We've migrated the graphics engine to native OpenGL. This means the game now takes full advantage of your graphics card.
Compared to the previous Java CPU-based rendering, it is blazing fast. On my test machine, it gives 400% faster FPS.
Lighting, which was experimental and off by default in 0.6.2, is now on by default for everyone. Torches, braziers and campfires throw their own light and shadows, and the light you carry follows you through the dark.
Lighting visuals do not affect gameplay. View distance, your "light" stat, the darkness of the dungeon - all of this still applies just as before
(technically, the view calculation also changed a little this update, see the later section).
Renderer and Lighting options are reset to the new defaults the first time you start 0.6.4. If you prefer the old look, switch them back under Options, Graphics.
A big shout-out and thank you to volunteer Grzegorz Kaczan (discord "Greg"), who contributed the majority of the research and hard work for these lighting and OpenGL changes.
Night Cycle
The game now has a proper night cycle, meaning lighting changes based on the game's time of day. This affects two things:
The visual appearance of the lighting. As the time of day changes, dark tiles become darker and lighting effects are more pronounced.
The actual light stat of outdoor locations. Even with the lighting visuals off, the light level falls at night and rises again at dawn.
How much does it change? Looking at the forest alone, you can see how the light level changes based on time of day.
The below diagram shows the outdoor light level at each hour of the day for each biome.
(note - the day/night cycle only impacts outdoor locations. Dungeons are not impacted.)
Finally, the character panel has been updated to show the time of day, and how light is affected:
Show Vision
A new Light key [L] shows exactly which tiles your character can see. Hold at any time to clarify exactly what area is inside your field of view.
A new option "Always show vision border" under Graphics -> Lighting is also available.
Weapon Bonuses
Several weapons now have a new bonus that fits their theme. It started with a suggestion on Discord from Artemis: the Meat Cleaver promises to turn your foes into Meat, so now it does.
Placeable Lights
Three new pieces of furniture have been added: a Wall Torch, a Torch Stand and a Brazier, sold in general and variety stores.
Furniture items also now each have their own icon in your inventory:
Status Effect Animations
Status effect and wound icons now animate in and fade out. The animation is timed to remove the previous flickering (especially from short 1-turn status effects) but quick enough to keep up with fast gameplay.
Prefer the old behavior? A new Reduce UI Animations option under Graphics -> Main disables these animations, so icons appear and disappear instantly.
Status Icons
Hungry, Starving, Encumbered, Over Encumbered, Inept and Exhausted have new icons.
Life and Energy Tooltips
Both the life and energy bars now show detailed tooltips on mouse hover, breaking down the sources of your recovery and damage.
Other Changes
NPCs who offer timed quests will now state their deadline before you accept the quest.
Performance improvements: pathfinding and field of view calculations are 2 to 6 times faster.
Quest "A Tangled Web" no longer has a time limit.
Added a new lootable map object - the Armor Rack, which appears in castles. Loot it to find armor!
Oak and Ironwood Walking Sticks give +5 Travel Fortitude.
The explosion from a failed Pleated Inkcap harvest now deals fire damage instead of physical.
After repairing, salvaging or bolstering an item, the next item in the list is selected.
Basic Satchels, Advanced Satchels and Oath of the Fallen can no longer be switched off in the skill tree.
Movement Energy Cost is now shown as Movement Energy Gain (flipped). Moving gives and costs exactly what it did.
Help / Guide in the game menu opens the new guides on the wiki.
The crafting menu now has a Bolster window, and Impromptu Repairman lets you bolster away from a workbench, as it already did for salvaging and repairing.
Right-click now cancels ability targeting.
Ability requirements you don't meet now show in red.
Updated the leafborn robemaker dialogue blaming when rejecting to deal with you due to a cursed item in your inventory.
Ability Fixes
Every ability in the game has been put through a suite of tests. This led to many bug fixes, but also adjustments to resolve ambiguous or edge-case situations. For example: an effect that procs when you stun an enemy should also work if you stun an enemy via knockback wall-stun.
Additionally, every ability tooltip was rewritten to follow one consistent grammar. Inspired by Magic The Gathering (card game), our aim was for effects to be worded the same way everywhere, with consistent grammar and terminology.
WARNING-Walloftextincoming.
General Fixes
Fixed several stats, including percentage bonuses to damage, Attack Speed, Movement Speed, and Poison Chance counting one extra time each time you quit to the main menu and started or loaded a game.
