You can switch to the branch by right-clicking the game in steam -> properties -> betas -> and select "v0.5.0 Testing"
v0.4.13b (Hotfix)
Bug Fixes
Resolved issue with quest indicators not displaying on the world map.
Fixed game crash caused by hovering mouse cursor over ability tooltips.
Fixed missing archer, marksman, and sharpshooter leggings in loot tables (previously unattainable).
Fixed issue with rare armor merchant not offering Felforged armor (note: Felforged will be relocated in a future update).
v0.4.13 - Monster Sounds
This update sees the addition of monster sounds, improved display scaling options, and various other changes and bug fixes.
Save files from v0.4.13 are compatible.
Monster Sounds
We've extended our engine to support a variety of sounds for monsters and enemy units, creating a new layer of immersion.
Monsters will now produce sounds during various actions, such as being attacked, attacking, dodging, moving, dying, starting their turn, or announcing themselves when first spotted.
Added death sounds to all monsters.
Added a variety of special sounds for specific enemy types. For example, spiders will make insect noises when nearby, bears will growl, and gremlins will grunt, chatter, and laugh when you miss them! The quantity and variety of sounds depend on the enemy type.
Added options to mute specific monster sounds. Players can now mute "Death Sounds", "Talk Sounds", "Defensive Sounds", and "Announce Sounds". Disabling all of these will result in a completely silent monster experience.
To accompany the death sounds, monsters now have a death animation, fading away over the course of 1 second.
Display Scaling
Two new scaling settings have been added: "World Scaling" and "Use OS Scaling". "World Scaling" - adjusts the game world elements, such as tiles, creatures, and art, to improve visibility and gameplay experience on different screen sizes. This enhancement affects both zoom levels (zoomed in and zoomed out).
Although the pixel art was not designed for significant scaling, we understand that larger resolutions may require this setting. Please be aware that this feature is still being refined. Changing the setting may cause art in previously generated zones to appear misaligned. It is recommended to set this at the start of your game.
"OS Scaling" - In a previous update, we made the game ignore the operating system scaling. As it turns out, some users did need this option. Enabling "Use OS Scaling" allows the game to utilize your operating system's scaling settings. This may be helpful for users with TV displays but could result in a stretched, blurry appearance. For optimal visuals, consider using World and UI scaling instead.
Armor Art
We've begun adding unique icons for all armor pieces. In this update, we've introduced 12 new icons for the Banded, Bonesplint, and Heavy T1 armor sets. Also included are small tweaks to several sets, new helmets, and matching undershirt colors to better differentiate the armor tiers.
Other Changes
"Vengeful Defiance" ability - now stacks up to 5 times instead of being limited to a single stack; bonus crit damage reduced from 20% to 10%.
Clicking a monster now initiates pathfinding and automatically triggers a basic attack on the targeted creature, as long as the player's movement isn't halted and the monster doesn't move.
Added new game option "Enable Anti-Aliasing". Turn on anti-aliasing to smooth jagged edges in the game. This option is not recommended in most cases as it will cause blurriness. However, it is available for users who find it helpful, and as an alternative to relying on native OS upscaling.
Increased the amount of time it takes for a new dynamic quest to appear in a town after completing a quest.
Added elderberry wine to Blackwood Marauders loot chests.
Reduced price of all leg armor by 5% (mostly to differentiate it from the similarly priced glove items).
Reduced the average number of days for shops to restock their rare items by approximately 5 days.
Reduced Bee map event frequency as compared to other events.
Bug Fixes
Fixed old quests not being cleared from the job board. Dynamic quests will now automatically be removed in 2-8 days.
Fixed the "Master Enchanter" passive not granting new enchantments as intended.
Fixed an issue where hamlets sometimes didn't spawn a job board.
Fixed a bug causing the player to sometimes spawn behind stalls when entering a town.
Fixed the issue requiring two clicks to talk to adventurers or town guards. Now, the player will automatically talk to the NPC once the path is completed, unless the NPC moves before the path end is reached.
Fixed an issue where opening a silver chest in a cave would incorrectly mark the cave as complete, instead of only marking it complete after opening the final chest on the bottom floor.
Fixed merchants displaying the incorrect message "I'll be here for 0 more days" when they were actually leaving soon.
This edition contains a total of 30 tracks, bringing together the "The Beginning" and "Enalia" albums, featuring the excellent work of our composer, Fogheart. Several of these tracks are for parts of the game still in development, offering you a sneak peek of what's to come. Additionally, we'll be extending the album with new music as the game progresses.
The album art is by the talented Mon9rch, who also crafted the character Tarot card illustrations in-game.
By purchasing this soundtrack, you're not only enjoying some quality music but also supporting the game's ongoing development. With 50% of the funds going directly to the composer and the other 50% dedicated to future game development, it's a meaningful way to contribute.
