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Usurper RebornNewsBeta v0.61.3 Hotfix
Game update

Beta v0.61.3 Hotfix

Usurper Reborn · published 16 May 2026, 18:09 UTC

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v0.61.3 Patch Notes

A handful of player-reported follow-ups on top of v0.61.2. Wilderness flavor that finally matches the creature, floor bosses that are actually the toughest thing in the room, and a long-missing path for keeping your party's potion stashes topped up.

Wilderness creatures finally sound right

v0.61.2 fixed wilderness monsters acting like random dungeon families (Feral Cat using Flight, etc.), but missed one thing: the intro flavor line. A Black Bear could still come at you "crackling with raw elemental fury" because the generator's randomly-picked family had set that phrase before the wilderness override ran. Same shape for the Bandit Scout that opened the fight by "breathing a gout of fire."

Each wilderness family now gets a sensible default intro line (beasts snarl, humanoids draw steel, undead murmur about joining the dead, etc.) that matches the creature's actual family after the wilderness profile applies. Storm Elementals still crackle with elemental fury, because that's what they are.

Floor bosses are now actually the toughest thing in the room

Player observation: "On the last few levels I've cleared the champions typically have more HP than the floor boss, regular enemies often have equal to the boss."

That wasn't the design. Floor bosses are supposed to have 2.8x HP, champions 2.2x, regulars 1.0x. What was actually happening:

  • Floor boss: 1.5x HP (should be 2.8x)
  • Champion in a boss room: 3.3x HP (should be 2.2x)
  • Regular in a boss room: 1.5x HP (should be 1.0x, accidentally buffed to match the boss)

The boss room was applying a flat 1.5x HP boost to everything, then renaming one of the monsters into the boss AFTER stats had already been calculated. So the boss-tier multiplier never landed, while champions and bystanders got an unintended free buff.

Fixed by regenerating the lead slot as a proper boss-tier monster (full 2.8x HP, 1.25x damage, 1.2x defense). Bystander monsters lose their accidental 1.5x boost. Net result: the boss is now meaningfully tougher (roughly 87% more HP than before), and the boss room feels boss-focused rather than minion-soup-with-a-renamed-regular.

Your party can actually refill its potion stashes now

Player question: "How do I refill companion healing/mana potion count?"

Honest pre-fix answer: you couldn't. Companions and NPC teammates each spawned with a small stash of healing potions (and mana potions for casters) that their AI used to self-heal at low HP mid-fight. Once that stash hit zero it stayed at zero for the rest of the character's life. There was a method in the code that was meant to refill them, but nothing ever called it.

Fixed in three places:

  • Sleep at the Inn: party potion stashes top up alongside your HP/Mana/Stamina.
  • Rest at Home: same.
  • Daily reset (the 7 PM ET tick in online mode, the daily flip in single-player): party stashes top up automatically.

Companion potion counts already saved correctly. NPC teammate potion counts did NOT, so any consumption or refill got wiped on the next save or world-sim reload. That round-trip is fixed too, across all four save paths (single-player save / load, online world_state write / read).

New: give potions to a teammate's stash

The dungeon potion menu had two existing options: drink one of your potions to instantly heal a teammate, drink a mana potion to instantly restore a teammate's mana. Both are great for emergencies, but they don't help your teammate's own AI later in the fight.

New Issue potions to teammate's stash option. Walks a quick three-step flow: pick healing or mana, pick the target teammate (filtered to casters for mana, and to teammates whose stash has room), pick 1-or-fill. The transferred potions go into the teammate's own stash, so their AI can use them on themselves when things get hairy mid-combat.

Single-player shrine attunement is now in game-time

Player question: "In single player buff from Wilderness pilgrimage lasts for real time 24 hours, not in game time. Is that intentional?"

Not intentional. Online mode running the buff in real-time makes sense (the server is up 24/7 regardless of when you log in), but single-player tracks every other timed system in game-time: daily counters reset on sleep, fatigue accumulates per dungeon room, dungeon respawn ticks on actual play time. So a real-time 24-hour shrine buff was the odd one out.

Now, in single-player, shrine attunement lasts 1 in-game day. Attune, play through a session, sleep once at the Inn or Home (which advances to the next game day), the buff expires. The shrine remaining-time display also switches units per mode: "12.5h" in online, "1 day" or "2 days" or "expires today" in single-player.

Online behavior is unchanged.

Note for players with an active shrine attunement on a single-player save

If you had an active shrine buff on a pre-v0.61.3 single-player save, it shows as expired on first load (the new game-day field defaults to 0 for old saves, which doesn't satisfy the active-buff check). Just pilgrimage again. No gold cost, no penalty. The standard daily pilgrimage cooldown still applies.

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