The Doors of Trithius cover
The Doors of Trithius screenshot
Genre: Strategy, Indie

The Doors of Trithius

v0.4.9 - Unarmed

Unarmed is a new combat mastery skill focused on fast attacks, building up momentum, and devastating finishing blows.

Save files from v0.4.8 ARE compatible.

Unarmed


Attack any enemy with both hands empty to discover this new skill. Experience is gained through combat the same as with weapons.


  • Added 9 unarmed active abilities and 10 passive abilities.
  • Added new mechanics to support unarmed abilities:
    • Shield - Gain shield to absorb incoming damage. Shield is shown as blue on the health bar and automatically degrades 1 per turn.
    • Disarm - When an item is successfully disarmed it falls to the ground and can be picked up. Disarmed enemies have their stats reduced equivalent to whatever bonuses that item gave.
    • Confusion - Confused targets have a 50% chance for basic attacks to target a random other adjacent enemy, even hitting allies!
    • Momentum - Momentum is unique to Unarmed combat. Gain stacks to unlock bonuses, or consume your stacks for a finishing blow.

Unarmed is intended to be difficult early (you are fighting unarmed against weapon wielders after all), but to become increasingly rewarding with more levels and specialization. That said, we are looking forward to user feedback. There's a lot of new abilities in this skill so it's likely further balancing is needed.

Note that the Brawler will eventually receive a unique skill called "Brawling" which is intended to layer well with Unarmed. Likewise for Oosh, Warrapt, and other upcoming skills. For this reason Unarmed is meant to be viable as a solitary combat skill, but also to layer well with other skills.

Other Changes


  • Immobilized targets are now shown with a brown circle on the ground indicating they immobilized.


Bug Fixes


  • Fixed unable to continue on the dream page, due to the continue button being not clickable, or if the content is too large and pushing the button off screen.
  • Fixed chivalry ability "Bravery" not applying immediately when moving into 2 or more enemies at end of turn (previously this ability only check at start of turn).
  • Fixed weapon masteries not being discovered when attacking a neutral target, such as rats which are by default neutral until they decide to attack.

v0.4.8 - Farms

Farms have been added to the world map, new ranged abilities, and a save/game rewrite with support for quick & auto-saves.

Save files from v0.4.7 are NOT compatible.

Farms


Farms are a new location found throughout the world, which can be used as a place to rest during travels or to collect resources for crafting.



  • Farms come in 4 variations: Vegetable Farm, Wheat Farm, Turkey Farm, and Orchard. Farm plants and animals will respawn over time.
  • Added Farmer - farmers sell few items, have little gold, but will buy almost anything.
  • Added Wells - drink from wells for free healing.
  • Added Cooking Pot

    • The cooking pot improves your ability to boil or stew foods. +25% chance to duplicate meals that use boiling or stewing recipes. -50% chance to cook superb food.
    • Meal duplication now shows in a log when a meal is duplicated
    • Cooking on a campfire now gives -50% chance to cook a superb food item.

Location Images


The overworld location UI has been redone, included 30+ new location images.


Ranged Skills


The Ranged, Archery, and Arbalism skills have been updated with new abilities, passives, and ability upgrades.

  • Ranged
    • Removed: Blunted Projectiles, Ranged Specialist.
    • New: Crack Shot, Ranged Specialist (new passive), Keen-Eyed.

  • Archery
    • Removed: Keen-Eyed.
    • New: Piercing Arrows, Archery Precision, Archery Swiftness, Halting Crits, Hit Weaving.

  • Arbalism
    • New: Arbalism Precision, Arbalism Swiftness, Targeted Destruction.
    • Rapid Reload - reduced speed bonus from 50% to 25%.

Save/Load Games


The save game system has been rewritten to support multiple saves for the same playthrough, quick & auto saving, and increased reliability.



  • The save UI now shows the player class and level.
  • Added hotkey (default F5) to quick save.
  • Added key hotkey (default F9) to quick load.
  • Zones are now compressed when saving to reduce size on disk.
  • Creating a new character with the same name will no longer overwrite the previous character.
  • Save files should longer become corrupted if an error occurs during save. Saving is done to temporary files which overwrite the original only on a successful save.
  • Support loading and quick saving while in the overworld.
  • Fixes and tweaks to increase overall robustness and reliability.

Vile Gremlin


This fast-attacking and nimble gremlin has two unique abilities and can be found in large castles.

One of several new Gremlins to be added in the coming updates.

Item Icons


Added 12 new item icons covering crafting ingredients and book supplies.


Quality of Life


  • Clicking a skill in the level-up window will now show details for that skill including abilities, level, and focus points.
  • New option "Fast Start". Enable this to allow escaping the starter dungeon early.
  • New option "Display Name Mode", allowing you to toggle overhead names on and off instead of push to show.
  • New option "Screen Tinting" to disable the black tint fade that appears when opening a loot container or other UI window.
  • New option "Pan Speed" to change how fast the camera pans.
  • The camera can now be panned diagonally.
  • Increased the click area for cupboards and large bookshelves (you can now click the top to loot them, instead of only the bottom tile area).

Keyboard Controls


  • If the player is using keyboard they can walk into a door to open it.
  • "p" can now be used to pickup items on the ground or in an adjacent tile.

Other Changes


  • Increased map size and number of locations spawned.
  • Removed the version switcher. Older version can be now accessed through steam (right click game -> properties -> betas -> select version).
  • Nature Magic: buffed "Summon Brambles". Bramble damage: 2 -> 4; bramble slow: 50 -> 100; number of brambles 3 -> 4.
  • Chivalry: "Shield Bash" ability damage now scales with protection.
  • Gave Lamassu a new multi-target ranged spike attack ability, along with 25% stun resist.
  • Gave Aeternum 50% stun resist and 50% cripple resist.
  • Increased Null Defender damage when their sword is equipped. Decrease their armor when their shield is equipped.
  • Reduced the number of ghosts that can spawn in dungeons, particularly for lower level castle.
  • Nature Magic cost reduction is now capped at 95%.
  • Show wound icon in the wound status effect tooltip.
  • Increase durability of Padded Coat, Rusted Mail Coif, and Improvised Breastplate
  • The "town" faction is now called "Humans".
  • Weariness now goes down in Keepers village.
  • Repeat attack is now disabled for weapons that use ammo (bows and crossbows)
  • Cities, Towns, and Hamlets will no longer generate NPCs with the same name.
  • Add several hundred more possible human NPC names.
  • Reduced weight of Polished Stone to 0.

