> For the complete documentation index, see [llms.txt](https://docs.cambria.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.cambria.gg/dungeons/patch-notes/patch-v0.2.2.md).

# Patch v0.2.2

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Gmbria Cambrians :smile:&#x20;

Welcome to Patch 0.2.2.

## Dungeons

Previously a run's reward fate was tied to a single map seed rolled at run start, so a run was effectively "decided" before floor 1, leading to "cooked" runs.  This patch aims to fix this with a Dynamic Heat system, and also give higher Pact levels a chance to influence the map richness.

**Changes:**

* Dungeon floors can now swing between warm, hot, and cold.  With stickiness - cold runs tend to stay cold, hot runs slowly decay down unless spiked again.
* New DEMON currency (demonic orb).  Collected from Relic Chests and bosses, determines how rich the final climax floor is (the final floor does not roll richness, its based on accumulated DEMON orbs over the run).
* Cursed Pact now gives up to a **1-25%** (based on pact level from 1 to 6) bump to the richness of the next floor, in exchange for variable danger.  This is capped -> you can naturally roll into a floor richness that's equally as high as what you could get with Curse, so it's better on cold runs.
* Cursed Pact gets more dangerous the more you push it - close to the max, you risk opening the GATES OF HELL which massively spikes the danger (almost guaranteed death).
* Cursed Pact upside is now back-loaded, earlier Pact lvls give less, higher Pact levels give more.
* Artifacts from cursed Pact mobs reduced to balance the additional edge from richness.
* Bosses slightly buffed across the board
* Spanish game translation is now in!  thank you to Velita (olagg) for driving this
* Jackpots wins are automatically logged in the #jackpots channel on Discord

**Balance:**

* Dungeons level cap increased to 25, with player scaling also bumping up to match.
* Balance Changes - Ailment-related Quirks buffed, Spectral Axes buffed, Crippling Shot & Gravity Snare buffed, Crit passive nerfed.  Magic Quirk scaling reduced from 1.4 to 1.35.  Ranged bounce buffed.

**Fixes:**

* Auto-Special Attack settings now persist between runs
* Cosmetic Overrides now show correctly in Dungeons
* Glimmer rewards no longer scale linearly with keys risked.  Leaderboard / Giveaways WIP.
* Passive FX - added&#x20;
* Islands Memory leak fixed

## Islands

Hot Fixes to some big issues:

* **Tax cap lowered to 80%.** Island owners can no longer set a favor tax above 80% (previously 100%). Existing islands set above 80% are automatically clamped down.
* **Solo owner rewards boosted.** The owner's daily hold-to-earn allowance per island increased from 10k → 25k favor (\~0.5 orb/day), so owners who just chill and skill on their own land are benefited.
* **Fairer free-energy pool .** A single grinder can no longer soak up a whole island's pool. Each tenant's daily share now hits diminishing returns past a \~200k/day knee — there's no hard wall, but extra grinding pays progressively less, so many active tenants (a real community) out-earn a few farmers.
* **Productivity now stays where it's earned.** Favor you cash in is permanently attributed to the island you earned it on. You can no longer grind on a cheap island, relocate to a high-tax island, and instantly drain its pool or jump its leaderboard. Leaving an island no longer drags down its standing either.
