Brimir Update (v974)
📊 Records That Never Reached the Leaderboard (Important)
A Pilgrim reported that they had "disappeared from the rankings." Tracing it, we found their records had not reached our server once in four days.
- The real problem was that nobody knew it was failing. Record uploads were fire-and-forget — the result was never checked, so when they failed, the game didn't know, you didn't know, and neither did we. You only find out hours later, when you notice you aren't on the board
- Uploads are now confirmed by the server. If one fails, it is automatically retried with a backoff — a brief connection drop now recovers on its own, with nothing for you to do
- Also fixed: when a death record failed to reach the server, the fallen character stayed listed as alive on the leaderboard
🌏 Switching Language Rolled Back Your Progress (Important)
- Changing the language in settings quit the game without saving. Anyone who switched lost everything since their last save — and the rolled-back numbers then overwrote their leaderboard entry
- It now saves before restarting. Switching languages costs you nothing
🏜 Floor 5 Canyons — Terrain Rebuilt, Tolls Removed
- Floor 5's terrain has been redrawn. The stretches of brick chambers are gone, replaced by a cave landscape where four canyons branch out from the central altar
- Gatekeepers and tolls are gone. Each canyon charged 100,000 gold (or 200,000 in Soulstone value) to enter — and charged it again on every expedition. It stalled you at the entrance and amounted to a tax on exploring, so it has been removed
- The faction voices and the tactical hints the gatekeepers used to give have moved onto signposts. You can read them at each canyon mouth alongside that canyon's field effects — including the warning that anything wandering alone, apart from its pack, is an elite
👾 Monsters That Never Showed Up
Raised the minimum spawn counts floor by floor.
- Floor 5 — Hellfire and Storm Canyons
- Floor 6 — Anos Isle and Ice Isle
- Floor 7 — Wailing Marsh
🎆 Combat Effects Overhaul
- Spells actually travel now. Magic skills fire real projectiles — you can see them leave the caster and land on the target
- Casting is visible. A rune circle at the caster's feet and a building flame mark the wind-up, so you can read when to interrupt
- Healing has visuals. Heals and Eir's Grace can finally be seen
- Hit impacts and melee slashes have been replaced with new effects
- Fixed sword slashes appearing on spells, slash effects drawn on a mage's basic attack, and hit effects being drawn twice through two separate paths
- Fixed projectiles firing from ankle height and vanishing into the background, and cleaned up elemental color separation, lightning included
- Corrected the sprite grids on 132 of 176 effect sheets that were misaligned
👹 Bosses
- Boss ranged attacks now follow their true direction — you can see where a shot is coming from and move
- Added a falling rock mechanic and expanded boss patterns
⚔️ Combat · Companions
- Companions attack immediately when a fight starts. Taking up formation positions was delaying their first strike; the two are now separate
- Fixed the awkward walk-back-and-return of back-line companions, and ranged companions wading into the middle of a melee
⚖️ Balance
- Eased the early level curve. Level 2: 6 → 4, Level 3: 30 → 24. The first steps weigh a little less
Thank you for continuing the pilgrimage — and special thanks to the Pilgrim who wrote in. Half of this update came from that one report.