This weekend preview will start Saturday @ 9am CST and will be Public until Saturday night at 9pm after that we will resume with a premium only period until Sunday night @ 9pm at which point we will shut down until the next weekend. Why so short? Well to be honest it's because we need some time to work on stuff but we still need your feedback!!! Last week we challenged you to defeat the jungle on hard mode. Out of the 2,968 dungeons run, only one team was able to vanquish the spiders, calm the Flame Elemental, and escape Yateveo! Congratulations to JTGangsterLP6, JonnyDvE, MissHilevi, and DJ_Pedro for braving the bugs (and the bugs...) and coming out victorious!!! Gosh, it feels like yesterday we were running alpha weekend #3... However here we are with another week's worth of toil. This one has mostly mechanical changes as we are working diligently on some serious content (read: Jungle Boss), for which our wonderful Hvba has built an incredible world to encounter it in. The biggest change this week comes in the form of a cheat code: INFINITE LIVES!!! On standard difficulty, when a dungeon has 2 or more players so long as one of you is standing, the whole crew can be revived with no cost to the team. I think the least fun part of running a dungeon is having to sit out and watch after lives are out, and want to remove the whole "Should I give this person one of MY lives?" question to make teaming up with strangers easier. Reviving no longer heals you to full health. Lives still apply when running in hard mode, as well as on solo runs. Some feedback indicated that life percentages were hard to make out, so we brought in floating health bars above your teammates heads! Now you can tell at a glance who is aching for that last lingering potion (or who you are hurting the most by hogging it). With the massive change to revives, we've finally put out the torches. The equipment slot that was formerly used for your friendly neighborhood lighting device is now home to a stack of bandages. Right click to heal yourself after a revive, or left click to heal a teammate if you're feeling generous. Expect more to come with bandages, including a likely ability tree expansion. Those who miss torches lighting the way are still free to pick them off of builds in the dungeon (looking at you, Shrauger). Speaking of Shrauger, last week I neglected to acknowledge Shrauger's work in producing the gigantic plinko board! I hear you have been having a blast with it and want to make sure you know who to thank for the gigantic moose that decides your fate. Without further adieu here are the full patch notes for last weekend and this week, I hope you're looking forward to joining us in the deep dungeons of the stronghold and jungle once again! Patch notes: - Fixed issue getting stuck between floors. - Ensured boss bars properly clear - Made Skeleton king's bones not magnetic... - Fixed plinko board to work with lots of players - Fixed quest tracking for artifacts - Fixed chat symbols in town - Added hover text to in game chat. - Fixed an issue where artifacts would (visually) duplicate when switching classes. - Added explanatory lore to valuables - Moved to infinite revive for standard difficulty - Revive no longer heals you all the way - Swap torches for bandages, with a gear upgrade path for more bandages - Moved artifacts to Jungle level 8 && 9, to match stronghold's 3 && 4 (Sorry Jonny) - Added votekick for afk party members (/votekick) - Fixed creeper quest tracking for artifacts - Added iframes for warrior's charge - Converted teammate health indicator to hearts above their heads - Added a sidebar with info on your class, gold, mana, kills, and lives (if applicable) - Added unvanish delay for Shadow's backstab so you can slip away quickly after a stabby stabby (don't forget to unlock the ability). Puzzle rooms might make their return this weekend, including introducing a puzzle supplied by Deadspeck and juj, but there's a chance that slips to next weekend preview.