yay! i've gotten the new achievements already <3 i still love serenitrove, though i haven't played for a while. also, it seems you can't get two achievements at once? i both had a light radius lower than 150 and didn't use the flask, and i only got dry run.
Found the issue! It wasn't caused by multiple achievements triggering at once, but rather a specific bug with the Dim Descent achievement itself. If you had more than 150 light on the surface and then lowered it back below 150 while still on the surface, the run would automatically fail the achievement. That's been fixed now!
Thank you for the quick fix!
While we're addressing bugs, I found a blueprint for the alchemist's pouch in vegan mode. It's also showing up on the lorestone as if I collected it, despite only getting the blueprint. So I see two potential bugs here: 1) Alchemist's pouch should be inaccessible in vegan mode because it requires leather (and should never be on the lorestone), and 2) equipment unlocks on the lorestone should reflect only after they've been crafted, not after the blueprint was found.
Edit: I think this is a regression; I mentioned it here: https://itch.io/post/12760351
Oh no, that is indeed a regression and an oversight on my part. I re-added the Alchemist's Pouch in Hardmode after introducing the Wooden Backpack, thinking it made sense now that Hardmode has inventory slots. But I completely forgot that Leather still isn't available in Hardmode. That should be fixed now!
As for the Lorestone entries unlocking with the blueprint, that's actually intentional. Since blueprint discovery already reveals the item's name and effects in the crafting menu, I felt it would be odd for it to still show as "???" on the Lorestone. I also wanted to avoid creating 2 unlock states on the Lorestone (blueprint vs crafted), as that would complicate the system more.
Thanks again for the input! Glad to have you back :)
The addition of the wooden backpack was absolutely necessary to beat hard mode (I think that update came out when I took a hiatus), but I still beat it with Griddle through sheer industry, haha. So thank you for addressing that longstanding issue I had, bringing parity to both modes =)
From a UX standpoint though, the wooden backpack and leather backpack serve the same function, but the latter grants access to a boots slot and the flask. Considering that these are both not really "backpack" functions, what if the wooden backpack is the default backpack for both modes, and the leathercrafting slots (flask and boots) is separate to the backpack? In other words, what if the tanning rack is specifically for the flask and boots, whereas the backpack is acquired from Bits and Bobs? This way, the same backpack exists in both modes.
Also, a couple of bugs: if we convert a vegan game to standard mode, and blueprints for alchemist's pouch/boots were previously found in vegan mode prior to the bugfixes, they show as unlocked in the lorestone, but actually remain inaccessible (blueprint cannot be found again, and they cannot be made).
Thank you again, and thank you for being so active!
Yeah, I'm really glad the wooden backpack finally solved the hard mode balance issue, making hard mode tough but not impossibly tough.
As for the UX around backpacks, boots, and the flask, the boot slot actually unlocks with the Tanning Rack itself, not the leather backpack specifically. The flask ends up in the backpack slot mainly because it's a usable item, and currently, that's how the consumables category is handled. That said, I might revisit item categories in the future to better separate reusable items like the flask from standard consumables, but for now, it'll likely stay where it is.
Thanks for the bug report! I'll take a look into that blueprint issue when converting from hard mode back to standard mode.