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Releases: ConsideredHamster/YetAnotherPixelDungeon

Version 0.3.4

18 May 12:24
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MINOR CHANGES

  • added a pop-up about Tutorial on the second floor for new players

  • decreased the amount of healing Goo receives from absorbing its spawn

  • decreased the distance between Tengu's shadows spawned in the alternate phase

  • DM-300 now spawns immediately aggroed and closer to the starting room

  • decreased DM-100's health by half (they deserved it)

  • boss summons no longer grant any experience

  • piranhas are now resistant to fire and immune to burning

  • changed skeletons spawning on the fifth floor to gnoll shamans

  • evil eyes no longer drop meat, but vampire bats do

  • buying, selling, and stealing items from shops now takes one turn

  • increased amount of ammo/gunpowder/bombs sold at the last shop

  • freezing duration from Wands of Ice Barrier will ignore the target's armor now

  • Scrolls of Phase Warp are now more reliably random

BUGS & ISSUES

  • fixed Yog's fists not counting as magical enemies

  • fixed the burning fist ability description

  • fixed evil eyes being able to hit you twice

  • fixed DM-300 bombs not exploding at the same time

  • fixed DM-300 being able to hit you at a distance

  • fixed DM-300 being able to use abilities while asleep

  • fixed DM-300 always throwing two bombs while enraged

  • fixed dropping/throwing equipped armor taking fewer turns than unequipping it

  • fixed Scrolls of Detect Magic failing to identify equipped items in certain cases

  • fixed some shelves being inaccessible on warehouse floors

  • fixed vampiric weapons draining health from magical enemies

  • fixed the guard buff lasting longer than intended

  • fixed some other (even less important) stuff

Version 0.3.3

05 May 11:02
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GENERAL

  • all difficulty levels are now unlocked by default

  • last three chapters became much more open-ended

  • added more decorations for wall and floor tiles

  • made a lot of tweaks to make chapters differ from each other

  • added random clutter in empty rooms to make them look a bit different

  • added "burnt" floors which have a lot of (likely cursed) bones and barely any grass

  • added "storage" floors which change most of the floor's walls to (mostly empty) shelves

  • added "guarded" floors with additional mobs spawned, some of them wandering by default

  • "trapped" floors no longer affect mob amount and respawn rate

  • decreased amount of traps on "flooded" floors

  • removed the "haunted" floor feeling

  • all hazards now have descriptions when inspected

  • the ambitious imp now only spawns in the floor's exit room

  • the troll blacksmith's quest now requires only 5 pieces of dark gold ore

ENEMIES & BOSSES

  • the mob description window now also shows their stats, resistances and abilities

  • completely reworked the Tengu boss fight

  • completely reworked the DM-300 boss fight

  • boss summons now can be encountered as regular mobs

  • evil eyes no longer run away when approached

  • evil eye beams are now reflected from walls

  • golems can now inflict knockback upon attacking

  • blackguards can now pull you closer with harpoons

  • stats of gnoll hunters/shamans now scale with the current chapter

  • piranhas and imps can turn invisible now

  • significantly decreased the chance of mobs dropping food

  • delay between mob respawns now increases much faster

  • replaced fire elementals with a new enemy: fire drakes

  • replaced fiends with a new enemy: demonic magi

  • reworked the succubus sprite so it looks more demonic

  • removed class-specific mob descriptions in the sewers

ITEMS & CONSUMABLES

  • interacting with bookshelves now has a chance of identifying one unknown scroll
  • changed the Scroll of Identify into the Scroll of Detect Magic
  • Potions of Invisibility now snuff out the lantern when used
  • Invisibility is also dispelled when lighting the lantern
  • all uncursing effects now remove only one negative level from cursed items
  • items in perfect condition can now be repaired anyway

BOMBS & FIREARMS

  • all flintlock weapons now require only 1 portion of gunpowder to reload
  • bombs now explode on the next turn after being thrown
  • bomb sticks now require more gunpowder to craft
  • bomb explosions no longer inflict knockback
  • changed damage from explosions from non-elemental to their own element

WANDS

  • the Wand of Lightning zaps now arc to nearby targets unless the target is standing in the water
  • the Wand of Ice Barrier now simply creates a short wall on the tiles adjacent to the target
  • the Wand of Disintegration shouldn't affect the same target twice anymore
  • stacking runes of the Wand of Firebrand beyond the fifth stack only affects their duration now

