Ability to use Instinct, unique to the Agility stat
Ability to reverse your weapon
Grindstones to level up weapons
Decapitation
Priests for each god
Some new enemies and bosses
A handful of new starting weapons
New magic weapons that are easier to obtain
A couple new spells
A few new recipes
New stars
Enchanter crystals in the wild
Mushrooms
A few new special buildings can spawn in towns
Option to mark the map with icons
An area’s level will show near the map
New sound effects
New options in Settings
New keybindings for movement and positioning followers
Loading screen art
Small visual indicators of an attack’s angles
Minor graphical feedbacks
Adjustments
Changes to various weapon parts
The player is given a weapon after dying
Magic weapon parts can only appear once in a design
Longer and heavier weapons have reduced attack speed
There’s less of a spin when your weapon rebounds
Dodging during an attack no longer trips you
Dodging with negative stamina has a chance to trip you
Tripping hurts more
You can dodge while in deep water now
Improved balance when two handing a weapon
Humans may push or parry
Harder bosses spawn further from the center
Various AI improvements
Humans are a little braver in general
The undead won’t collect goods
The Dominion is shirtless now
Certain common armors have bonus stats
Picking up armor will automatically equip it to any available slots
Gloves (like boots) only block damage in very specific situations
Nearby light sources alter the ambient light
Changes to various spells
Ice and fire spells interact with water
Minor change to how teleport circles are made
Shrines work a little different
Popped-up goods spread out a little better
Adjusted loot rates
Changed god dialogue
Followers are indicated with a little arrow
Exit flags will indicate when they’re unusable
Naming an area no longer requires confirmation
Various combat balances
Minor VFX improvements
Minor improvements to some sprites
Minor UI improvements
Bugfixes
Ruins are less chaotic
Fixed a couple landmarks that were being filled in with walls
Sheep no longer have infinite health under certain circumstances
Stars will highlight correctly when a token is chosen
Various fixes to UI bugs I don’t feel like writing out
The AI won’t keep their shield up out of combat
Reduced the absurd hit radius of spires
Blood no longer drips off of weapons while paused
The edge of the telescope view no longer scrolls when paused
AI followers won’t send their leader goods if the leader is dead
Fixed some game breaking issues when loading a saved game
No longer able to return to the previous area after loading a saved game
Nobody is getting infinitely stunned anymore
Objects on a wall (like sconces) are destroyed when the wall is destroyed
Removed some obsolete stars
Fixed some tall objects appearing under ceilings
Certain buff effects are no longer infinite
You can’t get notes from a destroyed bookshelf anymore
Bone requirements show on recipes
Followers will cross areas previously occupied by walls
Pausing the game isn’t overwritten by slow motion effects
Bows correctly show upgraded damage/power
Those tall people no longer have bugged helmets when sprinting
Player no longer keeps keys after death
Great elementals no longer look for weapons to wield
AI wielding torches no longer light each other on fire
Certain spawned enemies no longer have an infinite weapon spin sound
Various fixes to world generation bugs
Apologies for the long wait! Saved games from old versions will not work.
Update 0.1.14
Additions
Keybindings for digging and storing your offhand item
Adjustments
Small change to the level up system
Sacrificial Circles can be interacted with to bleed yourself or any follower in the circle
Weapons are considered "balanced" when their Wield Weight less than twice your STR and entities now only move slow backwards while wielding an unbalanced weapon
Removed blood as an ingredient in recipes
Reduced the amount of raiding parties
Minor adjustments to some stars
Initial movement and attack speeds increased
Attribute growth curve adjusted slightly
Minor adjustments to some armor
Minor updates to miscellaneous visual effects
Bugfixes
Space threads are saved now
Bodyguards of quest givers should no longer steal the quest item
Undead now correctly count as decaying or skeletal humans to the Ritual Circle
Fixed a visual issue where stun effects could get stuck on
Fixed some sconces not lighting correctly
Update 0.1.13
Additions
A new item that is used to gain attributes or improve a god's alignment
The sacrificial circle requires a new item to use
Space threads
New action (default x key) to take a leisure stance. Neutral opponents may take it as a sign of peace
Adjustments
Uncommon and rare stars in space are more plentiful
Star tokens may now only replace stars of the same rarity
Shrines work a little differently
Boots no longer block direct damage, but can wear down with use
Starting attributes are back to 10!
