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Patch Notes (version 0.7.x)

Battle tutorials and reactions, CPM tooling, melee stamina combos, and a large batch of QoL and bug fixes for The Dark Mine 0.7.x.

New Systems

  • Cargo bay quick slot: New cargo bay sprite in the quick-slot toolbar for faster inventory access.
  • Dirt mounds: New tile type you can dig into.
  • Battle reactions: Players and enemies can react to battlefield actions, such as thrown explosives.
  • Guided battle tutorial: Walks new players through the basics of combat.

Enhanced Systems

  • Stability and Stagger: Both stats are now percentage-based.
  • Conveyor Processing Machine (CPM): Dedicated UI makes it easier to drop items into the machine.
  • Melee stamina combos: Successive sword slashes are faster while stamina lasts. When stamina runs out, slash rate drops sharply.
  • Stagger bar: Clearer feedback when the player becomes staggered in battle.

Improvements and quality of life

  • Larger directive and contract modals.
  • Use button added to Upgrade Sigils.
  • Dark outline on keywords in notes and dialogue.
  • Red cross bars on staggered AP bars in battle.
  • Visual FX for hunger and thirst curse on the player.
  • Player candle hidden (still used by NPCs).
  • Improved dialogue writing.
  • Game over screen now shows the gold penalty amount.
  • Reminder toast if an Upgrade Sigil sits unused for a while.
  • Modals confirm with Enter.
  • Meditation (slime) shows turns remaining until the explosion.
  • Computer console gains a yellow band shine when the CPM holds objects.
  • Better camp deployment flow and music transitions.
  • Elevator panel UI is 25% larger by default for readability.
  • Wood item names better match spawn rarity; birch wood added to more craft recipes.
  • Played time shown on load-game slots.
  • Faster CPM manufacturing for a quicker loop.
  • Trading UI: Pulsing actions and a clearer grid.
  • Map UI: Markers and labels.
  • Help UI: Search plus clearer categories.
  • Explosions briefly light the area afterward.
  • Grass patches can regrow; cutting them spawns grass particles.
  • Ore and wood use the tiered star rarity scale.
  • Buff potion timers tick only on the player’s turn.
  • Electronic doors unlock from inventory (no need to use the head on the door).
  • Contract list shows sprites the same way directives do.
  • Slightly faster default dialogue typing speed.
  • Some toasts are deferred so they do not stack all at once.
  • Improved screen shake.
  • Enemies and battle drops get lights during combat for better visibility.

Quests and contracts

  • New contract for digging mounds.

Game balancing

  • Drinking and eating cost 1 AP (down from 2).
  • Heavy armor AGI debuff reduced to -1 (from -5).
  • Fortify buffed to 30% by default.
  • Tall grass is more likely to drop gold.
  • Swapping battle gear (armor, shield, and so on) costs 2 AP.

Bug Fixes

  • Fortify button no longer gets stuck disabled.
  • Fixed a rare case where eating and drinking locked outside battle.
  • Player battle portrait uses the correct model.
  • Fixed CPM item production timing.
  • Fixed several Level 1 tutorial tips.
  • Fixed a rare soft-lock after dying in battle.
  • Fixed NPC stock resetting on level transition.
  • Fixed decontamination showers sticking when re-entering the RC.
  • Battles only start when player and enemies can path to each other.
  • Dialogue with NPCs is blocked during an ongoing battle.