Just Keep Looting · published · build 26349345
To the Adventurers in the Doom and Pickle,
I am given to understand that a great many changes have befallen our dungeons since last I took up the pen. As the realm's foremost authority on Lootical Studies (a title I did not award myself, though I would not dispute it), I have been asked to document them. My field notes follow, each accompanied by the plainer explanation my publisher insists upon.
-Iscander Pell, Honoured Fellow of Applied Mythography, Grand Lootsmith Academy
Keybindings have been reset. The Actions & Inputs screen has been rebuilt, so all keybindings reset to default the first time you load this update. You'll need to set any custom bindings again. (TG-363)
Game engine updated to Godot 4.6.3. (TG-377)
New item icons only appear on new finds. Named items now each have a unique icon, but only items discovered after this update will show them. (TG-369)
Lootsmithing: salvage unwanted gear and smith new equipment at the Forge
Counter-Attack replaces Defend
Seven damage types, with matching resistances
Unique abilities for every Mythical item type
Global difficulty settings, from Apprentice up to Loot Goblin V
For centuries, Lootsmithing was the domain of hedge-tinkerers and cellar alchemists, who blended elemental essences and powdered rarities mostly to see what would happen. (Usually, a small fire.) Brother Caldus Ren's Anatomy of Loot first suggested that lootical properties could be drawn out by method rather than by luck, and generations of patient study have since proven him right. Today the craft has defined recipes, established practices and rigorous standards, all overseen by the Grand Lootsmith Academy, where I am privileged to hold a fellowship. I am proud to declare it a true science, and only slightly more flammable than most.
Unwanted gear can now be salvaged into Lootsmithing materials, with a chance to also recover elemental and rarity components. Take those materials to the tavern Forge to smith new armour and equipment. Adding optional components lets you influence an item's elemental properties or improve its rarity.
Salvaging is done through the Lootsmithing window, which you can open at any time: at the Forge, or with a hotkey or UI button while adventuring. That means you can salvage gear and check your materials mid-delve, but you can only smith new items at the Forge. Materials are stored in the Lootsmithing window and don't take up inventory slots. After each salvage, a notification shows how much of each material you received. (TG-183, TG-26)
Magister Dornal Pike maintained that every object has value. With the greatest respect to the Magister, he never had to carry it all. At last, the adventurer may decide which treasures are truly treasured.
Shift + Right-click an item to cycle it between Normal, Junk and Favourite. You can then clear out items in bulk:
Sell Junk (Store, in the tavern): sells every item marked as Junk.
Salvage Junk (Lootsmithing window): salvages every item marked as Junk.
Salvage Inventory (Lootsmithing window): salvages everything in your inventory except Favourites.
(TG-331, TG-332)
My recent survey of tavern patrons found that dragging items from bag to bag is the leading cause of adventurer fatigue, narrowly ahead of dragons. Relief measures have been enacted.
Right-click Quick Move now works in every inventory window, including Loot Windows and Loot Chests. When two inventories are open, right-clicking an item moves it to the other one. Outside the tavern, right-clicking a potion with only your inventory open will drink it. If a loot window is also open, the potion is moved there instead. (TG-330, TG-331)
Captain Orrick Feld called the looting of fallen foes "the oldest profession on the battlefield." Now that surplus spoils may be salvaged, I see no reason to leave any of it behind, and I suspect neither do you.
Defeating and looting enemies now has new animations and a smoother flow. Monster loot windows have also grown from 10 slots to 15. (TG-35, TG-36)
The Battleforged Collegium Lootica has argued for centuries over whether true defence lies in endurance or in retaliation. My own field trials found that bracing for impact mostly results in being impacted. I have ruled in favour of retaliation.
Defend has been removed and replaced with Counter-Attack.
Activating it uses your turn. The enemy still takes its turn as normal, but Counter-Attack isn't active yet, so that attack can't be countered.
Starting the following round, it stays active for 3 rounds. While it's active, whenever a monster attacks you:
If you Block (shield or orb equipped) or Parry (no shield equipped), you counter for 50% of your normal attack damage.
If the attack hits you, you counter for 25% of your normal attack damage.