DEBUFFS

  • lightning damage from all sources now spreads over the water, just like the Wand of Lightning zaps
  • damage debuff from being Poisoned, Withered, Charmed and Controlled was decreased from 50% to 25%
  • the Vertigo debuff now interrupts your movement when causing you to misstep
  • mobs affected by the Vertigo debuff will now switch their behavior to "wandering"

FIXES

  • fixed cave scorpions appearing one floor earlier than intended
  • fixed the issue that caused Scrolls of Banishment to apply the Tormented debuff instead of Banished
  • fixed the issue that caused cursed Rings of Durability to prevent repair too often
  • fixed visual issues with harpoons
  • fixed a lot of minor issues and typos

Version 0.3.2a

11 Aug 08:10
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GENERAL

  • "magic skill" stat was renamed into "magic power" and now affects wand's damage/effect
  • "willpower" was renamed into "attunement" and now affects recharge rate not as much
  • potions of Strength now increase your magic power in addition to its previous effects
  • Scholar now receives bonus magic power only on every 3rd level up
  • Acolyte now receives bonus magic power only on every 6th level up
  • Warrior and Brigand do not get additional magic power on level ups at all
  • increased starting health for all character classes from by 5 points
  • regeneration rate now depends on the max health amount only
  • nerfed waterskins and oil lantern
  • Acolyte now starts with three empty bottles instead of a potion of Overgrowth

WANDS & RINGS

  • wand damage, recharge rate, and number of charges were significantly rebalanced
  • combat wands now are Magic Missile, Disintegration, Smiting, Lightning, Acid Spray and Firebrand
  • utility wands now are Ice Barrier, Thornvines, Force Blast, Charm, Life Drain and Damnation
  • wands will never miss their target anymore (except Magic Missile)
  • "utility" wands can miscast/squeeze charges, just like combat wands
  • only unidentified and/or cursed wands will ever miscast now
  • changed curse chances for wands/rings to be dependent on chapter rather than floor number
  • wands and rings now have much more detailed descriptions

ALCHEMY & POTIONS

  • brewing potions now requires an empty potion bottle and two specific herbs
  • empty bottles can be found in shops, laboratories, and among the loot
  • using incorrect herbs will give you unstable potion which is, well, unstable
  • added potions of Rage, Toxic Gas, and Confusion Gas
  • Potion of Overgrowth was replaced with Potion of Webbing
  • Potion of Blessing was divided into Potion of Shield and Potion of Blessing
  • Potion of Corrosive Gas was replaced with Potion of Caustic Ooze
  • Potion of Caustic Ooze creates temporary acid puddles on the floor
  • rain created by potions of Thunderstorm now can refill wells in its area of effect

HERBS & FOOD

  • raw meat cannot be cooked by burning or freezing it, but is completely safe to eat
  • burning raw meat will turn it into burned meat, which is a worse version of raw meat
  • you can, however, cook raw meat in alchemy pots, making it more nutritional
  • it can also be cooked with herbs to provide a much longer resistance buff when eaten
  • herbs now require only one turn to be eaten (was three turns before)
  • herbs now remove debuffs and apply short resistance buffs when eaten
  • spawn rates of different herbs now depends on the current chapter
  • implemented Feyleaf herb, which increases magical resistance when eaten
  • Dreamweed was renamed into Dreamfoil and had its sprite changed slightly
  • herbs and other types of food now have much more detailed descriptions

EQUIPMENT

  • quarterstaffs now increase your magic power by 10-25% depending on their upgrade level
  • rebalanced prices and quantities of ammunition and throwing weapons
  • missile and flintlock weapons got their damage increased
  • light throwing weapons can now inflict bonus damage on sneak attacks
  • debuffs from special throwing weapons now ignore target's armor
  • javelins and tomahawks can now knock their targets back on hit
  • chakrams can now be used to hit several enemies at once
  • harpoons were reworked and will be more reliable now
  • throwing items at secret doors now also reveals them
  • weapon enchantments do not provide bonus damage for certain wands anymore
  • added a confirmation pop-up when equipping items which are too heavy for you

