Oct 11, 2023
Protoshock Playtest - BracketProto
Changelog:
- Changed clouds
- Changed quick join logic
- Fixed player movement
- Mod script no longer needs to be added manually
- Made it so public variables can now be used in mods
- Rewrote server logic to be more optimized
- Fixed other players not spawning in
- Fixed modded maps being unable to load
- Optimized player and game server scripts
- Changed status website
Old World - Fluffster
The test branch has been updated and is now version 1.0.69073 Test 10/11/2023

Headline changes
  • Zealot leader generals have a new action 'Apply Enlist'
  • Reworked Regencies
  • Added option to disable tile improvement recommendations

Design
  • Zealot leader generals have a new action 'Apply Enlist', which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 600 civics. This replaces their previous 10% chance to enlist on kill.
  • Reworked regencies:
    • Regents no longer lead to legitimacy decay as normal leader changes do.
    • The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
    • Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
    • Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
  • The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
  • Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
  • Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
  • Pharaohs of the Nile campaign - No leader turns family opinion penalty no longer applies
  • Pharaohs of the Nile scenario 3 - Reduced raids and increased Amun units on higher difficulties
  • Pharaohs of the Nile scenario 6 - Climate change induced Nile flooding now has a 10 turn grace period
  • Tweaked capture foreign cities ambition tiers
  • Sacred and Profane - Make Clergy mission requires target to be single
  • Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts

Programming
  • Added new EffectUnit options for modders - SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
  • Added new EffectPlayer option for modders - miMaxCities
  • AI now waits until it has a greater power ratio before launching an attack outside of its borders
  • Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
  • AI performance optimization

UI
  • Added player option to disable tile improvement recommendations
  • Schemer's Adopt Child mission now visible on the leader
  • Character event log now puts all events of the same year on the same line, to save some vertical space
  • Removed 16 nation display cap from Choose Leader screen
  • Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
  • Added helptext to events requiring an active Occurrence
  • Mod Manager - Uploading mods is now background task like downloading is. Status added to bottom of mod manager
  • Mod Manager - faster Modio downloads. Download size and percentage added to mod download status.
  • Added warning to the tooltip if assigning a general or governor is going to replace another character
  • Character illness is now included in the turn summary


Bugs Fixed
  • Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
  • Fixed potential issues with transition from sequential to simultaneous turnStyle
  • Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
  • Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
  • Fixed null reference
  • Fixed tile visibility exception
  • Fixed OccurrenceEndPlayer bonus
  • Fixed victory popup display with more than 10 ambitions or players
  • Fixed camera panning to attacked cities with Follow AI set to None
  • Fixed turn style and turn timer in the options popup being applied before you click save
  • Fixed reset button on options panel not updating the turnStyle and turnTimer settings
  • AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
  • Fixed improvement help text bug on city sites
  • Fixed victory event not appearing if the leader dies on the last turn
  • Pharaohs of the Nile campaign - Blocked Visitor from the East event
  • Pharaohs of the Nile scenario 2 - Blocked Monotheism law
  • Pharaohs of the Nile scenario 3 - Change state religion hidden until appropriate time in the campaign
  • Pharaohs of the Nile scenario 3 - Fixed some Zone of Control bugs
  • Pharaohs of the Nile scenario 3 - Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
  • Pharaohs of the Nile scenario 3 - fix possible AI hang when it's thinking about healing an Amun unit by pillaging
  • Pharaohs of the Nile scenario 4 - Ramesses and Muwatalli event and achievement fixes
  • Pharaohs of the Nile scenario 5 - fix defeat event not popping.
  • Pharaohs of the Nile scenario 6 - Worst Possible Ending achievement fix
  • Learn to Play 3 - Fixed rare null ref error if there's no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
  • Fixed AI not declaring war on tribes to expand
  • AI retreat fix
  • Fixed some AI exploration confusion
  • Map Editor - Fixed null ref when removing ruins improvement from an urban tile
  • Old World premade map fix to Kush starting location
  • Fixed events featuring players or tribes the player has not yet met
  • Fixed some rare AI behavior when encountering danger before founding the first city
  • Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
  • Fixed some issues with loading a save in a different game mode from where it was saved
  • Reduced frequency of limit of 5 events per turn getting exceeded
  • Fixed improvement upgrade cost bug
  • Text and event fixes
Starship Troopers: Extermination - OWI_Gray
Attention all Troopers! Our biggest update yet, 0.5.0 - Hives of Valaka, launches tomorrow!

