Shopkeepers have set up business in the dungeon from floor 3 down, with one of six traders depending on what you find. Stand next to one and press Interact to see what they're carrying, buy what you need, and sell whatever you don't. They'll also perform services beyond straight buying and selling if you ask, so it's worth stopping in even when your pack is empty. Rob one and you'd better be ready for a fight, they don't go down easy, and they definitely remember it.
Some weather huh?
Gold has slipped out of adventurers' pockets and entered the dungeon as a real resource. Monsters drop it, chests have it, and it litters the dungeon's floor. Chests are scattered across every floor in a few different flavors, mostly holding loot that other adventurers hoped to get back to. The gods have noticed the abundance of gold in the dungeon and have become interested in it.
A chest full of stuff someone did not want
Gold just lying on the ground
Most classes now start the run with a companion at their side; these pets will fight and level up alongside you. Press ‘P’ to give them orders. They can hold a position, stick close, or you can tell them to attack something specific. Feed them, and they'll stick around; neglect them and don't be surprised if they wander off. Pay attention to what makes each species different, they're not just reskins of each other.
A friendly dog, 'd', fights with its owner
Lockpicks give any class a shot at getting inside a locked chest, though some are naturally better with a pick than others. There's also a rarer key out there for the truly stubborn locks.
Seven legendary, one-of-a-kind items are hidden across the dungeon, each with its own look and its own story. They don't turn up twice in a run, and finding one is never going to be easy. Expect guardians, vaults, or worse standing between you and it. Read enough of a run's history, and you might get a hint about where to start looking.
The legendary Mantle of the Drowned King, powerful but it makes you wet
Every run now writes its own history behind the scenes, a stretch of world lore generated fresh from that run's seed. Libraries are finally worth exploring for more than loot, with readable books scattered through them, some tied to the run's own history and some just old and half-forgotten.
Some books don't make any senes
Gear can now carry more enchantments than it used to, so a favorite weapon or piece of armor has more room to grow instead of getting capped out early.
A new Bestiary tracks what you've learned about every monster you've crossed paths with this run, filling in more detail the more you fight something. And floors aren't as safe to sit on as they used to be. If you stick around for too long, something is going to come looking for you.
The bestiary only gets better the more monsters you kill
Magic item quality and monster XP now lean harder on depth, so the risk of going deeper actually pays off more than it used to. Poison has been smoothed out a bit at both ends, and rooms get rougher and less built-looking the further down you go.
Damaged enemies now show a small health bar so you can gauge a fight at a glance, this can be toggled on or off in the settings. Your gold is visible wherever it's relevant like in the character screen, shops, and the Hall of Fame leaderboard.
Fixed the low-health warning effect continuing to play on the death screen after you'd already died, and a rare naming collision between a run's generated history and its own name generator.
As always, thanks for playing DA_RL, and I hope you enjoy digging into 7.0! I start my new job soon, so expect updates to slow a little bit. But DA_RL will never die, and I still have some updates that I would like to do.