Most equipment effects now have levels. Unlike rings, an item’s quality affects only the number of effects; their level can be any (from 1 to 3). The level of an item’s base effect (if it has one) depends on the item’s quality
Smithing gems (Ruby, Opal, and others) now have 3 quality tiers. The higher the gem’s quality, the higher the level of the effects it applies
Smithing gems can now be combined up to tier 3 (requires upgrading the Enchanting Table to level 3)
At the Forge, you can now quickly combine all potions in your inventory (requires upgrading the Alchemical Laboratory to level 4)
2 new artifacts have been added - more powerful versions of the Claw and the Frog Leg; the icons for these items have also been updated
"Phalanx Shard" has been replaced with "Obsidian Shard": the item’s name and appearance have been updated
[GENERATION]
A new small lair has been added - "Secret Sanctuary". The gate can appear in any location
[GAMEPLAY]
After changing the behavior type for summoned undead, all subsequent creatures summoned by the Necromancer will automatically use the same behavior type
Creatures set to "aggressive" behavior will try to position themselves in front of the character
[MISC]
Many creatures now remain as corpses on the ground after being killed (can be disabled in Settings)
The Golem pet is now fully animated
Zombie Crossbowmans and Ancient Guardians are now animated
After visiting one-time gates to sub-locations and bosses, they will not disappear; they will remain on the map, but in a destroyed state
Goblin Druids now summon a Rat Spirit instead of a regular Rat
Special sound and visual effects have been added for items that drop with Epic quality or higher ("Other Effects" must be enabled in Settings)
All chests, the iron barricade, the ranged barricade (with and without spikes), and the four-way shooting trap now visually break apart gradually
The Blood Circle is now displayed on the mini-map
Added a sound for torches in hand and on the wall, as well as a crunching sound when moving over snow
[BALANCE]
All equipment and weapon effects have been rebalanced
Stat values can no longer fall below 0 due to curses or perk penalties
The attack range of the starter Zombies and Skeletons summoned by the Necromancer has been increased
The "Laceration" curse now fills the Bleed gauge by a random amount for each hit taken (instead of having a chance to apply the effect instantly)
[INTERFACE]
Updated the icons of some effects and items
Updated and clarified the descriptions of many equipment and weapon effects
Effect icon backgrounds in the inventory now change depending on each effect’s level
Descriptions of smithing gems, ingots, and artifacts can now be collapsed
Inventory slots now play an animation when tapped/clicked
Additional defense and damage types are now shown at the Forge when upgrading an item
When the "Bleeding" effect is applied, the on-screen visual effect will not be shown if "Blood" is disabled in Settings
[FIXED]
Fixed a critical Unity vulnerability present in outdated engine versions
The experience bonus granted after building the Tavern was calculated incorrectly and was too low
The "Carrot and Stick" modifier, when taking damage, reduced not only current experience but also active experience modifiers
The "Storm" weapon effect could not drop on most types of swords and daggers
The "Payroll Records" effect increased experience gained instead of the amount of gold
After animation updates, the Slime stopped using ranged attacks
After repeatedly saving and loading the same floor (for example, by using many Runes of Greed on one floor), the game could freeze
Ghostly creatures could teleport to zero coordinates if they finished their attack inside a wall
If music was disabled, it could still start playing when moving to the next floor
When stunned, the character did not interrupt some skills
The transparency and size of touch buttons might not be saved
Corridor generation between rooms did not account for door positions, and doors located in a room corner could be ignored
The effects of ranged skills that depend on the target’s stats (for example, critical hit chance against creatures with a certain armor type) could use the character’s stats instead of the target’s
The Royal Executioner’s weapon in phase two did not change color (for example, when affected by Frost); also, his weapon might not disappear after the fight ended
Creatures could respawn as a shadow even if they were already a shadow
Monster Champions will no longer appear as shadows when the "Vengeful Spirit" curse is active
The "Vampirism" ability did not work for some allied creatures (for example, the summoned "Zombie Butcher")
Fog of war over the mini-map could be cut off along the right edge if a modifier that increases location size was enabled
When closing the consumables purchase screen in the Fortress, all interface buttons became unavailable
The preview of effects currently affecting the character could appear twice after loading a save
After loading a saved floor, items on the ground did not get an outline matching their quality
Selling the last passive item in the inventory in the Fortress could cause an error
Creature corpses did not disappear over chasms
The amount of gold received from dismantling an item could fall outside the range shown on the dismantle warning screen
The visual effect of the "Summoning Circle" perk was displayed only at level 5 (it now appears starting from level 1)
The effects and penalties of the "Stone Skin", "Keeper of Secrets", "Alchemist", and "Crushing Power" perks were not displayed in the character’s stats
The bowstrings of some creatures that became shadows were not tinted black, nor were their projectiles