This update brings a brand new 4-player tactical game mode, a couple of highly requested weapons, new Perks and Utilities, a new teamwork-focused reload mechanic for our Twin MG, a complete refresh of our XP system and its in-game presentation, and a variety of quality of life updates and bug fixes.

Deployment drops at 10:00 AM PT (GMT-7) on Thursday, October 12.

Key New Features

Hive Hunt Game Mode
Added a new game mode for 4 players, providing a close-quarters combat experience in Bug tunnels. The objective of Hive Hunt is for players to plant Nukes at Arachnid Hive Cores, and then extract before time runs out.

Players can use new portable Light Beacons to assist in navigating the darkness, and will sometimes discover more helpful items scattered throughout the Hives near the bodies of less fortunate Troopers.

For a deeper look into the design intent and inspirations for this mode, check out our recent Hive Hunt Dev Blog.

XP visualization and XP rebalancing
Added a real time XP feed shown in the player’s HUD during gameplay. This feature will give players better feedback and visibility on what actions they are taking that add to their XP. We believe this will encourage players to play in a way that helps their team’s goal.

We’ve also assigned new XP rewards to many more actions in the game. We’ve outlined all these XP changes in the Tables below:

General Sources


Class Loadouts


New Gameplay
Weapons:
  • Morita XXX Sniper Rifle: a powerful sniper rifle for Hunters
  • TW-2 SPecial Light Infantry Tactical (SP.L.I.T) Shotgun with 3 variants:
    - Operator: Standard Pump-action Buckshot
    - Hunter: Pump-action Slug
    - Bastion: Full Auto Slug
Structures/Base Building:
  • Ammo Stockpile: Provides 15 deliverable ammo boxes for weaponized structures.
  • Ammo boxes can be picked up from the Stockpile, and inserted into weaponized emplacements (Twin MG and Sentry) using the interaction key (default E).
  • Ammo boxes can be thrown by holding down the attack button.
New Utilities:
  • Shock Field Device (Hunter): Deploys an electric field in a circular pattern that shocks arachnids
  • Speed Stim Dispenser (Operator): Deployable station that Troopers can use to grab single use Speed Stim injectors
  • Guardian UAV (Operator): Defensive flying robot with a machine gun that shoots at Arachnids near the user. Can be toggled between Guard/Follow modes, or be remote controlled
  • Rally Beacon (Operator): A high power transmitter that creates a fixed beacon for Troopers to redeploy on
  • Deployable Shield (Bastion): A small deployable shield called the Wartime Adversary Limiter (W.A.L) that can be deployed to provide quick low-level cover
  • Overcharge Module (Bastion): Boosts effectiveness of offensive structures for 30s, at the cost of structural integrity over time
  • Sentry Turret (Bastion): Placeable automated machine gun that automatically shoots at Arachnids from a fixed position. Best suited for point defense
New Perks:
  • Mobile Training (Hunter): Increases climbing speed, enemy melee attacks don’t stop your sprint
  • Watkins Trigger (Hunter, Bastion): Make your sacrifice mean something! Your explosives trigger upon death
  • Running Start (Hunter): Get some extra height when you sprint and jump at the same time
  • Spotter Training (Hunter): Automatically scans bugs when they are pinged
  • On Your Feet (Operator): The ability to revive troopers at a distance
  • Refined (Operator): Repairing a running refinery while it’s at maximum health speeds up the ore extraction process
  • Long Range Repairs (Bastion): Increases repair range
  • Reinforced Repairs (Bastion): Structures can be repaired past 100% to give them extra durability
Balancing/gameplay changes
  • Full audit of our XP sources, outlined in above tables
  • Morita Mk1: Increased damage output slightly
  • Morita Carbine: Increased damage output slightly
  • Chi-Hong Grenade Launcher: Blast radius decreased by 50%
  • Recruit (Easy) difficulty: Reduced the extra health given to Troopers
  • Recruit (Easy) difficulty: Reduce health regeneration by roughly 20%
  • Recruit (Easy) difficulty: Magazine size is no longer increased on Recruit
  • ARC mode: ‘Gather Ore’ objective now has to be completed before the ‘Gather Gas’ objective
  • Increased the damage output of the Sentry MG structure, to compensate for it needing Ammo
  • Increased the health of the Sentry MG structure
  • Twin MG and automated Sentry MG now require ammunition
  • Twin MG no longer degrades while firing
Quality of Life and Other Changes

