Diggers, swamps, parry, practices
The shovel now digs with the same chance everywhere, and the terrain decides what you find. In the shallows you pan sand, in deep water you dive to the bottom, and you can now dig in caves, volcanoes and underground rivers. No digging indoors or in the sewers. - 28 rooms became real swamps with swamp water: murky, worse at quenching thirst, and a sip sometimes brings a mild plague.
Mobs no longer parry every blow: their chance is now that of a player with the skill at 100%. Heavy and two-handed weapons, and big unarmed fighters, are harder to parry. - Flaming weapons blind only once in ten hits and only until the next tick, and gear heats up half as much. - Vampiric weapons heal as much as they drank, not double that, and drop from corpses only for evil characters. - Pets follow the same weapon weight rules you do.
The questor sells practices: quest buy practice gives 10 for 100 qp.
For crafters: - Blueprint lists are clickable, and a failed craft ruins only one random ingredient, with luck counting here too. Missing a part you could make in the cuisinart? The game will tell you. - Gems of other cuts, like the eastern sapphire, count as plain ones in blueprints. Thanks, Wolfram! - The Artificers' parts cabinet holds only components, and masters craft from it first. The Artificers' Hall has an eternal steam forge, and the multitool digs, drills and chops faster. - The salve for removing tattoos is now single-use. - Constellations got stronger: Eclipse gives more health, protection and speed, Crystal more health, and Destruction adds damage too.
And smaller things: - The sage shows what the score is made of and decides between a shield and a second weapon. - Consider tells you whether a mob is sentient, and wisdom may stop you on the threshold of a deadly trap. - Sentient pets recall with you, and affects shows how long a summoned one has left. - Items dropped in shallow water settle on the bottom instead of sinking. - Clan bank gold only at a bank or an ATM. - The patron's luck now works for every class. - Mobs below level 15 don't regain health in combat, and the living mold in Galeon went easier on newbies. - With fightspam off, ranged spells get summed up like melee hits. - The web client keeps your equipment script on your account, so all your characters have it.
As always, thanks to everyone who tests new features and reports bugs!
