Versions

Ancient Dungeons has seen many updates, the changelogs are initially posted in the announcements channel in the discord, this is just for them to all be in one organized place for those interested in the history of the game.

\**All dates below are set from America*

# Early Access

### ea [0.1.3.6]

*12/25/2022*

```
- fixed clumsy hardmode modifier not being disabled in normal mode
- fixed boss damage in hard mode being double even with clumsy modifier disabled
- fixed floating tables in one of the new rooms

```

### ea [0.1.3.5]

*12/24/2022*

```
- return of the christmas slime
- hard mode now has run modifiers, which increase the difficulty of your playthrough, but also reward you with more insight
- 1 new insight upgrade
- 8 new relics
- 4 new achievements
- a few new rooms
- fixed several bugs

```

### ea [0.1.3.2]

*10/17/2022*

```
- lore rooms are now a different color on the minimap (meaning that bat ear can now also identify them)
- renamed a few items and updated their icons
- fixed forge embers bugging out the ghost fights sometimes
- fixed music looping in a weird way when the game is paused when entering a new dungeon
- fixed journal page collection not showing the Cartographer pages until a lore page is found
- fixed modding on quest
- fixed ghost teleport attack not checking if the player is dead, resulting in a softlock
- fixed foam bat resetting when loading a run
- fixed bat ear not working in a loaded run
- fixed bargain signed in blood + dis armor money glitch
- heavy yoke now does nothing when the player has no hearts and only ethereal hearts
- fixed beast journal pages sometimes spawning in cradle corridors, creating a softlock
- fixed homebase not getting disabled when in a loaded run
- fixed cybershoes not working
- the game now creates versioned saves, making upgrading to a new game version a lot safer and also allowing downgrades (also multiple save slots in the future)
- the foundation for localization support has been added. Custom languages can not yet be added to the game, but it will be possible soon

```

### ea [0.1.3.1] Official Quest Store Release!!!

*09/15/2022*

```
- added 24 new journal pages, most of which can be obtained by escaping the dungeon
- reworked some journal pages to make them more connected to the game
- sealed souls ghost fights are now unlocked by collecting all journal pages that belong to each ghost
- added 6 new items

```

### ea [0.1.2.7]

*09/05/2022*

```
- fixed sealed souls ghost fight sometimes bugging out the zombie form
- fixed game not reinitializing correctly after death when the game window is not in focus
- fixed AppSW causing weird controller tracking errors in Virtual Desktop
- the game now uses the pointer pose for the selection ray to make it more comfortable with the controllers

```

### ea [0.1.2.6]

*08/11/2022*

```
- fixed deadzone settings not working correctly on some machines
- fixed recentering in main menu and death screen, not recentering the game properly
- fixed knife bugging out when taking a screenshot in SteamVR
- fixed big vine plant parts staying red when killed
- fixed weapon trail showing buggy lines when equipping and unequipping in quickly while moving
- fixed music not being completely muted when volume is set to 0
- improved enemy spawning in hard mode
- fixed dungeon start music interrupting or stopping sometimes
- fixed challenge room failsave not properly working
- fixed loading a save not cleaning up the previously saved activatable item
- improved pathfinding of flying enemies, hopefully preventing them from getting out of bounds

```

#### ea [0.1.2.5]

*07/31/2022*

```
- challenge rooms now have a slightly different theme depending on which floor you are on
- added a sound for the poison spitter enemy
- drastically improved the way objects are being thrown. Potions and food can now be thrown further and take the movement velocity of the player into account. This means that throwing an object up in the air while walking, will not result in the object snapping backwards because of no velocity anymore.

- fixed an issue with the world generator sometimes generating a softlock
- fixed spectator camera not smoothing the movements
- fixed an issue with being able to go into the main menu when in the "run starting" animation, softlocking the player
- fixed insight getting awarded when using the console
- fixed an issue with alchemist marks potions not being able to be picked up when spawned
- the screen now turns completely black when inside a wall instead of showing a few close objects
- fixed dungeon start music sometimes cutting off when too many sounds are playing
- fixed item highlight info sometimes staying in mid air (again)
- fixed some layering issues for UIs during fadeout
- trap rooms now lower their barriers when the player is outside them (failsave)
- fixed enemy alert sounds not playing for most enemies
- fixed potion effects not showing when climbing a ladder

```

#### ea [0.1.2.4]

*07/18/2022*

```
- fixed myopic lens not switching damage when hitting with the wrong weapon
- fixed orb of focus speedup bug and other discrepancies between movement speed in quest and pcvr version
- fixed dungeon generation sometimes breaking when in a loaded save
- fixed challenge rooms sometimes spawning closed in NG+, creating a softlock
- fixed an issue with the Item Highlight Info hovering in air sometimes

```

#### ea [0.1.2.3]

*07/15/2022*

```
- fixed the item highlight info not disappearing sometimes
- fixed the mines not cleaning up correctly, resutling in NG+ sometimes getting softlocked
- fixed multiple smaller NullReferenceExceptions
- adjustments to the sound mix

```

#### ea [0.1.2.2]

*07/12/2022*

```
- fixed dead weight throwing a console error with the crossbow
- shops have a way higher possibility of spawning in a dungeon now (they should spawn every time now)
- fixed business senseless and overstock flyer spawning the same type of object as previously bought
- fixed some NullReferenceExceptions
- adjusted the shop droptables
- fixed a major issue with droptables not using the correct probabilities for drops
- fixed seed specific offset not being correctly applied
- fixed an issue with the text highlight info sometimes not disappearing
- fixed an issue where the load methods for the save file broke for some unknown reason