BUFFS & DEBUFFS

  • the Enraged buff now has decreased effect, but lasts longer
  • Mind Vision now increases Perception by 25%
  • Levitation now increases Dexterity by 25%
  • Invisibility now increases Stealth by 25%
  • Invisibility is now dispelled on stealing
  • Corrosion now causes its target to spawn an acid puddle on death
  • Vertigo now prevents you from receiving "Focused" buff from skipping turns
  • being Poisoned now decreases attack speed only by 25% (instead of 50%)
  • electricity damage does not inflict Electrified debuff on its targets anymore
  • electricity damage now just gets increased by 50% if the target is standing in the water

MOBS

  • slightly buffed minimum damage for most of the mobs mobs
  • Goo was tweaked to make its fight easier for new players and less annoying for veterans
  • King of Dwarves was tweaked to make his fight to be less confusing/unfair for everyone
  • carrion eaters, giant spiders and cave scorpions are now vulnerable to mind debuffs
  • warlocks and evil eyes will not miss anymore (same as the corresponding wands)
  • carrion eaters are not resistant to body and acid anymore
  • updated giant spider sprites, and now they only spawn webs on death
  • cave scorpions now spawn acid puddle instead of corrosive gas on death
  • dwarf monks aren't resistant to mind effects anymore
  • dwarf warlocks now deal more damage with their ranged attacks
  • charmed mobs should be a bit more independent now
  • hitting charmed/controlled mobs doesn't remove the effect from them

DUNGEON

  • moved old wandmaker NPC to the Sewers, and sad ghost NPC to the Prison
  • decreased amount of water in the bonus well rooms (only guaranteed wells are on the 4th floor of a chapter)
  • poison dart traps were changed into confusion gas traps
  • toxic gas trap now releases toxic gas instead of corrosive gas
  • trapped vaults now can be filled with summoning traps
  • made item piles on the already visited tiles visible through the fog of war
  • small changes to the layout of the second boss floor nd imp's shop floor
  • secret doors on the 2nd floor are now guaranteed only if you have not unlocked at least one of the strength, upgrade or boss badges yet

Version 0.3.1j

03 Jun 15:31
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GENERAL

  • added ability to steal items from shops
  • shopkeepers do not leave any items behind when fleeing anymore
  • boomerangs and chakrams now always return when thrown (just like harpoons)
  • sleeping in water doesn't affects health regeneration rate anymore
  • slightly adjusted various debuff durations

MOBS & BOSSES

  • gnoll brutes now become enraged on being hit while having less than 50% health
  • DM-300 now becomes slightly faster after every enrage (up to 95%)
  • DM-300 now receives halved damage when enraged
  • Tengu now receives halved damage when enraged

HERBS & WATERSKINS

  • brought back the Earthroot herb

  • changed the sprite of the Whirlvine herb

  • added a rare Wyrmflower herb which can be used to brew potions of Strength

  • pouring water from waterskins does not flood the targeted tile anymore

  • pouring water from waterskin now turns ember tiles into grass tiles

  • pouring water from waterskin now turns grass tiles into high grass tiles

  • pouring water from waterskin now grows random herbs on a high grass tiles

BUGS & ISSUES

  • fixed game crashing when attacking burning Goo or its spawns
  • fixed game crashing sometimes when Ankh tries to resurrect you
  • fixed game crashing when player character is killed by a trap
  • fixed Levitation visual effect glitch when using potion of Levitation to fall down
  • fixed Ensnared duration from webs and regrowth clouds
  • fixed guard lasting for a more than a single turn
  • fixed some descriptions in the tutorial
  • fixed some typos and grammar mistakes
  • fixed some other minor issues

Version 0.3.1h

15 Apr 13:10
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GENERAL

  • lantern can be used to spend your oil flasks to ignite nearby tiles
  • amount of oil flasks spawned is increased
  • waterskins can be used to pour water on adjacent tiles (or yourself)
  • pouring water now creates a patch of water on affected tile
  • wands of Magic Missile now inflict energy damage with their spells (instead physical)

MOBS

  • decreased wraith HP
  • decreased wraith blink chance
  • restored wraith spawn rate on haunted floor to the previous value
  • gnoll shamans now inflict energy damage with their spells (instead of physical)
  • fixed first boss not spawning minions when hit

MISC

  • weapons ands armors in shops can be enchanted now
  • increased duration of "Withered" caused by unholy damage
  • thunderstorm clouds now can remove Corrosion
  • updated loading tips
  • updated tutorial

