New Content: - Cavern levels may now contain caged items, special altars, or monsters and their respective keyholders - Many more types of keyholders and vestibules have been added: - Burning grass rooms - Piranha/salamander trap rooms - Caustic gas trap rooms - Sacrificial altar rooms - Electric crystal rooms - Pink/purple/red crystal rooms - Crumbling floor rooms - Barricaded areas - Paralysis trap areas - Dewar trap areas - Thieving monster areas - Three new melee weapons: - Kyoketsu-shoge: middle-tier dagger, +3 range and sneak attack bonus - Kusarigama: middle-tier scythe, +3 range but no arc slash - Three-headed flails: middle-tier bludgeon, auto-attacks when moving and hits three times but attacks very slowly - Curse enchantments have been added: - Weapons of aggravation, infection, mercy, plenty, vanishing, polymorphism, and teleportation - Armor of immolation, hypothermia, electrocution, crystallization, pestilence, repulsion, and displacement - Slaying enchantments for armor - Immunity enchantments for weapons - Two new enemies - Two new gamemodes: - Explore Mode: Take 1/5 as much damage (score is not saved) - Wizard Mode: Take no damage and start with powerful items (score is not saved) UI Changes: - Saved games now show the class, level, depth, turn number, and game mode - An Affinities button now shows in the bottom-left corner for non-Deprived characters - When hovering over giant monsters, all of their glyphs are now highlighted - Empty levels composed entirely of rock are now specifically called "Level Boundaries" - Throwing clubs have been renamed to throwing hammers - Rewritten some monster descriptions and wrote descriptions for monsters that previously had none - Rewritten some misleading/obsolete weapon descriptions Gameplay Changes: - Level generation has been made more efficient and less buggy - The first level now always contains a vault - Brick walls and statues appear in more rooms - Some keyholders and vestibules no longer spawn in cold or dry biomes - Turret vestibules and keyholders contain stronger turrets - Entrances to depth 13 and depth 26 no longer appear next to each other - The initial level of depth 13 has been given a makeover - The downstairs on depth 13 appear much more frequently - The walls of depth 26 now change periodically - The upstairs and downstairs on depths 32-34 appear slightly less frequently - A few depths are now more populated with torches, statues, and flavor machines - Liquid generation per depth has been adjusted - Item generation per depth has been adjusted - Monster generation per depth has been adjusted - The two final affinities in the Smithing tree now instead allow you to craft enchanted items (the removed affinities will be moved to the Tinkering tree in a later update) - Magician conducts are no longer failed if you can't see the monster - Electrified weapons no longer scale with upgrades - Illusory slip now only reduces damage to 5 - Incendiary darts now spawn a huge flash of light for one turn - Throwing weapons can now spawn upgraded or enchanted - Upgraded throwing weapons have less of a chance to break - Adjusted the varieties of slaying/immunity enchantments - Forest drakes have been replaced with griffins to better fit the animal forest theme Bugfixes: - Fixed carried items and buffs not loading from saves - Fixed swapper keyholders spawning too often - Fixed the upstairs on depth 14 not working in certain cases - Fixed a crash related to monsters casting bursts of thunder - Fixed a crash related to casting spells of regrowth on depth 26 - Fixed many cases of monsters' names not being randomized while hallucinating - Fixed elf arachnomancers not spawning spiders