Counter-attacks happen in addition to whatever action you take that turn.
After 3 rounds, the ability goes on a 6-round cooldown.
The active state and cooldown carry over between monsters and across floors. Returning to town ends the ability and resets its cooldown, so it's ready to use again.
(TG-269)
Combat is not strictly my discipline, but I could not help noticing that not all damage hurts in the same way. I have since catalogued seven distinct varieties, several of them personally.
Damage is now split into seven types: Physical, Fire, Ice, Rock, Air, Light and Dark. Each is reduced by its matching resistance stat. High-rarity weapons can give their base damage a type, and items can add bonus damage of several types.
Primary attack damage now comes from your equipped weapon.
Secondary attacks depend on your class equipment or inherent abilities.
Unequipped slots deal Physical damage.
Monsters have their own damage types too, so resistances and gear choices matter more than ever.
(TG-300, TG-329)
I have long held that the Mage Guild's habit of silently waving a weapon and somehow causing explosions was, in a word, confusing. After my third letter on the subject, they have agreed to make their magic visible.
Magic attacks from player mages and enemy spellcasters now fire projectiles, and their look matches the damage type being dealt. Weapons of Legendary rarity or higher also glow in the colour of their damage type. (TG-20, TG-275, TG-356)
I was granted a brief audience with the Lord of Musical Bones to discuss his stage presence, which I felt lacked the gravitas befitting necromusical royalty. He agreed, and asked for more green. I did not argue. One does not.
Skully Bob has new visual and sound effects. His signature green glow now overrides the standard damage-type colours, so his Dark attacks appear green instead of purple. This sets him apart from other characters who use Dark damage. (TG-362)
Every season I find that equipment is capable of far stranger properties than my predecessors ever documented. I have catalogued the latest below. Collectors will be delighted. Insurers will not.
A wide range of new item bonuses has been added, giving you more build options and more equipment variety.
Bonus
Description
Savage Blow
Deals a % of targets current health as damage.
Vital Strike
Chance to deal double damage.
Regen Mana or Health
Regenerates a set amount of mana or health per round.
Extra XP
Increases XP earned from monsters and chests by a %.
Extra Gold
Increases gold earned from monsters and chests by a %.
Damage to Mana
A % of incoming damage is converted to mana gained.
Improved DEF
Increases the DEF of the item with the bonus.
Improved ATK
Increases the ATK of the item with the bonus.
Reflect Damage
When you take damage, deal damage to the attacker.
Magic Find
Increases your chance of finding higher rarity items.
Extra Damage (Type)
Adds increased damage of a specific type.
Damage Reduction (Type)
Reduces damage taken of a specific type.
(TG-23)
Archivist Ysabet Thorne once proposed a natural ceiling on how powerful one could become through equipment alone. I hold her work in the highest regard, and I have now thoroughly disproven it.
There is no longer a global cap on the total value of a bonus across your equipped items. Instead, each item has a maximum strength per bonus, which generally scales with player level. You're free to stack bonuses across your gear as much as you like. (TG-23)
Students often ask me what separates a Mythical artifact from merely excellent equipment. I have prepared the following table in the hope that they will stop.
Each Mythical item type now has a unique special ability that can't be found on lower rarities.
Item Type
Ability Name
Description
Token
Reversed Fortune
Each miss increases your crit chance until you hit
Necklace
Arcane Well
Provides a chance abilities will not use mana
Helms
True Sight
Enemy Current/Max HP will be displayed
Cloak
Stealth
Greatly increases the chance to evade.
Swords
Ignore Defense
Attacks ignore enemy DEF
Axes
Frenzy
Each successful concurrent attack increases damage.
Wands, Staves
Elemental Attunement
Greatly increases damage of one type
Chest Armour
Tenacity
Greatly increases DMG Stat
Shield/Orb
Reflection
A percentage of incoming damage is redirected to the attacker
Hatchet
Quick Strike
Grants an extra attack at a reduced damage rate.
Ring
Elemental Negation
Negates damage of a single type
Belt
Toughness
Greatly increases health stat
To make named items feel as unique as possible, each one now has its own icon. These only appear on items discovered after this update. The Lucky Rabbit Foot is now a Mythical item, so its icon is no longer used for regular tokens.
