Fixed an issue where trap durability was reduced more than planned.
Resolved a bug preventing bed destruction, incorrectly stating lack of ownership.
Fixed a bug where fairy prompts were not contextually appropriate (e.g., suggesting buying items from a merchant while drawing water).
Addressed issues with the Soft Lock feature not functioning correctly. Players can now toggle Soft Lock on/off in settings if desired.
Fixed a bug where dropped items after a monster's death were not targetable immediately.
Resolved a bug involving oversized ghost monsters resembling squirrels.
Fixed a bug where dropping and picking up a backpack caused subsequent items to disappear.
Fixed a bug where boiling water in a cooking pot didn't allow water recovery.
Corrected abnormal monster behavior in terms of awareness.
Fixed bugs related to collectible items respawning or spawning in duplicate.
Fixed an issue where the "Take All" prompt for firewood in the fireplace in a merchant's area didn't work. Also, prevented obtaining items from the fireplace.
Fixed bugs allowing inventory access after death.
Addressed an issue where rabbits and elk would appear in mid-air.
Fixed respawning monsters inside houses.
Fixed a bug where merchant locations disappeared when loading the map after a load/save operation.
Resolved the issue of not having a "Eat" option for potions and water items in the right-click menu.
Investigating and fixing the issue of Hellboar arrows not penetrating bodies.
Increased the number of slots in large cabinets.
Fixed a bug causing infinite duplication when dismantling items in the hotbar.
Fixed an issue where field monsters spawned strangely based on height.
Fixed areas where wave monsters couldn't reach.
Fixed excessive clustering of field monsters.
Fixed issues with boss monsters getting stuck or exploiting certain positions.
Eliminated leveled crafting stations, allowing upgrades through leveling only.
Fixed an issue where crocodiles did not drop crocodile leather.
Adjusted the fairy's tone based on player feedback.
Balanced the crafting requirements for longswords, bastard swords, and sabers.
Corrected the description of "Cthuga's Stone," which wrongly stated it resolved thirst instead of providing significant health recovery with increased contamination.
Extended the time it takes for monsters to return to their original positions.
Regular repair tools now recover 30%, and expert repair tools recover 100% durability.
Fixed a bug where monsters emerging from the ground would persistently track the player until death.
These monsters now disappear after a certain distance is reached.
Increased the respawn time for ground-emerging monsters.
Resolved issues with containers not yielding items or spawning double.
Fixed a bug where using the altar teleportation caused the screen to remain black.
Fixed field monsters occasionally stuttering.
Fixed issues with monsters appearing before nightfall and disappearing slowly after morning.
Balanced the efficiency of pistols and rifles, increasing the efficiency of rifles.
Adjusted trap durability to match the initial design.
Fixed an issue where field monsters didn't return to their original positions but vanished upon death.
(Ensured that if they stray too far, they will die and disappear, addressing terrain-related issues.)
Adjusted the quantity of flint obtained to match the original design.
Fixed limited mouse sensitivity settings in the options.
Fixed the activation of long-range hit effects and camera shaking.
Repaired damaged areas on the map.
Resolved issues with certain fish not cooking in the cooking pot.
Fixed the issue of repair kits not stacking visually.
(Behaviorally, they were stacking, but visually, there was an issue.)
Reduced bleeding damage and time significantly.
Fixed a bug where gamma settings weren't displaying correctly.
Addressed issues with monsters sticking too close or being too far away, affecting combat.
** Investigating and fixing bugs where boss monsters malfunction.
Adjusting UI sizes for better visibility.
Fixing issues where animals get stuck while fleeing.
Planning to allow loot boxes to be destroyed or breakable after looting.
Planning to make text active when selecting Combat or Life in the [Combat, Life] attributes.
Implemented a system where skills are applied after confirming.
Working on tutorial quests.
Creating a comparison tab for equipment and inventory items.
Fixing the sliding animation issue upon landing.
Currently adjusting overall character movement animations.
Working on creating large chests.
Fixing the unnatural movement of underwater seaweed.
Addressing the issue of extreme darkness and brightness in the map due to graphic option differences. Also fixing a bug where the minimap is obscured.
Working on allowing players to customize the initial world generation, determining whether wave monsters can destroy homes and the amount of damage they cause.
Discussing ways for players to effectively check cooking recipes.
Rebalancing the efficiency of various dishes.
Fixing a bug where crops were sometimes unevenly planted (4 or 2).
Displaying durability when repairing buildings.
Discovering and fixing areas where the world always connects.
Addressing the bug of duplicated merchants.
Planning to add mid-boss level monsters and regular monsters.
Fixing instances where beavers occasionally stay still.
Fixed camera for co-op Fixed geometry of the med department Fixed the position of the carpet in the containment room Level 2:
Fixed foliage, added wind Level 3:
Fixed posters in the warehouse Level 5:
Added new images to security monitors Level 6:
Fixed anomaly (handprint) at the restaurant entrance Fixed anomaly with plate in the dining room
Upcoming:
Lighting improvements Complete audio overhaul, including anomaly sounds!