Increased attribute modifier growth
Dodging costs decreased stamina and improved more with AGI
Entities move slower when strafing or walking backwards
There is a chance to not drop your weapon when tripping, improved drastically when two-handing
Damage reduces stun time
Only physical damage will interrupt sprinting
Any physical damage, regardless of attack power, will cause a bleed when under 0 health
Entities can be pushed slightly further
Reduced push damage
Flies attack faster and in greater numbers
Ritual and sacrificial circles no longer despawn if touching a wall
Sacrificial circles are easier to complete
Reduced chance for allies to die inside sacrificial circles
The offhand item's state (wielded or stored) is saved
Small, randomized delay on magic projectiles to avoid overlapping sfx
Saving and loading is slightly more efficient
The minimap won't be displayed between areas
Chromatic aberration when paused has been replaced with a classy border
Those purple guys are more dangerous
Minor changes to some weapons and weapon parts
Minor changes to some armor
Minor changes to some spells
Minor adjustments to some NPC stats
Minor changes to the effect and rarity of some stars
Minor adjustments to some loot tables
Minor performance improvement in some areas
Minor updates to some sprites
Minor UI adjustments
Bugfixes
NPCs are more aggressive if their ally dies in front of them
Fixed a bug where weapons weren't taking strong/weak vs materials into account
Fixed a bug where prisoners could escape their jail
No longer able to deal negative damage (so, healing) when swinging through a cracked wall
Fixed a bug where an area's transition flag may spawn outside the map
Certain objects will correctly spawn in a room's center, rather than with a random offset
Sheep are now tolerated in restricted areas
Allies will no longer keep fighting a new ally
Allies standing on or around burning embers will no longer have their pathfinding broken
Fixed an error when arrows pass over burning embers
Enemies can no longer get their weapon stuck on your dodge silhouette
Certain 2H attacks correctly save when designing a new weapon
Anvils will spawn weapons with the correct upgrades
Enemies will no longer duplicate items they pick up
Hitting escape while in a menu will close the menu and correctly unpause
XP will no longer continue to add force while paused
No longer possible to pick up and destroy a weapon at the same time
Fixed some bullshit where new weapons could lose their attacks after loading a save
Fixed a bug where squares in the world map would be displayed in a line after loading a save
Target dummies have their foot back
Minor visual bugfixes to space
Update 0.1.12
Additions
Added a minimap
Added an option to store offhand items without dropping them
You can trade in your current weapon at an anvil to pay for a new one
Esc to pause, with an option for auto pause when leaving the window
A shield comparison window
Adjustments
Treasure chests should grant only one reward
Reduced the maximum velocity an object can move
Small increase to the amount that a weapon attack will pull you around
Rebounding your weapon off and object will halt the attack rather than keep pushing you forward
The Down leisure stance (used by bows) is available to set when designing
Small performance improvement when many humanoids are on screen
The darkest times of night will reduce players' default visibility
The player will now drop their sheathed weapon and armor
Anything that disappears after dying (like ghosts) will now drop its weapon and armor
Zombies and sheep shouldn't be aligned to one of the three big factions
Offhand items dropped as a quest reward won't be equipped by NPCs
Stardust orbs are heavier
Decay spells will absorb blood
Fire spells will absorb burning coals
Increased damage of some spells
Minor adjustment to the stamina cost of some attacks
Magic weapon chests are metal
Enchanted pommels won't display particle effects
Minor visual changes to some sprites
Minor UI changes
Bugfixes
Crossbow bolts no longer hit things before loosing
The action menu will no longer lock sprinting
The dodge silhouette no longer flips weapon parts around
Loading a save will no longer immediately let the player rest
The player should respawn with their maximum health
Certain objects are no longer teleportable
Fixed a bug causing certain weapons to appear very rarely
Fixed a small performance hitch when dodging
Ceilings will properly appear above the player and their weapons
The section to write an area description allows for more than one line
Archiving a note without moving it will no longer show it as unread
Reduced some of the fire SFX
Failing a recipe should no longer leave an empty dialogue box on the screen
Fixed a weird masking issue with fence gates in water
Saved games may not work with new updates
Update 0.1.11
Additions
Dodging leaves a brief silhouette behind that activates dodge effects
Note buttons will indicate any new notes
