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    •  Added:  New glyph - armor of Stench  Glyph stench cloth Glyph stench leather Glyph stench mail Glyph stench scale Glyph stench plate Glyph stench warrior Glyph stench mage Glyph stench rogue Glyph stench huntress
    •  Added:  New glyph - armor of Viscosity  Glyph viscosity cloth Glyph viscosity leather Glyph viscosity mail Glyph viscosity scale Glyph viscosity plate Glyph viscosity warrior Glyph viscosity mage Glyph viscosity rogue Glyph viscosity huntress
    •  Added:  New quest-giving NPC Ambitious Imp  Demon gif
    •  Added:  Dew vial  Dewvial
    •  Changed:  New Rankings screen
    •  Changed:  Some glyphs tweaked
    •  Changed:  Items dropped atop of shopkeeper's goods can be picked up for free
    •  Fixed:  Loads of bugs


    ...and more

    1.6.2. released!


    Additional Unannounced Changes (from 1.6.1b to 1.6.2)


    1.6.2.a Hotfix Released!  (1.27.2014)  [This has apparently fixed the bug that prevented the loading of Old Saves.]

    [Unannounced 1.6.2a changes]:

    • Added:  new frozen carpaccio, the frozen equivalent of chargrilled meat.  Frozen carpaccio
    • Changed:  a paralyzed enemy now has 0 armor.
    • Changed:  the armor now works for skeleton’s explosion, but only absorbs half the damage (e.g. Plate armor +4 will absorb up to 15 damage instead of up to 30 for standard damage).
    • Changed:  Herbal armor now applies before the worn armor absorption.
    • Changed:  Arcane stylus price has been halved (100 gold coins to 50).
    • Changed:  in the laboratory, preventing spawned potions to stack on the same tile.
    • Changed:  the shopkeeper’s animation has changed: File:Shopkeeper.gif and File:Shopkeepersheet.png will then have to be updated.
    • Changed/Fixed:  badge “Level completed without killing any monsters” cannot be obtained anymore on depth 22… which is a typo, as the shop floor is depth 21.
    • Fixed:  in armor description, “absorbtion” has been corrected by… “absorp tion” (nailed it!).
    • Fixed:  transferred ring (through remains) gem bug seems to have been corrected (to be checked in-game).
    • Fixed:  Scroll of Weapon Upgrade description corrected.
    • Fixed:  degraded vampiric weapons have been corrected.
    • Fixed:  the rings’ gems issue when being transferred throug Hero's remains has been corrected, but the same issue may still exist for wands’ woods.

    1.6.2.b Hotfix Released!  (1.29.2014)  [More bug fixes??]

    [Unannounced 1.6.2b changes]:

    • Fixed:  armor decription now fully corrected, either identified or not,
    • Fixed:  potential NPE corrected when picking up a key (while dying I think),
    • Fixed:  "No additional information" typo corrected.



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    • Ohh, maann.  Now I gotta erase my successful runs, so I can check out all these new in-game goodies (& report them here for you guys)!

      Curious what the 2 new glyphs do (especially "Viscosity"?) & what type of quest the new NPC will give.  =D

      And I have a feeling the "Dew vial" is for collecting dews to be used as a refillable, mini-Healing potion?  =D

      Wonder which glyphs were tweaked & how; and what bugs got fixed.  =D

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    • Dew dial is just that. So I played a quick game and noticed quite a few changes.

      Good: dew dial collects dews you walk on when your health is full and allows you to heal later. Though I did notice I only got 1hp even though I was assassin (dews should heal double as much). Also font looks nicer now in the inventory, I think.

      Bad: Couple of new bugs/annoyances. Old saves don't work anymore. Also when I force quit the game in dungeon 2 it hadn't saved and I had to load it from dungeon 1. Usually it saves when you use stairs. Don't know if this is deliberate to turn people off of cheating (force quit before dying), but it's annoying if my phone would for example freeze and it hasn't saved in a while.

      Looking forward to seeing other changes! Will post stuff I notice as I play.