Fixed weapon level passives applying twice, giving 2% per level instead of the stated 1%.
Fixed several abilities associated status effect lasting one turn less than intended. This includes every ability that applies a status effect to you immediately, such as Belly Laugh, Bark Skin, Power Draw and Supreme Focus's self-stun.
Fixed unlocking an ability upgrade resetting that ability's cooldown.
Fixed unlocking an ability upgrade allowing you to stack the previous upgraded status effect with the upgraded version. This worked on abilities with upgradeable status effects: Duelist Advance, Power Draw and Bark Skin.
Fixed abilities that deal no damage, such as Parry, Mark Prey and Solar Flare, counting as attacks for other passives and statuses which proc on attack.
Fixed parry working against spells and other non-physical attacks.
Fixed knockbacks stopped by a wall not counting as knockbacks or stuns for Heroic Return, Hold Firm, Rooting Push, Follow Through, Unleash Fury and Pain Bringer.
Fixed being able to lunge, jump, Deadly Dance and Hornswoggle while Immobilized, including in Mortar Stance. These abilities now explicitly require mobility.
Fixed several abilities that apply an effect from a proc applying it to the wrong enemy when the attack hit multiple targets (e.g. via Multistrike). Includes: Disarming Strikes, Halting Crits, Wild Bleeds and Rooting Push.
Fixed clicking an invalid tile while aiming, causing the ability to fire at the last target your cursor passed over.
Fixed spell cost reduction (e.g. Pyromancy Cost Reduction), adding multiplicatively with the global spell cost reduction, so a 20% and 20% gave 36% off instead of 40%.
Fixed several abilities that build on another ability having no effect once that ability reached rank 2 or 3. Includes: Rhythmic Strikes, Relentless Pursuit, Barbaric Persistence, Exploit Weakness, Heroic Return, Rooting Push, Applied Leverage, and Concussive Echo's Heroic Slam bonus.
Fixed abilities still granting their bonuses despite being disabled in the skill tree. Includes: all ability upgrades, Bravery, Efficient Forager, Natural Immunity and Chemical Instinct.
Blades
Fixed Lingering Wounds and Fatal Undercut upgrades having no effect.
Fixed Blade Surge dealing more than 25% of your hit when you had a Damage bonus (the full hit at +100% Damage).
Fixed Blade Surge surging behind enemies it missed.
Fixed Blade Surge and Deep Gashes going off around your earlier targets when a monster or ally used an ability.
Fixed Zero Hesitation adding 3 turns instead of 2 when one attack killed two enemies.
Fixed Advanced Bladework and Advanced Bludgeons also boosting enemy equipped weapons.
Fixed Advanced Bladework and Advanced Bludgeons boosting your weapon's enchantment, poison and bolster bonuses, not just the weapon's own bonuses.
Fixed Refined Technique and other melee cost reductions lowering Speedy Escape's cost.
Daggers
Fixed Piercing Wounds applying when a Thousand Cuts strike missed.
Fixed Butcher's Bloodlust rank 3 giving 35% Bleed Chance instead of the 30% its tooltip states.
Fixed Deadly Dance's +10 Dodge running out before enemies attacked.
Swords
Fixed Sparring Security giving an unlisted +20% Crit Resist at all times.
Fixed Sparring Security's bonus staying on after you unequipped your sword.
Fixed Disarming Strikes never stacking, so enemies lost at most 10 Accuracy and crits did not double it.
Fixed Relentless Assault's tooltip not saying it lowers Duelist Advance's cooldown.
Axes
Fixed Wild Bleeds giving an unlisted +1% Crit Chance.
Fixed Executioner's Verdict stacks still boosting your next Executioner's Strike after they faded at 500 turns.
Executioner's Strike now spends your Executioner's Verdict stacks only when it hits. A miss or dodge keeps them.
Fixed killing humans not giving Executioner's Verdict stacks.
Fixed Terrifying Cleave terrifying enemies it missed.
Bludgeons
Fixed Unleash Fury and Pain Bringer only reacting to stuns from your weapon hits, not to stuns from abilities like Martial Flourish and Thunder Tornado.
Fixed Toe Crusher hampering enemies you missed.
Fixed Head Trauma's resist reduction skipping Essence Resist.
Fixed Furious Consumption working even if you hadn't learned it.
Fixed Pest Control giving you 10 Energy when you hit a marked enemy with a non-bludgeon weapon, or when an ally hit it.
Fixed Simmering Anger rolling its 5% chance once per enemy struck instead of once per attack.