This hotfix addresses a number of bugs and issues that were reported by players. I'm working on further improvements and updates, which will be released in the future. Thank you for your feedback and support!
New Features 1. Added support for skipping the prologue
Bug Fixes - Fixed a bug where cards with the "Choose" keyword could get stuck on the right side of the screen after use. - Fixed a bug where controlling the SFX volume did not affect some sound effects. - Fixed a bug that could cause card previews to freeze in the career upgrade interface. - Fixed a bug where changing the "Rainbow" number did not add the "Distorted" keyword to the card - Corrected the values of the "Explosion" card - Clarified some localization descriptions, including those for "Dice Bonus" and "Dice Penalty". - Comprehensive adjustments to optimize gaming experience.
Thank you very much for playing! If you encounter any bugs or have suggestions while playing, feel free to join our discord and let us know!
After a period of intense development and countless hours behind the scenes, we're thrilled to finally share the horizon of updates set to transform Desert Revenant. Our journey through the desert has unearthed new challenges, rewards, and changes designed to enrich your experience and test your resolve. Here’s a glimpse of what’s coming:
1. UI Overhaul
We've revamped the User Interface for a clearer, more immersive Field of View. Expect a more intuitive and visually appealing interface that enhances your navigation and strategic decisions.
Battle Log Revamped: Enhanced for superior readability and visibility.
2. Starter Card Changes
Both the Seer and Leper will greet new players with updated starter decks. These changes are aimed at smoothing the learning curve and providing a more engaging entry point into our world.
3. Curse Additions and Hard Modes
Dare to face the desert's curse? We've not only added new Curses but have also introduced Hard Modes, each uniquely tailored to the theme of their respective locations. These challenges bring a fresh layer of strategy and replayability to your adventures, offering new rewards. This system ensures that while the challenges are thematically distinct, the experience remains rewarding and engaging.
4. Enemies and Elite Challenges
Brace yourselves for the Emberlord Ifrit, a formidable new Elite enemy within the Temple of the Sun, and confront Humababa, a cunning Mini-boss, in the shadowy depths of the Temple of the Moon region. Additionally, the Soul of Desolation has ascended to an Elite challenge, promising complex encounters and worthy spoils for those brave enough to face it.
Emberlord Ifrit: A fierce new Elite enemy ignites the battlefield with unparalleled power.
5. Map System Redesign
Explore like never before with our completely overhauled Map System. The new design eliminates small maps, offering a streamlined and immersive exploration experience.
6. New Playable Map: Eye of the Storm
We are introducing 'Eye of the Storm', the latest map to unfold in the vast expanse of Desert Revenant. Face off against a roster of new adversaries, battle through new enemies, confront the formidable Lord of Cyclones, and navigate interactions with unique NPCs who offer exclusive borrowed powers. This map is a crucible of adventure, testing your strategy with every step.
Discover the Eye of the Storm: Navigate new roads and face fresh challenges on our expansive new map
7. Enhanced Rewards System
We're amplifying the thrill of exploration with an enriched rewards system. During your runs through the desert, you'll encounter more diverse and substantial rewards, enhancing your strategic options and customization possibilities.
8. Genesis Phase Update
Start your runs with enhanced choices. Now pick two options from blessings, previous run cards, special genesis blessings, or a new mulligan feature, for a tailored beginning.
9. Balance Tweaks, Bug Fixes, and More
We've implemented significant balance adjustments, made the game faster and more intuitive, and squashed pesky game-breaking bugs. Expect a smoother, more balanced journey through the desert.
10. Artistic Enhancements
Our artists have been hard at work updating assets across the board, breathing new life into the desert and its inhabitants.
Transformation in character design, with a clearer, more intuitive display of HP, buffs, debuffs, and passives for enhanced visibility and gameplay clarity."
This upcoming update marks a new era for Desert Revenant, crafted with love, feedback, and the adventurous spirit of our community. We can't wait for you to experience the enhancements firsthand. Prepare to embark on a renewed quest through the desert of Elmyr, where danger, discovery, and treasures abound. Stay tuned for detailed patch notes and launch dates. Your support and feedback have been instrumental in this journey, and we're excited to step into this new chapter together.
Updated defense sounds to better handle simultaneous defense sounds
New swipe attack animations
Semi-transparent avatar for Guldaeva's remote presence
Slimmer asset size
Misc animation touch-ups for Kalresh
Updated Necropolis and Forest background art and pin placement
Sounds for imps and campfire UI
Bugfixes
Fixed a display bug wherein performing a magic smash with familiar/tremor spell would erroneously draw a blue arrow indicating hero motion toward the target
Enemy melee slash vfx
Fixed edge case bugs when both hero and decoy are in melee reach