BUGFIXES

  • fixed issue with weapons being degraded too fast
  • fixed scroll of Challenge crashing the game
  • fixed scroll of Transmutation and throwing weapons/ammunitions issue
  • fixed issue when using throwing weapons with ranged weapon in your main hand
  • fixed issue with quickslots acting as offhand slots when item in them is equipped
  • fixed scroll of Transmutation not showing a message when transmuting rings
  • fixed some typos and grammar mistakes

Version 0.3.1e

02 Apr 11:29
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GENERAL

  • new soundtracks, kudos to Jivvy! (music in the first chapter remained the same)

  • when you skip a turn, the character gains a significant bonus to the chance of hitting

  • waterskins now occupy a separate button on the left of the game screen

  • added a digital indicator of the character's health

  • added the indicator of current difficulty in the upper right corner

  • numerous bugfixes

BUFFS & DEBUFFS

  • all status effects were standardized, many were partially or completely reworked

  • some overly powerful or redundant debuffs were removed from the game (stun, for example)

  • some debuffs were brought back to the game or implemented from scratch

  • duration of debuffs from attacks now scales from damage received vs target's total health

  • duration of most debuffs from blobs now depends on amount of time target spent in the blob

  • added descriptions of effects in the "Buffs" window

  • added effect duration indicator at the top of the game screen

  • many debuffs got new shiny visual effects

ILLUMINATION & SECRETS

  • torches have been removed from the game

  • characters start with an oil lantern that can be turned on and off at any time instead

  • lantern increases view distance and guarantees detection of traps/doors, but nullifies your stealth in return

  • lantern needs oil flasks, there are two of them per chapter (one among random drops and one in a shop)

  • player character's view distance is now limited to 4 cells regardless of the chapter

  • rebalanced chance to detect traps (mostly decreased it)

FOOD & SATIETY

  • satiety drain rate now depends on strength requirement of your current equipment vs your current strength

  • starving now gives you some time before it starts to inflict damage (and it also deals decreased damage at first)

  • in general, starvation now inflicts less damage than before (4% HP per turn at max vs ~6% HP per turn as before)

  • herbs can now be eaten to slightly satisfy hunger and/or to remove certain debuffs

  • some herbs, on the contrary, inflict short-term debuffs (but satisfy hunger anyway)

  • it's better to eat harmful food when you are not that hungry

BOSSES & DENIZENS

  • the fifth boss now has immunity to fire/acid, as long as the corresponding fist is alive

  • on knockback into something, the fourth boss now inflicts Vertigo instead of dealing additional damage

  • wraiths are now resistant to physical damage

  • reduced the frequency of wraith spawn on the haunted floors

  • some mobs have been slightly tweaked

EQUIPMENT & CONSUMABLES

  • resists from buffs, rings and enchantments now stack and can be brought to 100% immunity

  • bonuses from rings and the chance of triggering enchantments have become slightly higher at the lower upgrade levels

  • scrolls of Torment now inflict a "Torment" debuff, frightening off mobs in addition to inflicting damage

  • scroll of Challenge now enrages your character instead of mobs on the current floor

  • scrolls of Banishment now banish magical mobs in addition to inflicting damage, forcing them to flee

  • scrolls of Sunlight now disrupt (confuse) magic mobs instead of ignoring them

Version 0.3.0d

17 Sep 18:59
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CHARACTERS

  • changed Wand skill attribute into Magic skill, which affects your accuracy with wands and power of some of the scrolls

  • changed Detection attribute into Perception, which affects your chances to expose your enemy to counter attacks instead of your chances to prevent equipping a cursed item

  • changed Magic power attribute into Willpower, which affects your chances to prevent equipping a cursed item instead of determining scroll's power

  • Warrior now gets increased amount of hp only on every 6th level instead of every 3rd level

  • Acolyte now gets decreased amount of hp only on every 6th level instead of every 3rd level

  • shields now apply their armor class bonus only with 50% chance or on failed guard attempts

  • shields now degrade and proc only when applying their bonus or when guarding

  • debuffs now affect chance to apply shield's bonus AC instead of the shield's AC

  • guard effectiveness is now affected by your base strength instead of excess strength

  • hero's remains are now separated by difficulties

MOBS & BOSSES

  • all enemies in the fifth chapter now count as magical (but not necessarily having body or mind immunity)