Bug Fixes


  • Fixed dream continue buttons sometimes unclickable
  • Fixed AOE abilities able to hit larger creatures multiple times.
  • Fixed bolts and arrows being cursed (again).
  • Fixed Crimson Archer's pin attack not disabling mobility.
  • Fixed able to jump and use other mobility moves while mortar stance is active.
  • Fixed ability "Disarming Strikes" not applying the accuracy debuff to enemies
  • Fixed non-aggressive enemies such as goats and sprites stopping player movement as if they were hostile.
  • Fixed rotten meat selling for negative value to shop.
  • Fixed "Pain Bringer" ability not working; ability now shows damage as separate hit splash
  • Fixed "Shield Bash" ability not dealing damage.
  • Fixed webber spider web shot showing 0 hit splats when despite being a non-damaging a ability.

v0.4.7 - Travel Weariness

Major changes to travel, the addition of crafting techniques, and new weapon abilities and upgrades.

Save files from v0.4.6 ARE compatible.

Travel Weariness


Travel weariness increases as you travel in the overworld. If it gets to 100%, you will pass out from exhaustion.



  • Hunger no longer increases while travelling on the overworld.
  • The rate at which weariness is gained changes based on the tile type, with mountain travelling causing the most weariness.
  • Added 5 possible random events which can occur when the player passes out from exhaustion.
  • New wound "Fatigued", which will always occur when passing out from exhaustion. This wound is a new type "Mental" and can only be cured by using a bed.
  • Using a bed now shows multiple options. Rest to reduce weariness, or enter deep sleep when you're ready to level up.

  • Added new HUD to the overworld.

    • Weariness is displayed in the center orb, and changes color from green to red as weariness increases.
    • Added travel mode options "Standard" and "Cautious". These can be changed at any time. Use cautious mode to decrease the chance of random events at the cost of increased weariness and slower travel time.

  • Ways to remove weariness:

    • Elderberries - added 5% weariness reduction.
    • Elderberry Wine - new item which can be bought from any inn, and reduces weariness by 15%.
    • Weariness very slowly decreases if the player has recently gained wisdom (in much the same way as studying).
    • Weariness quickly reduces while spending time in a friendly town.
    • Weariness is entirely removed by resting at a bed.

  • Weariness Resistance:

    • Weariness resistance slows the rate at which weariness is gained.
    • Added +25% Weariness Resistance when travelling on roads.
    • Added scaling Weariness Resistance based on the player wisdom level.
    • Added new passive "Travel Fortitude" to the Travel Skill, which directly reduces weariness gain.

Travel Weariness is intended to allow for the possibility of story and risk, makes campsites and sleep more useful, and to remove the annoyance of hunger. I'm looking forward to hear feedback!

For those interested in a behind-the-scenes look, see Dev Blog #16 - Travel Weariness.

Travel Weariness


Increased the map size by around +50%.

  • Map will now spawn with more dungeons & cities.
  • Factions now spawn in larger clusters of territories.
  • Cities & connected towns and hamlets will spawn in hubs. These city hubs do not always connect to other hubs.
  • Arallu Temple will tend to spawn closer to starting area.

Campsites


The Campsite Kit is a new item which places a bed, campfire, and storage chest permanently onto the map, offering a convenient way to reduce travel weariness or store items.


Placing a campsite adds a permanent icon on the overworld map.


  • Added Campsite Kit to the General Store and Variety Store inventories.
  • Added Campsite Kit recipe to the Survival skill.
  • Campsites can only be placed in the wilderness - towns or dungeons are disallowed.

Weapon Skills


All melee weapon skills have been updated with new abilities, passives, and upgrades. That's right, upgrade-able abilities are now supported!


  • Added upgrades for all active abilities.
  • Passives are now sorted into two categories "Basic passives" and "Unique Passives".
  • Blades

    • Removed: Blade Precision, Honed Edges.
    • New: Decisive Edge.
  • Daggers

    • Removed: Gouging Grapple, Bloody Murderer.
    • New: Dagger Precision, Dagger Swiftness, Bloodletting, Heel Cut.
  • Swords

    • Removed: Expert Swordsman, Vital Strikes.
    • New: Sword Precision, Sword Swiftness, First Strike, Disarming Strikes.
  • Axes

    • Removed: Trunk Splitter.
    • New: Axe Precision, Axe Swiftness, Decapitate.
  • Bludgeons

    • Removed: Brute Force, Crippling Might.
    • New: Bludgeon Focus, Bludgeon Specialist, Pain Bringer.
  • Maces

    • New: Mace Precision, Mace Swiftness, Cripple Defense.
  • Flails

    • Removed: Angular Momentum.
    • New: Flail Precision, Flail Swiftness.
  • Staffs

    • New: Staff Precision, Staff Swiftness.

These changes should provide more build variety, allowing you to spec hard into a few abilities, or spread out and create interesting combos. On average, melee weapon skills now have double the number of options to spend your points on.

Now that upgradeable abilities is supported, in the coming updates, upgrade options will be added to all skills with Ranged, Archery, and Arbalism to come next.

Crafting Techniques


Cooking and Alchemy recipes no longer require focus points to unlock. Instead, spend your focus points to unlock techniques, with each recipe requiring a set of techniques.


Techniques that are required to craft a recipe are shown in the recipe tooltip, and also in the recipe window.

  • Added 11 Cooking techniques; rebalanced all Cooking recipes to use these techniques.
  • Added 8 Alchemy techniques, and rebalanced all Alchemy recipes to use these techniques.
  • Recipes are now immediately learned when clicked, and no longer require focus points.
  • Updated recipe tooltip text to show required technique.
  • Show all known recipes in the skill pane; icons are highlighted red if 1 or more required techniques are missing.
The previous system of spending focus points to unlock Cooking/Alchemy recipes felt weird. The "Recipe discovered" text mislead players into thinking they could now craft the item, only to click their recipe book and wonder why it's missing.

Another consideration is that as more recipes were added to the game - a crafter would not have enough points to unlock everything. Imagine a master chef unable to learn how to boil an egg because they lack the points.

This new system makes a lot of sense to us, and has been carefully balanced to add different possible paths as Cooking and Alchemy is leveled.

Food Update


Food bonuses rebalanced, and several new foods added.

  • Rebalanced health & energy recovery for all foods. Tweaked special stat modifiers on special foods.
  • Tweaked food drops rates, prices, and recipe ingredients.
  • Added 3 new foods: Peasant Pot, Vegetable Stew, and Meat Pie.
  • Added 15 food item icons. All foods now have a unique icon.
These changes are to create more balanced food progression curve, and give identity to the different item types. For example, Meat-based foods will tend to give more Health, while plant-based recipes give high Energy Recovery.