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    • some dude said viscosity is gud. if u r hit 8 damage, the next 8 turns u will recieve 1 damage. so its useful for not taking hecka damage straight up but u will still recieve the damage, just not in large chunks

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    • Bonestack wrote:

      Old saves don't work anymore.

      Thanx, Bonestack!  =D

      It also gives the same Error message when you go to Rankings and tap on a(n old) run to see the details.

      Apparently, "rankings performed before 1.6.2 did not store additional data (backpack content) thus there’s nothing to display". - Ethaniel


      [Edit]:

      A hotfix (1.6.2a) came out, which fixed the loading of Old Saves.

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    • ..... I already erased my assassin who was on Demon Halls ... well I don't really care about finishing the game anymore, its the actual playthroughs where the fun is.

      I'll help to give the info I can about the new stuff in the update. 

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    • What we have on the Glyph of Viscosity.

      What we have on the Glyph of Stench.

      What we have on Dew vial so far.

      What we have on the Ambitious Imp so far.

      What we have on the New Corpse Dust quest given by the Old Wandmaker.


      [Recon Complete]

      [Further testing on "tweaked" glyphs required]

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    • Running into the assets files, I have found these:

      Dewvial Corpse dust Dwarf token

      Death from falling down Frozen carpaccio

      Demonsheet

      Other than the Dew vial, I have no idea what any of these are.

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    • Bonestack wrote:
      Though I did notice I only got 1hp even though I was assassin (dews should heal double as much).

      Assassins don’t have bonus on dewdrops, only Huntresses have (and it’s not doubled gain, it’s just +1HP).

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    • Mdsimmo wrote:
      Dewvial

      Image #120 in items.png: Dew vial indeed.

      Corpse dust

      Image #121 in items.png: A quest item named Corpse dust (new Old wandmaker’s quest it seems).

      Dwarf token

      Image #122 in items.png: Two quest items sharing the same image, named Dwarf token and Dwarf insignia.

      Death from falling down

      Image #59 in badges.png: "Death from falling down".

      Frozen carpaccio

      Image #116 in items.png: Frozen carpaccio.

      Demonsheet

      From demon.png: Ambitious imp (shopkeeper NPC).

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    • Awesome.  Thank you, Mdsimmo & Ethaniel!

      I've added the images & descriptions for the other 3 items on the Other Items page (& I've figured out how to add a new badge thanks to the tip on the edit page).

      I'll work on the Ambitious Imp article in a bit.


      Frozen Carpaccio!?  (o_o)  Niiice!  =D  But aww.. it'll be difficult to get that, since the Freezing traps have been replaced by the Gripping traps.  Freezing traps should be returned (in addition to Gripping), now that this has been added to the game.  =D

      Can it be obtained by tossing a Mystery Meat on an Icecap plant?  =D

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    • Shadow Automaton wrote:
      Frozen Carpaccio!?  …

      Can it be obtained by tossing a Mystery Meat on an Icecap plant?  =D

      Probably, to be tested.

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    • First batch of unannounced changes (I’m starting to merge the 1.6.2a Java code into the 1.6.1b repo):

      • new frozen carpaccio, the frozen equivalent of chargrilled meat,
      • a paralyzed enemy now has 0 armor,
      • the armor now works for skeleton’s explosion, but with half efficiency only (e.g. Plate armor +4 will absorb up to 15 damage instead of up to 30 for standard damage),
      • in armor description, “absorbtion” has been corrected by… “absorp tion” (nailed it!),
      • transferred ring (through remains) gem bug seems to have been corrected (to be checked in-game),
      • Scroll of Weapon Upgrade description corrected.

      To be continued tomorrow.

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    • Ethaniel wrote:
      First batch of unannounced changes (I’m starting to merge the 1.6.2a Java code into the 1.6.1b repo):

      To be continued tomorrow.

      =D  Awesome!  (I added the Transferred Ring Gem bug to Possibly Corrected Bugs .)


      BTW; Any news on a fix for the "( ! ) Error - No addtional information" bug in Rankings??  I included an image in a previous reply above.

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    • Shadow Automaton wrote:
      BTW; Any news on a fix for the "( ! ) Error - No addtional information" bug in Rankings??  I included an image in a previous reply above.

      What is the bug here?

