@here
**PATCH 0.1.2.47492**
**__Highlights:__**
- We had a fantastic opening hour ...for people who knew how to play the game. A few nuclear changes to make it **new player friendlier**:
- Increased the starting weapon range
- The world (seed) when you're level 1 is now the same for all players (i.e. minimum potentially punishing RNG on the first map)
- Lowered the cost of the first three level ups
- Apothecary and the crafting of Healing Elixirs are now available from the start instead of Level 2
- Husk Archers arrows don't set the target on fire anymore
- The witch reacts to your growth but it was too much (not to mention bugged). To make the game more fun for higher level players:
- Way less often Calamities for "aimlessly wandering about"
- Wretch Calamity (the cold one) requirement lowered to 10 kills
- Assassin Calamity (the slo-mo one that lowers health) shouldn't request Assassin spawns while it's inactive now
- Grenadier now comes into enemy pool at lvl 15 (still can be triggered earlier in events), other enemies unlock after him
- New traps are added a bit slower to the pool. Max number of traps on the map rises slightly slower with further level-ups
- 21:9 and other non-16:9 aspect ratios should work properly now
- Also, more resolutions available for your display device
**__Gameplay:__**
- Inventory: added option to consume entire stack of crystalized witchfire at once `community suggestion`
- Vastly reduced the intensity of the stamina exhaustion post process effect `community request`
- (we're working on some additional options to turn some of the effects off - but that will require a little bit more work)
- Iron Cross now correctly progresses towards its upgrade requirements
- Crouch Toggle/Hold option now works correctly
- Wisp now stops spawning in new enemies when players moves too far away
- Moreover, if the players moves too far and doesn't come back for a long while, the event fails and all spawned enemies de-materialize
- Proximity mines trigger zone no longer stops projectiles
- Henbane now heals up to maximum health in the Elixir's current healing duration
- Multiple Cursed Chests can no longer spawn in the same spot
- Enemies should teleport to a navigable area after spending too much time outside of it
- Settings: QoL improvement: settings no longer stop at the first or the last option (you can cycle through them using one button) `community request`
- Apothecary: changed 'Herbs' to 'Angelica' to avoid confusion
- Melee/Spell/Elixir + Dash combo no longer makes the weapon disappear
- Melee now snaps properly to all enemies
- Enemies won't attack until they've fully materialized
- Inventory: added section which displays ALL items
- Removed misplaced trap spawnpoints that could trigger as soon as the player entered the Irongate Castle
- Galley Slave now grants rewards on death
- Fixed an Event-related infinite witchfire exploit (who found it?)
- The ghost that leaves footsteps should have less problems leading the player to his possessions
**__Tech/graphics/audio:__**
- Fixed evil sinkholes in some rocks geometry
- Fixed missing collision on crates and other stuff in the quarry
- Miscellaneous visual polish
- Tweaked volume of impact sounds. This should make shooting and kills even more satisfying
- Tweaked the volume of the explosions your drop when using the Ring of Excreta. Cool new sounds coming soon
**__Known issues for the next patch:__**
- We now know exactly what causes DLSS Frame Generation crashes but might take a moment to deploy a proper fix.