Still on psuedo-vacation, but I've gotten quite a few bug reports, and it'd be easier to relax knowing that they aren't issues. Most of the things on here and pretty small, and didn't take much effort to fix. [h1]1.0.3.4 Patch Notes[/h1] [img]https://clan.cloudflare.steamstatic.com/images//43296890/0eb4093ed41359cddbda0611abf728954fe6b44f.png[/img] [b]- To prevent rounding errors, the calcuations for item strength has been very slightly adjusted.[/b] For instance, in the case that an ability did 99 damage, and you had a 10% damage buff, the ability would deal 108.9 damage. Before, this would be rounded down to 108, but now it is rounded to the nearest integer, making it deal 109 damage. [b]- How your wins are recorded in your Collection are now based off how the run started, rather than how it ended.[/b] Previously, if you started a run with two players, and then someone left just before the final boss, then you won, the clear time + win statistic would be recorded in your Collection as a "Single Player" run. Now, it would be recorded as "Multiplayer", because even though you cleared Solo, you started in Multiplayer mode. [b]- The Art Gallery will now remain unlocked once you have unlocked it, even if you reset your Story progress[/b] [img]https://clan.cloudflare.steamstatic.com/images//43296890/fbf7a6698e39e7a40c5907a30dc66b4a48e05f94.png[/img] - Fixed issue where "Super" could be active while you had "No Defense" - Fixed issue where Rabbitluck could overwrite the effects of Youkai Bracelet and Kyou no Omikuji - Fixed issue where the remaining uses for Defender's Special would appear incorrect online at the start of a fight - Fixed issue where Druid's Sapphire Primary wouldn't reduce her movement speed as much as her other Primary upgrades (a leftover effect from her pre-buff Sapphire Primary I forgot to change) - Fixed issue where Druid's Emerald Defensive could activate while you had "No Defense" - Fixed issue where Druid's Emerald Defensive had an animation, despite being an auto-activating ability - Fixed issue where Bruiser's Secondary could miss if you were too close to your target - Fixed issue where the calculation for Obisdian Rod would be incorrect on Ancient Rabbit - Fixed issue where Shadow Bracelet would buff abilities that did no damage - Fixed issue where Lion Charm would proc off of some other players' loot - Fixed issue where Seashell Shield would change cooldowns of abilities that were not meant to be changeable - Fixed issue where the buff from Sacredstone Charm wouldn't be reflected online - Fixed issue where Boulder Shield would start battles on cooldown, even though its description said it didn't - Outside of combat, Tidal Greatsword will now reset its size and damage to its initial values if you stop attacking - Divine Mirror and Golden Chime's counter now counts down to 0 instead of up, to match other items in the game - Fixed issue where Fieldlimit's effect on players would be slightly different based on your framerate - Fixed issue where the Treasure Chest after Tassha wouldn't be targettable - Fixed issue where if you KO'd a training dummy or treasure chest via a status effect right before you moved to the next room, odd things would happen - Fixed issue where clicking on the "Store" button while spectating would bring up the Inventory instead of the Store - Fixed issue where buff text and large damage numbers would slowly go off the top of the screen if there were too many happening at once - Fixed issue where some sprites were too small when using the "Low Quality Sprites" config setting - Fixed issue where the menu would still take inputs while your were using a textbox (like if you were changing your name) - Added some new text strings to the files so that they can be localized (previously they were fixed in English) - Fixed some typos across various languages