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v0.9.10 — The Delve debriefs you


The Delve gets a proper debrief, drinks stop vanishing the instant they expire, gear lasts longer, and shield builds finally deal the elemental damage the maths always promised.

Highlights

The Delve debriefs you

A delve run used to end with a single log line and a scene change; now it ends with an accounting. Walk out alive and a summary window reports the run the way the offline recap reports a night away — the level you started at, the depth reached, your all-time deepest descent, and the Echoing Crystals earned. Fall instead, and the death recap gains a Delve depth line naming the level that killed you, alongside the enemy and the lethal hit. The combat log notes the depth too, so it survives after the recap window is gone.

Drinks no longer evaporate

A barkeeper drink used to vanish from your HUD the instant its counter hit zero — always mid-fight, always before you noticed. An expired drink now stays on its badge with a red 0 where the counter was, and the badge grows two buttons: Dismiss to clear it, or Refill to buy the same drink again on the spot. The expired state survives saving and loading, and buying a different drink while a spent one lingers is treated as a plain purchase — no more being asked to confirm “replacing” a drink that already ran dry.

Base upgrades reach into the stash

Upgrading an item’s base consumes a spare copy of that base — and the search now covers your stash as well as your inventory, so hoarded bases finally count. When several candidates qualify, the cheapest reasonable one goes first (unlocked before locked, lowest rarity and fewest affixes for amulets, inventory before stash). And if the only spare anywhere is locked, the craft is still offered — behind a red warning and an explicit Unlock and Start button. Nothing ever consumes a locked item silently.

Gear wears out 25% slower

Every landed enemy hit rolls a small chance, per equipped piece, to chip one point of durability. That chance drops from 1% to 0.75% — roughly one point per 133 hits taken instead of one per 100, or repair bills about a quarter lighter across the board. The rules are unchanged: blocked hits still count, dodged attacks and damage-over-time ticks don’t, and wear scales with how often you’re hit, never how hard.

You come home healed

The offline replay used to stop dead the moment it hit a tile unlock or a permanent death — so you’d return to a hero standing on whatever sliver of health the event left. It now winds down instead of stopping: combat is suspended at the event, and the remaining offline time keeps ticking out-of-combat regeneration until your health bar is full before the recap appears. A hardcore lockout is the one exception — that save is dead, with nothing left to regenerate.

Shield builds swing the shield — the maths finally agrees

Shield Strike and Smite attack with the shield, at the shield’s own pace, but three per-swing mechanics were still being scaled against the equipped weapon’s speed — a weapon those builds never swing. Flat elemental damage now re-bases onto the shield’s own swing interval, so a slow tower shield carries proportionally bigger elemental hits at its slower rate, and elemental damage per second is finally correct rather than scaled by whatever weapon sat idle in hand. Freeze and stun proc chances and Crushing Blow’s gear proc chance normalize against the shield’s interval too. Attack-speed bonuses still speed up shield swings and raise throughput — the normalization deliberately leaves those alone.

Also in this update

  • The smith repairs one item at a time. Pick an item in the crafting socket and the button becomes Repair Selected Item at that item’s price; clear the selection and it repairs all worn gear at once, with the price now updating live as durability moves.
  • The training dummy measures a real fight now. Its health bar is exactly a real enemy’s for its rarity and level, so one lap is one genuine kill and time to kill is a measurement, not an extrapolation. The refill guard relaxes as the bar drops instead of being sized by the biggest hit seen, and the reported window snaps to the last completed sweep — so builds leaning on Crushing Blow or Apex Predator finally get honest numbers, while everyone else’s barely move.
  • Skill tooltips open with a rank line, and where gear grants bonus ranks the split is spelled out: Rank 4 (3 hardpoints + 1 from gear).
  • A living fighter can no longer display 0 HP — health now ceils, so alive means at least 1.
  • All numbers are pinned to English formatting, fixing a German browser locale that mixed “6,1” and “1.813” in the same UI.
  • On mobile, tapping an equipped item selected at the smith or witch now opens its read-only stats view, previously unreachable there.
  • Confirmation dialogs with destructive consequences now carry a red-accented panel, not just a red button.
  • The bedroom upgrade list and the tavern training window were rebuilt on the site’s real stylesheet — the training window is wider and no longer hides a sixth of itself behind a scrollbar.
  • A mediumcore death recomputes your stats the moment the wealth wipe lands, so respawn regeneration no longer refills toward the max HP of gear you just lost.