THE GROUND YOU STAND ON
- FIXNo more monsters behind the rock: a fight’s arena is only ground you can walk to, and the enemy opens four to seven steps away along the floor, never straight through a wall
- NEWHover any haunted tile to learn what it is, what standing there does, for how long, and whether it is the floor itself or something laid by whom. Spore floors and a Sapper’s Choking Cloud look alike; now they say so
- NEWFirebreak and every line of fire, frost or slag stands as a wall now, fat and tall on burning ground, not a thread
- FIXIcy Grip waits three turns between holds, and a hold that just broke cannot be re-laid on that body for three more: no freezing one foe all fight
- NEWYour comrades’ resource bars show under their health in combat; every floor carries its number in its name; the Death Knight and Demon Hunter stand armed instead of empty-handed
THE LEDGER, THE ROSTER AND THE DOOR
- NEWThe mountain now judges its own fights: every encounter’s damage dealt and taken, healing, deaths and danger go to the Ledger, per encounter and per floor, with a verdict beside the numbers — so tuning is done on evidence, not opinion
- NEWCharacter creation offers faces of the sex you chose; the roster keeps its cards even; options gain RETURN TO CHARACTER SELECT
- NEWWhen the gods favor you with a rare class at the Awakening, they say so before the shrine can be touched — read every path closely, that door does not open twice
- FIXGnomes and half-elves step into their bodies: dwarf and elf, on your next sign-in
- FIXThe launcher survives a flaky connection: downloads resume where they stopped and retry on their own. Re-download the launcher from the site to get it
THE FACE OF THE DELVER
- NEWYour character has a body. Four peoples of the mountain — human, dwarf, elf and orc — each as man or woman, with faces, hair, beards, skin from the pale to the deep (orcs run pale-green to moss), and hair in any colour nature or a dye pot allows
- NEWCharacter creation rebuilt: choose your people and sex, cycle faces, hair and beards, pick skin, hair and eye colour from swatches, or let the dice decide — and turn your delver on the spot to see them from every side
- NEWArmor is worn, not implied: every helmet, chestpiece, gauntlets, legs and boots shows on your body, in the Tavern sheet and on the battlefield. The paper doll is now your actual figure with your slots around it — drag to turn
- NEWWeapons are in your hands: blades, maces, axes, staffs, wands, pikes, bows, crossbows and shields, gripped where a hand grips them. Bows bring their own stance — an archer stands like one
- FIXHalf-elves and gnomes have left the ledger's front page. Those already born of them keep their characters and wear the elf and dwarf bodies
- FIXENTER THE MOUNTAIN is gone from the main menu: it started a lonely private game and read as the way in. There is one door now — JOIN THE EXPEDITION
- FIXBows and staffs need both hands; a shield cannot hide behind them any more, and any shield already doing so returns to your bags on your next sign-in
- FIXThe Guardian's Vault holds one Delvewarden, as intended
BAGS, BUTTONS AND A BETTER LEDGER
- NEWRight-click anything in your bags to equip it, use it, or destroy it — destroying asks first, and there is no getting it back
- NEWFull bags no longer lose drops: up to six wait in the overflow under your bags and move in on their own as you free slots. It is a landing, not a locker — the overflow spills when you return to the Tavern
- FIXA key pressed as your turn ran out no longer spends your next turn (the phantom guard before you could act)
- FIXButtons no longer flash light grey under the mouse
- FIXThe ledger moved to a proper database on the server; every character came along. The mountain now keeps a diary of fights, falls and level-ups so the deep can be tuned on evidence
THE GUARDIAN'S VAULT
- NEWBelow the Anvilborn's crucible, something is coiled around the way down. The Delvewarden — a dragon the size of the room — guards the road to the deeps that come next. Anyone may challenge it. That is not the same as anyone surviving it: it is tuned to erase fewer than four