Accessibility
  • Added Accessibility section under Settings
  • Added Color Blindness options under Accessibility
  • Added Brightness setting under Accessibility
  • Moved Screen Shake options under Accessibility
Miscellaneous changes
  • Class selection now shows what other players have picked
  • New unlocks are now highlighted in the Loadout menu with exclamation marks
  • Improved matchmaking times by 10 seconds on average
  • Quick Play Button removed - Quick Play is being redesigned as a part of our transition to the Galactic War in the new year.
  • Hero of the Federation difficulty tier “coming soon” tease was removed, as it will still be coming to the game around the 1.0 launch window with a top secret experience codenamed "Regimented Assassinate Insect Deployment"
Engine Upgrade
  • Updated to Unreal Engine 5.2.1, from the previous engine 4.27.

    We will be taking advantage of the new features in UE5 over time, where possible. Please be aware that tentpole UE5 features like Lumen and Nanite are not a part of this release. As we get more comfortable with the engine we will look to explore these and other UE5 features in the future.

  • New Trooper Models: We’ve updated our engine to Unreal Engine 5.2.1. With this, each of the three classes have been updated with a new Trooper model with significantly more detail
Bug Fixes & Known Issues

Notable bug fixes
  • Matchmaking: Fixed a rare issue where a player could end up in a different game mode than they selected
  • Settings: Fixed an issue where changing a setting would cause other settings to be re-applied
  • Settings: Fixed a crash when changing video settings
  • Weapons: Improved Field of View handling with scoped weapons
  • Audio: Fixed several crashes related to weapon audio, by upgrading to UE5’s metasounds system
  • Crashes: Fixed a rare crash when a player was incapacitated
Known Issues
  • A major engine upgrade may always cause unforeseen issues with various hardware combinations. We will be monitoring for crashes and fixing issues in future patches.
  • The Watkins Trigger Perk is currently unusable in Horde and Hive Hunt game modes, since players do not have a bleed out timer. This will be fixed in a post-update patch
  • Some UI graphics still need to be updated with the new Trooper model
  • Rendering: The Hive Hunt maps may appear somewhat darker on Low/Medium Effects quality setting, as this setting affects lighting and fog rendering

Path of Exile - CommunityTeam_GGG
Following the plethora of Path of Exile 2 announcements at this year's ExileCon, our directors and designers came together to answer your questions about Path of Exile 2! This Q&A was done live at ExileCon, so if you missed it, be sure to check it out below!

Counterpact - Uwasatchi
It's the most wonderful time of the year again: Halloween! The Halloween event is now active until November 6, and that includes the metagame* and items that came along with it last year. For those of you who already got everything from the event last year, there's still a bit of new content to collect! The metagame now awards the Purple Pumpkin Bucket Charm Memento, and a few new Halloween-themed cosmetics have been added to the gashapon. Better yet, these items are now in their own gashapon!... until the end of the event, of course. Lastly, for the duration of the event, everyone who logs in will get a free Pumpkin KOunter! Happy Halloween!