      • the “addtional” typo: Well, it’s more a typo than a bug, ;)
      • the fact that that pop-up pops up with old rankings: It’s not a bug, it’s just that rankings performed before 1.6.2 did not store additional data (backpack content) thus there’s nothing to display, the only “problem” here being that the “Error” mention is misleading,
      • the fact that that pop-up pops up with new rankings: OK, that is a bug.
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    • Ethaniel wrote:

      What is the bug here?

      • the “addtional” typo: Well, it’s more a typo than a bug, ;)
      • the fact that that pop-up pops up with old rankings: It’s not a bug, it’s just that rankings performed before 1.6.2 did not store additional data (backpack content) thus there’s nothing to display, the only “problem” here being that the “Error” mention is misleading,
      • the fact that that pop-up pops up with new rankings: OK, that is a bug.

      Oh, sorryy!!  '(>_<)

      I was referring to your 2nd bullet.

      Ahh..I see; I didn't know that.  =/  Yeahh, that Error message is misleading, since it's the same message that showed up, before the bug for loading old saves was patched in 1.6.2a.

      Thank you, Ethaniel!!  =D

      This clears things up.  Now I can charge through the dungeon again & gather more intel.  =D

      Onward!

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    • I don't mean to diss.. But this game is steadily getting easier and easier haha. Mixed emotions about the dew jar. Also what is the max number of memorised saves now? I have 6 here... Used to be 5 right?

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    • 203.122.237.42 wrote:
      I don't mean to diss.. But this game is steadily getting easier and easier haha. Mixed emotions about the dew jar. Also what is the max number of memorised saves now? I have 6 here... Used to be 5 right?

      Hmh.. I wouldn't say that, exactly.  I'd put it this way:

      Things that were difficult became easy & things that were easy became difficult - in essence, rebalanced.  Also, the game's difficulty is also quite tied to its novelty (which is why Watabou has been introducing new items & such to keep things fresh & engaging).  With experience gained over time, you amass knowledge of the game's intricacies/nuances & navigation dynamics, making the game seem easier.

      From my perspective, ever since 1.6.1, everything up until Depth 21 got just a little bit easier, but then a huge difficulty spike kicks in upon entering the Demon Halls stage; & it seems like you can't even wade past the Evil Eyes to get to Yog-Dzewa.  It's like the "Few Adventurers have made it this far" message that shows up was suddenly taken into consideration when the game got rebalanced.  XD

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    • [My 1.6.2b Recon Report, so far]:

      •  The Invisibility potion's duration has been buffed to 21 steps!  =D  ( @ A C P L ! )
      •  The red background/highlight ("cursed" status) of the Corpse Dust can be removed with a Remove Curse scroll.  (Not sure if this dispels the effect of enemies homing in on your location, when the Corpse Dust is in your Pack, as stated in a previous claim, since I removed the curse immediately.  Will test it out in another run, when I can.)

      [I had 2 others, but I can't remember; I'll come back here later once I remember.]

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    • Shadow Automaton wrote:

      • The Invisibility potion's duration has been buffed to 21 steps!  =D  ( @ Mdsimmo! )

      Why am I being referenced???

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    • Mdsimmo wrote:

      Why am I being referenced???

      Oh, LoL.  I thought I remembered you saying something about wishing that Flooded Vaults & Room of Traps shouldn't be larger than what the Invisibility/Levitation potions' last for.  I thought you'd be ecstatic over the Invisibility buff.  XD

      Was it not you?  If not, then my mistake.

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    • That was ACPL here

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    • Mdsimmo wrote:
      That was ACPL here

      '(>_<)  My mistake!

      You both have brown-colored icons, so I get confused sometimes.  XD

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    • More unannounced changes:

      Please keep in mind that Java classes I didn’t work on are automatically replaced by my merge tool, thus there is many changes that I don’t see because I never analyzed either the previous code nor the new one.