Skill Investment


Skill Investment is a new mechanic to help balance builds that use many skills vs. investing heavily into only a few.

  • Added tooltips to all XP bars. Hover your mouse over the XP bar to see details regarding XP, Skill Cap, and Investment.
  • Non-combat skills gains +1 Skill Investment for each Skill Point spent. Levelling a skill through other means does not.
  • Added a level 15 cap to all non-combat skills. SKills cannot be levelled beyond their cap, except through focus points.
  • Each Investment in a skill increase it's skill cap by +1, and XP gain rate by +10%.
  • When making a new character, skill investment is gained equal to the starting level.
  • As part of this change, XP gain is now possible for all skills.

  • All activated abilities now provide XP to their associated skill.
  • Travel - gain XP by travelling in the overworld.
  • Chivalry - gain XP by using abilities.
  • Survival - gain XP by making camp fires, crafting Campsite Kits, or harvesting Berries/Strawberries.

It will make more sense when you try it out in game!

Trap Highlighting


When a path would take the player through a tile with a discovered trap, the path will now turn red with traps clearly highlighted.


XP Rate


The formula behind the XP curve has been modified. Level 30 requires the same XP over all, but more spread out over the levels.


Early levels were too quick, the later levels too slow. This is because wisdom gain is pretty constant once the player survives the early game. This new curve should help fix that.

For those who want to see the math, see below! My friend with a math degree helped fine-tune (so you know it's good).



Quality of Life


  • The text log window can now be clicked and dragged to any position on the screen. This position is saved with the save file.
  • Added a sound effect and text log message when a trap is avoided by the player.
  • Added tooltip to player wisdom (on the player pane), which shows exact wisdom amount.
  • Added tooltip to all skill XP bars. For weapon skills, show sources of bonuses XP in the tooltip.

Other Changes


  • Entering a mountain biome tile now discovers the Travel skill.
  • Reduce hunger increase rate by half when player is full health.
  • All characters now start with the Jump ability.
  • Doubled Cripple Chance on all bludgeon weapons.
  • Reduced Weapon Category (example, Blades) xp gain by ~10%, Weapon Types (example, Swords) is unchanged.
  • Slightly reduced cooking experience for multi-ingredient foods (12 -> 10 for 2 ingredients, 20 -> 18 for 3).
  • Updated Travel Skill to include upgrades for several abilities.
  • Reduced weight of all arrows and bolts by 90% (from 0.1 to 0.01).
  • Reduced sell price of Iron Bolts and Iron Arrows (from 1 to 0). This is because with the new weight, arrows would have had an insanely high price-to-value ratio, making them too strong as a loot item for selling.
  • Restock quests - reduced the maximum possible amount required for most items.
  • Skin Rash wound - reduced maximum health modifier to be less punishing (from -4 to -2).
  • Traps avoided with "Trap Avoidance" now enter their sprung state, and will not trigger again.
  • Blood Leeches will now wait some time before starting construction of a new Blood Cocoon.
  • Added +50 reading experience as a reward for studying any skill book.
  • Removed item "Scroll of Discovery: Travel". Travel can now be discovered by entering a mountain biome.
  • Removed item "Scroll of Discovery: Athletics". Athletics can now be discovered by using the Jump ability.
  • The Ranger background now starts with a Campsite Kit, and has Survival as a major skill.
  • Unleash Fury (and other stances) now trigger their post-stance effect if the player turns off the stance.
  • Map Events - made low level events easier: fewer bees in bee attack; fewer wolves in wolf attack; bear attack cannot happen until level 7; fewer gremlins in gremlin attack.
  • Map Events - rework event chance; increase event chance overall; decrease event chance after an event recently happened, up to 40%; decrease event chance up to 25% base on player weariness (less is better).

Bug Fixes


  • Fixed gremlin chief (and other creatures) in some cases not spawning.
  • Fixed bonuses from arrows stacking for every equipped arrow.
  • Fixed weird path selection in the overworld, where paths would not prefer roads when a valid road path is available.
  • Fixed repeat attacks causing more attacks to be written to the log than actually occurred.
  • Fixed alchemy ability "Ingenious Augmentation" giving bonuses more often than intended.
  • Fixed alt+tabbing causing the game to continue to register the alt key as pressed when re-activating the window. All held keys now reset when window focus is lost/regained.
  • Fixed "Unknown Entity" hits you when plants or traps deal damage. Show the plant or trap name instead.
  • Fixed traps checking multiple times if they trigger, causing the "Trap Avoidance" stat to be far weaker than intended.
  • Fixed unable to sleep in some NPC beds.
  • Fixed Lamassu spawning on invalid tile locations.
  • Fixed enchanted jewelry drops instead not being enchanted.
  • Fixed Faydes cursing equipped ammo. All ammo is now immune to curses.
  • Fixed weapon skills in some cases not becoming discovered after the weapon is equipped.
  • Fixed wrong faction name showing in the inspection window for some dungeons.
  • Fixed bleed doubling effect of "Deep Gashes" ability not working; show in log when a bleed is doubled against an opponent.
  • Fixed free 5% melee reduction being applied to all abilities, even if no melee reduction bonuses are on character.
  • Fixed players able to salvage or sell the required item for Haunted Cave quest, causing the quest to become impossible.
  • Fixed multistrike not writing to combat log.
  • Fixed skill and skill details windows not refreshing immediately when XP is gained; fix button weirdness in skill pane.

v0.4.6 - The Machinists

This update adds the Machinist faction quest, new dungeons, and... Aeternum.

He's huge!!!


Save files from v0.4.5 are not compatible.

The Machinists


This is the first faction to receive a quest line. Faction quests will lead players to unique dungeons distinct from the normally procedurally generated types.


  • Added Aeternum. Built to last for eternity, defeating this masterwork construct will not be easy.
  • The map now generates with Lamassu, a behemoth monster, wandering the map. Enter his tile to find him and test your luck. Is he a higher level than Aeternum? Maybe. Goodluck.
  • Added Arallu Temple - new dungeon related to the quest, the first floors are suitable for new players.
  • Added Trahasis Temple - this temple has been infested!
  • New quest "The Machine" - visit any Inn keeper (not including the starter town Norton) and request to join the Behemoth hunt to start the quest.
  • New quest "Savo's Collection" - Help Savo hunt down a rare artifact for his collection.
  • Added 9 lore books exploring the Machinist Lore. These books can only be found in temple dungeons and are not sold by shops.
  • Added knowledge ability "Machinist Crafting", which can be unlocked by finding the lore book by the same name.
  • New music track "Temple Depths" which can be heard on the lower temple floors.
  • All non-unique temples now generate with an Ascension Fragment on the bottom floor.

