Torment Hexus · public · first seen
This was primarily a bugfix release. Thank you to everyone who sent in bug reports! You've been a huge help.
One particularly notable change in this build: it will now intentionally crash the process if more than 15 seconds pass during turn processing without something "notable" happening (such as a combatant taking damage, changing position, being spawned, etc). This isn't a time limit on the player's actions, you can still think as long as you like. This forced crash will cause the game to generate a crash dump in the event that it gets stuck somehow. If this happens to you, please send me the crash dump! You can contact [email protected], or join the Discord (linked from the game's title screen) and contact me there.
Gameplay/balance changes:
- The creature info panel can now show a list of corpses in the tile.
- You can cancel any Music spell by casting it again while it's already active.
- Combat now ends immediately if the only enemies left are turrets.
- Magshield no longer protects against self-damage (e.g. from status effects).
- Austenitic Tumbler is now uncommon and costs 4 (was common/3).
- Added a small visualizer when using the analog stick to set input modes.
- The Anti-Pyramidal Construction paranoia modifier now ensures that the warehouse shop is towards the end of the biome.
- Enemy extinguisher drones have a unique appearance, to distinguish them from player drones.
- Standing on extinguisher drones does not confer immunity to their attacks.
- Safety Protocols does not confer immunity to Steam Burst.
- Weapon Hack and Motion Hack simply deal direct damage to bosses, instead of applying a status that later deals damage.
- Water mages regenerate faster.
- Target Lock no longer deals any damage; this also means that you can use Target Lock on Wet enemies and their spell will still go off (instead of being muted by the Cyber wet effect).
- Pipe Burst no longer deals crush damage to the player, but does deal crush damage to enemies.
- Asclepius wrecks cannot be pushed.
- Doubt rider damage now pre-empts Corporate Air Mage's teleport move, ergo cannot be "dodged".
Bugfixes:
- Fix enemy warning tile indicators not updating properly if the enemy was moved.
- Fix player's move action being wasted if they try to move into an adjacent occupied tile.
- Fix being able to get stuck with the combat log up when not in combat.
- Fix gamepad users not being able to review status effect info on match-3 tokens.
- Fix Target Lock causing victims to target themselves.
- Fix Target Lock misbehaving if there are no valid other targets.
- Fix Razorwire not being targetable with gamepad if there are no enemies in range.
- Fix Time Stop and Bloody Watch not synergizing properly.
- Fix Hi-Viz Vest and Gold Watch not synergizing properly.
- Dash-punch moves correctly deal damage to targets that are standing directly in front of walls.
- Swordplay Software and Asbestos Rock ignore the damage types their descriptions always said they ignored.
- Aura Spray actually requires the player to stand on the spray to receive the benefit.
- Cluster Grenade can target occupied tiles.
- Hauler Toolbelt grenades only fire if they have a valid target.
- Adaptive Camo is able to cope with the player casting domain-less spells.
- Pipe Burst II correctly removes all debuffs from the player if they are hit by it.
- Fix stale UI in the spell swap screen.
- Fix Lens Flare-empowered lasers not getting their hue shift effect.
- Fix being able to access the assistive input menu outside of combat.
- Fix rewards baskets, pause menu, run-type menu highlighting the wrong items.
- Fix event results screen not selecting a response, making it difficult to clear with the gamepad.
- Jotun's damage reduction has a better description in the combat log.
- Damage bosses take due to having statuses has a better name in the combat log.
- Techromancer description calls out that they flee if alone.
- Mana Stone creature description clarifies that it only copies direct-damage spells.
- Wealth Mage creature description clarifies how his mana drain works.
- Fix missing pagination/colorization of brain surgeon CEO conversation.
- Change flavor texts for desk props to better-match their visuals.
- Fix "busy flames" not rendering during actions performed at the very start of combat.
- Fix player being able to click on event dialog options during event fadeout.
- Rename the unexploded zombie corpse, for a bit more clarity.
- End-of-turn damage summary omits zero-damage hits.
- Correctly attribute crush damage from Chief Physician's jump attack.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3238421 | 7188319131706659998 | — |