      Now, diff between 1.6.2a and b:

      • armor decription now fully corrected, either identified or not,
      • potential NPE corrected when picking up a key (while dying I think),
      • "No additional information" typo corrected.
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    • I´m not sure wether this is actually new nor if this is the right place to post it - but today i fell to death and continued to walk around in a ghost mode: I couldn´t use any item from my inventory, but i could collect items (that i couldn´t use...) and gold and i could attack enemies - gained no experience though. Stepping on traps did not cause any further damage, my view was blinded...


      So is this a new feature or a bug?

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    • @A Wikia contributor:

      It is a bug, it happens when you tapped the search button and die at the same time, but ONE thing i didn't know is that you can run in ghost mode, last time I did that, I cannot move at all, my caracter animation is stuck in the moving pose...

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    • Okay - Thank you for your fast response!

      I kept on walking through the dungeon but could not pass the goo, because i only had my knuckleduster and the goo regenerated faster than i did damage - would be nice to obtain the amulet as a ghost though :)

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    • 93.200.92.212 wrote:

      I´m not sure ... if this is the right place to post it... So is this a new feature or a bug?


      ...the goo regenerated faster than i did damage...

      For odd/unusual in-game behavior, or behavior that seems like a bug (that isn't tied to one specific update), please report them here:  Major Bugs or Minor Bugs.

      If it's a newly introduced bug that only showed up after an update release, feel free to post it on the update thread it came with and/or on the Known Bugs page.

      Thank you for submitting your report!  =)


      As for Goo regenerating, Goo only regenerates when standing on water, so if you fight Goo while it's standing on dry floor, it won't regenerate.  Hope this helps!  =)

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    • The bug fix for ring and wand types has partly nerfed save file editing for those items. You can't just add them to inventory any more. You have to find them first before you can edit them. =)

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    • After eating a Frozen carpaccio it says that you feel better,does the frozen food heal you or add a Buff or is it just a adding to the text? I´m a bit curious about this.

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    • Ethaniel wrote:
      Probably, to be tested.

      So, I've confirmed that tossing a Mystery Meat on an Icecap plant turns the meat into Frozen Carpaccio.  =)

      (Probably intended since inception though, as it would be too much of a bother to obtain if it could only be achieved with the Potion of Frost.)

      Gonna need Freezing traps to return though, so it can be as common as the Chargrilled Meat.  =D

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    • Gonna need Freezing traps to return though, so it can be as common as the Chargrilled Meat.  =D

      Since Frozen Carpaccio is much better that Chargrilled Meat, it makes sense that Frozen Carpaccio is harder to get.

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    • Mr Pixel15 wrote:
      After eating a Frozen carpaccio it says that you feel better,does the frozen food heal you or add a Buff or is it just a adding to the text? I´m a bit curious about this.

      There are several things that can happen when eating the Frozen carpaccio as explained in its article. The effect you recieved is called Harmed in the article which sets the Hero's health to (currentHealth+maxHealth)/4. This will pull the Hero's health towards 1/3 of the Hero's max health. Thus the action is contradictory to the text displayed since the effect generally harms the player. Because of this, I suspect that this is a minor bug (at least a flaw) and the effect is ment to set the Hero's health to (currentHealth+maxHealth)/2 which will always increase the Hero's health and make him "feel better" :)

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    • Mdsimmo wrote:

      There are several things that can happen when eating the Frozen carpaccio as explained in its article. The effect you recieved is called Harmed in the article which sets the Hero's health to (currentHealth+maxHealth)/4. This will pull the Hero's health towards 1/3 of the Hero's max health. Thus the action is contradictory to the text displayed since the effect generally harms the player. Because of this, I suspect that this is a minor bug (at least a flaw) and the effect is ment to set the Hero's health to (currentHealth+maxHealth)/2 which will always increase the Hero's health and make him "feel better" :)

      Maybe it has been fixed... I just heal myself when my health is 95/100 0.o

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    • Not a fixed bug here, but a code misreading: It’s hero.HP + hero.HT / 4, without parentheses.

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    • Ethaniel wrote:
      Not a fixed bug here, but a code misreading: It’s hero.HP + hero.HT / 4, without parentheses.