Enemy corpses that still hold Mythical items now give off new particle effects, so you're much less likely to walk away without them. (TG-253, TG-286, TG-369)
As adventurers have grown in power, I have watched the monsters grow correspondingly discouraged. They requested stronger motivational incentives. Negotiations were brief.
You can now set a global difficulty in Settings at any time. Changes take effect from your next battle and won’t affect one already in progress. Normal is the default and matches how the game played before this update. Apprentice makes the game easier than before. Every difficulty above Normal increases monster level, health and damage, along with gold and XP rewards. Difficulties are grouped into three tiers:
Regular: Apprentice, Normal (default), Expert
Moderate: Loot Hoarder I–V
Hard: Loot Goblin I–V
(TG-327, TG-368)
Having recorded ever-growing quantities of adventurer statistics, I regret to inform you that the traditional character sheet ran out of parchment. I have had it reorganized.
The character sheet has been reorganized. Records are unchanged, and statistics are now split across two tabs:
Core: HP, MP, damage, damage types and resistances
Bonuses: most item-derived bonuses
(TG-329, TG-194)
The 65% limit on blocking remains firmly in force. After lengthy correspondence with the Collegium, we have merely reconsidered when it is enforced.
Level-difference penalties are no longer capped. To balance that, the 65% block chance cap is now applied after level and speed penalties during each block roll, instead of when gear is equipped. Block chance above 65% from your gear is no longer wasted: it now offsets penalties from fighting higher-level or faster monsters. (TG-368)
No expedition of merit should go undocumented. From now on, I shall personally record your accomplishments upon your safe return, whether you'd like me to or not.
When you return to the tavern after a delve, a summary window now shows the key outcomes of your run. (TG-361)
Mage orbs are now more colourful: their colour matches the damage type of the equipped orb. (TG-22)
Scene transitions now work more consistently at every frame rate. (TG-268)
Improved timing between combat animations and sound effects. Hit sounds now play when the animation visibly reaches the target. (TG-275)
Item cards now mark any bonus that has been rerolled. (TG-304)
The Transmogrification screen now shows the possible range a bonus can be rerolled to. (TG-305)
After a reroll, the Transmogrification screen now shows how much the bonus changed (+/- x). (TG-313)
While in the Halls of DOOOOOOOOM, you'll now see how many floors you've cleared this delve, and whether the current floor has an Uber Boss or Unique Boss. (TG-308, TG-309)
The Player Stash in the tavern now has a 6th page. (TG-312)
The Close Last Window keybind now closes any window or popup that has a close button in the top-right corner. (TG-343)
Clicking a monster corpse or loot chest reopens its loot window, until you move on from that location. (TG-345)
Action names on the keybinding screen are now more descriptive and readable. (TG-346)
Added new toast notifications, such as a summary of the materials received each time you salvage an item. (TG-357)
Monster loot windows and the end-of-level loot chest now share a consistent look. (TG-358)
The Actions & Inputs screen in Settings has been redesigned to be easier to use and read. All keybindings reset to default the first time you load this update. Controller default bindings are shown but can't be rebound yet. (TG-363)
The combat manager has been rebuilt to better support multi-round abilities, conditional effects, and more animations, visual effects and floating text. (TG-370)
Added new keybinds for opening the Dungeon Select, Store Select and Forge Select windows in the tavern. (TG-371)
Dropping a stack onto another stack no longer swaps them when the combined total exceeds the max stack size. Instead, the target stack is filled. This also applies when items go into your inventory through Purchasing, Take All from loot windows, and similar actions. (TG-374)
Updated the styling of the player death screen. (TG-375)
The game engine has been updated to Godot 4.6.3. (TG-377)
Fixed an issue that could cause a monster's level to display incorrectly after loading a save made mid-combat. (TG-326)
Fixed an issue that could cause the location badge to appear behind the menu when the game first loads. (TG-339)
Fixed some inconsistent UI theming and animations. (TG-348)
Fixed the mage's idle animation being incorrect while she's selected in the tavern. (TG-376)