Maces
Fixed Barbaric Breakthrough being extended by any ability you used, instead of only bludgeon and mace abilities.
Fixed Barbaric Persistence adding a turn when you entered Barbaric Breakthrough or switched on a toggle such as High Grip.
Fixed Bake & Shake only stopping dodges on enemies stunned by your mace's own hits, not by Martial Flourish, a wall or other stuns.
Flails
Fixed Plate Devastator crits also ignoring Fire, Thunder and other elemental resists, not just Physical Resist.
Fixed Wind-up's bonus not being used up by your next attack. Winding up 3 times gave your next 3 attacks the full +60% Damage each.
Staffs
Fixed Moment of Clarity removing buffs such as Executioner's Verdict and environmental effects such as Steam Vent, not only your combat debuffs.
Fixed Clutch Defense giving a free Shield when you toggled Low Grip.
Fixed Low Grip rolling for Movement Advantage once per enemy attacked instead of once per attack, so hitting 3 enemies gave it about 78% of the time instead of 40%.
Supreme Focus now loses 2 turns only when you are hit, not when an attack misses you.
Unarmed
Fixed Momentum's damage and Accuracy bonus staying at full as its stacks decayed, until your next attack.
Fixed Fatal Strike dealing +60% damage instead of +50% with no Momentum.
Fixed Dash and Stonemaster Defense costing a Momentum stack, even though using an ability should keep your Momentum.
Fixed Double Strike and Thousand Cuts striking again after the first strike killed the target.
Fixed Hornswoggle working on creatures too large to swap with: it dealt its damage and Confused them but did not swap places.
Fixed upgraded Bloody Knuckles earning Unarmed XP for every turn it was on instead of for each attack.
Fixed dying to Bloody Knuckles' Health loss naming the enemy you punched as your killer.
Ranged
Fixed Ranged Focus giving no extra Ranged XP.
Fixed Ranged levels not giving their +1 Accuracy per level with ranged weapons.
Fixed Mark Prey's mark from before an upgrade stacking with the upgraded mark on the same enemy (e.g. -55 Dodge instead of -30).
Fixed Kerepi Peelback stepping you back while you were Immobilized or in Mortar Stance.
Archery
Fixed On the Hunt stacking without limit, adding another +10% Damage Received and -25% Bleed Resist to the enemy with every hit.
Fixed Hit Weaving's +20 Accuracy and +20% Damage also boosting abilities, not only basic attacks.
Fixed Triple Nock using one arrow for all three targets.
Fixed Power Draw's bonuses and drawbacks staying on after swapping away from your bow.
Arbalism
Fixed Targeted Destruction making its target take triple damage from everyone after your 2nd crossbow hit, including allies, monsters and your other weapons, not just from your 3rd hit.
Fixed Overdrawn Shot's bolts being recovered as often as any other bolt, despite its -75% Ammo Recovery.
Fixed Bracketing Barrage's Accuracy and Crit Chance bonuses not stacking, despite its tooltip. They now stack up to 5 times.
Fixed Blazing Bolts' bonuses and drawbacks staying on after swapping away from your crossbow. Its -1 Range left a Shiv unable to attack.
Fixed using an ability with a Multishot crossbow wasting the rest of the loaded bolts. The unfired bolts now go back to your inventory.
Pyromancy
Fixed Fire Ball ranks 2 to 5 dealing their extra damage for Ignited targets to every target, so they did double damage (28 Fire Damage instead of 14 at rank 2).
Fixed Fire Storm's fire never spreading through the storm.
Fixed Fire Trail leaving fire but never dealing its 12 Fire Damage.
Fixed Flame Aura giving 11% and 10% Fire Resist per fire at ranks 1 and 3 instead of 10% and 12%.
Fixed Flame Aura reflecting Fire Damage when a melee attack missed you or you dodged it.
Fixed Flame Aura and Healing Flames counting Fire Storm's area, Fire Tornadoes and Fire Traps as fires, and Flame Aura putting them out, so casting it in your own Fire Storm ended the storm.
Fixed Rooted Flame not growing Fire Storm's and Fire Trail's fires.
Fixed Stormbringer monsters' Fire Ball and Ignite fires growing with your Rooted Flame.
Fixed "Ignited" showing over creatures that resisted Ignite or Line of Fire.
Fulmination
Fixed Thunder Storm's electrified tiles never spreading, so they all went out 5 turns into the 20-turn storm.