Stay tuned for more updates, and thank you for your continued support. We genuinely appreciate it.
v0.4.12b (Hotfix)
Bug Fixes
Fixed unable to trade with Leafborn traders for newly generated villages. Note: Trading remains unavailable in previously visited Leafborn villages.
Corrected traveling merchants' purchasing behavior to only buy items relevant to their shop type, preventing them from buying all items.
v0.4.12 - Armor & Adventure
This update is a big one! We're rolling out a massive Armor Overhaul featuring over 150 new armor items, and introducing new gameplay elements such as Travelling Merchants, the Dreadheart skill, and the Blackwood Marauders faction.
Also included are improvements to the world map generation, the introduction of the rare Weapon Makers event, and various bug fixes. We hope you enjoy exploring the new features and content in this update!
Save files from v0.4.11 are NOT compatible.
Armor Overhaul
We've added a wide range of new armor sets.
Many of the new additions draw inspiration from real medieval armors, such as Brigandine, Lamellar, Meshweave, Scale, Chain, and Ringmail. Alongside these historically-inspired sets, we've also introduced fantasy armors like the powerful Wyrmskin (crafted from wyrm scales), Bonesplint (forged from ogre bones), Emberhide, Savagehide, and more.
All armor is categorized into three types: light, medium, and heavy. Within these categories, each set boasts varying bonuses for further customization, and some sets follow a clear progression path.
Light Armor Provides dodge chance, some resistance, and has no negative stats. Within this category are standard leather sets which give the best dodge chance, a group of archer-focused gear with enhanced crit and accuracy, and the woodsman set for energy-hungry travellers.
Medium Armor Medium armor typically offers good physical and wound resistance without penalties. Shown below are the standard sets, and 4 unique sets which you'll have to find in-game.
Heavy Armor Heavy armor provides the best protection in the game, but comes with certain drawbacks such as decreased energy.
Added 150+ new armor items and rebalanced existing armors.
Introduced a new equipment slot: legs. This change allows for greater customization and character progression. Leg armor can be enchanted or bolstered like other armors.
Shops are now less likely to sell high-quality gear, making it more challenging to upgrade armor. Players will need to explore the world and discover armor in various ways.
Gloves are now visible on character sprites, adding another layer of visual customization.
New armor can also be found through travelling merchants (see the below section) or the rare Weapon Makers event (see the below section).
Added new materials required to repair or bolster armor: Savage Leather, Wyrmskin, Ogre Bones, Adamant Metal, and Infernal Steel.
When an enemy is killed, the chance to drop their gear is based on the value of that gear. This math has been reworked to account for the new armors, and for a less harsh curve overall (rare armor should now drop slightly more often).
Note that in the current version, some armor will be harder to find and use. As we continue to build the world, these new sets will be further integrated as new faction gear, guild armor, or quest rewards.
Travelling Merchants
Travelling merchants will set up stalls in towns and cities to sell their goods, but buy fast, they only stick around for a few days!
You can speak to a merchant to ask about their goods or how many days they have left in town.
Once a merchant leaves, each day there is a chance for their previous spot to be replaced by a new merchant.
Cities have a higher chance for merchants to appear than towns, and they will never appear in hamlets.
Dreadheart
All new skill. Dreadheart includes 13 new abilities and passives, with over 60 wisdom points to spend.
Dreadheart is our take on the classic Berserk playstyle and will be all about timing: getting your health as low as possible before entering a Battle Trance.
It's made up of passives with a few key active abilities to avoid filling your hotbar with too many energy-hungry abilities, and so that it does not compete for space with the weapon abilities.
The skill is available for the Mercenary only (each class eventually will have their own unique skill).
Defeating Dungeons
Faction dungeons can now be defeated. This allows you to see what dungeons you've completed and remove that pesky faction influence.
To defeat a dungeon either kill the boss (if there is one) or loot the final chest.
When a dungeon is defeated, a text notification is shown along with a sound.
When a dungeon is defeated, all faction influence from the dungeon's tile on the world map is removed. This decrease in influence will slowly spread to nearby tiles until it entirely dissipates.
Defeated dungeons are shown as gray on the overworld map.
Blackwood Marauders
The Blackwood Marauders are a ragtag group of outlaws who operate as a Robin Hood-style gang and will spawn several dungeons in a forest near where the player starts.
These guys have learned to live off the land, growing their own food and raising a pack of loyal hunting dogs to assist them in their raids, and serve as an alternative enemy to your typical bandits.
The Weapon Makers
Added a new rare event. This group, who lives between worlds, will sometimes spawn portals to their special weapon shops in random dungeons.
Other Changes
Added a new quest titled "Confidential Matter". Speak to the mayor in a town near the Blackwood dungeons to get started.