New Content:
  • New Donator Rewards Shop items:
    • Heart Keychain
    • Skull 'n' Bones Keychain
    • Green Gem Keychain
    • Purple Gem Keychain
    • Pumpkin Keychain*
    • Grim Lantern Keychain*
    • Lil' Ghosty "Keychain"*
    • Fruit Punch KOunter*
    • Pumpkin KOunter*
  • New Halloween Gashapon items:
    • Nevermore (Uncommon Holiday Intervention Weapon Skin)
    • Poetic Tragedy (Common Holiday Launcher Pen Weapon Skin)
    • Vengeful Snag (Common Holiday Supernova Weapon Skin)
    • Some Sort of Pumpkin Hat (Common Holiday Outfit)

Bug Fixes:
  • Getting a KO streak with a character who does not yet have voicelines no longer results in particles not being randomized.
Miscellaneous:
  • Direct map downloads have been re-enabled.
    • This feature was deactivated over a year ago and is somewhat slow; using URL downloads is still recommended, as that is much faster and more stable.
  • 3 new standard gameplay music tracks composed by miguelangell960 have been added.
    • The previous tracks are still available; this just brings the total number of standard gameplay tracks to 6.
  • Players are now able to host game servers through Steam's networking functions.
    • Due to this feature requiring Steam to function, anybody playing the game outside of Steam will be unable to see or join these servers.
    • This option will be enabled by default; it can be disabled through the Network Settings menu under the Host Server menu.
    • This feature required heavy adjustments, and is subject to issues during its infancy.
  • Maps are now automatically decorated with hanging decorations during certain holiday events, including Halloween.
    • This can be disabled in the Video Settings menu.
Oct 11, 2023
Heros and Monsters: Idle Incremental - Mattaperry
Gods speed has changed!
Instead of increasing time in the Main battle screen, this now acts more of a time warp, allowing you to get instant resources = Gods Speed Level x God speed Duration

This still works as a speed boost inside training and when fighting Mordek

Cyber Knights: Flashpoint Playtest - Trese Brothers

Update #8 is a big stability and cleaning house update - we've done some major work on the safehouse with this release. A few highlights:

  • Smoothed out the pace of new stories and recruits popping up
  • Fixed a potential lock up when a story event was going to run
  • Fixed mission conversations / legwork offers that clipped into the command table (Carnivore)

v0.9.21 - Alpha V2 Update #8: Cleaning House
- Fixed issue with storylines all coming too fast
- Fixed possible game lock up during start of a story event in the safehouse
- Fixed issue with timeline face and names not updating immediately upon changes in roster
- Fixed issue with color palette all turning white as you hover
- Hid buttons in mission prep that are not yet wired up (Edit Loadout, Companions)
- Removed text ellipsis that was making it hard to see how many items you had in inventory
- Fixed issue with sometimes character highlight not lining up in Safehouse
- Fixed issues with dialog and legwork offers clipping into the table
- Fixed throwing grenades out of bounds made crazy high arcs
- Fixed issues with hotkey callout placement in hover elements during missions
Emplacement - Glaikunt Studio
Hi!

We are now into the Steam Next Fest & a new updated version of the demo. Will being doing a quick play through of the new demo. Hope you can join and send me a message on twitter or threads if you have any questions.

Date:
Oct 12th - 8pm BST

Twitter: @Glaikunt
Threads: @Glaikunt

Cheers,
Glaikunt
Gatedelvers - Mag
A bit more delayed than we would have liked, but the long promised first major content patch is finally here!

With the huge pile of stuff in it, there's bound to be some rough bugs & other issues that slipped past us; if you run into any issues, feel free to poke us on the Gatedelvers Discord, the comments of this post or in the Steam Discussions!

Thanks to everyone who reported bugs or gave feedback!



Patch notes:

New world: Fairweather Fleet

New playable character: Gardener

New game system: Seal Runs
Collect World Cores during runs to get Seals, use Seals for special challenge runs with unique modifiers!

Reworked game system: Infusion stacking
Scrap is gone, infusion is free! Defeat bosses to gain more infusion slots for the rest of the run.

