instead of plain white text.
- Fixed the debuff row sliding off the bottom of the screen on some HUD layouts.
- Fixed two icons that showed as an empty box. The delete button in the Class Forge and the under-attack warning on the Defend HUD.
- The performance readout on the tilde key works everywhere now. It only ever appeared if you had come through the main menu. It also shows more: CPU and GPU time separately plus live enemy count and your real render resolution and your ping in co-op. The Low figure is now the worst frame in the last few seconds instead of the worst since launch.
Crashes and Performance
- Fixed a crash that could end a run outright. One of the character models was carrying a leftover movement system from the asset pack it came from. It fought with the game's own movement until it threw an error it could not recover from. That system is now stripped from every character as it spawns.
- Fixed a crash in the Class Forge. Building or previewing a custom class could throw an error every single frame until the game fell over.
- Fixed a crash when entering a dungeon that came from leftover code on one of the character models.
- Big framerate win in longer sessions. That same leftover system was failing on every single physics step. One reported hour-long session racked up over 27000 of them.
- Fixed a second per-frame error caused by collision settings inherited from the source character art.
- The Dark Wizard now uses a proper first-party character body. The old one carried two hidden cameras that rendered every frame for a portrait the game never shows.
- Three character classes were each carrying a spare hidden camera and a duplicate audio listener from the moment they spawned. Both are gone.
- Removed the STP upscaling option from video settings. It threw an error on every frame the moment it kicked in. That broke post-processing and cost framerate for exactly the players who had turned an upscaler on because they needed one. Anyone using it moves to FSR 1.0 automatically. It comes back once it works.
Known Issues
- Some enemies still stand frozen instead of walking and attacking. Most visibly the three Crusaders / Fallen Knight / Cinder Knight / Skeleton Mage / Demon Guard / Demon Mage / Gorehound. This is an animation wiring problem in the enemy art and not the AI. They still chase you and hit you and take damage normally. An automated check now measures every enemy in every dungeon for exactly this so the remaining cases are tracked rather than found by accident.
- There is no host migration. If the hosting player crashes or drops the session ends for everyone else. Guests now get a clear "Lost connection to the host" message instead of a silent bounce to the menu.
- The new co-op flow has had targeted fixes for the issues a recent two-player test surfaced. It still needs a fresh two-player live test before it can be called solid.
- Some environment surfaces look simpler than intended. The mass pink-material fix flattened a batch of vendor shaders such as animated foliage sway and flowing lava and translucent ice. Texture and normals and shininess carry over. The motion and translucency effects return once those packs get proper modern-pipeline variants.
- A few specialty effects can still appear pink. Certain water VFX and some castle foliage and wall surfaces cannot be auto-converted without losing their effect and are being handled individually.
- Colorblind Mode currently corrects the 3D world only. HUD elements are not recolored by it yet and that needs a larger rendering change.
- The Paladin's two-handed sword grip is still being fine-tuned and may sit slightly off in the hand.
Thank you to everyone who sent a crash report or a session log. The crash fixes above came straight out of them. Keep them coming.