A few new area pre/suffixes
Added some new SFX
Adjustments
Shrines will spawn common tokens when neutral to the player
An unstuck weapon will be immune to sticking during the backswing
The player can no longer interact or inspect while stuck
Reduced the weight penalty on a weapon part's momentum
Invisibility will hide armor and clothes
Parties will no longer stay at a location they claim (this goes for the starting area as well)
NPCs will occasionally pick up offhand items
Follows are calmer when you're standing still
Travelling between areas will tire the player even if they just rested
Areas should no longer have identical names
Visual update to the weapon design screen
The current note category is displayed
Minor adjustments to some weapon parts
Minor adjustments to some spells
Bugfixes
Armor stands and corpses no longer duplicate
NPCs will correctly display their tabards after loading a save
Fixed some items not saving correctly
Weapons no longer get stuck in a wind up loop at high levels of DEX and STR
Getting stuck on a newly dead enemy won't send you flying through the walls
Arrows loosed from an enchanted bow will no longer flash whenever the bow flashes
Dodging will no longer trigger the slow motion effect if the damage was undodgeable
Floor traps won't inexplicably hide right in front of you
Inching forward will correctly update the player's current tile
Fixed a room that could lock the player inside
The Adaptive Defense star will actually work for the player now
Fixed some minor UI issues relating to high resolution displays
Saved games may not work with new updates
Update 0.1.10
Additions
The title screen has access to game settings
Minor vfx/sfx additions
Adjustments
Hold the magic button to delay casting
Shields cost stamina to use and take up to a few seconds to reach full effectiveness
Certain landmarks, such as castles or rare goods, will no longer respawn
Birds will be cool if you're cool
AI may dodge forward if their opponent's weapon is particularly long
Target dummies wear hats now
Damage text now aggregates above live entities
Notes are confined by their center instead of their edges
STR modifies the power of an attack at the same rate it modifies damage, was previously double
STR is less necessary for swing speed and more necessary for momentum-based damage
Different lost civilizations will no longer have identical symbols
Autosaves will no longer occur right after loading in
Large pressure plates will indicate when more weight is required
The armor inspector window will display the armor's material
The equipment window also shows total weight
Adjustments to the Strong vs/Weak vs of some weapon parts to target certain armors
More stars fit in the window below player attributes
Space can be navigated by mousing at the screen's edge
Minor adjustments to some spells
Minor adjustments to some stars
Bugfixes
Fixed a bug causing certain transitions to short-circuit before completing
Enemy armies will no longer congregate in the starting area's southeast walls
The base crit damage mod for many entities (including the player) is no longer abnormally high
Armor can no longer be crit
Strong vs and Weak vs now act independently on each object hit
Fixed a bug that could cause weapon enchantments to deal no damage
Certain one-sided weapons will be held facing down (instead of up) while at leisure
The Tile Master boss no longer creates tiles when dead
Update 0.1.9
Additions
Hold interact to buy or sell quickly
Bows will show a glint effect when ready to loose
Human screams!
Option for autosave
Added some lines for the cursor and player facing
Teleporters have been placed around the starting area
Light spells can absorb wind depending on the caster's direction
Menu has a Day stat near the map
Adjustments
Alt interact activates on release now
Alt interact will break a weapon
Alt interact will learn a spell without equipping it
Adjusted alt interact effects
Attacking or casting will remove invisibility
Casting spells are cancelled upon trip, stun, or death
Stun effects are disabled on death
Increase to default visibility
Sacrificial circles increase more from corpses and less from blood
Armor weight has a stronger effect on rotation speed
NPC tabards are word over chest armor
Updated castles' boss door sprite
Projectiles created from wands no longer have sustained sfx
Changed the wind sfx
Minor adjustments to some entities
Minor adjustments to some stars
Bugfixes
Dropped weapons should remain in an area
Nocking an even number of arrows is symmetrical
Eight pointed stars will save correctly
Able to save/load within the castle boss area without being spit out into the castle
The map is no longer updated in the castle boss area
Towns have more than just Light shrines
Fixed a bug causing an area's doors, bookshelves, and chests to not load
Crystal rocks in mines will no longer stack directly on top of each other
Roaming parties will properly update if not all are accounted for after leaving the area