The Machinist faction is nearly complete. In the following updates the plan is to give a similar treatment to each faction, adding several quests, unique dungeons, and an optional boss specific to that faction.

Note that both Aeternum and Lamassu are so large they do not fit on one tile! Pathfinding and AI behavior has been reworked to support larger creatures.

Quest UI


Updated the quest window to match the new UI style.


  • The quest window can now be opened with a shortcut (default is F6).
  • The last selected quest now stays selected.
  • Previously completed quests are now shown under a "Completed" category. Note - repeatable/dynamic quests are not shown in this list.
  • Added arrows to the overworld pointing towards off-screen quest destinations. Hover the mouse to see a tooltip with the name of the quest.

Monster Health


Monsters now have a condition status to give a hint of how much health is remaining.


  • Right-click any monster to see its health status.

    • Healthy monsters - shows no flag.
    • Badly Wounded - less than 55% health.
    • Near Death - less than 10% health.
  • Monster names now change color to match health status. Press ALT to quickly check status.
This change was necessary since high-level monsters now have a lot of health, and it would be unfair to the player to not give any hint of how close their are to winning.

The ability to see monster HP may be reworked in the future as part of a Biology/Zoology/Slayer? skill, which unlocks insight into monster status, including seeing HP.

Other Changes



  • Enemies who can't reach their target will now wander, instead of freezing in place.
  • New monster traits - "Damage Reflection", "Teleportation", and "Unbreakable".
  • Reworked the main quest "Ascension", given changes and additions to the lore related to The Machinist faction. Note - this quest is still largely temporary and serves as a placeholder until the full main quest is finished.
  • Reduced line of sight distance for Gremlin Flinger, Gremlin Grunt, and Gremlin Brute.
  • Null Bungler has been reworked to be more of a bruiser creature with less dodge, but more armor pen.
  • Extended faction alignment system; alignments can now be peaceful to specific other alignments; peacefulness is overridden if attacked by a member of an otherwise peaceful alignment (that entity becomes hateful towards the other faction); peacefulness can also be overridden if the faction hates magic. On seeing an otherwise peacefully aligned entity with equipped enchanted gear, the faction who hates magic will become aggressive towards that entity.
  • Purifying Elixer - consuming this potion no longer cleanses food status effects.
  • Warriors Rage ability - increased crit chance from 15% to 50%; reduced duration from 15 to 8 turns.
  • Tweaked civilian dialogue to have less generic "hello" type comments.
  • When the player destroys a machine, only say "The Temple is alerted to your presence!" if there is a hunter spawn nearby and the hunter was placed.
  • Renamed starter dungeon to "Ineo Temple".

Bug Fixes


  • Fixed unable to sleep at inn bed.
  • Fixed player able to place studied books into chests. This action is now prevented, showing an error message.
  • Fixed wrong quest completed when speaking to an NPC, multiple quests are associated with that same NPC.

v0.4.5 - Towns & Reading

We have a large batch of changes for you today. This one is difficult to summarize, given the number of items and how many areas were hit.

In short: civilians now wander the city streets; an overhaul to the reading skill, alongside a new "Studying" mechanic allowing you to gain and spend knowledge points; new quests; and new options to ignore enemies while moving.

Save files from v0.4.4 are not compatible.

Towns


Added housing districts to towns and cities, and civilians who live in the houses. Civilians walk around town, have their own schedule and randomized personality.


  • Housing districts are groups of houses, which tend to clump on the outside of towns/cities, allowing shops to fill the center.
  • Added Civilians who live in houses. Each house spawns with 1 civilian. Civilians wander around town, visit the inn, and will periodically return home.
  • Civilians are assigned a random personality, which determines a set of dialogue or stories they will share when spoken too. To support this system, we've added several hundred lines of dialogue.
  • When spoken to, Civilians, Shopkeepers, and Adventures will now make comments based on the player's state (depending on their personality). For example, if you're hobbling around town with a crippled wound, expect NPCs to take notice!
  • Added new lamp posts, which are scattered around town.
  • Added window art to buildings. Larger buildings will tend to have more windows.
  • New control: hold ALT to show names. If you're having trouble finding an NPC, simply hold ALT to see names above NPC heads.
  • Barrels, crates, and other Containers in town are now lootable (the townsfolk don't mind you looting).

These changes should help settlements feel more alive and is a natural progression towards our goal to create a massive thriving medieval RPG world.

Note, however this will not be the last word on towns, there is more still to come. However, we reached a point where civilians were necessary for quests. And since the civilians were being added, they needed to have dialogue. This also meant it was time to introduce a dynamic dialogue system. As we continue development, this dialogue system will also be extended.

Studying


Studying allows you to extract knowledge, XP, and new abilities from books.

Use a study bench to select a book to study.


Then, overtime as you play the game and gain wisdom, the study will slowly progress.


Studying a book rewards Wordlore, Mysticism, and Philosophy knowledge, which can be spent to unlock bonuses.



  • Added Study bench to the game world. Study benches can be found in libraries, book shops, and in some civilian houses.
  • Added study completion rewards to all Lore Books and Skill Books.
  • Added 15 knowledge abilities. Several of these abilities must first be discovered by studying a book before they can be unlocked.
  • Players without the reading skill can now read Lore Books. This allows everyone to access the game lore regardless of whether they are speccing into reading.
  • Added 4 new lore books: "Gemlight", "Curses and Madness", "Snake Dice", and "The Inside is the Outside".

For those players who use studying, I wanted to create an experience of hunting down esoteric knowledge and ancient books, in a way that progresses over time throughout a play-through.

The system is designed to provide abilities, many of them hidden behind books, which support unique and strange builds, or help to mitigate annoyances or challenges unique to individual play styles. For example, the "Castle Design" passive automatically reveals stairs in all castles, for those players who want to skip exploring the entire floor.

This system was designed with extensibility in mind. Over time, as new books are added, so too will new knowledge abilities. Some of these will not be easy to find!

Currently, the only way to gain knowledge is through studying. Eventually, knowledge will be attainable through various other means as well, including quest rewards. More details to follow in an upcoming blog post.

Reading


In line with the above changes to studying, the Reading skill has received 10 new abilities.

The reading skill goes along side Studying system, allowing you to study more books and study faster (along with other perks).