- NEWTitans walk among us: some creatures now occupy many hexes, need real clearance to move (a corridor can save your life), strike from their hide, and cannot be shoved. A titan's blow is too vast to fully turn — no lattice of gear drops it below 40%
- NEWResistances join the capped defensives: 75%, like armor's 70 and block's 50. What a monster is MADE of cannot afflict it — fire dragons walk their own flames; you do not
THE MOUNTAIN LEARNS DOCTRINE
- NEWSixteen new monsters haunt the deep road — gremlin sappers, drowned chain-draggers, goblin wardens, wailing banshees, undead samurai, ogre flamespeakers and worse — and every one fights a ROLE, not a stat line
- NEWMonsters learned new verbs: they hurl you across the arena, drag you into reach, root you where you stand, choke the ground with clouds, howl their packs into fury, and bellow until you cannot ignore them
- NEWEvery encounter in the game rebuilt: fights are compositions that grow with your party — solo meets the duelists, four meets the full doctrine, and each body gets tougher per extra head. Old monsters learned the verbs too: ogres throw boulders now
- NEWThe ground takes sides: floors seed elemental hazard fields on the contested line between you and them — slag, spores, black water, old iron — and monsters will hurl you into it. The afflicted visibly burn, bleed and choke
- NEWWalk too long without a fight and one finds you: the mountain notices a quiet party
THE VIEW FROM THE FRONT
- FIXFights open on the tableau: you see the field before anything moves — no more arriving mid-aftermath
- FIXEvery hit moves the health bar by its own bite; the battle log bolds hurls, taunts, crits and afflictions in their colors
- FIXForced movement is a slide, not a stroll; risen monsters' senses rise with the deep (they hit what they swing at)
- FIXTaunt says what it means: you cannot ignore the bellower — attacks must go to them when they are in reach
THE WAR OF ATTRITION
- NEWThe deep keeps its teeth: risen monsters grow stronger and tougher with every floor — and the bosses of the mountain hit like bosses again
- NEWShields stand in front: a shield absorbs the raw blow, and only what leaks through meets armor, wards and block. Armor turns at most 70% of a swing; blocks land at most half the time; every hit that lands costs something
- NEWThe mountain notices a quiet party: walk too long without a fight and one finds you — never more than thirty steps
- NEWThe Death Knight learns new verbs: an execute that drinks deep, a frost-coated edge, a raised servant, cursed ground, and Winterheart
- NEWTechniques learn position: Backstab pays for standing behind, and the Bayonet Mount lets a Spark Turret fire point-blank
- FIXGuarding is a swing: guns cannot take the stance, the free strike scales on Strength, and one contraption may deploy per turn
- FIXBurns, poisons and blessings scale with the hand that set them; Fireball and Between Blinks toned; a polearm counts as the melee weapon it is
THE CHART
- FIXThe map finally draws furniture: cages, guillotines and barrels paint as floor with a marker instead of holes in the chart — and maps you have already drawn heal on load
- FIXDead-end closets light with their room; deep-set doors wear forged leaves that visibly swing
THE OATHS
- NEWRare gear may carry an Oath: fulfil it while worn and the item awakens with a permanent bonus. Slay the dead, spring traps, endure wounds, stake gold — 22 oaths hide in the drop pool
- NEWSome awakenings change the rules: bows that fire point-blank, zones that stand longer, a tab at the gambler's, and one that refuses a killing blow
- NEWUndermanned parties find lesser gear in the deep: drops roll up to 10 levels shy solo, full strength with four in the fight. XP and gold untouched
THE EXCHANGE & THE LEDGER
- NEWThe Exchange: list, browse and buy at the Tavern
- NEWLeaderboard: gear, charted ground and depth, ranked
- NEWFloors are staged with props that stand as obstacles in a fight
- FIXBows and crossbows cannot fire point-blank — and archers now step back to shoot
- FIXEvery class opener has its own character and a cooldown; percent wards guard the next 3 hits
- FIXSynergy riders amplify the blow instead of striking twice
- FIXSlow actually slows; Freeze has a cooldown; the Proving asks more gently