New game mechanic: The Un-Infuser
You can now undo infusions in the fountains, with no loss of materials! Experiment all you want!

New game mechanic: Gold
With no scrap, something's gotta pay all those vending machines.

New feature: Alternate character colors
All playable characters now have a few selectable alternate color schemes!

2 new weapon types: Hammers & Spears
Hit something so hard it flies into the next room over, or poke with precision for sweetspot damage!

10 new items:
- Mop
- Pitchfork
- Mallet
- Wrench
- Sun Gun
- Ray Rifle
- Flashy Cape
- Deci-Catalyst
- Rain Bow
- Hollow Heart



General gameplay changes:

- Added new instant infusion UI.

- Removed the Forge Machine.

- The first use of each Repair Machine is now free!

- The Scrapper now grants Gold instead of Scrap, because Scrap does not exist.

- Reworked Pure items: They now have 1 additional infusion slot, and infusing them into another item does not take up a slot.
- Pure items are now more common.
- Common items can be Pure again.
- Rerolled Pure items should now always remain Pure.
- Added inventory slot visuals for Pure items.

- Increased wall item amount by ~50%.
- Walls can now have bags of gold in them.
- Chests can now randomly contain gold instead of a consumable.
- The timer chest has been replaced with a gold reward (that you can spend in the shop that's usually next to it.)

- Reduced chance of more than 2 Treasure Chests per world.

- Reduced max hurtle duration (how long until you regain control) from a single knockback instance from 3 -> 1 second on player characters.

- Crit is now calculated before armor. (Crit is better at getting through armor.)

- Bosses no longer drop chests, instead dropping Infusion Slot Upgrades.
- Admiral & Old Digger no longer drop their weapons on death.
- Dragon no longer drops a gold chest, but there's a gold chest in front of the gate in the exit room he guards.
- Elite minibosses now drop Golden Chests.

- Added target dummies to all fountains.

- Ghosts can now clap.
- Ghosts can now use telescopes.

- Renamed Elemental Charges to Elemental Boons. (Boon of Fire, Boon of Ice, Boon of Air and Boon of Earth.)
- Boons now have colorful tooltips :).
- Boon of Earth now grants +1 block and 0.5 weight. (Base weight is 1, Miner is 1.25.)

- Added an additional combat encounter and infusion instructions to the tutorial.
- The tutorial no longer allows you to send the pickaxe to pocket before picking it up so people stop softlocking.
- Targeting an NPC now displays an input prompt for talking to them. (Suggested by Winged.)


Character changes:

- Deckhand now starts each run with their trusty Mop.

- Miner's Blast Resistant now only blocks damage after 1 health is lost.
- Miner's Tools of the Trade now restores durability on level up instead of reducing durability loss.
- Miner can no longer pause the fuse of lit dynamite.
- Miner's Powder Pouch now refunds 100% of use cost when taking explosion damage, instead of a flat 12%.
- Added Powder Pouch infusion trait.
- Swapped Powder Pouch enchantments from passives to weapon & durability. (Suggested by Cellestus.)

- New Librarian passive: Flashcast!
The first level of Charge on spells is instant. (All spells have charge by default, as of this patch.)

- Reduced Librarian's blue & orange affinity from 30%/25% to 25%/20%.


Curse/enchantment changes:

- Curses will now decay or disappear if the item is dropped for 8 seconds.
- Curses & enchantments are now rerolled and degrade when transferred. (Greater -> Lesser, Lesser -> nothing.)
- Some items now have unique enchantments that change how that item functions.
- Curses now take 3 level ups to purify, up from 2.

- Enchanted items will now always receive a Greater Curse when thrown into a Curse Pool.

New enchantments:
- Volatile (Damage)
- Sturdy (Durability)
- Unbreakable (Durability)
- Myriad (Rock)
- Semi-Automatic (Flintlock)
- Nuclear (Rocket Launcher)

- Temporarily removed Swift & Heavy enchantments (until can fix them showing up on items they don't really work on).