The world map now generates with regions, ensuring that the player starts in a region with a minimum number of quests and resources nearby. While regions may not be too noticeable in this version, this groundwork sets the stage for future developments, including new factions and biomes.
Reputation changes are now shown in the text log, for example, "Lost 10 reputation for attacking locals".
Added a "Town Guard Captain" to all Cities and Towns. With a high enough reputation, he may be willing to sell you some special armor.
Added 11 new lore books covering a variety of topics including the Machinists, the history of the Kingdom of Aldrova, and the Leafborn faction.
All poisons now show in the item tooltip how many turns they are effective.
Added 2 new poisons: Crippling Venom, and Paralysis Quake Elixir.
Sticks now appear in forest tiles and can be picked up to harvest wood.
Added sound effect when a quest is started or updated.
Reduced Gremlin Terror quest reward amount.
Bug Fixes
Fixed font scaling issue when windows scaling is set larger than 100%.
Fixed player hands art when holding a bow.
Fixed sleep poison having no effect.
Fixed quest log entries showing in the wrong order.
Fixed the issue where you can sell the book you're studying if you have 2 of the same book.
v0.4.11c
Bug Fixes
Fixed issue with pathing, where selected object such as doors or chests, would not be used when player completes their path.
v0.4.11b
Bug Fixes
Fixed towns and cities spawning with a second player house.
Fixed issue with teleport traps, where player would teleport back to previous location.
Fixed exception when enemies stepping on bear traps.
Fixed Vile Gremlin fleeing behavior. Vile Gremlins will now flee directly away from the nearest enemy, instead of wandering in the area.
Fixed Town Guards being classified as named NPCs, instead of the intended name "Town Guard".
Enchanting - fixed alternate items appearing in disenchant list.
Enchanting - fixed able to learn the same enchantment more than once.
Enchanting - fixed known enchantment scrolls not showing the "previously read" green checkmark.
Enchanting - fixed when you learn an enchantment through disenchanting, it doesn't count as "read" from a scroll of that enchantment.
Enchanting - fixed "Crystal conservation" passive not considered when checking if player has enough crystals to enchant an item.
Enchanting - fixed "Crystal conservation" not updating the displayed required crystals.
Fixed unarmed ability "Defensive Blows" shield not reducing damage as expected.
Fixed archery ability "Hit Weaving" not applying the status effect.
Fixed nature abilities "Calming Touch" and "Nature's Grasp" requiring ammo if cast while holding a crossbow.
Fixed toggle abilities, such as "On Guard" granting XP while travelling in the overworld.
Fixed shield amount not refreshing when out of combat, despite shields being reduced by 1 each turn.
Fixed arbalism ability "Targeted Destruction" giving the 3rd proc a turn early after the first.
Fixed weapon toggle ability exploit where player could activate a toggle ability, switch to an invalid weapon for that toggle, and the toggle would stay active.
Reading - fixed "Master Scholar" passive allowing player to study the same book twice. Books will now appear a maximum of once in the study list.
UI - fixed issue with text wrapping, where tooltips, books text, ability descriptions, or other multi-line text would sometimes not wrap correctly to a new line.
UI - fixed scroll-bar issue, where when categories were collapses or expanded, the scrollbar would jump out of bounds and/or scrollable content would not align correctly.
UI - fixed tooltip title spacing which would in some cases go out of bounds.
UI - fixed when talking to an NPC wound icons are still displayed, despite the hotbar being hidden.
Text log - fixed counter strike damage not showing in log.
Text log - improve clarity for for strikes, parries, and deflected attacks, combining the text into a single line "Gremlin attacks, you counter dealing 7".
Other Changes
Updated recipe tooltips to display the output amount of recipes that produce more than 1 of an item, for example the bread recipe tooltip shows "Produces 2x Bread".
Items marked as favorite are now hidden from trade windows.
Reading window - books currently being studied are now highlighted orange.
v0.4.11 - Reputation
Introducing the Reputation system. Track your standing in human settlements and unlock bonuses by increasing your reputation.
In addition, a new housing feature has been added, enabling players to settle permanently in town. There are also improvements to haggling with shop prices, and several bugs have been fixed.
Save files from v0.4.10 are NOT compatible.
Reputation
Added a new Reputation system to the game, allowing players to track their standing in human hamlets, towns, and cities.
Reputation is tracked independently in each settlement.
When you first arrive in a new location, your reputation will be set to "Stranger".
Open the reputation window from the "Quests" menu at the bottom of the screen. Click on a reputation tier to see what bonuses are unlocked at that tier.
Gain reputation by completing quests. All quests now reward reputation on completion.
Lose reputation by failing quests or attacking citizens.
Town guards now patrol the streets of human settlements, and will attack players whose reputation falls to "Hated".