  • Added new abilities "Scholar's Insight", "Hastened Study", "Bibliophile", "Textual Analysis", "Study Aura", "Reader's Insight", "Book Buying", "Book Hauling", "Mobile Scholar", and "Master Scholar".

Crafting UI


New UI art for all crafting windows (recipes, crafting, bolster, repair, and salvage), along with other QoL changes.


  • Items are now displayed with icons next to the name.
  • Items can now be hovered to show the item tooltip.
  • Bolster Window - Items are highlighted green if you have the required ingredients.
  • Repair Window - Items are highlighted green if you have the required ingredients.
  • Repair, Bolster, Salvage - Item conditions are now displayed along with status icons.
  • New Item Icons - Apple, Tomato, Carrot, cabbage, Bread, Galette, Yeast, Mutton Morsels, Spiced Mutton Morsels, Flowery Bread, Mushroom Omelet, Mushroom Tart, Herbal Salad, Raw Insect Meat, Raw Meat, and Oil.

Quests



  • Hungry Appetite - Quest no longer requires superb items, however a greater reward is given if the player does return a superb items.
  • Restock Mission - Reduced required items, increased number of days for player to complete.
  • Gremlin Researcher - Added dialogue explaining where to find items; reduced the required crowns amount from 3 to 1; increase number of days for player to complete.
  • New Quest - Item Delivery. Shop keepers will request an item to be delivered to a nearby town. Currently there are 5 variations, each with a small twist.
  • New Quest - Haunted Cave. This quest was introduced players to ghosts.

Music



  • Added new track "Far Away" which can be heard in the mountain biome.
  • Added new track "The Capital" which can be heard in Cities (cities are the largest of the three settlement types, as compared to Hamlets and Towns).

Movement Options


New Options allow you to customize when movement pathing should be stopped.

Previously, a single rat in the corner would drastically slow down gameplay, forcing you to click for each tile.

With this change, you can fine-tune your pathing, allowing you to play as fast (or as recklessly) as you prefer. This reduces the number of clicks giving more options to experience players who don't need the game forcing them to move slower in combat.



  • Player path is now highlighted during movement, showing the remaining tiles.
  • Added Forced movement option (Shift+Click). Forced move shows as an orange path.
  • Pressing escape now cancels player movement.


Other Changes



  • Reduced the world map size. As I began to work on quests, I realized a massive world would spread unique quests too thin. The larger world will return in the future when the time is right.
  • Holding alt now shows monster and NPC names overhead.
  • Set weight of gold to 0. While the long-term plan is for carrying money to have a cost, it really doesn't make sense until travel or banking systems are added.
  • Added new Potions and corresponding recipes "Bone Brew" and "Minor Respite".
  • Multiple Feverfew Ale can now be active at the same time. Removed -3% Dodge chance from Feverfew Ale.
  • Added option to drop half for larger stacks of items.
  • Increased starting ammo of ranger class from 30 to 90 arrows or bolts.
  • Raw food is now displayed as "Raw Food" instead of "Food", which should help prevent confusion for abilities relating to raw food only.
  • Removed mouse hover effect on warrior statue and other objects that currently do nothing.
  • Encounter events will no longer spawn enemies directly next to the player, instead enemies will now spawn at least 2 tiles away.
  • When opening a window, the darkened effect over the background now fades in. This is to help prevent a sense of flickering to players who loot quickly or open many windows in succession.

Bug Fixes



  • Fixed lethality enchantment giving 50% crit chance instead of intended 5%.
  • Fixed wandering goats causing lag.
  • Fixed invisible impassible tile sometimes appearing in the 1st floor of the starter dungeon.

v0.4.4 - Mountain Biome

A new biome, updates to the Quartermastery skill, new music, and healthy spoonful of tweaks and fixes.

Save files from v0.4.3 are not compatible.

Mountain Biome


The mountain Biome can be found by entering any mountain tile and contains new art, creatures, and special interactions. Here you'll find long-winding cliffs, sparse vegetation, and rocky terrain.

Beware getting lost or surrounded as movement is not easy and there is increasing danger as you climb the heights.



  • Mountain biomes have a variety of creatures, including two new creatures "Sprite" & "Goat".
  • New harvestable map features: snake rocks, hawk nests, and hot springs.
  • New harvestable plants: Strawberry, and Elweiss.
  • Added monster trait "Herd Mentality". Attacking creatures with this trait causes nearby creatures of the same type to target you.
  • Added monster trait "Peaceful". Creatures with this trait will not attack unless provoked.
  • New creature respawning behavior.

    • Creatures in the mountain biome will slowly respawn over time.
    • Some creatures will spawn as a pack, sticking to one region of the map.
    • Other creatures hunt and forage all across the map, not restrained to one area.
  • The Mountain biome is the first biome to incorporate a height map into the geography, meaning plants and animals will spawn differently based on the height.

Quartermastery


Quartermastery skill has received 7 new abilities.


  • Added new abilities "Inventory Management", "Art of Repair", "Heedful Salvage", "Knowledge of Quality", "Bread Packing", and "Potion Stacking".

Alchemy Rebalance


Since the Mountain biome introduced a number of new ingredients, it was time to balance ingredients and recipes.

We've developed a rule-based system where each ingredient has specific effects, and all potions that incorporate an ingredient must use these effects, unless counteracted by another ingredient.

For example, the Nerine flower is energizing, and therefore any potion which uses it must include an energy element.



To go along with the rebalance, all potion items have received new icons:


This approach should help make the world feel more real, make learning ingredients and recipes easier, help us easily integrate and balance new ingredients as they are added, and form a basis for lore surrounding the history and development of potion-making.

Once the system was planned out, a bunch of new obvious potions appeared, simply by following the rules! In the following update we'll start adding these potions.


Music


  • Added new track "Stay Alert" which can be heard on the deeper floors of large castles.
  • Added new track "The Zenith" for Moreld's Boss Fight.
  • Extended existing castle track "Sorrow", adding new sections and more than doubling the length.

Monster Variation


All monsters now spawn with slight variation of stats.

The possible amount of variation changes with each type. For example, Gremlins have 15% variation while most monsters have the default of 5%. Variation affects nearly all stats including damage, on-hit effects, resistances, health, movement speed, attack speed, etc.

Monster variation was added to make enemies more unpredictable. Now, hitting a certain speed doesn't necessarily mean you are faster than all creatures of a type. Similarly, it's less clear when an enemy will die the next hit, making memorization of monster health amounts a less effective strategy.