Fixed Crackling Touch's stun chance rolling on every creature caught in Thunder Storm's cast, you included, and twice on Chain Lightning's first target.
Fixed Overload's 5-stack bonus being wasted: Magnetic Pull and Thunder Storm used up the stacks for nothing, and Chain Lightning spent them before dealing its damage.
Fixed an Overload-empowered spell giving its +100% Thunder Damage and Stun Chance to its first target only, e.g. Galvanic Bloom and Static Lance.
Fixed Magnetic Pull never stunning, even with Crackling Touch.
Fixed Chain Lightning arcing to neutral creatures such as Rattus.
Fixed Phase Instability teleporting you when an attack missed or you dodged it.
Fixed Galvanic Bloom, Static Field and Thunder Storm stacking a second electrified tile on a square, so creatures were hit twice.
Nature Magic
Fixed Symbiotic Growth carrying its bonus over to a newly bonded animal, and growing when your own summons died.
Fixed Summon Brambles growing bushes in open doorways.
Fixed summoning with no free tile nearby summoning nothing but still costing Energy, starting the cooldown and lowering your Maximum Energy for good.
Fixed kills from Nature's Grasp's brambles not counting as your kills.
Fixed Toxic Plume ignoring Poison Resist.
Chivalry
Fixed Knight's Challenge rank 3 lowering enemy damage by 15% instead of 18%.
Fixed Overcome the Odds ending your Stand Ground or Mortar Stance but leaving its hotbar icon shown as on, with no cooldown.
Warrapt
Fixed Predictive Veering rank 1 giving ranged enemies -0.02 Accuracy per tile instead of -2, and also lowering the Accuracy of melee attacks and spells against you.
Fixed Reactive Maneuver's Dodge running out before enemies attacked.
Fixed Prepare for War, Prepare for Onslaught and Prepare for Defense triggering after 4 turns without attacking instead of 5.
Fixed Quick Swap's cooldown being 4 turns instead of the 5 its tooltip says.
Fixed pressing swap while Stunned, or otherwise unable to swap, putting Quick Swap on cooldown.
Fixed Accelerated Warfare not speeding up Reload, Parry, Power Draw, stances and other abilities, and taking double off quick ones like Snap Shot.
Dreadheart
Fixed Battle Trance ending when you unequipped something or swapped weapons on a turn you weren't attacked.
Fixed Wild Roar's Terror Mark ignoring Mental Warding.
Athletics
Fixed every attack that failed to hit being reported as a dodge, even against 0 Dodge, which set off Evasive Fury and Agile Physique on plain misses.
Fixed Tumbling spending Energy and moving you on attacks that missed, were dodged or parried, and rolling while you were Immobilized.
Fixed Tumbling and Sprint still working when you didn't have the Energy to pay for them.
Fixed Poised Strike's +5% Crit Chance lasting two of your turns instead of one.
Fixed Room to Maneuver's +12 Dodge checking the space around the tile you left instead of the one you moved to.
Fixed Shadow Mirage going on cooldown when it placed no shadow, and its shadow losing its see-through look after loading a save.
Survival
Fixed Slip Away doing nothing. With it, nearby enemies now stop you escaping from 8 tiles instead of 10 outdoors, and 20 instead of 24 in dungeons.
Fixed Enduring Spirit's +50% Healing Efficiency not turning on and off as your Health crossed 30.
Fixed Chemical Instinct not identifying potent Recovery Serum.
Medicine
Fixed Expert Healer and Fortifying Care triggering when a wound wore off by itself instead of when you cured it with medicine. Expert Healer now heals 10 for each wound cured.
Fixed Cauterize Bleed not being offered on the Torch of Remembrance.
Knowledge & Reading
Fixed Artisan's Wisdom's +25% wisdom only counting for cooking and alchemy, not other crafted recipes.
Fixed getting Hungry in the mountains with Mountaineer, then leaving them, draining your Health until you ate.
Fixed Master Scholar letting you study two copies of the same book and collect its rewards twice.
Fixed bookshelves giving everyone Bibliophile's extra books.
Travel
Fixed roads and Skillful Navigation shortening the time a move took but not the hunger, Energy and status effect turns it cost.
Fixed roads, and Road Efficiency, reducing weariness based on the tile you moved onto instead of the one you left, unlike what the weariness tooltip showed.
Crafting
Fixed Lily and Daisy not counting as flowers for Flower Specialist and Surplus Harvesting.
Fixed Replenishing Touch also speeding up how fast chopped tree stumps regrow.