```

#### ea [0.1.2.1]

*07/11/2022*

```
- seeded runs will be more consistent now
    - dungeon difficulty is constant, no matter the save file progress of the player
    - secret rooms will appear no matter the save file progress of the player
    - fixed bosses not being seed consistent (random boss in overgrown gatehouse)
- fixed an issue with the world generator sometimes not generating transitions
- dungeons now generate with a slight seed dependent offset to combat position based hashes for certain objects being pretty similar for different seeds
- fixed obects generating inside walls of doors
- fixed dagger getting equipped when reloading the crossbow (rift/quest issue)
- adjusted the hand alignments on rift a bit
- fixed knife not keeping the rotation of the hand when thrown
- fixed crossbow rotating during movement and making aiming more difficult
- fixed a non vr mode issue of the main menu not showing

```

#### ea [0.1.2] Content Update #2 OpenXR and Insight Rework

*07/10/2022* - The main part of this update was the time consuming port over to OpenXR as well as a huge code cleanup and rework to make many interactions less buggy and the gameplay more stable. Especially Quest users will notice a huge difference in color vibrance and framerate stability. PCVR users can look forward to playing with shadows to make the game look a lot more beautiful. The Insight system has also been reworked to lay the groundwork for more Insight related additions in the future.

```
additions:
- the Insight system has been reworked! Players now also collect additional Insight for spending money in shops, killing enemies, and completing floors. Hard mode also now gives a multiplier on collected additional insight. Collecting Journal Pages, Milestones and Items now gives more Insight than before. The amount of Insight depends on the difficulty of the milestone or the item tier.
- a rework of the Insight Board, which now has more Insight upgrades in different categories. To ensure a smooth transition to the new system, all your bought Insight upgrades will get refunded on update.
- PCVR now has point light shadow support and graphics settings (more settings to come in the future). Be aware, that shadows can cause a huge performance impact.
- picking up a mark pickup will drop an already equipped mark on the ground instead of voiding it
- 2 new Insight upgrades

changes/fixes:
- updated the Project to Unity 2021.3
- With the change to OpenXR a lot of interaction issues have been fixed because the whole movement, climbing and interaction system has been rewritten from scratch!
- The player stats have been reworked in a way that makes item combos more consistent in how they calculate damage (no matter the order in which they have been picked up)
- several items now have extra sound effects when they activate (Deafening Bell, Dented Gold Chime, Discarded Door Chime, Gaping Totem, Glowing Orange Spot, Needle of Oroborous, Packrat Mandible, Pit Friend, Silver Spoon, Swollen Dragon Lung, Tarnished Silver Chime, Tress of Silken Hair)
- lots of physics improvements: movement or weapon stutter should not occur anymore
- hard mode now spawns more enemies
- optimized several parts of the world generation algorithm to reduce the amount of lag spikes
- doors will not pop up anymore during generation when entering a next floor, the floor is already generated one the player gets there
- improved performance should result in a smoother framerate (especially on Quest)
- increased render resolution on Quest 2, which should result in a much sharper picture
- seeds are now completely consistent in the world generator
    - this includes podest rewards, slot machine outcomes, enemy drops, shop selection and more
    - be aware, that depending on your progress in the game, the same seed can still look different. For example, players that have secret rooms unlocked will have a different dungeon layout than players that don't have them unlocked yet
- improved the hold angle settings system
- your UI pointer can now be used on both hands
- cracked mirror now reduces your luck a lot more in exchange for better stats
- myopic lens has been reworked
- assassins mark now deals damage to bosses according to 25% of their max health
- befouling sludge now has a chance to deal crit damage
- enabling and disabling the ingame console without running a command will no longer block achievements for the run
- grinning totem now gives luck based on the amount of coins and keys that have been reduced
- Experimental versions now have a big warning in the main menu
- If a mod is broken, it will now show a big warning in the main menu
- fixed glittering orb and some items not working in hard mode
- fixed gaping totem not showing damage increase in stats when having coins
- fixed damage inconsistencies with NG+++
- reworked abacus bead
- fixed some items / progresses not having the correct behavior in NG+ and beyond
- fixed vial of blue blood + ruptured dog eye + glass cannon killing the player
- lobster bib now takes into account which type of food you are eating
- fixed shopkeeper boss hitboxes
- fixed challenge runs having hard difficulty when it was selected in the run preparation screen
- increased the length of the player sword and dagger by one voxel (to offset the more realistic holding position)
- increased bullet slime spit distance
- fixed hedges and potentially some other objects not getting cleaned up when the floor is completed
- better handling of pickups stacking their effects
- some visual improvements for the ingame console
- reworked the potion system which should fix most of the potion related bugs that have been reported
- fixed an issue in NG+++, which did not kill the player when DONT_SCALE_NEWGAME damage was applied (for example Packrat Mandible does this type of damage)
- reworked business senseless insight upgrade (now always gives an item, but only 1)
- Calcified Pustule now deals a small amount of extra damage instead of dealing less damage

modding additions:
- It is now possible to create custom weapons via modding (this feature is not fully developed yet, more improvements are coming in future updates)
- It is now possible to create overrides of items (the new weapon system already uses this to give items weapon specific changes)
- A mod settings menu where mods can create custom settings to toggle specific features of a mod on or off

modding changes:
- GetEnemiesInRadius and GetLivingInRadius have been changed to take a Vector3 instead of a Transform
- New Stat system TODO: write change tutorial
- renamed BlockChance to EvasionChance, renamed ShopPriceMultiplier to ShopDiscount (ShopDiscount now works the other way around compared to ShopPriceMultiplier)
- renamed SwordDamage to PrimaryDamage, renamed KnifeDamage to SecondaryDamage
- renamed SwordCritChance to PrimaryCritChance, renamed KnifeCritChance to SecondaryCritChance
- removed IncreaseEvasionByRule, because it is now automatically calculated via the Stat System
- droptable.AddToDroptable now also has hardmodeProbability as a parameter
- reworked the potion/orb system to take care of a lot of things automatically, like keeping track how often the player has been affected, which enemies have been affected and vignette effects.
- ChangeRandomPlayerStatsSlightlyUnique and ChangeRandomPlayerStatsSlightly now take a key value as their first parameter because of the new stat system
- UpdateWeaponColors does no longer need an array of strings of which weapons need to be colored. Instead there now is UpdateWeaponColorsPrimary, UpdateWeaponColorsSecondary, UpdateWeaponColorsAll, UpdateWeaponColorsMelee, UpdateWeaponColorsRanged
    - SetTrailColor and SetTrailEmission have the same behavior now
- Exposed many new Types
- renamed AmountPickupFoundDuringIn to PickupFoundInRun
- renamed AmountTotalPickupsFoundDuringRun to TotalPickupsFoundInRun

