Patch Notes
DepthCrawl » Devlog
Combat and balance
- Combat levels everywhere (RS-240). The hidden 1–20 tier is gone. Monsters, dungeon floors, danger bands, quests, shops and loot all use combat level (3–126), and each monster is scaled to its exact level.
- Gear drops from the level it needs. Rune drops from combat 40 and dragon from 60. Dragonhide and robes now have real defence. Top monsters keep their accuracy, so dragon armour stays worth having up to 99. Paralysis can’t hold you twice in a row. New Game+ opens at combat 123.
- Turns you can see (RS-218–221, 241). Your blow lands, then theirs, about a second later. This now covers bows, spells, abilities and staff autocast. Your figure only swings when you attack.
- Balance pass (RS-194). Melee maxes in about 50 hours instead of 77. Gold is scarcer, the smith pays less the more you sell him, and the slow skills catch up.
- Upgrade arrows match your style (RS-239). Plate doesn’t show as an upgrade while you fight in robes.
- Fairer fights. No shots through walls in either direction (RS-150). Melee monsters charge you (RS-169).
Races and towns
- Races (RS-222). Each race has its own model: height, build, heads, tails and feet. Racial abilities were reworked to fit the game: skill xp, accuracy, a last-stand trait and haggling.
- A town for every race (RS-223–225, 234). Each of the nine races has its own town with a landmark and its own dress. You start in your race’s town, on its home terrain.
- Hobbit holes (RS-224–233). Halfling towns are hills with round doors and grass commons crossed by dirt lanes. On the overworld they have a stockade fence and a great oak.
- Doors (RS-229–232). Rooms have a closed door you can see. It’s oak, golden oak or cherry, matches inside and out, and never fades.
The world
- Pyramids (RS-213–214). Desert pyramids with tomb dwellers, bosses from the old lore, and hieroglyphs.
- A real volcano (RS-235–236). It’s built into the land like a mountain, with lava runs, and roads keep their distance from it.
- Tower lookout (RS-237). Climb the tower for a wide, turning view that reveals the land around it.
- Landmarks are solid (RS-238). Nothing walks through them or spawns inside them.
- Mythic beasts (RS-168–179). Level 100+ beasts roam the land, go on your map when you find them, and appear in 3D.
- Dragon lairs on the mountaintops (RS-178). Rune essence can be found in the mines (RS-177).
- Dungeons keep their floors (RS-205). Your gravestone stays where you died, and a portal out opens after the boss.
- Take your character to a new world (RS-187).
Getting around
- The hearthstone (T, RS-197, 202). Bind it at a waypoint stone, then open a portal home. It has a cooldown.
- Waypoint window. It fits the screen, and the town button list is gone (RS-200–208).
- The world map works in towns. Its ! marks have tooltips (RS-210).
Gear, items and crafting
- Weapons held properly (RS-201–211). Swords are held edge-on, axes face the right way, left hands are left hands, staves and bows move with the arm, and handles sit in the fist.
- Proper robes (RS-174, 175, 203). Tops stop at the waist and robes move with the legs.
- Better crafts really are better (RS-202).
- Potions stack (RS-199). Food items each have their own picture (RS-189).
- Removed: socket runes and runewords (RS-198), spell scrolls (old ones turn into gold, RS-190), and the alchemy spells (RS-192).
- Utility spells have their own autocast (RS-191).
- Crafting shows ingredients in colour and how many you can make (RS-192–193).
Character sheet and UI
- Character sheet (RS-153–155, 195–196). Two pages laid out like an action RPG’s equipment screen, with gear by drag and drop, a picture-grid bag, gear pictures and stat previews.
- Phones (RS-146–154). One layout, menus that fit, a phone character sheet, and tap to inspect.
- Clock bar (RS-151). The top bar shows the time of day and where you are.
- Quests. The tracker no longer shows quests done too early (RS-156), and the quest window rolls up (RS-177).
- Tooltips. Live resource counts, and tooltips in the mines (RS-160, 185–186).
- Small changes. XP drops rise over your head (RS-176). E asks what to do when there’s more than one choice (RS-161). The bestiary has a bosses tab and zoom (RS-204, 209).
- Export save works on the play link (RS-152).
- No more automatic fullscreen (RS-217).
Graphics and animation
- Lighting (RS-157–167). Sun and moon follow the clock, with real shadows for people, torchlit dungeons and your lantern’s shadows. Rain in town is fine rain instead of blobs.
- Animation (RS-171–173). Feet plant instead of skating, swings follow through, walking starts and stops smoothly, and dungeon walking is smoother.
- 3D for more things. Skeletons are dressed for their class, goblins, orcs and kobolds look their rank, and wandering groups, raised dead and highwaymen are in 3D (RS-168, 181, 200, 226).
- Town lights (RS-175). Torches and street lamps light up.
Towns and interiors
- Interiors (RS-182–184). Furniture sits against walls and stairs go somewhere. You can sit on seats and sleep till dawn.
- Rats in the Cellar happens in a real cellar (RS-164). You can cook beside a campfire (RS-161–162).
- Altars ask before crafting (RS-180).
Removed or fixed
- Background music removed. Short fanfares stay (RS-212).
- Fixed an overworld freeze (RS-175).
Files
depthcrawl-rs-241-itch.zip Play in browser
2 days ago
DepthCrawl
old school rouge like
| Status | In development |
| Author | c0nan666 |
| Genre | Adventure, Role Playing |
| Tags | AI Generated, Dungeon Crawler, Procedural Generation, Top-Down |
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