- Update notes for release 61.16 - 2 August 2025
Fixed a bug where summoned creatures could spawn into locked prison cells. Tweaked initial positions of animated and summoned creatures. Added more pre-checks for AI to check that there is space to create the animated / summoned. More tweaks to charm / possession, so that friendly creatures won't get angry or stay angry at the charmed / possessed in special cases. Yet another autopick bug fixed. This happened when "Pick all ammunition" setting was unchecked, and you autopiloted from level loot to a shoot weapon that used different ammunition type than what you currently had in quiver. When hostile creatures are seen, ammunition disabled in the loot manager can now be re-enabled from the normal inventory (ENTER or LMB on the item). Disabling can still be done only from the loot manager.
- Update notes for release 61.15 - 24 July 2025
Various charm / possession related tweaks. Fixed a bug where item autopickup status wasn't correctly updated when the player was encumbered and "Pick all ammunition" setting was not checked. When "Autoammo" setting is NOT on, existing everlasting ammunition is chosen when you run out of current ammunition type. Cycling through ammunition now skips weaker basic ammunition than the strongest everlasting ammunition that you have in inventory. Also skips the weaker everlasting ammunition if you have several in inventory.
- Update notes for release 61.14 - 17 July 2025
Fixed a bug where some creatures summoned by evil creatures had resistance to holy damage. Fixed a bug where equipment with the "die hard" -effect didn't save a withered creature from dying. (If the "die hard" -effect comes from equipment, it ignores both personal and level wide withering)
- Update notes for release 61.13 - 11 July 2025
Last update caused some unwanted behavior when no damage was done when attacking. Fixed. Quiver status of companions should now be updated correctly when inventory is closed abruptly (after a hostile creature is seen). You can now toggle the usage of ammunition types in loot manager, if you don't want to currently use (equip, autoammo) or divide them. Affects both the player and the companions. Disabled ammunition will still be autopicked. Note that you can't re-enable the usage when hostile creatures are seen, so always have some ammunition enabled. Toggling is done with DEL.
- Update notes for release 61.12 - 6 July 2025
Fixed a bug where the Dualshot talent was not usable. Autoexplore fixes. Further tweakings of initial non-autoammo ammunition selection. Need to start a new game to be fully functional. Some tweaks that friendly creatures won't get angry when walking over map effects that won't damage them. If you put an item into a furniture container then the item is marked as not to be autopicked. This way you can dump unwanted items into containers, and they won't get automatically autopicked if later access the container. The container needs to have at least one item so it can be interacted with. The "do not autopick" status is cleared if you take the item out from the container. Only works in regular dungeon levels, not in the demiplanes.
- Update notes for release 61.11 - 1 July 2025
Fixed a bug where creatures did not heal themselves when needed if they couldn't see hostile creatures. Fixed a bug where companion pathfinding didn't take creatures that could not be displaced into account. Fixed a bug where creature's state wasn't properly updated after an on-hit effect. Fixed a quickslot related bug. You can no longer order companions to target non-evil creatures that aren't yet hostile. Undead no longer get animated in locked prison cells. Everlasting ammunition no longer stacks. If you don't use autoammo, autoequip tries to equip normal ammunition before special ammunition when the quiver is empty. Mainly it avoids ammunition of Dismiss and Explosion. When a possessed creature gets unpossessed, it now re-equips itself and updates its item interests. You can now press B to cycle through blocked areas on the autopilot map screen. When there are no hostile creatures s…
- Update notes for release 61.10 - 8 June 2025
Autoexplore no longer autopilots to locked doors blocked from autopilot. Companions in travel- or stay-behavior no longer search for secret doors when autoexploring. Recent update made it possible to end on a trap after blinking. Fixed. If a companion can't find a path to the destination point of a travel command, the examine mode cursor is changed to "unreachable area" cursor. Friendly fire confirmation dialog is no longer shown if friendly creatures in the area of effect are immune to the effect. Autopilot map now shows a red frame around areas blocked from autopilot. Shopkeeper's remaining wealth is now updated as you select items to buy / sell, similarly as the player's wealth when selecting items. The log is now saved and restored when loading a saved game.
