Fixed from your reports
- Every particle effect draws its true colour. Since the day they were built, every effect had been rendering white: the colour was written into a slot the engine never read. Loot beams are rarity-coloured, the bosses' blood and flame are red, and the fan of white shapes around a drop pile is gone. Effects you remember as bright white puffs now show the dark dust and blood that were always written; the numbers get tuned from here.
- The forge cards are readable. The painted frame sat over the text and every line read dark on dark; the text is drawn last now.
- Weapon cards say DMG on the number you hit for, "base" on the weapon's own number, and the type line says One-handed or Two-handed Weapon.
- Two-handed weapons chop from overhead, then swing level with both arms, and enemies stop where the axe head lands instead of the haft.
- The new skeletons move like they run, die in bone, and die three different ways.
- The Grave Brute carries his huge maul again and smashes the ground with it. Since the peasants got their pitchforks he had been holding a fork.
- The character sheet is finished: the portrait has its frame, the stats block and the quest log wear their painted plates, the trophy pouch draws a framed cell per trophy.
- The town square's cobbles no longer tile. Every ground gets this treatment in turn.
- Depth II: the Ossuary Door has its torches and the darkest halls have candle pools.
- The Fortress Revenant's tower shield rings when it blocks.
The Broken Fortress fights back
- Skull Hurlers throw burning skulls that burst where they land and leave a fire patch for three seconds. Move.
- One archer in three shoots the bow; the arrow leads you, so keep moving toward it or out of its line.
- The bursting kind gives you a moment: a telegraph on the ground, then the burst. Walk away and you live.
- The Fortress Revenant's tower shield blocks from the front. Half damage and a clang from ahead; full damage from the sides and back.
Items and quests
- Trophies drop on the ground and are picked up by walking over them. A full pouch leaves them lying.
- Brother Anselm has a new errand, The Hollow Blade, after the restless dead: a cursed sword and the rite that lifts its curse, for a price.
- Cursed items: a curse is now always to health or rage, the two you can feel, and it never cancels the item's own gift. Items you already own keep their curse.
- Bannerman's Belt fills the belt gap at levels 17 to 19. The Cairn Sword is a two-hander.
Known Issues
- Chests: if you see the chest's light and no chest, send a report from the spot; the report carries your renderer. Also try once with -dx11 and tell us.
- Depth II's arrival landing is still too dark; a candle pool goes where you land in the next build.
- The sword's trail effect, announced in the last patch, was never reaching players; it is being wired to the swing properly and lands in a coming build.
- The Ossuary Archer's bow animation is coming; until then he draws and shoots from a swing.
- The peasant's pitchfork floats beside his hand; the grip fix is measured and lands next build.
- The Bandit is being rebuilt on a new body; this is the old one.
- The fountain's blood pour is still flat geometry.