- Freezes if caustic slimes or DM-201s died over pits
- Talisman of foresight taking no time to scry
- Talisman of foresight not gaining exp in some cases
- Wand of Warding healing sentries for more HP than intended
- Dropped items not using new step SFX
- Bees refusing to retarget when target is invulnerable
- Potion splashes cleaning fire/ooze from enemies
- Blast wave attempting to throw enemies that move after being damaged
- Corrupting enchant attempting to corrupt dead enemies
- Magic missile charge buff not visually applying to the mage's staff
- Specific cases where using an item wouldn't cancel the current cell selector
- Large enemies rarely appearing in enclosed spaces due to levelgen
- Lotus vfx persisting after the sprite is destroyed in rare case
- fixed concurrency errrors in Sample.java
- added a null safety check to IconTitle
- fixed further rare freezing errors with tengu jumping
- reverted Android 'singleInstance' change, due to stability issues
- fixed a bug where trample and grass both played instead of just trample
- volume tweaks to item, dewdrop, and debuff
- added a hitsound for arrows/darts
- added pitch variance to crossbow and bow
- adjusted hit_strong to mix better with other sounds, and to sound better on phone speakers
- adjusted health_warn and adjusted volume/trigger thresholds for health_warn and health_critical
- warlocks not playing debuff sound if hero is already debuffed
- various small logic errors with ring of wealth
- wand of warding incorrectly refusing to place a new ward with 1 energy left
- runes appearing on top of each other in runestone rooms
- particles on item sprites being visible when the sprite isn't
- shields rarely failing to apply (having no target)
- ghouls dieing while over pits
- Tengu having nowhere to jump in rare cases
- multiplicity when the attacker is the hero
- talisman buffs not always respecting floor differences
- null pointers in reflection
- talisman of foresight now requires less exp to level
- talisman of foresight now spends slightly more charge when scrying at distances
- battlemage staff of magic missile proc changed: now grants a straight 0.33 charges to all wands
- rare crashes involving preparation buff icon
- quickslot errors when blacksmith reforges wands
- rare crashes involving Tengu, he now keeps distance from his target and the hero
- errors involving seed selection and sandals of nature
- fireblast applying stun/cripple to dead enemies
- github update checker connecting on metered networks
- Memory leaks and other errors when using split-screen on Android
- Tengu cleansing doomed debuff between first and second phase
- Equip drops from enemies not graduating in rarity as intended
- Gasses being examinable when not visible
- preparation incorrect killing enemies at health threshold, instead of below it
- preparation incorrectly ignoring boss phases and death resistance effects
- talisman of foresight vision marking effects incorrectly persisting between depths
- packs filling past capacity in some cases
- fireblast incorrectly setting adjacent cells on fire when not flammable
- typos in the description of shields
- game incorrectly closing when back button is pressed in new hero select
- memory leaks on Android phones when the game is closed/opened
- cursed wand gas zaps not using new SFX
- fixed audio issues with DM-200/Dm-300
- fixed summoning traps failing to summon anything in some cases
- fixed DM-300 being able to drill out of its arena in rare cases
- fixed rogue armor's blink not going over terrain when accounting for range
- fixed unblessed ankg revives waking up mimics
- fixed enemies not being surprised by invisible heroes in rare cases
- fixed pylons being surprised when they shouldn't
- fixed dark and bright fists rarely teleporting into unreachable places
- fixed rankings conversion logic on game updates not actually doing anything
- fixed debuffs being incorrectly persisted in rankings
Buffs:
- Ward/sentry energy cost reduced by 1, wand of warding energy capacity also reduced by 1
- Wards/sentries are now inorganic
- Vision range up to 4/5/6/7/8/9 from 3/4/5/6/7/8
- Zaps per ward tier increased to 1/3/5 from 1/3/4
- Upgrading a sentry now always grants it the largest possible health boost (18/22)
- Regular Sentry healing up to 8/10/15 from 6/8/12
QoL:
- Ward sprites now visually darken as they use up charges
- Sentries now show how much they are being healed by wand of warding
Massively reduced cases of "can't place ward here":
- wards can now be adjacent to eachother
- wards can now be summoned out of FOV if nothing is in the way
- wards now spawn adjacent to an enemy/wall if shot at one
And two that are more adjustments/nerfs:
- Lesser sentries now start with 4 less HP for each zap they used as a ward
- Attack speed changed to .5x/.5x/.5x/1x/1x/1x from .5x/.5x/.67x/.67x/1x/1x
- Bright and dark fist damage down to 10-20 from 12-24
- Yog laser damage down to 20-30 from 20-35
- Burning fist now evaporates slightly more adjacent water tiles
- sniper's mark now lasts 4 turns, up from 2
- further increased distance-based damage scaling on sniper shot
- assassin preparation now maxes at 11 turns, and becomes stronger faster
- preparation now executes enemies below a health threshold, rather than dealing more damage at low enemy HP.