Patch notes 2.8.2: Fix broken mechanics
From #announcements on Discord.
This patch repairs mechanics that never worked as intended. Some buffs, some nerfs.
Combat
- Bash only knocks down if you win the strength contest. Skill and size matter more: bosses don't always fall, big mobs don't always floor you.
- Hits over 10% of your HP delay your next spell/song/skill (0.5–3s).
- Unarmed monsters crit with their own level and hide.
- Running now makes you faster.
- Meditate never lowers mana regen.
- Pet cure-poison talents now trigger.
Magic & items
- Blindness works on enemies, and on you (willpower save).
- Cone spells keep their damage at high power.
- Psychic armor raises your willpower save.
- Coated weapons, arrows and flasks affect the target (holy water burns undead).
- Trap damage scales per victim, and poison traps actually poison.
- Chrysalis no longer eats underfilled items.
- Item spells lost a hidden attack-speed bonus (Zeraphin's Celerity I keeps it).
- Weapon, shield, spellbook and crash fixes.
Epic dungeons
- Magic resistance depends on monster type (warriors, thieves, rangers are easier).
- Druid monsters summon bears and faeries, and can slow you.
Stealth & language
- Looking only reveals hidden creatures on a successful spot roll.
pointreveals them to everyone. - Search finds hidden creatures even on an empty floor.
- Only Elvish speakers understand Elvish. Use
speak common.
Guilds, arena & gold
- Leaving a guild no longer teleports you. Use
guilds defectinstead of outcasting yourself. - Arena: leaving returns you to where you joined, and you can't join mid-fight.
- Splitting gold no longer duplicates it.
Dark Legacy