- Blazing & Freezing enchantments now apply more stacks on higher damage hits, up to 3 stacks at 5 damage.
- Brutal now checks for health advantage after the original damage, not before.

- Pickaxes & Toolkit now use durability-based enchantments.

- Curse of Stiffness now reduces walk speed by 50% instead of 90%.
- Curse of Misfortune is now less prone to triggering on tiny movements.


Skillcard changes:

- Gave everyone the Gunslinger effect by default, removed Gunslinger skill card.

- Juggernaut no longer gives damage based on missing block, and only restores 2 block on kill.
- Bravado now also requires full Block to be active.
- Increased Bravado+ crit chance from 75% -> 100%.
- Rounded Fastball numbers from 28%/38% to 30%/40%.


Item changes:

- Rewrote thrown item impact logic; stronger throws now inflict higher knockback.

- Daggers now have a 2-hit combo, but are a bit slower otherwise.
- Improved hammer, sword & axe hitboxes.
- Increased movespeed while swinging axes.
- Dramatically reduced Axe chop's recovery time after swinging. (0.45 -> 0.25 sec)
- Increased Armor Break duration on all pickaxes by 2.5 seconds.

- Made drinking potions faster.

- Increased Phantom Daggers' size slightly.
- Increased Phantom Daggers' max Phantom Throws from 2 -> 4.

- Butterfly's momentum now decays much slower but requires a bit more total movement. (Mostly a buff.)
- Butterfly's storm now scales with size.

- Fixed Clockwork Gauntlet not scaling with Size (now scales both in punch size and distance).
- Clockwork Gauntlet now works with Auto-Combo.

- Crossbow now gains a stacking +25% crit chance when landing a powershot. The bonus is reset on miss.

- All spells now have 1 base Charge. (This is a buff to all spells. Generally looking to make spells less instant, but more powerful.)

- Wind Blade now scales up in damage with Empower/Charge.
- Wind Blade is now slightly smaller.
- Reduce Wind Blade push effect, but added an actual knockback with hitstun to the initial hit if the blade is moving fast.

- Frost Volley now has more spread.
- Frost Volley now has slight innate homing.
- Frost Volley casts slower.
- Reduced Frost Volley extra projectiles per Empower from 2 -> 1.

- Inferno casts slower.

- Increased Shockwave damage and knockback.
- Reduced Shockwave width and stun duration.
- Shockwave casts a bit slower.
- New Shockwave sounds & visual effects!

- Increased Invuln potion infusion buff duration from 1.5 to 2.5 seconds.

- New Revenant infusion trait: 100% crit chance against enemies with more health than you. (Old Revenant trait is still available from Needle Cape.)
- Needle Cape infusion now stores all damage taken instead of just 1 per hit.
- Improved effectiveness of Wind Blade infusion vacuum on extremely slow projectiles.
- Shockwave infusion now stacks properly with Flashy Cape, Shockwave and itself.
- Shotgun & Repeating Crossbow infusions now reload guns when applied to them.

- Removed durability loss reduction from Shotgun infusion trait.


Pit changes:

- Pit now starts at floor 10 instead of floor 6.
- Added un-infusers to the Pit safe floors.
- Pit now has shops every 5 floors.
- You can now buy infusion slot upgrades in Pit for a lot of money.


Other changes:

- Implemented Steam Cloud save sync.

- Removed un-rebindable numpad emote keys.

- Removed the HUD element for active item's infusion trait while in the Pocket.

- Witnesses can no longer start charging up an attack unless their target is within 6 meters.

- Reduced the weight of Brittledeep tables to make them better throwables.

- Added ping key to keybindings menu. (Suggested by GrimToadstool.)

- Hitlag is now capped at 0.25 seconds.

- Blood collection in shops looks nicer now.

- Added some lamp posts to the Hub.

- Updated world map.
- Switched amulet revive icon to GD logo.

- Added vfx and icon for Archives Rune Ribbons. (Suggested by Aewynne.)