```

#### ea [0.1.1.2]

*01/07/2022*

```
changes/fixes:
- The Alchemist challenge run now doesn't spawn orbs any more that were excluded
- NG+ 2 now correctly applies damage to the player when hit
- NG+ now doesn't override damage from items and mods any more that change the outcome of the damage
- Food no longer disappears in NG+ 2 and higher in your wrist slots upon reloading a save game
- In NG+ 3 and higher your health bar now properly gets disabled upon reloading a save game
- The Gambler challenge run no longer gives out flyers all the time in certain runs
- The "Caretaker" milestone now resets the 'being hit' state upon entering NG+
- The Item Compendium and Insight Shop now update when milestones are unlocked in the hub that give insight or/and an item
- Fixed "Third card monte" showing stat change popup upon reloading a save when you picked up the item
- The crossbow color no longer disappears when using snap turn
- fixed ghost NPCs getting killed with assassins mark
- fixed a bug where killing the ghost in the ghost fight with assassins mark softlocking the fight
- controllers now vibrate when parrying a ghost sword
- "Third Card Monte" can no longer remove heart containers
- When using snap turn you now get snapped to the closest angle after talking with NPCs or during the ghost fight to prevent offset issues
- fixed potential synergy issues with calcified pustule
- fixed ghost npcs not getting cleaned up when entering the next floor
- fixed falling out of the map when getting too close to collapsed walls
- fixed threshing blade not affecting ceiling plants in the mine

modding additions:
- exposed new classes "Chest", "Lock", "AIBossBook", "WorldGeneratorEvolved.BuildingBlock"
- added some missing objects to StringToObjectMapper

```

#### ea [0.1.1.1]

12/24/2021

```
changes/fixes:
- fixed fallen adventurer body falling through the floor occasionally
- spawned wisps of the ghost fight now die when he forces the player into the parry mode
- fixed threshing blade not dealing correct damage to the beast and exploding bulbs
- fixed threshing not working with the crossbow
- fixed alchemist run getting softlocked when possessed armors spawn
- fixed ascetic and gamblers run spawning pickups when they should not

```

#### ea [0.1.1] Content Update #1: **The Sealed Souls**

*12/24/2021* - `8 Challenge runs: Find the Seer in the homebase to enter the memories of fallen adventurers (The Seer only appears after a few conditions have been met)`

```
- a new semi-boss
- 11 new milestones
- 15 new items
- 3 new orbs
- crossbow weapon combo is now also affected by color changing upgrades and colors the crossbow accordingly
- many new pickups now also color your weapons, making them more unique: warthog underbelly, tarnished silver chime, sprout of ivy, shard of a broken shield, ruptured dog eye, punctured breastplate, glass cannon, fungal growth, forge embers, dead weight, chain of spider silk, calcified pustule, bottled lightning, blunted knucklebone, blood pudding, befouling sludge, bamboo firecracker, aberrant blade
- Luck Stat which determines the chance to win at slot machines, item effect trigger probability and more
- the hunter now leaves a sign behind when entering NG+ to warn players of the risk they are going to take

changes/fixes:
- fixed flying skulls not being affected by damage areas
- fixed lucky horseshoe and crude treasure map sometimes causing exceptions
- fixed elder skeleton still shooting horizontal beams
- empty belly achievement now works with a saved run
- the crossbow bolt now gets stuck in enemies when hitting them instead of hovering in the air
- the crossbow bolt now returns in 3 seconds if the bolt didn't hit any enemies upon being shot
- fixed crit chance going over 100%
- fixed bamboo firecracker and calcified pustule not dealing critical hit damage
- needle of oroborous now only checks the first collision for an enemy if damage should be dealt to player or not
- fixed an issue in NG+++ with inconsistent player health
- Sacrifice statues decrease luck slightly upon being broken
- The doom shroom should no longer fire projectiles while in the air
- Orb of focus no longer has the insane speed glitch
- Hopefully fixed the 'Black Friday' milestone that would not work in certain cases
- Heart Container sacrifice statues now drop better loot than before

modding additions:
- improved error handling for easier debugging
- new events: OnSlotMachineGamble, OnVoidClearerDestroyed, OnProgressBought, OnVersionUpgrade, onPreBossFoodSpawn, onPreDungeonGenerated
- onEntityDeath now also contains the source object that killed it
- The StringToObjectMapper now returns a null/nil value when unable to find a mapping
- Exposed several new classes/structs, such as: UnityEngine.Light, EnemyBaseReference, WorldMapUI, ButtonWorldmapFloor, UnityEngine.RaycastHit, UnityEngine.LineRenderer, UnityEngine.TrailRenderer
- 'onPlayerHit' now has the source, attack type and hit position given as parameters if needed
- The 'HelperMethods' class now has 2 methods named 'IsValidWithLuck' which can be used to create a chance based on the new luck stat
- 'LivingBase' now has 2 new methods to deal damage with crit chances named 'DoHitWithPlayerCriticalChance' and 'DoHitWithCriticalChance'
- Items can now be placed inside a wrist slot by force if not already filled with the method 'PlaceObjectInSlot' in the 'Slot' class
- 'onPreObjectSpawned' now has the position and rotation as new additional parameters
- There are now functions to on runtime add listeners to the pre and post object spawn events: 'base.AddPreObjectSpawnListenersRuntimeByStrings', 'base.AddPostObjectSpawnListenersRuntimeByStrings', 'base.AddPreObjectSpawnListenersRuntimeByObjects', 'base.AddPostObjectSpawnListenersRuntimeByObjects'