Fixed Vyrwort Potion never brewing as potent.
Fixed Tarn's Stew not needing Mushroom Handling, as other recipes with a mushroom do.
Perks
Fixed Man-at-Arms, Focused Learning and Pacifist Upbringing changing weapon mastery experience by only about three quarters of their +10%, +15% and -10%.
Fixed Singular Mind counting Chivalry, Warrapt, Dreadheart and Athletics as non-combat skills.
Fixed Attentive Maintenance doing nothing. It now makes your weapons and armor wear down 25% slower.
Tooltip and Balance Changes
Battle Hardened's tooltip incorrect said +1% Physical Resist for every 5% missing Health. The real value has always been every 10%, and the tooltip now says so.
Fire Storm's tooltip said its Fire Tornadoes knock back 50% of the time, when in fact they always do, and the tooltip now says so.
Meticulous Retrieval's tooltip no longer says it only works with ammo that hit; it recovers any spent ammo (as it always did).
Echo Current's tooltip now says it marks enemies adjacent to you at the start of your turn, which is when it always did, not at the start of theirs.
Helm Splitter's Shattered now lasts 12 turns instead of 3.
Blazing Bolts now adds 2-5 Fire Damage to each bolt instead of +30% Armor Penetration.
Fancy Footwork now lasts longer only when you dodge an attack, not when one just misses, but each dodge adds 2 turns instead of 1.
Cooking at a campfire or camp stove now halves your chance of a superb meal instead subtracting -50% (camp cooking now has a chance to make superb meals at any Cooking level).
The Bond ability now requires Nature Magic 5 (was 3), and Agile Bond, Resilient Bond and Symbiotic Growth require 5 (was 4).
Maintain Uniform now requires at least one piece of equipped body armor.
A lunge whose landing tile is taken now lands on the nearest free tile next to the target instead of failing, for monsters too.
Bug Fixes
Combat
Fixed deflection not deflecting certain monster attacks (attacks that internally we coded as abilities), such as the Skeletal Archer.
Fixed a long-standing bug allowing bleeds to heal faster than intended. The possibility of healing now starts after 30 turns (15 with Rapid Recovery) instead of turn 5. This applies to monsters' Bleeds too.
Enchanting
Fixed the enchant hotkey applying an enchantment to an item that cannot take it.
Fixed the disenchant window saying the item is destroyed when Arcane Reclamation keeps it.
Fixed the "requires Enchanting level" message ignoring Learned Student, so it named a higher level than the potency button (6 instead of 5).
Fixed the Forest Protection enchantment not giving the extra berry, elderberry, cactus fruit and mossy rock harvests that Efficient Forager does.
Quests & NPCs
Fixed bought-out traveling merchants restocking, with full gold, when spoken to again.
Fixed the Blooming Dread map marker still pointing to town after you sold, dropped or planted the Vyrwort or Nyris Seed.
Fixed farmers and governors skipping their introduction dialogue when you had already met another with the same name.
Fixed walking into one of the Heroes of Old with the keyboard swapping places with them, pulling them out of their tree.
Items
Fixed arrows or bolts taken from a chest, while the same ammo was equipped, staying a separate stack in your inventory even after you unequipped it.
Fixed creatures being able to steal your equipped arrows and bolts while you were passed out from exhaustion.
Fixed the Pick up button on furniture spending a turn when the pickup was refused, such as when you were too far away or a chest was not empty.
Graphics & Interface
Fixed status effects from about a handful of abilities showing a blank white icon, such as Heel Cut's Immobilized, Debilitating Slash's Debilitated and Solar Flare's Blinded.
Fixed tree, shrub and stump shadows drawing as solid dark blots.
Fixed a sprung trap drawing over top the creature standing on it.
Fixed the plus on a skill row staying on after every ability in it was bought.
Other Fixes
Fixed a diagonal step off the edge of an outdoor map leaving you stuck outside the map when an enemy was just out of escape range.
Fixed defending armies winning battles with higher odds than intended (approx a free ~10% bonus).
Fixed factions able to spend their money to spawn armies, despite having no valid locations to field an army.
Fixed wilderness animals (which are able to respawn) never respawning when they were killed without damage, such as by being knocked into a pit.
Fixed Machinist power nodes dealing physical damage instead of the intended essence damage.
Fixed nests, snake rocks and crypt sarcophagi giving their bonus eggs, gems and gold without Efficient Forager, Forest Protection or Gold Looter.