- Update notes for release 61.9 - 1 June 2025
Fixed a bug where autopiloting to a known trap could place companion on the trap. Fixed a bug where commanding a companion to stay at current spot in examine mode set the companion to follow / regroup behavior instead. Fixed a bug where sleeping evil creatures or evil creatures that had not yet seen the spellcaster were not targetable for Holy Burst. Fixed a bug where companion would not use ranged weapons if in stay-behavior and ranged tactics. Autoexplore now stops before a closed door. You can now cycle the behavior of the current companion under the cursor in examine mode with ENTER, X, NUMPAD DIVIDE, or LMB. When choosing a target for something (ranged attack, talent, etc.), ENTER and LMB aren't usable, the other keys are. There is so little space left in the examine- / target-mode log area to list all keys, so only X is mentioned there.
- Update notes for release 61.8 - 30 May 2025
Last release introduced a bug with previously gained Great Ability talents and checking talent requirements. Fixed. Fixed a bug where companions would not turn their lantern off if player's lantern was off and player was tracked by some creature. Companions now prefer returning throwable weapons as ranged weapons versus shootable items. Also affects non-returning throwable weapons when wearing the Gauntlets of Throwback. Added situations where autopiloting and resting is halted: companion gets stuck in slime or web, a nearby trap set by player gets sprung. You can now see companion's info in examine mode even if the companion is not currently seen. When commanding a companion to travel to a spot, a circle and the companion number is shown on the spot in examine mode / autopilot map until the companion has reached the stay-spot. AI and pathfinding tweaks. New setting: "Companions blink w…
- Update notes for release 61.7 - 19 May 2025
Fixed a bug where poisoned creatures thought that they were attacked by an unseen enemy after blinking. Fixed a bug where on hit -effect texts were logged even if the situation was not seen. Fixed an inventory list bug. Fixed some bugs related to effects that have "seen hostiles" or "chain" as the area of effect, mainly Chain Lightning and Holy Burst. Fixed a bug with animals not using Health Surge. Fixed a bug where creatures animated from a trap did not attack the one that sprung the trap. Fixed a charm related bug. Animated and summoned creatures created by an evil aligned creature now remain evil aligned after their master has died / lost, and can be targeted with Holy Burst and such, which only damages evil creatures. Devices (orbs, wands, etc.) now show range in their properties, if applicable. Devices / talents that affect creatures and have automatic target selection are dimmed…
- Update notes for release 61.6 - 10 May 2025
You can now change companion's position in the companion list. First, enter examine mode (TAB). Then, select wanted companion with the target cursor or by cycling through the companion list with PAGE UP / PAGE DOWN. Move the companion to a wanted position in the list with HOME / END. Pressing CTRL + R in examine mode resets the list order. You can now use flasks from the loot manager. When the selector is on ammunition, flask icons appear on top of the companion list if there are applicable flasks available. Movement keys left / right move between the flasks, ENTER uses the selected flask. Tweaked automatic ammunition selection for both player and AI so that higher enchantment (+X) ammunition is used against dangerous targets, even if the target fully resists elemental damage elements. Tweaked companion switching from a ranged to a melee weapon when target is next to him and companions…
- Update notes for release 61.5 - 3 May 2025
Level loot remembers the last item that you selected. If autopilot to the item gets interrupted, you can now continue autopilot by opening level loot nd pressing ENTER, or just by pressing SPACE twice, if you haven't changed level loot's default key. Changed autopilot screen so that pressing P (the default key for autopilot) closes the screen if the target cursor is on the player, but if there's a valid path then it acts the same as pressing ENTER. Now you can quickly continue an interrupted autopilot path just by pressing P twice. Tweaked companion travel / stay -behavior. If a companion can't find his way to you (follow / regroup behavior) or to his target (travel / target behavior), his behavior mode text is in red in the top right companion list. Loot manager now shows Health and Stamina bars when the selector is on an potion. Companion name is in red if poisoned. Active weapon set…
- Update notes for release 61.4 - 29 April 2025
Fixed a bug where the "lantern" companion option was not respected when the companion was in stay-behavior. When you use the Veil of Darkness talent, companions' lightsources are now turned off even if you don't see them. Fixed a quickslot use related bug. Fixed an autopick bug. When you possessed a sleeping creature, it was considered still sleeping and the talents were not working. Fixed. After making field of view symmetric, parts of the endgame level could not be explored just by peeking into them. Made small changes to the layout of these areas. You can now order companions to drink potions from their inventory. Usable only when there are no hostiles seen. You can now use the loot manager (SHIFT + ENTER) to order companion to drink a potion, even when hostiles creatures are seen. When hostile creatures are seen, you can set a potion for several companions, but only one potion per c…
- Update notes for release 61.3 - 15 April 2025
When examining / cycling through creatures with TAB, it now only cycles through hostile creatures when there are hostiles seen, but if not, cycles through friendly creatures but never through companions or their animated / summoned creatures. If the player was on a tile with items, and the the items were shown on the right side panel, the usability states of quickslots were not updated to match the current game state, until the player pressed BACKSPACE to view the quickslots panel. Fixed. Loot manager is now usable immediately after an uninterrupted rest.