      Ohh. I feel really stupid now :P

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    • I made exactly the same misreading some weeks ago in another class of the game. ;)

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    • My suggestions for Update 1.6.3:

      •  There should always be 1 flammable tile in front of the Barricade tile (especially for depths where the only way to the Barricade is down a narrow hall & around the corner, and there's no space to toss a Liquid Flame potion without setting yourself on fire).
      •  Being able to unstack Seeds & Potions
      •  The Troll Blacksmith should be patched, so that we can reforge a pair of items with every 15 Dark Gold Ore we come back with, rather than only once per run.

      This would help balance out the fact that the addition of the Ambitious Imp basically made the game noticeably more difficult. (A quest to slay 6 golems now being a requirement.)

      [I'll add more to this when I come up with more.]


      [Implemented!  =D  ]:

      •  A +4 Ring of Resistance should be able to mitigate electrical damage from the Glyph of Potential.
      •  Change the Potion of Invisibility to be "Beneficial".
      • The Armor Kit's description needs to be updated to accommodate for the Glyph update [misleading description; reference.]
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    • Shadow Automaton wrote:
      My suggestions for Update 1.6.3:
      •  The Troll Blacksmith should be patched, so that we can reforge a pair of items with every 15 Dark Gold Ore we come back with, rather than only once per run.

      This would help balance out the fact that the addition of the Ambitious Imp basically made the game noticeably more difficult. (A quest to slay 6 golems now being a requirement.)

      •  Change the Potions of Invisibility & Purification to be "Beneficial", and change the Potion of Levitation to be "Versatile".
      •  A +4 Ring of Resistance should be able to mitigate electrical damage from the Glyph of Potential.
      •  Being able to unstack Seeds & Potions
      •  There should always be 1 flammable tile in front of the Barricade tile (especially for depths where the only way to the Barricade is down a narrow hall & around the corner, and there's no space to toss a Liquid Flame potion without setting yourself on fire).
      • The Armor Kit's description needs to be updated to accommodate for the Glyph update [misleading description; reference.]

      [I'll add more to this when I come up with more.]

      I agree with Shadow on most of these, I'm pretty sre there is however a way to light that door on fire though ;)  similar to the boomerang throwing techniques I've outlined before. Will get back to you on t hat though :)

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    • Yeah so you can get those burnable walls just by throwing a potion at the block next to it...  lol

      But if you want to do it with finesse then you can also aim 6 blocks across and 1 up (so you're throwing at where the door would be if it was 6 blocks over). This will result in the potion landing with a 1 block gap between you and the landing zone. but again, you can just throw the potion there... you don't need fancy shinanigans :P

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    • Shadow Automaton wrote:
      My suggestions for Update 1.6.3:

      • A +4 Ring of Resistance should be able to mitigate electrical damage from the Glyph of Potential.
      • Change the Potion of Invisibility to be "Beneficial".

      Done!

      • The Armor Kit's description needs to be updated to accommodate for the Glyph update [misleading description; reference.]

      Done… sort of, as the description remains the same, but the glyph is now retained when applying the armor kit.

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    • @Ethaniel:

      (0_0)!  Omg; yes!  The Ring of Resistance just became that much more valuable.  =D

      And that's even better for the Armor Kit!!  =D

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    • Ethaniel wrote:
      Done… sort of, as the description remains the same, but the glyph is now retained when applying the armor kit.

      Not going to lie, maintaining the glyph just made the armour kit actually useable now haha

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    • CJTC wrote:

      Not going to lie, maintaining the glyph just made the armour kit actually useable now haha

      I'm never gonna use the Armor Kit 'til the half-of-your-current-health-gets-chunked-per-use penalty gets removed.  =b

      I'd rather get a load of debuffs (i.e. BlindedSlowed, Weakened, et c.) from using the Armor Kit's Special Ability, than lose half my current health each time.

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    • Shadow Automaton wrote:
      I'm never gonna use the Armor Kit 'til the half-of-your-curent-health-gets-chunked-per-use penalty gets removed.  =b

      I agree.

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    • Ethaniel wrote:
      I agree.

      As a general rul I agree, however I have managed to beat the game because of that. Using smoke bomb (and heroic leap) to avoid the larvae surge after beating Yogi. The huntress doesn't do enough damage to justify it really

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    • A FANDOM user
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