Other Changes



  • Added new Survival ability "Make Campfire".
  • The amount of ammo equipped is now shown on the item icon.
  • The map area surrounding buildings is now auto-explored when entering a town, city, hamlet, or druid village for the first time.
  • When inspecting a monster, duplicate status effects are grouped like "3x Crippled, Bleed".
  • Rebalanced ability costs and level requirements in Travel, Athletics, and Medicine skills.
  • Sorted travel abilities into groups for clarity, adding a heading "Travel Safety" for safety-related abilities.
  • Buffed Knockback enchantment.
  • Increased weight of bread to 0.5.
  • Disallow use of campfires, cooking station, crafting table, or enchanting table while enemies are in sight.
  • New item icons: Raw Potato, Cooked Potato, Onion, Strawberry, Elweiss, Black Gem, Honey, Rotten Food, Feverfew Ale, Raw Eggs, Boiled Eggs, and Flour.
  • Reduced the price of "Scroll of Discovery: Travel" from 700 to 400. Increased the price of "Scroll of Discovery: Nature Magic" from 700 to 800.
  • Decreased the maximum height taken up by the equipment section of the inventory pane, giving more space to display inventory items on large screens.
  • Escaping with escape button or by stairs is now disallowed while over-encumbered.
  • Mobility is now disabled (ie. jump abilities) when encumbered or over-encumbered.
  • Rebalanced items required for enchantments to mirror changes to alchemy recipes.
  • Add sound effects for: crafting medicine, crafting general items (torch, arrows, etc), when a blessing is received.
  • Switch "Stand Ground" from an activated ability to stance, allowing you to exit early.
  • Added tutorial pop-up explaining creature inspection.
  • Tweaked logic which decides when an entity receives a turn to better account for speed buffs. It's possible this will have changes since creatures will be checked if they need a turn more often.
  • Ammo Recovery stat is now shown in character stat sheet.

Bug Fixes


  • Fixed lethality enchantment giving 50% crit chance instead of intended 5%.
  • Fixed "Hold Firm" stance not extending when opponent is knocked back.
  • Fixed ring-duplication glitch when dropping an equipped ring from the second slot.
  • Fixed dropping 1 arrow from an equipped stack not reducing the stack size.
  • Fixed poison wounds disappearing faster than intended.
  • Fixed Druid traits "Pacifist Upbringing" and "Outdoorsman" when hovered not displaying a tooltip icon.
  • Fixed castle doors appearing in unintended places, such as not against a wall, on top of another door, or directly next another door.
  • Fixed spider nests in a corner against the wall unable to spawn spiders.
  • Fixed spider nests spawning on top of each other.
  • Fixed using bandages rewarding full experience and wisdom, when player has no bleed wounds.
  • Fixed some warning messages colored cyan when they should be brown (brown for warning message, cyan for special).

v0.4.3 - Chivalry and Athletics

New abilities for Chivalry and Athletics! The Chivalry and Athletics skills go hand in hand as the two early game defensive options, so it made sense to give them a refresh at the same.

Also included is a rework of the hunger mechanic, and some mathematical balancing relating to Movement Speed and Attack Speed. Actually that last thing is a pretty significant change (though admittedly it's pretty hard to hype in a patch notes).

Save files from v0.4.3 are not compatible.

Chivalry


The Chivalry skill has received 7 new abilities, giving new options for how to spend your focus points at every level.

Several of these abilities use entirely new mechanics, for example "Shield Deflection" which deflects incoming arrow fire to nearby adjacent targets.


  • Added new abilities "Shield Deflection", "Stand Ground", "Righteous Fury", "Intimidating Presence", "Agile Physique", "Endurance Training", and "Protector of the Realm".
  • Buffed "Parry" ability, which is now much faster, requiring 50 less time than normal. Increased energy cost from 12 to 15.
  • Reworked "Overcome the Odds" ability - removed knockback and added a status effect which scales based off the number of adjacent enemies. Ability now also has a sound effect.
  • Updated "Bravery" to show the passive icon while enemies are nearby (more broadly speaking, all trigger-based passives will now show an icon while the ability is enabled).
  • Rebalanced ability costs and level requirements.

Athletics


Added 7 new abilities to the Athletics skill. Passive Athletic abilities now fall under two categories: "The Way of Fitness" and "The Way of Shadow".

Similar to Chivalry, these abilities introduce new mechanics, for example "Dive Roll" which adds a new evasion stat, allowing you to avoid enemy damage by immediately rolling to adjacent tile.


  • Added new athletics abilities "Fleetfoot", "Endurance Training", "Agile Physique", "Dance of Shadows", "Tumbling", "Aerialist", and "Trap Reaction".
  • Renamed previously named "Agile Physique" ability to "Athletic Training". Since this name made more sense for a new ability.
  • Rebalanced ability costs and level requirements.

Hunger Rework


When full health the player will now very rarely get hungry. Only when gaining energy or healing will hunger significantly increase.
  • This means you can now shop in town or explore dungeon needing to eat every 100 steps.
  • At the end of turn, if the player has less than max energy or stamina, hunger will increase at 150% (compared to before).
  • At the end of turn, if the player has max energy and stamina hunger, hunger will increase at 10%.
  • Hunger gain while moving in the overworld remains unchanged.
Hunger was introduced as a counter to resting. I didn't want players simply holding space whenever they were wounded to gain full health. But as it turns out, forcing the player to constantly click an item in their inventory no matter the situation is not the best experience.
Note - the Survival passive is still good!


Monster Levels


The Doors of Trithius now has over 60 different monster types. It was time to implement a system for more accurately assigning levels and to check for balance.

To help with this, I calculated a power level score for each creature which takes into account their defensive, offense, and mobility.

  • Updated monster levels across the board, so that the displayed level would more accurately reflect the real power level.
  • Many small buffs and nerfs where it was discovered monsters were weaker or stronger than intended.
  • Added descriptions to all monsters where one missing. Right-clicking any monster, NPC, or nest should now display a description, level (if applicable), and list of traits.

Attack & Movement Speed


Movement Speed and Attack Speed now scale based off a formula. This means the more bonus Movement Speed the less benefit (as a total percent) you will gain from stacking more
  • Using a single speed bonus ability or item will have a final calculated game as compared to before.
  • Stacking many speed bonuses will have less effect in total.
  • This also means speed debuffs are less harsh when stacked (for example, many spiders webbing the player all at once).
  • Abilities and Items which reward speed have been rebalanced.
From the beginning, my goal has been to keep stats as simple as possible. For example, I wanted "Physical Resist" to be the actual amount of damage reduced, not some "Armor Rating" number that is fed into a formula to calculate a final value.

