Technically I probably should have made the last release the 0.8.0 release as adding the final boss the the last major missing feature, oh well!
The first in the 0.8.x series is focused on fixing skill descriptions and the various skill tool tips in the game. That work isn't complete yet - I'm not happy with how some information is presented - but most skills should have more accurate and relevant information.
The next few updates will be focused on bug fixes, quality of life issues like confusing UI and general polish.
Finally a Boss!
Version 0.7.5 is now out, and bring the last major missing feature - a proper final boss!
This is the last major feature planned before the final release, and marks a major milestone in development.
From here on out the focus is on balance, bug fixing and polish. That doesn't mean new content won't be added, but it will be added to fill out the existing content, fix balance issues and ensure the overall experience is complete and cohesive.
The end is in sight!
Version 0.7.5 updates:
Final Boss!
UI tweaks
Fixes to monster skill selection
Fix some missing skill icons
Fix for auto-attack not using weapon skills properly
Minor art tweaks
Fix boss monster selection
Fix for monsters standing in stairwells
Crystal secret door lighting fix
Fix Mug and similar skills from using energy
Another set of fixes
The latest version brings some fixes to some game breaking bugs, and a few minor tweaks
I hope to have some more exciting updates soon!
Version 0.7.4 changes:
Fix issue on world map that could cause corruption/performance issues after object interaction
Fix issue where smaller dungeons would fail to place monsters sometimes
Reduce higher level rewards, such as world chests, now more reasonable
Tweak dialog text layout
Update a few UI icons
Minor fixes - but big things behind the scenes!
Another update that doesn't bring any big visible changes, but some tweaks and fixes.
Behind the scenes the final features of the game are still undergoing development - a proper final boss battle being the main one. However, this does bring some pacing changes to combat and should make the various weapon types a bit more distinct and skill speeds more relevant. Let me know what you think!
Version 0.7.3 changes:
Weapon type differences are now more pronounced
Weapon icons updated
Skill charge timing adjusted, most skills take longer to charge
Change Jail Break quest to have higher chance of success
Fix Mysterious Stranger treasure quest
CPU performance improvements in dungeons
Polishing the buttons
The latest patch has number of UI tweaks and tuning, mostly around consistent buttons and icons and removing placeholder art. There's still quite a bit of placeholder elements, but a large number have been replaced.
A few long standing bugs have been finally fixed, one where player attributes would disappear in status screens for some players, another where you might continue moving after combat completes. Both have been around for a while so I'm glad to finally figured out and fixed them.
I've also changed how game speed works - it now affects only movement and combat charging not animation speed. This makes it a bit slower at the fastest settings in combat, but looks much smoother overall. Let me know what you think!
There's a fair bit of work under the hood to support some upcoming features, hopefully that work gets released soon!
Version 0.7.2 changes:
Combat and adventure speed affect movement and action timing not animation
Fix bug where stats and attributes are not visible on player status screen
Fix issue where movement could happen after combat if moving while combat started
Variety of UI cleanup, removed many placeholder UI elements
Finally faster saves!
Version 0.7.1 only has one real change: faster save games. Especially in dungeons.
Auto save hitches should be a thing of the past now. This was a long time coming, and I probably should have addressed this years ago, but it's now done!
I'll be back to more gameplay related features for the next updates.
Fixes and faster saves for the new year
Another small update, this includes some UI fixes and important fix to restore control over dungeon auto save rates (that regressed recently).
I've also started to optimize save game times - the auto save time has always been annoying and fixing it now rather than later. This release has some nice improvement in save game speeds, but I'm still targeting them to be 2-4x faster than they are now, at least in dungeons.
Version 0.7.0.3 adds:
Minor UI fixes in custom world creation
Fix dungeon save rate settings not applied properly
Optimize save game time (~50% faster)
The *final* last update for 2024
The *real* final update for 2024 - some fixes important enough to sneak in before the end of the year.
Version 0.7.0.1: Fix skill icon layout issues Version 0.7.0.2: Fix dungeon generation misplacing keys
Last update of 2024
The last patch of 2024 earns a version bump to 0.7.0. It's looking more and more like I'll be able to complete this game in 2025, finally leaving early access. It won't but in the first half of the year for sure, but I'm hopeful that in the latter half of 2025 version 1.0 will be released.
This update adds unique skill icons for each player skill - that's 328 unique skills! It takes a long time to even pick 328 different icons. I won't claim the icons are 100% finished, some need a bit of clean up and expect some tweaks over time, but they're all there now!
Even though I've bumped the version to 0.7, I haven't yet finished the multiparty work, that will be completed in the next update to two.
Version 0.7.0 brings:
Icons added for each skill
Allow adjusting lighting level in settings
Fixed some broken skill descriptions
A slight change of pace
As promised, version 0.6.8 has more user-facing changes than the last few main released.
This update brings a few visual enhancements, such as starting to add individual icons for each skill (there are over 350 skills, so this will take time!), as well as adding job specific backgrounds to portraits. The backgrounds are not quite complete - each job will have a unique background eventually - but its a start. Similarly, the skill icons range from nearly-done to placeholder in quality, the goal is the get each skill an icon and then iterate on them until they all fit better.
Finally, this update brings a bug fix to Reinforced armour and a very large tweak of weapon and armour pricing. Let me know what you think!