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The ~Feel~ Update 

Improved *feel* and ~feedback~ and @sparkliness@ of the game.

Added

  • Creatures now come apart when they die, in a way that matches what killed them: they crumble, shatter from cold, burn to ash, melt from poison or jolt from lightning.
  • When several creatures die in one turn, they come apart one after another, each harder and higher-pitched than the last.
  • Rare, set and unique items now stand in a column of light, so you can spot them from across the room.
  • Your critical hits now freeze the scene for a split second; this is a trial, so tell me what you think.
  • Each act now has its own air: dust and sand that show up in light, dripping water in the caves and the temple, sand trickling down act 2's walls, and spores over the moss.
  • Shafts of light now come down through the ceiling.
  • You can now give your hero a hat: pick one of three when you make a new hero, and change it at the mirrors in town, one of them beside the stash.

Changed

  • The gambler has been remade: you now pick the weapon family or kind of armor or jewelry, and then the exact item type and tier you want.
  • Gambled items have better odds than drops, and each magic item you get raises your chance of a rare or better next time; this carries across lives and the panel shows the chance.
  • A gambled item's price and stats now depend on the item type and tier you pick, not on your deepest floor, so plain items stay cheap and exceptional ones cost more.
  • What you gamble now opens in its full item card, with buttons to equip it or buy another.
  • Dropped items now fly out of whatever dropped them and bounce, and gold spills out as coins.
  • An item's name label now waits until the item has landed.
  • Creatures now flinch back a little when hit, and critical hit numbers punch in bigger.
  • Newly seen ground now fades in out of the dark instead of appearing all at once.
  • A dark ring now closes in on the hero when you take the stairs and opens out again on the next floor.
  • The weapon in the hero's hand now takes the colours of the item you wield, so different weapons and tiers look different on the hero.
  • Many unique items have new names, so they no longer share words with rare item names or sound like set pieces.