However, given the increasing complexity of the game and the number of options available to the player this approach has reached its limit. Particularly for speed which can reach a tipping point where the player becomes unbeatable by stacking many different speed bonuses at once.


Other Changes


  • Combat log - tweak wording, formatting, coloring to be more consistent.
  • Combat log - show dodges and misses separately (has no effect on the actual hit calculation math).
  • Increased focus point cost of botany ability "Surplus Harvesting" from 2 to 3.
  • Reduced focus point cost of botany ability "Mushroom Specialist" from 3 to 2.
  • Medicine ability "Careful Tending" now scales based off medicine level.
  • Buffed long-lasting antidote from 50 to 100 turns.
  • Made Scrolls of discovery more common in Scribe shops.
  • Renamed silver chest from "Storage Chest" to "Chest". "Storage Chest" was misleading since it implied items can be stored.
  • Ensure ability costs cant go below negative (cap melee cost reduction at 95%).

Bug Fixes


  • Fixed enchanting or dechanting rewarding extra wisdom.
  • Fixed "Vicious Lunge" ability debuff not being applied.
  • Fixed "Wind-Up" giving too many stats after first swing.
  • Fixed stats hidden in tooltips when the total of all sources adds up to zero.
  • Fixed Nature magic passive "Nature Intuition" rewarding 3% cost reduction per level instead of the intended 2%.
  • Fixed Chivalry passive "Gallantry" rewarding 3% cost reduction per level instead of the intended 2%

v0.4.2 - Monster Traits

This update includes Monster Traits, new Medicine abilities, Bleed wound changes, along with bug fixes and balance changes in response to the previous update.

Save files from v0.4.1 are compatible.

Monster Traits


Monster Traits are small icons that appear when right-click inspecting a monster, to give extra detail about what that entity can do. Hover an icon to see details.


  • Added 21 traits and icons, which will show up on all creatures.
  • The monster detail box now also shows current status effects.
  • Added new effect "Speed Matching" - monsters with this trait speed up their attacks and movement speed to match faster opponents.
  • Gave "Speed Matching" to Null Champion, Ravager, Bandit Slayer, and Bandit Mauler.

Medicine Skill


The medicine skill needed some more abilities to make it an appealing option to invest in.


  • Added sound effects for medicine: Bandage, Tea, Forest Tea, Thawing Ointment, Skin Cream, Shadewood Mixture, Soothing Balm, Healing Lotion, and First Aid Kit.
  • New Medicine Abilities: "Careful Tending", "Cauterize Wound", and "Apply Pressure" .
  • New Medicine Recipe: "Long-lasting Antidote".
  • Tweaked level requirements and focus point costs for other Medicine abilities.

Severe Bleeds


Bleed wounds have been separated into two stages, starting off as "Bleed (Severe)" which deal 2 damage per turn, but turn into regular "Bleed" wounds after 10 turns, which deal significantly less damage.

Overall, bleed wounds will now deal more damage up front and last longer, but deal a similar amount of damage overall.

Wounds were always meant to be an on-going annoyance that had the possibility to get out of hand once you had to many. Before, you were incentivized to always deal with a bleed wounds right away.

With this change, there is more of an option to let the bleed wound sit for longer, while still making bleeds an effective tool during combat,


Other Changes



  • Added tip text "hold alt to compare" at the bottom item tooltips, where a comparable item is equipped.
  • Removed "Exhausted" status effect. Starting your turn with 0 energy no longer has any negative effect.
  • Tweaked how several stats display removing the word "Multiplier" and changing them to display as percents. For example, "Missing Health Multiplier" is now "Missing Health Damage" and will display as +5% instead of x1.05.
  • Monster abilities "Scorpion Stab" and "Bee Sting" now have a chance to miss.
  • Prevent temples from spawning too close to the starter temple; prevent temples from spawning right next to caves.
  • Reduce the chance of rings appearing in barrels; remove ring drop change from crates.
  • Reduce the number of rings and amulets found in shops.
  • Increase ghost curse chance.
  • Ghosts can now be damaged by elemental attacks.
  • Added new items: Null Clay, Crystal Dust, and Bondage Stone.
  • Added loot tables drops for null creatures.
  • Added alternative recovery serum recipe using crystal dust.
  • Reduced enchanting ability "Special Focus" wisdom gain from 150 to 80 wisdom.
  • Added new Enchanting ability: "Impromptu Enchanter".
  • Increased the amount of time rare items stay equipped in black smith and archery shops.
  • Updated art for torch stands.
  • Added null bungler creature. Null factories now spawn bunglers instead of flyers.
  • Reduced the amount of skill experience gained for enchanting or dechanting items.
  • Fixed enchanting or dechanting items not rewarding experience.
  • Added descriptions and levels to bandits, gremlins and several other monsters where one was missing.
  • Slight buff to Null Champion damage and health.

Bug Fixes



  • Fixed toggled abilities staying stuck on after saving and loading a game.
  • Fixed Vine Snakes stepping back from attackers, which was not intended for these creatures.
  • Fixed item reloaded icon not refreshing after firing crossbow.
  • Fixed stacks of potions when identified reducing to a single potion.
  • Fixed null champion able to be damaged by floor conduits.
  • Fixed recipe item icons misaligned.


v0.4.2b


Fixed game crash when using bandages.

v0.4.1 - Enchanting

Today's patch introduces enchantments and enchanted items, the associated enchanting skill, new high-level temple dungeons, and good thingies. Seriously, it's quite a lot!

Enchanted Items


Enchanted items can now be found throughout the world.


  • Added 56 types of enchantments which fall into two tiers: Standard and Ancient.
  • Each enchantment type can come in different potencies: low, medium, or high, with higher potency enchantments having a stronger effect.
  • Chests and other loot containers found in dungeons now have a chance to contain enchanted items.
  • Blacksmith, General, Variety, Clothier, and Archery shops now all have a chance to sell enchanted gear.

Enchanting Skill


Enchanting is a new skill that allows you to place enchantments on your weapons and armor.


  • Use an enchanting table to select an item, enchantment type, and potency. Applying an enchantment will require Enchanting Crystals along with at least 1 other item.
  • Enchantments can be learned by dechanting items, or by buying enchanting scrolls.
  • Like other skills, Enchanting can be selected during character creation at the start of the game.
  • All Druid villages now spawn with an enchanting shop. Speak to the enchanter NPC to buy enchantment scrolls or learn more.
  • Click "Enchantments" in the crafting menu at any time to see your currently known enchantments.
  • The skill includes 11 different abilities that can be unlocked with focus points.