```

#### ea [0.1.0.14]

*11/20/2021*

```
additions:
- added support for native Oculus Drivers

changes/fixes:
- fixed activatable items not getting counted to new items found during the run
- fixed a rare case of the player not getting teleported back up when falling in a pit/void
- fixed assassins mark spawning multiple times
- fixed pickup charge being wrong when loading a run
- fixed some item combinations killing the player when loading a run
- fixed a few issues with "Traverse X Dungeon without taking damage" achievements
- fixed minimap having wrong openings for wallspaces
- fixed game camera breaking when using LIV
- fixed pressurized capsule augment on Crossbow not working
- fixed some items/achievements not working with crossbow combo
- fixed shiny slimey and you break it you buy it achievement unlocking the same item
- fixed calcified pustule and hummingbird feather breaking the crossbow
- fixed glass cannon + engagement ring synergy
- fixed movement sometimes getting stuck on some controllers
- fixed portals blocking enemy projectiles
- crossbow bolt will now always explode after a few seconds when in air to avoid broken synergies
- companion wisps now deal correct damage to enemies
- reduced amount of charges needed for miner's mark
- changed color of Orb of focus to make it more distinct from glittering orb
- sprout of animate ivy now won't shrink sword when hitting non enemy objects (tables, crates, etc)
- dead weight spikes no longer damage the player
- player is now immune to noxious orb cloud
- calcified pustule no longer damages the player but deals less damage now
- reduced befouling sludge hit delay
- rock slimes will now only spawn spikes when they can see the player
- removed horizontal attacks of elder skeleton
- fixed archives being shown as working mods in the mod selection
- added some small joystick end deadzone for controllers with drift
- fixed evasion increase logic
- fixed New Game Plus enabling hard mode

modding additions:
- onEnteredNGPlus event added
- onSpawnInHomeBase event added

- exposed UnityEngine.UI.Button
- exposed UnityEngine.Sprite
- exposed ModLoader
- exposed RectTransform

- crossbowbolt now has delayUntilReturnToPlayer

```

#### ea [0.1.0.13]

*11/06/2021*

```
additions:
- new advanced setting: Enable/Disable low health heartbeat sound

changes/fixes:
- several spelling mistakes fixed
- increased margin of text in Journal Page collection screen
- wall spaces will now no longer show up on the minimap
- improved twitch integration buttons in settings (added a disconnect feature)
- pickaxe head spikes now deal your sword damage as damage
- changed money sacrifice statue requirement from 20 to 15 coins

- fixed the visual artifacts that happen on small or zoomed out text
- fixed buttons in advanced settings having a different color
- fixed item compendiums items not being centered
- fixed some UI issues with the Augmentation Shop
- fixed description for Dilemmatic Pedestals upgrade
- fixed twitch integration not working when entering channel name in uppercase
- fixed twitch integration chat overflowing over health bar
- fixed flying skulls sometimes playing an attack sound when they're already dead
- fixed tethered bolt upgrade making the bolt return slower instead of faster
- fixed a wall placement in a mine room
- fixed pot mimic having no textures in infested dungeon and lower
- fixed shopkeeper boss not being counted as a boss resulting in some items being to op or not working against him
- fixed a hard contract completed achievement not unlocking on steam

```

#### ea [0.1.0.12] First Public EA Release

*11/03/2021*

```
+ 56 new items
+ 14 new journal pages
+ more than twice the amount of rooms (at 400+ total)
+ 29 achievements
+ 15 new enemies
+ Hard mode
+ New Crossbow and Dagger weapon combo
+ New insight Upgrades
+ Anvil for weapon augmenting accessed after beating your first run
+ Whole new floor after The Forgotten Library and a boss floor to finish a full gameplay loop

```

```
The Free Applab version is now considered as the game's demo and won't get any new updates.
Consider buying the game to continue to receive new content!

```

# Beta

#### beta [0.9.1]

*04/13/2021* *-*This update adds support for haptic vests (BHaptics and OWO), and fixes a lot of the bugs and issues that have been reported the past week. Now that b0.9.1 is out, we are going to start preparing the Early Access version!

```
additions:
- support for BHaptics haptic vest and OWO haptic vest
- challenge chests now work differently: opening them gives a small reward, killing all the enemies that spawn gives another, better reward
- added a speedrun modifier that shows you the time it took you to get to the end
- added a minus sign in the seed entry keyboard
- shopkeeper boss now has more sounds

changes/fixes:
- made swing quality requirements a lot less strict
- fixed wallspaces spawning next to transitions and having a one way wall which looked buggy
- fixed some wallspaces removing the world behind them and the player getting stuck in the void
- sacrifice statues now don't overlap items that spawn
- companion wisps now attack a lot faster
- increased time between ring attacks of elementals
- fixed sacrifice statue sometimes sacrificing multiple times
- fixed challenge chests not appearing in new game+
- fixed challenge room in buried gardens not having doors
- fixed player sometimes spawning in the dungeon without a full health bar
- fixed bats spawning in challenge rooms teleporting up to the ceiling
- fixed seed input field having wrong colors
- fixed some letters having the wrong font
- fixed shopkeeper fight sometimes crashing the game
- fixed being able to run away from a shopkeeper fight by killing him from outside the shop
- fixed maggot champion enemies not doing any explosion damage
- fixed some wall space rooms
- exploding bulbs will not spawn in sacrifice rooms anymore
- removed clipping box in shop
- fixed a link between games achievement not working properly
- fixed canvas size of customize run UI
- reduced amount of game crashes on Android (hopefully)

