Game updates/2019-12-17

0.4.0 - Hotfix 1
Released – December 17, 2019

Versions – 0.4.0.12 (Windows), 0.4.0.13 (Mac), 0.4.0.14 (Linux)

Blog –

Bug fixes

 * Fixed an issue with Ponzu's head animation (he was getting hunched up too much)
 * Fixed a softlock related to the second Toadvine and Bathcat encounter. (you could fall down into Noori's room during the encounter and it would never end properly)

0.4.0 - Crystalline Update
Released – December 17, 2019

Versions – 0.4.0.6 (Windows), 0.4.0.7 (Linux), 0.4.0.8 (Mac)

Blog – https://steamcommunity.com/games/656350/announcements/detail/3462636667938852545

Features

 * Added The Shimmering Caverns, UnderMine’s fourth zone. It features new encounters, new traps, new enemies, new music, and more!
 * Added, lord of crystal, and boss of The Shimmering Caverns.
 * Added over 200 encounters, spread across The Goldmines, Dungeon of Delvemore, Halls of Din, and The Shimmering Caverns
 * Added
 * Added
 * Added

Peasant Variation has been added

 * Peasants now come in all different color combinations

Bug Fixes

 * Reflections have been fixed on several assets
 * can no longer impale themselves
 * Fixed an issue preventing and  from spawning in the Dungeon of Delvemore and Halls of Din
 * now indicate that they are immune to fire damage
 * Load order of certain relics and blessings has been improved, resulting in more accurate save restoring
 * Fixed a bug related to making you drink a potion that would remove
 * Fixed a soft lock that could be caused while dying with both and
 * now works as intended on food purchased from the shop
 * Fixed an exploit allowing you to get an arbitrary number of mushrooms by talking to Matsutake repeatedly
 * Fixed an issue related to rotating enemies with off-center collision shapes
 * Fixed a rare bug that could cause you to hit yourself if swinging and jumping on the same frame
 * Fixed numerous crash bugs across multiple systems

Balance Changes

 * Increased the difficulty rating of, causing them to spawn in lower quantities (4 > 5)
 * Increased the difficulty rating of, causing them to spawn in lower quantities (5 > 6)
 * are now strong to ranged attacks
 * are now strong to fire
 * are now strong (titled with "Yes")
 * Many encounters that could only spawn a rare chest now spawn a random chest instead
 * Rare chest contain slightly less thorium
 * Duration of has been reduced
 * Inner Fire cast by increases health and damage more
 * Damage from spikes and falling in holes increases with zone progression
 * Machines and “Health Levers” now have a chance to break after a certain number of uses (randomly decided on encounter start)
 * ,, and take slightly more exp to gain level 2 and 3
 * requires more exp to gain level 2 and 3
 * requires slightly less xp to gain level 2, and slightly more exp to gain level 3
 * requires slightly more exp to gain level 2 and 3
 * got its health increased from  to
 * got its health increased from  to

Other Changes

 * An improvement to
 * Gold cost scaling in the shop has been reworked. It increases at a slower pace, but reaches the same level at its current maximum
 * Added an extra arm to the
 * Spikes now have a unique look in each zone
 * Object occlusion has been standardized across objects
 * Items, enemies, and the Peasant now occlude environmental objects like pillars. Meaning you can see a silhouette of them.
 * Environmental objects no longer occlude other environmental objects
 * Cleaned up reflections and shadows on several objects
 * Our shader and material system has been overhauled in order to support faster and better visual effects, including better reflections
 * Wall and pillars have been rebuilt for most rooms, resulting in fewer texture layering issues
 * Cleaned up the navmesh, hazard grids, and added pilfer exits to nearly every room
 * Player HP bar is now capped at a maximum width (note that your Max HP can continue to increase as usual)
 * Improved detection and recovery of corrupted save files
 * now leave oil on sand
 * Removed TokenSteve