The "Transcending Limits" update marks the second notable content update for Don't Die, Collect Loot! This update brings two new endgame features, a revamped Runemaster tree, an updated Nightmare progression system, and more!

Many players have lamented the lack of lategame options for spending extra skill points. The Limit Breaker exists to solve just that problem! Kill a few bosses on Nightmare after downloading 0.3.2 and you'll be able to access the Limit Break menu via the "???" NPC in the Nexus.
The Limit Break feature is surprisingly simple. Dump your skill points into one of 14 new skills and watch your character grow! Each of these skills is tailor-made to help push past character development humps in the lategame.
Note that the Limit Break feature is not designed to ever be completed. This is here to give you something to use your extra skill points on as you grind for better items and Nightmare levels. Now each point of experience you earn develops your character just a bit further!

The Wheel of Fate is a special one-point wonder skill available on the Limit Break menu. Players have often lamented needing to click level up options 100+ times on a run in the lategame. If you've found this annoying, the Wheel of Fate is for you!
Simply put, this skill causes your level ups to auto-select. It will prioritize Uber over Rare over Normal upgrades, and otherwise select randomly. The major Uber selection events via the Green Cape NPC do not auto-select, so no need to worry about this skill ruining the start of your run.

Once you unlock Nightmare, you might find that a few of your items are dropping with a new stat: "Coherence". This stat multiplies the numeric values of all modifiers on an item. In the example above, you can see that many of the stat rolls have landed slightly higher than the normal range at their respective tiers!
At first, Coherence caps at 20%. However, adventuring deeper into Nightmare will result in this cap being extended. Additionally, Coherence items will become more and more common. Maybe you'll even find a coveted 30% Heart of Sacrifice, if you're really lucky!
As usual, you'll be able to see the exact effects of Nightmare Level on Coherence in the Nightmare Details screen in the Nexus.

Lastly, sort and filter functions have been added to help you hunt for items with Coherence!
The Nightmare Boss Key system was downright confusing. It was a vestige of an older, more RNG-based system that was scrapped. In 0.3.2, the entire Key system has been removed.
The new system in its place is far simpler. If you're on your highest Nightmare level, you'll see a boss counter on the left side of the screen. Kill that many bosses and you'll unlock the next Nightmare level. If you do it deathless, you'll unlock the next two levels instead!
You can always check the Nightmare details screen to see instructions on how this works, as well.
The Adventurer is by far the most popular, and most powerful, class in Don't Die, Collect Loot. While all three of its subclasses are strong and versatile, the Hero subclass contains a very overpowered interaction that needs some fixing.
Fortifying Cry was beyond overpowered. By creating a feedback loop involving buff effect scaling Block Chance and Elemental Resistances, players were able to deal trillions of damage simply by picking a few key skills. While Don’t Die, Collect Loot is all about the power fantasy, this interaction actually robs players of the fun of building a character over time. I don’t like to nerf things if I can help it, but this was extremely bad for the game.
In 0.3.2, Fortifying Cry no longer grants Block Chance or Elemental Resistances. Instead, it grants Physical and Non-Physical Damage Reduction. This maintains the fantasy of buffing your defenses with the skill, but removes the absurd damage scaling loop.
As always, this is Early Access and your feedback matters a ton. If this change is problematic, let me know! Everything is in flux, and I’m happy to adjust things based on community feedback.
In 0.3.1 I reworked Conjuror, and now it’s time to adjust Runemaster. Next to the Beastmaster Hunter tree, this is the least used specialization in Don’t Die, Collect Loot, and for good reason!
Runic Blade was, frankly, one of the worst skills in Don’t Die, Collect Loot and desperately needed some help. I’ve made the following changes:
Removed the Runic and Mana Infusion buffs entirely. These were too finicky to play with and also caused some performance issues, as they forced stats to recalculate constantly
Runic Blade now restores a % of your maximum mana instead of a flat value
Added the ability for Runic Blade to add flat lightning damage based on your maximum mana
Added the ability for Runic Blade to add Area of Effect scaling based on your maximum mana
The capstone ability now gives you the “Overcharge” effect. With Overcharge, you can recover mana via Runic Blade to twice your maximum mana. You can scale this value further as well. While you are Overcharged, effects that scale off your maximum mana will instead scale off of your Overcharged value. For example, if you have 1000 maximum mana and 1500 Overcharged mana, your maximum mana will be considered to be 1500. This also has synergy with the mana shield nodes