- Reworked part of the tutorial, now offers actually different skillcard options instead of just 3 copies of Double Jump.
- Inventory slots now display their keybinds instead of their slot number. (Suggested by Winged.)
- Added pick up prompt for items on the ground.

- Added sign that warns you the Pit is a mess.


Bugfixes:

- Fog poisoning now saves properly between areas.
- Fixed bullets ignoring Armor Break. (Reported by Monke the Rubble-Man.)
- Vaguely attempted to fix Boulder Crab not dropping a chest, but couldn't reproduce so who knows? (Reported by Fwutters.)
- Innately fog-blessed enemies such as Preachers and Witnesses can no longer spawn as elites. (Reported by Fwutters.)
- Fixed Wind Waltz size not affecting the size of its Wind Blades. (Reported by Fwutters.)
- Absolute damage (Inferno infusion, Bloodshop) now ignores block completely. (Reported by Zaprice.)
- Fixed client players being immune to spike pits?? (Reported by Zaprice.)
- Fixed Butterfly infusion speed bonus stacking infinitely on client players. (Reported by Cellestus.)
- Fixed Crossbow not working with Charge.
- Fixed potions appearing to break on client players when they actually didn't. (Reported by many.)
- Fixed the Shop Fight theme being audible everywhere.
- Fixed off-screen player indicators not getting cleared after a player swaps to another character.
- Fixed Inferno infusion trait not properly granting +2 Empower.
- Fixed Blast Scepter infusion trait having comically high knockback.
- Fixed guns being able to shoot multiple times per... shot. (Reported by Wunarg.)
- Fixed items being able to touch the floor through a fountain. (Reported by zaprice.)
- Fixed Drought not actually drying fountains.
- Fixed Jump Kick being all kinds of outdated and buggy.
- Fixed Powder Pouch getting weird with curses. (Reported by Cellestus.)
- Tried to make it impossible to revive friends into walls.
- Converted Burn & Thermal Shock to properly using the new damage system.
- Fixed Jump Rope failing to knock back targets with Block.
- It should now be impossible to re-enter character select fast enough for it to fail to open.
- Fixed certain ranged or indirect attacks triggering twice on client players.
- Fixed Pit damage plane knockback being affected by character weight/block. (Reported by Cellestus.)
- Fixed Powershot infusion not working properly on Flintlock & Shotgun.
- Fixed knockback scaling on guns not working right.
- Spellsword now only triggers when hitting enemies.
- Fixed tackle & fireball doing absurd knockback to certain things.
- Pure items should now get properly visually replicated to client players.
- Fixed spells appearing fully discounted for client players until first cast or after traveling to another world, even if spell was actually at full mana cost.
- Fixed separate mesh sections of elite enemies not getting elitified properly.
- Fixed Phantom Daggers not inheriting basic Dagger properties like sneak attack. (Reported by Aewynne.)
- Attempted to fix Pit repair stations not working for client players. (Reported by Aewynne.)
- Fixed Choice Hole seals just kinda not working properly.
- Fixed Double Jump assist not working for client players. (Reported by ツ.)
- Made the Pit damage plane better at preventing things from clipping through it. (Reported by Cellestus and zaprice.)
- Fixed Valkyrie infusion not working properly on Valkyrie. (Reported by Fwutters.)
- Fixed wall items being visible to client players.
- Fixed wall items being able to spawn in indestructible walls.
- Fixed seal cubes leaving ghost items in client player inventories. (Reported by zaprice.)
- Fixed "using" a passive item to equip/unequip it triggering Astral Spark infusions mana cost. (Reported by Cellestus.)
- Fixed Adventurer restoring ability uses on area transition. (Reported by Cellestus.)
- Enchanting/cursing an item with Bloodsmith stacks now clears those stacks properly. (Reported by Cellestus.)
- Fixed Phantom items not having their large throw hitbox enabled, resulting in ignoring wind barriers etc. (Reported by Cellestus & Conrat.)
- Probably some other ones I missed.
Another Crab's Treasure - Neo Solarius
Snap a look at 2/3 of the demo! Available until October 16th.
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