  • third boss does not counts as magical, while still having body and mind immunity

  • evil eyes now drop raw meat instead of cave scorpions

  • fire elementals and evil eyes now only partially pierce target's armor instead of completely ignoring it

  • imps now deal physical damage and don't have fire resistance anymore

  • imps now will steal random amount of stackable items instead of the full stack

ITEMS & SHOPS

  • ankhs now weaken curses on all of your items on activation

  • waterskins now can be used to wash away caustic ooze and douze burning effct on self

  • potions of Mending now heal 25% of health immediately

  • base duration of the effect of potions of Mending decreased to 15 turns instead of 20

  • base duration of effect of potions of Levitation increased to 20 turns (from 15 turns)

  • first four shops will not sell same repair tools in stock

  • first four shops will not have more than two of the same type of ammunition in stock

RANGED WEAPONS

  • flintlock weapons now can be reloaded while moving

  • fixed issue with flintlock weapons being almost unable to deal sneak attacks

  • trying to shoot from a non-loaded flintlock weapon now will reload it instead of showing a warning

  • increased durability of ranged weapons

  • decreased price modifier when purchasing throwing weapons and ammunitions in shops

  • rebalanced amount of throwing weapons and ammunitions when generated in a wrong chapter

WANDS & RINGS

  • wands of Disintegration/Firebolt do not completely ignore target's armor class anymore

  • wand of Entanglement is twice as effective now

  • rings of Perception were renamed into rings of Awareness and now affect bonus damage from counter attacks instead of view distance

  • rings of Energy were renamed into rings of Concentration and now increase mind resistance chance instead of enchantment's proc chance

  • rings of Sorcery now affect enchantment's proc chance instead of wand's miscast/squeeze chance

  • rings of Protection do not affect your mind and body resistance chance anymore

SCROLLS

  • scrolls are now affected by your Magic skill instead of Willpower

  • scrolls of Challenge will not affect passive animated statues

  • scrolls of Enchantment now can be used to transmute fully upgraded rings/wands into another ones

  • scrolls of Torment are more powerful and reliable now, but their radius of effect is limited

  • scrolls of Transmutation can be used on ammunition and throwing weapons

  • scrolls of Transmutation should be way more useful now

GENERAL

  • added confirmation window when trying to step on a revealed trap

  • added confirmation window when trying to equip obviously cursed item

  • added confirmation window when trying to drink water while your health is greater than 50%

  • added new lore about winners of The Impossible Contest into the game ;)

BUGFIXES & MINOR TWEAKS

  • fixed issue when explosions destroyed items which drop on the hero's death

  • partial proguard activation

  • improved title screen background

  • improved Goo's sprite

  • slightly improved sprite of ambitious imp NPC

  • thunderstrikes will now occasionally hit in diagonal directions instead of cardinal

  • slightly improved thunderstrike's visuals and visibility

  • hopefully fixed issue with successive hits not stacking combo counter

  • combo attacks now will apply their bonus only from the third hit

  • fixed combo counter being visible through fog of war

  • healing effect from the scroll of Sunlight cannot be resisted anymore

  • being exposed to counter attacks now lasts exactly one turn instead of until the beginning of target's turn

  • moved durability loss to hero's attack and defense procs

  • slightly simplified durability loss logic

  • cannot guard against ranged attacks without a shield anymore

  • cannot guard against armor piercing opponents anymore

  • game now indicates failed guard attempts

  • missed attacks now interrupt hero's actions

  • slightly changed character descriptions

  • fixed issue with shopkeepers reacting to effects of scroll of Sunlight

  • increased blink delay of succubi to 6 turns (from 5 turns)

  • mobs will not drain health on successful guards

  • adjusted bonus armor class from the Durability enchantment

  • adjusted bonus weapon damage from the Tempered enchantment

  • adjusted some of the item's descriptions

  • fixed issue were unidentified rings were labeled as cursed in their descriptions

  • wand of FIrebolt will not ignite non-flammable tiles anymore

  • wand of Freezing now can affect chasm tiles

  • fixed issue with wands of Phasing being able to teleport entities which are supposd to be immovable

  • fixed a bug when falling into a chasm while having a DoT on your character

  • fixed a bug where brewing a potion in a flooded alchemy lab crashed the game

  • fixed a bug where enemies on the edge of the view sometimes were revealed to the player

