Din's Curse v1.011 Beta Patch Released

Soldak Entertainment has kicked out a new v1.011 beta patch for Din's Curse, and based upon the lengthy patch notes, it looks to be one of the largest we've seen for the action RPG. Read on for the changes:
'¢ fixed orc special abilities in bestiary
'¢ added variant names to bestiary text
'¢ added velocityChangeChance to particles
'¢ added velocityChange to particles
'¢ added bounceHeight to particles
'¢ can now specify MaxLife for all entities
'¢ added jpg reading support
'¢ can now show logo at startup
'¢ hazards can now spawn other objects randomly
'¢ now liquids shouldn't stack on top of each other
'¢ no longer cap armor absorb percent print (Nobear)
'¢ monster skills no longer use mana (is just confusing)
'¢ status effects can now attach more than 1 effect
'¢ fixed attacks not always showing animations from monsters
'¢ doubled monster resistance enhancements
'¢ resistances work better on dots now
'¢ added clearEnemies to skills
'¢ fixed turning off XP numbers option (Castruccio)
'¢ fixed a dialog misspelling and missing word (Roswitha)
'¢ will no longer use up a health or mana potion if used but already full (NTJedi)
'¢ now get rewarded for quelling town attacks
'¢ now maxfps user var saves
'¢ added getGetAllDatabaseEntryValues to make database entry lists easier
'¢ no longer show time left on status effect text when on an item (not actually applied yet)
'¢ fixed an issue with spawning variant quests
'¢ added a generic way to start quests on new town setup
'¢ added a generic way to start world modifiers on new town setup
'¢ fixed gap in town3 wall
'¢ can now specify monster type or monster archetype directly in town attack quests
'¢ moved blink distance to database
'¢ can now tell beams to go in a random direction (randomEndPoint length)
'¢ got rid of old unlocks
'¢ simplified money prints
'¢ fixed gate-unlocking spelling (Roswitha)
'¢ now exe checks its version compared to data
'¢ fixed player double light
'¢ increased player light to match loss of double player light
'¢ rearranged world options
'¢ fixed divine intervention animation
'¢ removed light from a couple of objects
'¢ there is now an icon that shows if you are displaying item names or not
'¢ added switch places option to delivery NPCs (Roswitha)
'¢ now personal quests can lead to gifts
'¢ improved boss text slightly
'¢ added noDuplicatesOfSameType option to quests
'¢ added AlwaysMaxLevel option to quests
'¢ now note which variant is shown in bestiary
'¢ added movement speed magic modifiers
'¢ no longer set position if didn't move (minor speed/memory improvement)
'¢ made getAnimationIndex use a static array instead of dynamic (much less memory allocations/deallocations)
'¢ added a couple of temporary entity arrays for Game to use (much less memory allocations/deallocations)
'¢ fixed 2 memory leaks in ItemBase::clear
'¢ fixed money prints when 0cp
'¢ cast time now worth twice as much (Manumitted)
'¢ durability now worth less (Manumitted)
'¢ decreased cast time bonuses from magic modifiers from -0.02 to -0.015
'¢ chaos lord pet no longer uses fear skill
'¢ renamed buildInventoryData to copyInventory
'¢ added InventoryBase::copyGroup
'¢ moved town attacks to the edge of town instead of the town center
'¢ armor is doubled for critical hit calculations
'¢ resistance is doubled for critical hit calculations
'¢ now change 1, l, and L to I in keys to make them easier to type in
'¢ increased unique chest chance from 0.1 to 0.2
'¢ special rooms are no longer purged or respawned
'¢ spiders now leave spider webs that don't spread on their own (Bak/wasp3)
'¢ fixed some of the party member menus not selecting the entity correctly (jeremyosborne)
'¢ earthquake events no longer do any direct damage (can still cause cave ins though)
'¢ made it a bit easier to avoid cave ins
'¢ added autoClick to widgets that conditionally allows an automatic click a specified time later
'¢ can now set the user var autoStartServer to have the server automatically restart when world is won or lost
'¢ also added autoStartServerUseMin, autoStartServerUseMax, and autoStartServerLevelChange options
'¢ fixed Nequam's Tunic missing a modifier
'¢ improved some text for Slayer quest
'¢ made menu mergeWith able to override/add some commands also
'¢ now show world level in quest title to make it easier to find quests in the same area (Steve)
'¢ unique spotted quests can now spawn special rooms stuff
'¢ fixed a stat calculation ordering issue (showed up in hardiness) (NTJedi)
'¢ changed plate mail type Mithril to Platinum
'¢ changed plate mail type Adamantium to Titanium
'¢ decreased flaming arrow, poison arrow, shock bolt, exploding arrow, and serrated arrow time from 1.65 to 1.3 (Kris)
'¢ fixed basic axe skill using 2 handed axe icon (Steve)
'¢ fixed a potential crash in Level::hasHouse
'¢ now clear enemies when a sentient changes level
'¢ fixed blank town attack quests (Steve/Sandra/Scotty)
'¢ fixed some ui alignment issues on keyboard options screen (Sandra)
'¢ changed nevermind back to never mind
'¢ spider webs now catch on fire
'¢ increased monster armor from 6.0 to 8.0 per level
'¢ fixed npc attack timing
'¢ fixed zombie attack timing
'¢ increased needed experience a little after level 50
'¢ fixed quest variants not spawning correctly
'¢ fixed LevelCleared not being localized
'¢ increased traps health mult from 1.0 to 2.0
'¢ secret found no longer gets added to log file
'¢ Item in chest broken no longer logged
'¢ money stolen message no longer logged
'¢ decreased evil gate unique monster spawn chance from 0.1 to 0.05 (Steve)
'¢ increased holy shield obelisk from 10.0 seconds to 15.0
'¢ now check to make sure not adding multiple traps/fake traps to doors/chests/ground traps
'¢ fixed getBaselines clearing objects instead of deleting them
'¢ fixed 2 memory leaks in Sentient::addStatusEffect
'¢ safeguarded createSkin so don't make more than 1 skin
'¢ fixed 2 memory leaks in ItemBase::clear
'¢ fixed a small potential memory leak in Player::reputationLevelUp
'¢ removed extra clear in SkillListBase::clearList
'¢ fixed memory leak in swipe code
'¢ now leaving players in multiplayer game cancel quests correctly
'¢ changed PackedData::addFreePackedDataObject to delete object if too big and keep if small
'¢ increased max food stack from 8 to 10
'¢ now make retail price font size bigger if more expensive than current item
'¢ now there is a max time before a recruit a new warmaster/apothecary/steward quest comes up (Steve)
'¢ added fireworks to granted freedom reward (Steve)