- Update notes for release 61.2 - 12 April 2025
Field of view should now be symmetric. Matches better with possible lines of fire of ranged attacks. You can now filter the log or books with phrases if you put them betwen quotation marks ("). If your country specific key does not output the quotation mark, try the ISO keyboard layout binding Shift + 2. Negation also added ("-" before a keyword or quoted phrase).
- Update notes for release 61.1 - 10 April 2025
Fixed some nasty bugs that happened when "Toggle furniture with Control + direction" setting was on. Tweaked line of fire calculations for effects with ray and wall area types. The loot manager wasn't reacting to CTRL / ALT + NUMPAD LEFT / RIGHT keys. Fixed. Letter selection is now possible in the left list of the loot manager if you enable "Letter selection: loot manager" in the settings. Off by default. Made the potion amount numbers over party member icons in inventory more clear, especially in ASCII mode. When the player selects items for sale, his coin amount in the top right corner reflects the amount that he would have if the sale were made. You can now take companion's potions once you've descended 2 dungeon levels from the recruiting dungeon level, or have gotten 3 level ups, or entered the endgame level. Not applicable if you've removed the companion even once from the party a…
- Update notes for release 61 - 5 April 2025
Release change Important! This game release is not compatible with the save games of the earlier releases (r60 and older)! If earlier save files are detected, they are moved into "(game folder)\Backup_r60\Save". When you start the updated game, a menu will open where you can launch older releases of the game and finish those runs. If you had an unfinished extended game going on where you plan to utilize previously ascended characters, you can continue that with the older release. Check the "Skip this menu until a new release is out" checkbox if you don't want to see the menu anymore until a new release is out. You can also manually run the older version of the game from the "Backup_r60" folder, but close any other running version of the game first. Older game release backups that don't have any unfinished save games are removed after a month. If you launch an old game release from the m…
- Update notes for release 60.17 - 21 March 2025
Fixed a bug where a charmed drow priestess summoned spiders that were hostile against the player and companions. (thanks to Bentwing for reporting) Fixed a bug where furniture tiles were drawn too dark when "Brighter darkvision" setting was on. Fixed an ASCII-mode bug where the floor dot wasn't drawn when there was an unseen creature / item on the tile. (Bentwing) Better handling of "Brighter darkvision" setting when playing in ASCII-mode. (Bentwing) When a companion is ordered to STAY at a location, the companion now tries to travel to the target location at higher priority, and when at the location, does not move unless need to flee. Also fixed some other companion commanding related bugs. New option on the 2nd page of companions' character sheets: "Cloud effects". Enabled by default. Disable if you don't want a companion to create cloud effects (Acid Cloud, Poison Cloud, Web, etc.) b…
- Update notes for release 60.16 - 15 March 2025
Adjusted shop item prices. When you order a companion in regroup-behavior to do something, he now correctly returns to regroup-behavior instead of follow-behaviour. (thanks to Bentwing for mentioning) Books moved from the device-category to other-category. Only books created after the update are affected, so any ongoing saved game has their pre-update books still in the device-category. Bones and corpeses are in the other-category as well, but books will get their own category in next full release update. (thanks to Bentwing for the idea) When a device with charges is used, its sell value is now recalculated correctly based on the remaining charges. Added a note to Scroll of Purifying that it only affects the creature's items that uses the scroll. When you try to autopilot to the next unlooted container but autopilot can not find a path to it, you are notified if there are any autopilot…
- Update notes for release 60.15 - 5 March 2025
When controller was enabled in the settings on Linux / Proton / Steam Deck, the game registered D-pad up and left trigger as being constantly pressed. I could only test this on Linux, but hopefully this is now fixed. (thanks for reporting: Gator for hire & Mads)