```

#### beta [0.9]

*04/07/2021* - Introduces 8 new items, 10 new enemies (called champion enemies that are harder versions of normal ones and have a small chance of spawning), run modifiers and more.

```
additions:
- 10 new enemies
- 8 new items
- 2 new milestones
- 14 new rooms
- run modifiers that change up your gameplay for more variety
- advanced settings menu
- new secret rooms (behind bookshelf etc)
- consequences for certain actions (check #dev_progress for more information)
- floating platforms now fall down after a short time
- damage on enemies now depends on the quality of your physical swing
- charged animation for activatable items
- sacrifice statues can be destroyed for loot (but beware, the game gets harder!)
- new cursed chest
- added g2 bindings

changes:
- huge framerate improvements on Quest
- fixed bug where you don't correctly die when grabbing ladders
- fixed walls having wrong collider sizes
- fixed knife falling through the ground near the player
- fixed knockback bell item not working
- made the red hit effect less obnoxious
- different hit sources (knife and sword for example) now have their own cooldowns
- fixed chandelier not always exploding correctly
- fixed broken table being impossible to destroy
- fixed movement speed bugs with controller movement
- fixed seed entry always having the same seed if left empty
- fixed potions colliding with the player sword if grabbed
- fixed several generation issues
- fixed arrow traps not shooting correctly
- fixed AI having issues with corners and getting stuck
- fixed gamblers mark doing more damage in NG+
- fixed activatable items being able to be used in the death screen
- hanging wights can be cut down
- fixed ruptured dogs eye issues with 0 hp
- fixed sliders being hard to accurately move in settings
- fixed poison clouds not doing damage to humanoids
- fixed sword getting bugged when equipping while on a ladder

```

#### beta [0.8.3]

*03/19/2021* *-* improves Quest performance, fixes a few small bugs and adds a lot of new modding features like custom sounds, special timed functions and more. This should *hopefully* be that last version before b0.9. Enjoy!

```
- lots of new modding features that are going to be explained in the wiki over the coming months (I'll start creating new tutorials soon)
- fixed some issues with food getting destroyed in the inventory slots
- fixed fog on SteamVR having wrong values
- performance improvements for the world generator which should result in a lot less lag spikes (especially on Quest)

```

#### beta [0.8.2]

03/15/2021 a lot of bugfixes that have been reported over the last few days and should make the game more stable. Also a few small features have been added.

```
- Mods now show for which version they have been made
- The game now tells you what parts of a mod failed to load and does not freeze anymore when mods are broken
- New seed system that should make seeded runs more consistent
- Added CallFunctionIn command for modders which calls a function after a specific time
- Throwing knife now does damage to enemies on the way back
- Stats screen now shows which new game+ level you are on
- You can now fast forward on the death screen

- Fixed some enemies being able to look through the ground
- Restock items in shop now have a small delay between respawning
- Fixed a lot of issues with Windows Mixed Reality headsets
- Fixed being able to walk out of challenge room before the barriers are high enough
- Fixed buttons being overlayed in the customize run UI
- Fixed Bestiary spawning enemies when killed
- Fixed chests spawning in starting rooms
- Fixed active items not being saved
- Fixed pause screen sometimes not showing and freezing the game
- Fixed infested wight head not exploding when decapitated
- Fixed knife getting stuck in player
- Fixed sacrifice statues dealing more damage in New Game+
- Fixed minimap getting offset the deeper you go
- Fixed seated mode being buggy over bridges
- Fixed an issue with the save file getting corrupted if saved multiple times
- Fixed teleport + seated mode not applying offsets correctly
- QoL fixes and performance improvements

```

#### beta [0.8.1]

*03/08/2021* *-* This update should fix most of the bugs that have been reported over the last few days! Thank you all for reporting and providing feedback! It really means a lot.

```
- journal pages can now be fast forwarded
- improved performance on Quest
- fixed bosses sometimes not spawning
- improved the shopkeeper fight
- fixed seated mode positioning issues
- added a quit button to the main menu
- fixed active pickups not working on vive
- fixed active items being usable in main menu
- fixed generation issues in the buried gardens
- fixed two generation issues that caused the player to get stuck in the dungeon
- fixed new game+ generating buggy
- fixed crash on startup that some users experienced
- fixed dragonfruit + vial of blue blood effect giving 80k coins
- fixed speechbubbles sometimes not being clickable
- fixed pause menu in main menu being buggy
- updated a few item descriptions and sprites
- added a parry hint on the possessed armor
- added a deadzone to the journal pages so they don't follow your head instantly
- bone dice now show the stat they improved
- bone dice now have a chance to increase your max health

```

#### **beta [0.8]**

*03/06/2021* - This update took more than 5 months to complete and is the single biggest update the game has ever seen. It revamps the world generation completely, introduces lore to the game, two new dungeon floors, seamless dungeon transitions, better modding support, 3 new bosses, 90hz and bloom support for Quest 2, and much much more. It's impossible to fit the whole changelog here so here are the main additions:

```
- A dynamic world generator that generates more interesting dungeons with more verticality
- Reworked all of the floors there were in the game
- Introduced lore to the game in form of journal pages scattered throughout the dungeon
- Introduced dungeon subareas that give the game different paths to take
- Reworked all item names and textures
- 3 new bosses
- added achievements
- added more permanent upgrades
- Consequences for killing the shopkeeper
- tons of new enemies
- Twitch integration
- seeded runs
- Improved modding support

```

#### **beta [0.7]**

*09/26/2020* - New dungeon floor with new enemies and a new boss, new combat mechanics, special rooms on each floor and more!

```
additions:
- new floor: perished dungeon with a lot of new enemies and a new boss
- sweeping: you can now sweep the legs of a few humanoid enemies
- special rooms: there are now special rooms that spawn on each floor
- small crates and torches can be destroyed
- a lot of new sounds to make the game more immersive
- locked doors
- a few new rooms for more variety
- generic room support (rooms that spawn on all floors)
- new building blocks

changes/fixes:
- materials of broken objects and particles should now more closely resemble the original object
- improved text popups
- improved generation times of dungeons by a lot
- improved cell doors
- sword now snaps back in hand when stuck
- ingame console now allows you to spawn multiple objects at the same time
- improved climbing rings highlight effect
- there is now a warning displayed when not both controllers are connected
- tons and tons of bugfixes (if I'd list them all here, the post would not fit)

modding additions:
- you can now create a base mod file
- its now possible to add custom rooms to your mods
- challenges are now moddable