Increased damage numbers, they were far too low
Mind Blast now scales with mana, adding additional damage based on your maximum mana
Mindstorm now causes Shocks to apply twice
World Ender now increases Ignite effect as well
Rune Blast damage scaling now applies to Skill Damage instead of Spell Damage. This is an absolutely massive buff to its damage output. It may be too high!
Increased Mana, resists, and damage gained from passives
Many sources of Mana Regen have been replaced with Increased Maximum Mana, as Mana Regen was not super useful
While strong, the Pyromancer tree is very weak early game and could use some love. Mana was painful to maintain without Runemaster, and the damage just didn't feel worth all the suffering. These changes both smooth this out and add some nice endgame potential.
Reduced the base mana cost from 2 to 1. This makes the skill much more usable early on
Increased the base fire damage from 8 to 12
Increased the base Ignite effect by 100%
Increased the base Ignite chance by 20%
Fireball Mastery - Increased the flat fire added from 2 to 3, added a +5% skill damage boost
Backdraft - Increased the Ignite Effect bonus to 10%, increased the flat fire to 2
Heatseeking - Added an 8% skill damage boost
Pyromaniac - Upped the tick rate multiplier from 5% to 15%, increased the skill damage from 5% to 8%
Blazing Mind - Added a 5% increased maximum mana mod
Burning Haste - Removed the crappy "Fireball Travel Speed" mod and replaced it with "Adds 3 Fire damage to Fireball per 10 points of Maximum Mana"
Base Skill Tree Skill - Buffed from 2 to 4 flat Fire Damage. Also adds 5% Meteor Skill Damage
Meteorologist - Now adds 4 fire damage per level
Planar Ignition - 10% -> 25% Meteor Ignite Effect
Planar Persistence - Removed the degen duration effect. Increased scale effect from 7% to 12%. Now also adds 5% Meteor Skill Damage
Forecast of Pain - 10% -> 20% Meteor Skill Damage
Multieor - Meteor now repeats 2 times, but does not scale with invested points to prevent extreme lag. Now adds 20 flat damage and 15% Meteor Skill Damage per level
World Aflame - 1% -> 3% increased Maximum Life
Soul Aflame - 5% -> 7% increased Ignite Effect, 3% -> 6% Fire Resistance
Warm Heart - 2 -> 10 Maximum Life
Warm Mind - 1 -> 10 Maximum Mana
Expedient Ignition - 3 -> 5% Ignite Tick Rate Multiplier
Blaze Dominion - 7% -> 10% Ignite Effect
Big combat performance changes, speeding up some underlying calculations over 50x. This is a somewhat risky change to make, so please let me know if something feels off!
Improved targeting efficiency for minions and controller abilities. This should substantially reduce the CPU load for build with tons of minions or rapidly firing Arcanist elementals
You can now bulk-deselect skills by holding shift
Fixed a bug where Critical Hit Chance and Critical Hit Damage did not display correctly on the stats window
Fixed an esoteric bug where certain boolean effects would not go away when removed
Fixed a bug where Arcing Salvo did not always fire the arcing fireballs
Fixed a few key rebinding bugs
Changed the Warden’s Gift item to use a different icon
Added descriptions for a variety of item-specific skills
Added "Godforged Steel" to the pool of possible mods on Hero's Memory
Removed some annoying, repetitive sound effects
Crippling Cry's effect has been capped at 90%
Optimized some Meteor effects
Removed the sound on the intro video
Fixed a bug where the Steam Deck would not default to the proper resolution
This is a beta release. To install, select the beta branch for DFHack in your Steam client.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
We updated the stockpile import and export tools to understand the new color and dyed/undyed filters. This fixes reported issues with quickfort-created stockpiles, including QSPs.
Tjhe new "fix/symbol-unstick" tool can remove the assignment of a symbol to a noble that no longer exists. If you had assigned that spiffy amulet to your baron only to have it go missing when he got promoted to count, this will let you get it back.
The "resize-armor" tool will allow you to change the size of any item of armor or clothing to fit any chosen creature. Mainly useful for adventure mode, especially if you're playing as an animal man race much larger or smaller than human for which there just isn't that much clothing available otherwise.
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
"fix/symbol-unstick": unstick noble symbols that cannot be re-designated.
"resize-armor": resize armor or clothing item to any creature size.
`stockpiles`: add support for managing the dyed, undyed, and color filter settings.
We're excited to introduce Sodaman's Halloween Update, bringing a host of quality-of-life improvements along with brand new costumes. After completing the required achievements, you can now unlock fresh new looks from the wardrobe in Sodaman's bedroom. Plus, Fizzy Fury is getting into the Halloween spirit for the duration of the event!


