v1.4.6 — race truces actually hold on a dedicated server
One fix, and it's a multiplayer-only one: the peace every race is supposed to have with part of the world was silently failing for anyone who wasn't the client hosting the mob.
One fix, and it's a multiplayer-only one: the peace every race is supposed to have with part of the world was silently failing for anyone who wasn't the client hosting the mob.
Permanent claws were a standing annoyance disguised as a feature: an unremovable item sitting in a slot for the rest of the run, whether you wanted it in your hand or not. This release turns them into something you reach for instead of something you're stuck with — and fixes a race whose own frost resistance was quietly cancelling out the resistance you paid gold or a wolf pelt for.
Two versions at once, because only one of them actually shipped as its own number. v1.4.1
never got a manifest.json bump of its own — its commits rode inside the v1.4.2 release, so
this post covers both under v1.4.2's real date. Where the two overlap below, that is why.
The tenth race, a flying mount, and every existing race gets something to build.
Every race can now be retuned without touching a line of code. Nine races are grouped into three factions that stop a slice of the world attacking you and let some of it trade with you instead. And two visual bugs that have been quietly wrong since their races shipped are fixed.
The ninth race arrives, and it is the first one that gets stronger by doing nothing at all. The Dvergur becomes the Dvergar, blood magic finally costs what it always claimed to, and "no skill loss" starts meaning no skill loss.
The eighth race arrives, and it is the first one whose power has nothing to do with fighting. The Aswid's aura stops missing what is standing next to you, and transforming stops quietly spending your Guardian Power.
Returning from a monster form stops replaying the animation you see when you join a world, remote dragons finally move and stay in the air, Trols are the right size for everyone else, and the Aswid keeps what it has eaten through death.
The seventh race arrives, races stop being console-only to manage, Skadi's costs move off eitr entirely, and the Aswid's Vampiric Aura stops quietly halving its own damage.
The Aswid's Vampiric Aura learns to finish what it starts, and the Skeleton finally stops being nagged about food it cannot eat.
The Aswid's diet is refined, auto-devour becomes toggleable, and physical lifesteal now scales with progression.