```

#### **beta [0.6.2]**

*08/27/2020* - Activatable Pickups, 8 new pickups, and a lot of bugfixes. This version should finally be stable enough to keep you entertained until b0.7 gets released! Have fun!

```
additions:
- active pickups! they attach to your right hand and charge up when you kill enemies. Once charged, you can use them, receive the effect and charge them up again.
- new pickups: magic kettle, divine offer, heart of greed, resistance, ancient blade, tainted syringe, infinite dynamite, medicine
- mod list in settings is now scrollable

modding additions:
- new events: onItemBought, onKnifeInHand, onFoodEaten, onGlobalTick
- added player.GetPlayerHand(bool left) to get access to the hands of the player (HandBase)

changes/fixes:
- improved generator speed
- fixed ui pointer being buggy in the dungeon
- fixed generation blessings crashing the dungeon generation and leaving you with a black screen
- fixed explosions damaging the player unfairly
- fixed merchants potion breaking bosses
- hit plane now turns less red
- changed description of float items
- fixed merchants potion not working after floor 1
- ancient coins can now also be picked up with the grab button
- fixed ring of life not working
- fixed turning options in settings not updating correctly
- fixed exploding goo spawning at the start or in shops
- fixed chests spawning in boss rooms
- fixed ethereal hearts being ignored by heartbeat
- fixed sacrifice altar in withered dungeon not working
- fixed some droptables sometimes dropping nothing
- fixed ethereal heart spawn
- fixed upgrades with max amount 1 being able to spawn more than once on one floor

```

#### **beta [0.6.1]**

*08/20/2020* - Introduces modding support for the Oculus Quest, and a lot of fixes for bugs that have been reported! I'll put up a tutorial on how to add mods to you Quest this evening! Also, if you have played the Quest version and use SideQuest, please leave a review! It helps a lot.

```
additions:
- quest modding support (the same as on pc)
- added an option for snap turning to never automatically turn more than once

changes/fixes:
- fixed facing the wrong direction on the loading screen / start of the game
- fixed exploding knives dealing double damage
- fixed exploding knives not always triggering when hitting an enemy
- fixed explosions hitting dead enemies
- fixed torches in home base having no collision
- fixed right hand not checking if you have an item when equipping your sword resulting in buggy sword behaviour
- fixed speechbubbles stacking dialogue options
- fixed killing boss too fast does not open exit
- fixed wrist slots never being mentioned
- fixed item prices not getting applied correctly to shop items
- fixed blessing of chaos damaging the player
- fixed generation related items crashing the generator sometimes
- fixed several dungeon geneation bugs
- locks can now be unlocked via trigger and grab

```

#### **beta [0.6]**

*08/18/2020* - It features a complete new sound system, the oculus quest version, a new dungeon floor, new bosses, new enemies, item modding, potion modding and much much much more! This is the biggest update the game has ever seen, so have fun exploring!

```
additions:
- quest version!
- complete revamp of the sound system: now with reverb effects, occlusion, music, ambient sounds and more
- moddable items: you can now create your own pickups for the game
- new dungeon theme: noxious dungeon
- potion rework: new potions with cool new effects
- new bosses: deranged adventurer, king slime,
- new enemies: noxious slime, noxious homing plant, exploding goo
- new splash screen
- speechbubbles have been reworked
- controller presets and improved controls explanation

- new items: bountiful blessing, diamond key

changes/fixes:
- some items you are familiar with are currently disabled because of the new modding tools still being in development. These will come back in future updates!
- so many you can't fit them all in!

```

#### **beta [0.5]**

*05/21/2020 -* It features the new dungeon generator algorithm with support for custom room modding so you can create your own rooms, share them with the community and more. Also, a spectator cam has been introduced that makes it more pleasant to watch gameplay footage. A slight performance increase should also be noticeable.

```
additions:
- complete revamp of the generator to support modded rooms
- modding tools
- bigger room variety
- spectator camera
- increased performance
- redesigned settings
- new command: newgameplus

changes/fixes:
- tons and tons of bugfixes throughout the game, its not possible to list them here all, but the most important are:
- fixed hands getting reset when opening and closing steamvr overlay on Link and WMR
- slimes don't get stuck as often as before
- due to the new generator, a lot of generation bugs have been fixed

```

#### beta [0.4]

*04/25/2020* - included various quality of life and performance improvements.

```
additions:
- introducing the unlock compendium, where you track all items that you have found in your runs
- some items now need to be unlocked
- 7 new items
- rework of the knife throwing mechanism to make it much more reliable and accurate
- controller hands now move physical objects realistically and also react physically to the environment (please give feedback)
- new commands: boundcheck, endrun, worldsize
- pickups in your inventory do now stack to reduce clutter
- chandelier can now be used as a weapon
- added snap turning delay setting
- slimes now deform on hit

changes/fixes:
- performance gains
- some changes to the slime jumps
- revealed minimap is now a bit darker on places where you haven't been yet
- wide vine should now be cuttable
- fixed pickups sometimes not clearing after the floor is completed
- flying skulls should now work with ceiling safety on
- fixed explosion not affecting humanoid enemies
- fixed a rare bug that let mimics spawn 2 items
- fixed inventory being usable while in dungeon transition
- fixed pickups appearing more often than specified
- fixed rage potion dealing too much damage
- fixed hidden shopkeeper unlimited store voucher bug
- golden heart now also heals you for 1 hp
- a lot of small bugfixes and changes