We're also thrilled to announce that our next major update will introduce exciting new soda colors. Happy Halloween!
Costumes: Introducing the Brand New Sodaman Wardrobe!
See you in the next updates!
Best enjoyed chilled.
\[Changelog]
[Added]
Halloween theme added.
Wardrobe added.
New Achievements added.
Achievements can now be viewed in the Codex.
Codex entries added.
7 new Skins added.
[Fixed]
Fixed some non-functional Cards.
Fixed some non-functional Skills.
Improved Card interface.
Improved Codex interface.
Fixed an issue where some Achievements could not be obtained.
Fixed the issue of the Skill tree not being saved.
Fixed the issue of saving Display settings.
[Performance]
Fixed sudden frame drops occurring when killing enemies.
Various performance improvements.
The STEAM SCREAM FEST is LIVE!
And CONFINED: Leaving OKB-134 is part of it!

HALLOWEEN is just around the corner and therefore it's time for STEAM SCREAM FEST!
So head over to the Event Page and PLAY DEMOS, WISHLIST and SUPPORT your favourite Horror Game Devs!
Event Page: https://store.steampowered.com/category/scream
- Added in-game access to Controls menu
- Fixed a minor issue where "Start Simulation" could result in a black screen
@Chloe : "est-ce que c'est une simulation d'être dans le noir ?"
- Fixed a minor issue where pickable wood could get stuck in hand
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
General
Temporarily re-disabled experimental wake-on-bluetooth support for Steam Deck LCD while issues with spurious wake-ups are investigated
Fixed an issue that could prevent updating from specific older builds of SteamOS
Fixed a bug with the Discover app in desktop mode that could cause update failures in some scenarios
The game got updated to Version 1.0.508!
After getting some feedback from players and playing around more myself, I'm re-balancing some enemies and features. It's not the most fun when you have a great build going and then some enemy shows up that completely ruins your build. So these changes will nerf some enemies a little and not stop a fun build in it's tracks. Originally this patch would come out in a couple of days but there are a few bug fixes that felt important enough to get out now. There will be a more content-focused patch in a few days.
It includes the following changes:
Features:
+2 Artifacts
+2 Cards
+1 Shop Offer (Altar of Sacrifice)
Bug Fixes:
Fixed bug with Ironharts Hero Power not randomizing which card to reduce. It also doesn't reduce cards that have cost set to 0 (so you aren't as unlucky now if you have several cards that are reduced down to 0 and hoping to hit another card).
Fixed bug with Captain Flint not allowing you to buy artifacts with shards that you earned during that level.
Conjure Towers now spawns towers with the correct quality.
Balance changes:
SHIELDS have been modified. Enemies can now take poison damage even if they are shielded but they take only 1 Poison damage when a poison is applied if they are shielded, regardless of amount from tower/trap/spell. Fire effect on shield is unmodified. All other damage sources than Poison and Fire now do DOUBLE DAMAGE to shields. So it's easier to get enemy shields down now.
ALL enemies except for Generals now do 1 damage to you when they reach a portal. There were previously a few that did 2 or 3 but it was never fun when you were surprised and took more damage than anticipated. You can now see how much max damage you can take in a round from enemies by checking the "enemies alive" counter.
Reduced Armored Turtle movement speed from 5 -> 4
Reduced Indestructo base HP from 1000 -> 800
Greedy Goblin mana generation reduced from 10 Mana/Second -> 5 Mana/Second
All enemies that were immune to various elements are no longer immune. Instead they have various degrees of elemental resistance. The only enemy completely immune is the Toxic Slime who is still healed by poison damage.
Expert Archers now fires at all enemies, regardless of HP amount, when you play a card.
Polish:
Updated cost indicators on various shops to better reflect the cost of offers inside after balance changes.
Fixed spelling errors with armored turtle description
The game has been decorated for Halloween!
6 new Halloween-themed hats available
6 new Halloween-themed glasses available
A new Halloween quest: trick or treat?
New unlockable combat emote system
Old accessories have been graphically redesigned.
Auction house sales limits have been increased from 20 to 50 to boost the market.
Plants are now tightened when planted with the skill or with the vehicle
The shortcut bar for food has been adjusted
The oil bar now reacts correctly when consuming the oil boost potion
Fixed a bug where you could spam the button to plant with the vehicle
The biofuel icon is now displayed correctly in the calendar
The front right wheel of the watering vehicle now turns correctly