NPC followers like sheep or bodyguards won't respawn if their leader is dead
Accidentally fixed hair loss on load? Idk it's just not happening anymore
Start with full mana
The light and semi-light parts of visibility circles will scale properly
Update 0.1.8
Additions
A new human enemy
A new weapon for that human enemy
Adjustments
New characters start with 15 in each stat instead of 10
The star map shows which connections will be lost when a new star is selected
The major factions send more raiding parties
Shrines spawn rewards immediately upon use instead of when the player enters the area
Weapons will no longer rebound off of bushes
The defensive option Push has been renamed to Parry
Deflect will push non-living objects as far as Parry
Bleed damage while below 0 health is based on maximum health instead of negative health
Surges will return negative health to 0 at a minimum
Bugfixes
The flourishing weapon noise should no longer get stuck around some dead enemies
Fixed a bug causing weapons on some dead enemies to become noninteractable
Update 0.1.7
Additions
Added some additional types of forts and libraries
Opening the menu shows health as text
Option to save without quitting
Adjustments
Bows show arrow stats on their part inspector panel
Bows can be enchanted and receive weapon buffs
Arrows and bolts are improved by bow upgrades
Arrows and bolts can crit
The initial weapon starts with a Spin 2H attack
Reduced the chance to randomly trip
Stuff is much better about saving to an area
Minor changes to area generation
Roads are a little smaller
Minor changes to the costs of some shrines
Quest givers will no longer ask for and reward the same item
Quest givers will no longer ask for something the player can't give
NPCs are no longer cool with being torched
Healing is modified by Fortitude
Turning invisible hides shadow and hair now
That big skeleton boss has a new spell
Regular flies have had stats readjusted
Armor weight affects spell casting speed
There's no longer a slow motion effect upon casting a spell
Attacking will reset the speed adjustment modifier
Being hit with an attack for 0 damage will no longer reset the speed adjustment modifier
Minor aesthetic update to the starting area
Minor aesthetic updates to some enemies
Leaving the map will put you back
Bugfixes
Designed weapons are no longer scrunched or elongated on certain resolutions
All arrow/bolt attacks will correctly trigger certain mid-attack effects
The Fire Shield no longer leaves its light behind
Fixed a bug that stopped players from receiving the Light enchantment
Fixed some bugs pertaining to the Volcanic enchantment
Enchantments correctly reset with a new run
The fire in the starting area shouldn't go out when reentering
Digging near water when in a swamp will correctly unearth swamp water
Those circles with god symbols work correctly now
Shrines will always have the correct costs
Fixed a bug that stopped the player from leaving combat
Slow motion option correctly saves
Fixed some bugs you probably hadn't noticed
Update 0.1.7
Additions
Added some additional types of forts and libraries
Opening the menu shows health as text
Option to save without quitting
Adjustments
Bows show arrow stats on their part inspector panel
Bows can be enchanted and receive weapon buffs
Arrows and bolts are improved by bow upgrades
Arrows and bolts can crit
The initial weapon starts with a Spin 2H attack
Reduced the chance to randomly trip
Stuff is much better about saving to an area
Minor changes to area generation
Roads are a little smaller
Minor changes to the costs of some shrines
Quest givers will no longer ask for and reward the same item
Quest givers will no longer ask for something the player can't give
NPCs are no longer cool with being torched
Healing is modified by Fortitude
Turning invisible hides shadow and hair now
That big skeleton boss has a new spell
Regular flies have had stats readjusted
Armor weight affects spell casting speed
There's no longer a slow motion effect upon casting a spell
Attacking will reset the speed adjustment modifier
Being hit with an attack for 0 damage will no longer reset the speed adjustment modifier
Minor aesthetic update to the starting area
Minor aesthetic updates to some enemies
Leaving the map will put you back
Bugfixes
Designed weapons are no longer scrunched or elongated on certain resolutions
All arrow/bolt attacks will correctly trigger certain mid-attack effects
The Fire Shield no longer leaves its light behind
Fixed a bug that stopped players from receiving the Light enchantment
Fixed some bugs pertaining to the Volcanic enchantment
Enchantments correctly reset with a new run
The fire in the starting area shouldn't go out when reentering
Digging near water when in a swamp will correctly unearth swamp water
Those circles with god symbols work correctly now
Shrines will always have the correct costs
Fixed a bug that stopped the player from leaving combat