```

#### beta [0.3]

*04/19/2020* - added multiple new enemy's and rooms. A dungeon transition screen was also added.

```
additions:
- a new dungeon transition screen that shows a general dungeon map
- many small improvements and changes to the withered dungeon (enemy changes, room layout changes)
- new withered dungeon rooms (2 new)
- new overgrown dungeon rooms (1 new)
- added a new mechanic in the withered dungeon (sacrificing hearts)
- added skeleton champion enemy
- improved the skeleton fight significantly
- improved the possessed armor fight
- improved the flying skull AI
- added a new maggot enemy type
- added the wisp enemy
- wights and other humanoids now react to your hits more realistically
- there is now a small difference in difficulty between dungeons of the same theme. The first floor will generate with roughly 20% less enemies than the second one.
- added a ceiling safety option which changes the behaviour of some enemies so you don't hit your ceiling (please give feedback if somethings missing or needs to be changed)
- added the option to press or touch your touchpad when walking
- added a new rare enemy that drops rare items (not really an enemy, have fun finding it)
- there is now an out of bounds check

changes/fixes:
- items in inventory should now not be affected by explosions
- fixed some enemies not attacking you when crouching
- fixed shopkeeper kills carrying over to the next run
- items that are dropped from monsters should now hover at the correct height consistently
- fixed chests sometimes spawning under the floor
- fixed skeletons spazzing out when poisoned or set on fire
- fixed sword not always equipping correctly
- the possessed armor enemy can now only be damaged when you parry the attack
- fixed items disappearing from your inventory slots
- fixed chests spawning on spikes

```

#### beta [0.2]

*04/10/2020* - added a ton of rooms, 3 new items, 3 new commands, new sounds an the mini map was reintroduced.

```
additions:
- reintroduced the mini map (access it through your quick inventory)
- added 3 new items
- added more variety to overgrown dungeon (8 new rooms)
- added more variety to withered dungeon (4 new rooms)
- chandliers can now be hit and they fall down and set your enemies on fire
- added challenge rooms that close the doors when you enter. Kill all enemies to progress.
- there is now a max limit on some items, so you don't get items that don't stack more than once
- items like burning knifes, burning blade, etc. do now stack the more you pick up of them (e.g. chance to set on fire with 1 burning blade: 33%, 2: 66%, 3: 99%, damage is also scaled)
- 3 new commands in the ingame console (fog, camera clipping distance, teleportshop)
- crawling wight now has a hit animation
- increased damage on the bow significantly, but it now has a limited amount of uses
- new sounds for sword equip, ancient coin pickup and boss door open

changes/fixes:
- fixed spikes doing only damage once
- fixed getting stuck halfway in the ground e.g. when you are near a pit
- fixed the black market dealer being buggy on death
- you now don't get instakilled by pits
- enemy sword attacks can't be parried with you hands anymore
- clipping through cell doors should now be much harder
- improvements and bugfixes to the generator
- improved levitation effect so you don't get stuck on the ceiling anymore
- fixed homing knifes targeting dead enemies
- fixed movement being slidey
- increased damage of poison potion on enemies
- levitation potion now works on enemies
- health potion now works on enemies

```

#### beta [0.1]

*04/08/2020 -* multiple additions "Most notable additions are items that can synergize, a new floor and the NPC rescue system".

```
major additions and changes:
- new dungeon floor: "withered dungeon"
- 5 new enemies
- 54 new items that can be obtained during your run
- 3 NPCs that can sell you permanent upgrades at your home base (2 have to be found in the dungeons)
- a rare secret shop
- an ingame console that you can use to try out different things and spawn stuff (press 'c' to open)
- cuttable grass
- inventory revamp (you now have inventory slots in your wrists)
- revamped stat overview
- tons of new sounds and animation for enemies, props, etc...
- a new ragdoll system for enemies
- more secret rooms
- revamped drop tables for all enemies
- reworked quick inventory
- you can now change the rotation of the sword in your hand and the throwing angle of the throwing knife (at the settings area)

- tons of small polishing and bug fixes that would be too long to list here

```

# Alpha

#### alpha [0.0.9]

```
additions:
- added throwing knifes!
- completely reworked the item highlight infos
- dungeons are now way more diverse
- added golden chests with locks
- added mimic chest
- added slime enemy
- added crawling wight
- added big slime enemy
- added golden slime enemy
- tons of new items
- you now walk seamlessly between floors
- increased variation in dungeon
- you can now deal critical hits (and have a crit chance)
- tons of new pickups
- replaced 4way shoot mushroom with a new 4way shoot plant
- completely reworked wights!
- reworked the test area!
- added potion of returning
- added liquid metal potion
- fixed potions sometimes not having a texture
- completely reworked the world generator
- minimap is currently not working with the new generator so it is temporarily disabled
- tons of QoL additions
- start of inventory rework
- first boss is now a few waves of enemies

changes/fixes:
- fixed hands colliders
- fixed hands dealing no damage
- keys now get picked up automatically
- monsters now drop keys and gold more often
- items from chests now float up higher so it is easier to grab them
- fixed blue generation remains being found in some dungeons
- you can now hit most enemy bullets and they get redirected to the enemy
- increased player move speed
- fixed not spawning in the correct position sometimes
- increased invincible time after player was hit
- fixed stick not showing impact particles and changed desc
- improvements to the podest
- fixed some potions not running out of their effect

```

#### alpha [0.0.8]

```
additions:
- MASSIVE PERFORMANCE GAINS
- some weapons now have special attacks that can vary
- Added a seed system
- Added an armor system
- 1 new weapon
- 3 new items
- 7 new helmets
- 9 new rings
- 4 new potions
- 9 new rooms
- 1 new curse
- 2 new secret rooms
- added a new secret shop
- you can now see your active status effects in your quick inventory
- improved pot breaking!

changes/fixes:
- fixed bats getting stuck on walls
- improved the bat ai
- fixed some arm rotations of humanoid enemies
- changes to how enemies attack
- improved performance of the minimap
- improved the world generator
- fixed weapons fading your headset view
- improved some particles
- improvements to the item highlight overlay
- improved world generator so that no long monotone hallways generate anymore
- fixed candle holder having no particles
- tons of small bugfixes