Temple Dungeons


The world now spawns with 20+ high-level temple dungeons. These dungeons are a great source for enchanting crystals, but beware the danger.

Several floors down you'll find factory floors, which are wide open and crawling with enemies.

You'll find new enemies, machinery, and special types of interactions, including an alarm system which sends hunters out in response to machinery being attacked.

  • New enemies: null flyer, null champion, and null hunter.
  • New temple machines: Factory, Conduit, Beacon, Spawner, Charged Tile, Crystal Source, Essence Batter.
  • ...more changes. Explore the Temples to see for yourself!

Paper Doll Inventory


The inventory UI has been updated to display equipped items as a paper doll. Status icons now appear below each item.


Jewelry


If you look closely at the above inventory image you'll see 3 new gear slots: 2 rings, and 1 necklace.

10 ring and necklace items have been added, which can be found as loot and in shops, and they can be enchanted to make your character even stronger.



Ammo Types


Introducing ammo types. Bolts and arrows must now be equipped before use, allowing you to select the desired type of ammo.

There are 5 arrow types, and 5 bolt types each offering different bonuses. New ammo types can be found in dungeons and are also sold from shops.


Combat Log


The text log now shows combat details including damage dealt, damage received, and applied status effects.


Hotbar Items


Items can now be added to the ability bar. Simply right-click any usable item and select "Add to Hotbar".


Other Changes



  • Reduced load time of game files (images, sounds, etc.) by caching data into larger combined files. On some systems this results in over 50% faster game start up and load time.
  • Added credits to the main menu.
  • Cripple wound now also gives cripple resist (similar to how Poison works now). This WILL help make cripple more fair by reducing the chance many cripple wounds will be applied.
  • Shops now have their inventory sorted by type.
  • Dealing damage to non-creature entities such as Gremlin Houses or Bandit Tents now gives only half XP as that of damaging monsters.
  • Nerfed Sprite Sentinel - reduced health and attack speed.
  • Reduced the number of roads that spawn broken (with segments missing).
  • Updated art for roads, to give a more curved look and less pointy.
  • When enemies are hunting a target and reach the last seen tile, they will no longer stand still for many turns, but instead immediately continue moving after 1 turn.
  • Multistrike nerf - on-hit effects now scale with Multistrike chance. For example, if you have 80% Poison Chance and 10% Multistrike, secondary targets hit with Multistrike will only have an 8% chance to be poisoned, instead of the full 80% (80%
  • 10% = 8%).
  • Meticulous Retrieval nerf - reduced Ammo Recovery from 30% to 20%.

v0.4.0 - Wilderness Danger

Today's update may be the largest yet. World generation has been overhauled, with a massive increase in map size, the addition of roads, and an increased number of dungeons and settlements.

Travelling in this new world will not be safe. Newly added ambush events can interrupt movement, pulling you into the map. These events become more deadly the further you travel from civilization.

Wilderness Danger


Each tile now has a "Wilderness Danger" level, indicating the chance for a faction or wilderness ambush occurring when moving to that tile.


When a map event occurs, the player is pulled into the tile and must face the ambush!



  • Added 15+ types of map events. The type of event changes based on the biome type, the wilderness danger level, and the faction influence on that tile.
  • Added 5 new creature types: Bees, Hawks, Rabid Squirrels, Black Bears and Brown Bears.
  • Right-clicking a tile now displays the danger level of that tile: None, Very Low, Low, Medium, High, or Extreme.
  • Added "Danger Overlay" toggle to the overworld user interface, which toggles on or off the danger overlay.

  • Cities, towns, and hamlets reduce danger levels in all nearby tiles, making it safer to travel near civilization.

World Generation


The world map is now more than 500% larger, and generates with more realistic height levels - including large mountainous regions and lakes.


  • Increased the number of castles, caves, druid villages, and settlements.
  • Reworked faction influence. There are now non-faction controlled areas and areas controlled by factions tend to be larger, but have less influence around the edges of their territory.
  • Moreld's Tower will now always spawn in the center of the map, typically in a mountainous region.
  • Moreld's Tower now exerts influence to nearby tiles, and will compete for influence with other factions.
  • The player now always spawns on the west side of Enalia.
  • Created a small safe zone around the players starting position where factions will not grow.
  • Added roads, which connect cities, towns, and hamlets.

    • Map events will not trigger while travelling on roads.
    • Roads will sometimes connect to dungeons.
    • Roads will sometimes hit dead ends, or have small sections removed.
    • Travelling on a road gives +50% movement speed.
    • Updated the movement speed tooltip to show exact movement speed breakdown.

Travel Skill


Travel is a new skill to assist with overworld movement.

  • Like other skills, Travel can be selected during character creation at the start of the game.
  • Added "Scroll of Discovery: Travel" to shops and loot tables which can be used to unlock travel for those players who didn't start the game with it.
  • Updated "Traveller" class to start with the Travel skill.

Armor Rebalance


All armor items have been rebalanced. This process has been based off player feedback along with mathematical analysis, to ensure a smooth power curve throughout a playthrough.
Along with improving balance, our intention is to make armor decisions more impactful, and for armor stats to be more consistent compared to other items im the same type.

We've also changed the negative stats on Heavy Armor to be less punishing. Heavy armor items no longer remove energy per turn, but instead reduce movement speed, dodge, and/or maximum energy.

Music


  • New - Map Event music, which plays when a map event is triggered until the player defeats all monsters or escapes.
  • New - Ascension theme for Moreld's Tower.
  • Updated - Main menu (new intro).
  • Updated - Town (new intro).
  • Updated - Dungeon Theme 2 (extended).

Other Changes



  • New Item - "Map of Enalia" can be purchased at shops. Clicking the Map of Enalia will open a complete map of the overworld.
  • New Survival Ability - "Slip Away".
  • Sleeping enemies no longer force the player to move one turn at a time.
  • Sleeping enemies no longer prevent escaping from the area.
  • A warning pop-up is now shown the first time the player enters the overworld.
  • Added new item icons for flowery bread, herbal salad, mushroom tart, and mushroom omelette.

Bug Fixes


  • Fixed fort map icons remaining on the map after the fort has been destroyed.
  • Fixed empty bookshelves in dungeons showing as having items.
  • Fixed when player movement is disabled, and then on a later turn no longer disabled, character would continue traversing previously clicked paths.
  • Fixed Skin Cream and Shadewood Mixture items not removing skin rash.