Update 5 fixed the dungeons that could not be finished. This one is the follow-up: three crashes that got reported since, a batch of errors that were costing frames without showing up as anything obvious, and the combat timing work that missed the last build by a few hours.
Crashes
- Fixed a crash when building or previewing a custom class in the Class Forge.
- Fixed a crash on entering a dungeon.
- Fixed a crash that could end a run outright, hit on different machines and in different areas.
All three traced back to leftover systems on a couple of character models, still running alongside the game's own. Those are now stripped from every character as it spawns.
Performance
- Longer sessions hold their framerate better. That leftover code was failing on every physics step, tens of thousands of times in a single sitting, and that costs real frame time.
- Fixed a second per-frame error from collision settings inherited from the source character art.
- Three classes were each carrying a spare hidden camera and a duplicate audio listener from the moment they spawned. Both are gone.
- Removed the STP upscaling option from Video. It errored every frame once it actually engaged, which broke post-processing for the people who had turned an upscaler on because they needed one. If you were using it you have been moved to FSR 1.0. It comes back when it works.
Combat
- Melee swings start the instant you click. They used to wait for you to release the button, which added your own click time to every attack and was most of why sword combat felt sluggish. Holding still winds up a heavy, it just does it from inside the swing now.
- Sword hits land where they look like they land. Damage was resolving slightly before the blade arrived, which made solid hits feel like they passed through.
- Hits hit back. Brief freeze on impact and a camera kick, bigger on a combo finisher. Whiffs stay clean, so a hit and a miss finally feel different.
- The Wizard and Necromancer react the moment you click, instead of waiting for the release. The Druid already worked this way.
- The Necromancer and Druid attack noticeably faster. Their cooldown only started once the cast animation finished, so the real gap between shots was about double what it was meant to be.
- The Wizard's ice bolt now has a short cooldown, shown on the attack slot like the others. It was the only caster with no cap beyond mana, so its fire rate was really just the length of its cast animation.
- Spells make a sound when they miss. A bolt hitting a wall or the floor used to land in silence.
- The Ent's claw swipe no longer does its impact freeze on a whiff.
Interface
- Buffs and debuffs say what they are. When an effect lands, its name and what it does flash up next to the icon for a couple of seconds. Effects with no written description now generate one from their actual numbers, and that shows in the tooltip too.
- Fixed the debuff row sliding off the bottom of the screen on some layouts.
- The performance readout (tilde key) works everywhere now, not just if you came through the main menu. It shows CPU and GPU time separately, live enemy count, your real render resolution, and your ping in co-op. The Low figure is now the worst frame in the last few seconds instead of the worst since launch.
- Fixed two icons that rendered as empty boxes: the delete button in the Class Forge and the "under attack" warning on the Defend HUD.
Other
- The Dark Wizard has its own character body now. Update 5 noted it was still borrowing its base class's model.
- Enemy spawn points in the Ancient Caverns were stacked on top of each other in several places, so groups arrived as one pile instead of spread through the level.
Most of this came out of the automatic crash reports. They are on by default and you can turn them off any time in Settings under Diagnostics, but if you leave them on they genuinely help: every crash in this patch was found that way rather than from a bug report.