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.