v1.2: Anniversary patch! (Ability demos & new passive!)


It's been exactly one year since Kingsvein launched, so let's celebrate with a big new usability feature: ability demos! Now when you look at an ability in your class window, you get to see an example preview of it! There's also two new items and a new passive to play with, plus plenty of little bug fixes.

FEATURES

  • New ability previews! Hover abilities in the class window to see a demonstration!


  • New accessory, Shattered Heirloom, which powers up Defy Death, found in the Pale Ravine, but only for saves that haven't visited it yet
  • New accessory, Lamprey Disc, which adds a debuff to shield attacks, found in the bottom of the Pale Ravine, but only for saves that haven't visited it yet
  • New Titan passive, 'Full Power', which increases club, fist, and shield damage based on your HP


BALANCE

  • Fanger's 'Whiplash' base range increased by +1
  • Marksman's 'Backscatter' primary shot base damage is now always 100% instead of starting at 80%
  • Reduced most Knight and Mystic base ability XP costs to improve early game pacing
  • Slightly increased XP reward for defeating Wisps
  • Slightly increased average starting XP
  • Remir now starts with Brave learned

FIXES

  • Advanced Tips section now mentions that damage always rounds up
  • Fixed AI aiming Catalyze at empty tiles
  • Fixed AI sometimes using the wrong weapon for their Counter
  • Fixed NPCs being able to rank up Defy Death
  • Fixed unnecessary delay when ending turn with Chilling Curse passive
  • Fixed being able to cure Vixflies of their time limit
  • Fixed tooltips not pointing at object
  • Fixed Dendal saying his peaceful dialog when you attack after befriending him

MODDING

  • Fixed procgen items with toMake=; creating 'blank' items
  • Reverted extra, unnecessary fReq check on ItemReaction actions
  • Converted Zone.actors to MyDictionary for better error detection
  • AI now ignores ActorValueAffecters with forActEvalPurposesOnly
  • Added 'flying' actorValue that allows airborne movement. (Does not have any visual change)
  • Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)
  • Modded abilities default to having no preview demonstration, but can be given one using the format explained in c_actions_knight.txt


Thank you all for playing this weird little RPG this year - and thank you everyone who discussed, tested, modded, and helped others with Kingsvein! These patches wouldn't be possible without you!


Files

Kingsvein_v12i.zip 646 MB
3 days ago

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