New
The hidden bridge. Somewhere on the way to the stairs a great chasm may open up, crossed by a winding bridge you cannot see. A Leap of Faith plaque waits at each way in. Cast Sense and the bridge shows as a flickering magic plan; step off it and you fall.
Sense sees further. Sense now lasts 25 seconds and outlines every enemy within 8 tiles in violet, right through the walls.
Winding corridors. Corridors now zigzag, branch off into rooms and meet at crossroads, and there are more of them the deeper you go.
A fight HUD that moves. As a fight starts, its pieces slide in from the edges of the screen and the ones you only need while exploring slide away; as it ends they swap back. Your block now has a bar of its own above your energy, glowing as you gain block and draining as you lose it. Energy has a notched bar that flashes as you spend it. The draw pile, discard pile and energy sit together bottom left, clear of your hand.
Try again. On Game Over, press Enter again to try the run again from its last save.
Every language fits. Text has been checked in game in all ten other languages, wrong words fixed, and lines of Russian, Chinese and Japanese no longer touch.
Changes
- Cards levelling up after a fight burst one right after another, under a single fanfare.
- Enemy panels stay over their enemy's head when there is room, and step aside, rather than cover your stats or cards. Enemies a card cannot hit fade out of the way while you aim it.
- Every enemy in a fight stands where you can see it, never inside or hidden behind another.
- A card's cost is a bigger gem, and its tip shows the cost too.
- Scout marks the tablet of every unsolved lever room.
- Omens, the shrine and trophies use the HUD's stats panel; an omen choice that only changes your stats closes at once, the change rising off its bar.
- Corruption is always shown, like food and water.
- The cards in your right hand match the hand on screen, and thrown cards fly with their own face.
- Skeletons and bodies in the dungeon are bigger, and torture rooms are dressed properly.
- Gallery balconies are lit by real wall torches.
- The floor ahead shows whole from halfway down the stairs.
- A new studio splash.
Fixes
- An enemy panel moved aside could stay there for the rest of the fight.
- Enemies could walk on the spot by a corridor wall, or walk in slow motion as they reached their spot.
- A hit on you showed its damage twice.
- BLIND was hard to spot; it is bigger and sits over your hand.
- The stats panel could cover Game Over.
- A light followed patrols that carried no torch.
- Hanging chains and pieces could swing into the camera.
- Furniture could stand in the rock, and arches and door frames stood over dead ends, by the stairs or cut through the cave rock.
- The stairwell's steps were not solid: bodies and Bones fell through them.
- An enemy's grunt could cut off another's words.