  • storage rooms now have their food in the main part and bonus item hidden behind the shelves

  • treasury rooms will not be guaranteed to have a mimic chest all the time now (except in a fifth chapter)

  • lightning traps will now occasionally hit in diagonal directions instead of cardinal

  • reworked the final floor (mostly to remove that door-shaped red herring)

  • reworked dead end floor (for the same reasons as above)

  • increased width of some of the description windows when in landscape mode

  • fixed issue where shooting from a flintlock weapon alarmed targets around the targeted cell instead of shooter

  • player can't use waterskins on full health anymore

  • slightly improved visuals of Thunderstorm cloud

  • added scrolling indicators to some of the lists

Version 0.3.0c

25 Mar 06:42
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  • reworked the "Enchanted item with +X bonus acquired" badge into "X scrolls of Upgrade used" badge

  • scrolls of Banishment and potions of Blessing now affect wands in the wand holder

  • potions of Strength now give 2 bonus health points regardless of your class

  • you can double tap the Search button to search now (with default behaviour set)

  • decreased skeleton respawn rate in the fourth boss fight

  • fixed scroll of Challenge freezing the game on floors with no mobs

  • fixed Harpoons crashing the game when used on immovable target

  • fixed the search button switch in the settings having incorrect text

  • fixed "Nevermind" button when the game asks you which quickslot to replace

  • fixed DM-300's boulders crashing the game in rare cases

  • NPCs are immovable now

Version 0.3.0b

08 Mar 00:51
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  • added an option to change the "Search" button behaviour in the game settings
  • wandmaker now shows actual wand names even if they were not identified yet
  • completing the sad ghost quest will not crash the game anymore (restart the run if he still does)
  • some loading tips were reworded (thanks to Dustin Jacobsen)
  • fixed some of the descriptions and issues

Version 0.3.0a

06 Mar 22:03
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General

  • you can hit targets out of your field of view again, but with 50% accuracy penalty
  • rebalanced rewards of sad ghost and ambitious imp quests
  • rewards of sad ghost and old wandmaker quests are visible to the player now
  • player character now receives 50% less damage on Easy difficulty
  • player character now receives 50% more damage on Impossible difficulty

Items & Shops

  • all basic shops now sell arrows or quarrels
  • all basic shops now sell bullets or gunpowder
  • decreased base price of ammunitions
  • partially identified (non-cursed) items now cost less than fully identified ones
  • rebalanced bomb damage, bomb sticks are less powerful than bundles now
  • scrolls of Enchantment now can be used to upgrade/uncurse wands and rings
  • scrolls of Enchantment now upgrade already enchanted weapons/armors
  • scrolls of Enchantment now re-enchant only if item is already at +3
  • scrolls of Sunlight now heal more the longer you stay in their area of effect
  • effect of scrolls of Sunlight now lasts less longer
  • thunderstorm clouds now deal low damage to the fire elementals

Mobs & Bosses

  • mob damage is not affected by difficulty anymore
  • mob respawn rate is not affected by difficulty anymore
  • tweaked last boss battle to be a bit more difficult
  • buffed damage growth rate of miasma cloud
  • carrion swarms now drain 1% of your satiety per hit
  • fire elementals do not drop gunpowder anymore
  • golems now become less armored while burning
  • wraiths now deal physical damage in melee instead of unholy, but still ignore target's armor
  • increased drop chance of raw meat from sewer crabs, giant spiders and cave scorpions

Minor tweaks and bugfixes

  • shopkeepers are immovable now
  • last boss is immovable now
  • haunted floors now generate bonus items in cursed bone heaps instead of tombs
  • slightly tweaked messages when upgrading unidentified items
  • tweaked pitch of the player character's scream when playing as Acolyte
  • removed wall sign from the floor 25
  • fixed evil eyes being stupid in melee (again)
  • fixed "Search" button being active during search animation
  • fixed bug with cursed items disappearing when equipped while inventory is full
  • fixed attack/movement speed penalty values in item descriptions being overly precise
  • item descriptions now tell item's rarity to better understand item's intended chapter
  • fixed carpaccio and raw meat being partially useable even while overfed
  • fixed duplication bug with win/total count on the rankings screen
  • fixed some possible issues with attack/danger buttons
  • fixed some typos