```

#### alpha [0.0.7]

```
additions:
- added thug and elite thug enemy
- added 1 new secret room
- added leaf blade
- added procedural axe weapons (4 blades, 1 handle atm)
- 5 new rooms
- a new variant of the flying book enemy
- small crates can now be moved around
- added levitation potion
- added 2 new food items
- added smith shop
- added food eat sound
- added herbalist shop
- increased performance significantly!

changes/fixes:
- the minimap now only shows parts where you have been to
- updated the price of some items in shops
- balanced procedural weapons a bit better
- changed the coin pickup sound
- made arrows less buggy
- small balancing fixes
- fixed an important bug, that made dungeons look less varied than they should be
- improved the sword code so they can be carried by enemies
- fixed red hit effect not correctly working on some enemies
- fixed beheading not working anymore
- fixed torch placement in boss room

```

#### alpha [0.0.6]

```
additions:
- added thug and elite thug enemy
- added 1 new secret room
- added leaf blade
- added procedural axe weapons (4 blades, 1 handle atm)
- 5 new rooms
- a new variant of the flying book enemy
- small crates can now be moved around
- added levitation potion
- added 2 new food items
- added smith shop
- added food eat sound
- added herbalist shop
- increased performance significantly!

changes/fixes:
- the minimap now only shows parts where you have been to
- updated the price of some items in shops
- balanced procedural weapons a bit better
- changed the coin pickup sound
- made arrows less buggy
- small balancing fixes
- fixed an important bug, that made dungeons look less varied than they should be
- improved the sword code so they can be carried by enemies
- fixed red hit effect not correctly working on some enemies
- fixed beheading not working anymore
- fixed torch placement in boss room

```

#### alpha [0.0.5]

```
additions:
- added procedurally generated bows (only a few variations at the moment, but more to come!)
- bows can now spawn on pedestals

changes/fixes:
- fixed weird bow bug where the arrow is in the wrong position for one frame
- fixed the plant boss fight
- bow should now work on oculus
- hands should now be more correctly rotated
- increased smooth turning speed
- increased snap turning delay
- improved arrow visual in bow
- fixed the chest rotation in the corridor
- fixed some z-fighting issues in the starting area

```

#### alpha [0.0.4]

```
additions:
- added procedural weapons (only one functional at the moment, please give feedback!)
- added a new starting area
- added smooth turning support
- added snap turn angle / smooth turn speed
- you now deal damage based on where you hit your enemy (head = more, arms = less)
- added comfort options for locomotion
- swords now clash against each other with sounds and particles
- added pot impacts
- effects can now do different amounts of damage based on what item you have

changes/fixes:
- FIXED THE INVENTORY (complete rewrite, please don't break it again guys)
- reworked the impact system
- the bow now rotates correctly on pullback
- made the bow more responsive to movement
- fixed sword making a swing sound when snap turning
- fixed inventory not getting cleared when starting a run / going back to home base
- fixed wrong floor number showing after dying and entering the dungeon again
- fixed player keeping old max health after death
- fixed candle holder having no burn particles
- fixed arrows getting stuck in the air if a bullet has been hit
- fixed settings getting displayed when in dungeon
- increased the knockback on fists (punching enemies is now much more satisfying)
- changed touch color of items
- reduced snap turning delay
- falling into the void now should bring you back to the starting area
- improved the grabbing hitboxes of swords and items
- items in inventory now don't clip through the slots

```

#### alpha [0.0.3]

```
additions:
- added a new test area to the home area where you can spawn monsters and test out different weapons
- potions now show their effect when you highlight them
- reworked the plant boss fight
- added more variety to the corridors (3 new components)
- settings are now saved between sessions
- added a cursed weapon

changes/fixes:
- fixed end run button not resetting your stats and clearing your inventory
- fixed being able to walk through doors
- made the entrance stairs to the dungeon less steep
- potions now do not break when grabbed in the hand
- potions can't be destroyed anymore when in inventory
- fixed bow fading the headset to black
- fixed snap turning mapping to the wrong controller after turning it off and on again
- fixed floating items persisting between floors
- fixed pit in corridor not killing the player
- fixed snap turning teleporting the player around
- fixed status effects applying on enemies that are dead
- changed values on the thunder blade to make it behave more like the other weapons
- buying in shops for Oculus users should now work

```

#### alpha [0.0.2]

```
additions:
- added different locomotion support (headset, controller)
- added snap turning support
- added a toggle for Ambient Occlusion
- most enemies can now be poisoned and set on fire with the right weapons
- controllers now vibrate when you hit an enemy with your fists
- throwing potions that are full now apply their effect on other enemies / the player
- added poisonous potion
- the player can now receive all effects that enemies can get (poison, fire, ...)
- controllers now vibrate when you're hit
- added sound when getting hit
- added different tint colors when getting hit based on what the damage is (poison, normal, fire)

changes/fixes:
- changed it so that the rotation of the controller does not affect the speed of the player anymore
- fixed flying books being pushed away inconsistently
- items in shops now rotate and stay fixed until bought and used / grabbed (same on other places where you find items)
- fixed candleprop having no bottom texture
- fixed increased beheading chance not giving an increased chance
- inventory now gets cleared on death
- fixed arrows randomly getting stuck in the air (hopefully)
- fixed bow not working in inventory
- shopkeeper no longer talks with you when he's dead
- fixed the flame sword
- changed the time spikes stay in the ground
- fixed being able to walk through cell doors
- different arrow fixes (arrows should no be more consistent in getting stuck, etc..)
- fixed being able to wield a sword and shooting a bow at the same time
- the bow should work now (oculus users please report if that's the case)

```

#### alpha [0.0.1]

```
The first alpha version is ready for you to download! https://erthu.itch.io/ancient-dungeon-vr-alpha

This is just the first version of many to come. This version does not have much content and contains many bugs (and everything is only tested on HTC Vive).

```

(This info can also be found in the announcements channel on the Discord - https://discord.com/invite/advr)