Added a Governor to towns and cities. Speak to a Governor to purchase a house.
The wisdom reward amount for quests is no longer displayed on the job board. Wisdom and Reputation reward amount follow a standard pattern based on the quest difficulty, but neither are displayed (why would an adventurer write on is job note how much wisdom you'll receive?).
Player House
Removed free places to stay previously available in each town, city, and hamlet. To settle permanently in town, players will now need to buy a house.
Once you reputation is "Favored" or higher, visit the Governor of the city or town to request to buy a house.
Houses have 3 storage containers, and a random workbench of either (cooking, alchemy, workbench, reading).
Houses are not available in hamlets.
We think player houses being tied to reputation should greatly increase the value of having a storage base in town and makes the decision of where to stay more important.
In the future we want to add purchasable house upgrades and even placeable furniture, or possibly placing your houses in the wilderness.
Inn Room
Can't afford to buy a permanent house in town? No problem. Inns across the realm now offer rooms for rent, giving you a place to rest and store your items.
Innkeepers will now rent a room for the price of 10 gold a day, or 50 gold for a week.
Speak to the Innkeeper again to add more days to your stay, or check how many days are remaining.
Make sure you can pay, or you may lose access to your stored items until you can rent the room again!
At low enough reputation, the Innkeeper will kick you out, even if you still have days left.
Other Changes
Unique quests now display an icon next to their name on the job board for easier identification.
Changed how the haggling stat affects shop prices. Worsened shop prices (e.g. -20% haggling) now increase prices by the same percentage. Improved shop prices (e.g. +20% haggling) now reduce prices as a percentage of the difference between the buy and sell prices. For example, if a shop sells an item for 100 gold and will pay 50 gold for it, +20% haggling will be 20% of the difference, reducing the price to 90 gold. At +100% haggling, the price becomes 50 gold.
Reduced the price of Elderberry Wine from 105 to 60 gold.
The faction formerly known as "The Keepers" has been renamed to "Leafborn".
Changed the default hotkey for toggling names to "Tab" from "Alt".
Changed the hotkey for accessing the Quest menu to "J" from "F7".
Item Icons
Added 9 new item icons covering Medicine supplies and our first key.
Bug Fixes
Fixed UI scaling issues on the character side-pane window.
Fixed a bug with the "Gremlin Terror" quest, which previously made it unbeatable if the Gremlin Chief was killed before starting the quest.
Fixed farmer wander behavior, where they would wander off their farms to the edges of the map.
Fixed player weight displayed in storage and trade windows not taking into account weight reduction bonuses.
Fixed Infused Darklings being attracted to your magic items even when out of view distance.
Fixed creatures that should prevent escape from doing so and vice versa, including sprites, green spiders, friendly goats, farm turkeys, friendly turkeys, bloodleeches, vine snakes, and dwelling snakes.
v0.4.10 - User Interface
This update is all about the user interface. We've revamped hundreds of UI components to give them a sleek and standardized look. Plus, we've added a new 'UI Scaling' option that allows you to increase the size of all UI components, from tooltips to crafting menus.
Save files from v0.4.9 ARE compatible.
UI Scaling
Added a new option to the Graphics settings. This feature allows you to increase the size of all UI components, such as tooltips, dialogue boxes, shops, and crafting menus.
Whether you're playing on a large monitor or a smaller screen, you'll be able to see everything more clearly.
UI Redesign
The user interface has been given a major facelift. We've updated the art and layout for a more consistent look. For example, tooltips, job boards, enchanting menus, and shops have all been redesigned. Take a look at the images below to see the changes for yourself.
Tooltips:
Job Board:
Enchanting:
Shop:
Map Events
Map Events (example, Bee Attacks, Squirrel attacks, etc) have been rebalanced to be more fair.
Enemies spawned into map events will be further away from the player to give 1-2 turns more before being surrounded.
Tweaked the odds at which events will spawn. Harder events, such as Bear attacks are less common in low-danger areas.
Added new creature attacks which fit the theme of the biome.
Fixed a bug which made rare events happen more often than intended (looking at you Bee Attacks!).
Fixed a bug which made most bandit factions never occur.
Reduced the volume of the map event sound effect.
Other Changes
The inventory weight is now shown in the storage and trade window. This weight updates live as the player adds or removes items from their inventory.
Increase the rate travel XP is gained while travelling.
Improved performance related to resizing the screen. Instead of redrawing the UI many times over and over while the window is resized, a single redraw occurs at the end.
Bug Fixes
Fixed shops not buying recently added potions (minor respite, bone broth, living water).
Fixed class image not loading and causing error.
Fixed unable to add potions to hotbar.
Fixed recipes and abilities appearing twice when previewed during level-up skill selection.