Hello Hatchlings! Today we bring fourth a big step for Tirsy's Tale and finally reveal to all of you what we've been working on for the passed 3 weeks. That's right, it's the overhauled tutorial zone, now named the Trixxa Hatchery! Included is a series of other new additional features that will give everyone that touch of nostalgia they likely expected from this game's style. So without further ado, lets dive into the notes!
Added
Added new level "The Trixxa Hatchery" which replaces the original tutorial caverns Added 7 new achievements you can earn on Steam Added a new hidden area in the 8th level (The walls have eyes!) Added 3 new critters in the snowy levels Added Gate Key collection system Added Crystal Gates (can only be unlocked/activated when you've collected enough keys) Added a new level skip option for those who lose progress and their save Added a way to skip the tutorial (which is revealed after you do it once) Added several new decorations befitting a Fall theme throughout the 12 existing levels Added the new dialogue system (currently only available in the Trixxa Hatchery) Added the new quest system (No quests just yet, framework is there though now) Added new cutscenes to various areas throughout the game as well as the new hatching one Added the new Guardian Spirit system as well as the spirit Zal'nirak to start it
Changed
Changed which level the Character Customization links to to be the Trixxa Hatchery instead Changed the way Autosaves notify the player (should be more obvious now) Changed critter hit point values so they're more on point for their body size Changed how critters notice Tirsy Changed the behavior of some critters to appear more realistic in their nature Changed how hints are displayed on structures throughout the game (should cause way less lag now) Changed how Tirsy collects achievements Changed the speed of the rotating structures in the Gateway and Windweaver Cove levels to be slower Changed how settings are saved between levels (it should keep your settings now) Changed how the platforms in the Tower of Amagrodahn move to be freeform (can move anywhere now) Changed the damage output for Tirsy so she's not one hitting critters anymore Changed the hitbox on the Mystic Tree to fix the issue with being stuck inside it Changed some lighting in the darker levels to make platforming a bit easier to do Changed several collectible locations to be hidden but also noticeable for those who seek them Changed the layout of a couple levels to allow for the new hidden areas and their secrets Changed the sky lighting in the Tower of Amagrodahn to help reduce lag Changed the movement of the Mystical Platforms in the Tower of Amagrodahn to move more smoothly Changed how cutscenes work to be better streamlined with how other games do them Changed how the elemental bolts work to better reflect which you're using
Fixed
Fixed an issue with major lag in the Tower of Amagrodahn Fixed a crashing problem with the Character Customization Fixed an instance where Tirsy would take no damage Fixed diagonal jumping to better reflect the direction Fixed how fast dialogue is shown in several instances Fixed being unable to collect the Lab Notes collectibles Fixed being unable to get passed a hidden wall in the Tower of Amagrodahn Fixed "wall riding" so it's no longer possible in the Ketek Canyon Fixed a teleportation glitch which allowed the player to get out of a certain level Fixed an issue with the settings menu displaying the wrong settings Fixed a lighting issue in the Gateway level that made visibility very low in certain places Fixed Tirsy getting stuck on various trees Fixed rocks not appearing until right on top of them Fixed physics objects from falling through the ground (which prevented getting through a few levels) Fixed platforms moving in the wrong direction Fixed an issue with a Lift not moving in the Cryoburr Pass Fixed an issue with swimming not working in the Nikish Depths Fixed an issue with gliding suddenly turning off in the Windweaver Cove Fixed an issue with the Wind Torrents launching Tirsy in the wrong direction Fixed traps in the Catacombs to actually work when passing over them Fixed an error which caused crashing after collecting the green gem in the tutorial Fixed an error preventing level skipping when inputting the correct code for a level Fixed an error with the Level Skip device not appearing Fixed Tirsy's animations suddenly not working Fixed the Companions so they all now blink Fixed an instance where you could not chat with Ippa in the Catacombs Fixed an error with the water raising puzzle in the Nikish Depths Fixed an error preventing the unlocking of the fort in the Tempest Valley (cat statue will now work) Fixed a problem with dialogue showing through the map in the Tempest Valley Fixed foliage disappearing when getting too close Fixed the main menu appearing only as a black screen for some Fixed an issue with being unable to collect the Gate Keys Fixed an error which made a Gate Key give 30 of it Fixed an endless loop of teleporting when falling into a killbox after a failed platforming attempt Fixed an issue with the gold pile collectible not being visible in the Dragon Shrine Fixed the delay in the Dragon Shrine to further reduce the strain on the loading level Fixed 3 collectibles not appearing in the Dragon Shrine when collected Fixed an error with achievements not triggering (these should all work now) Fixed an error with achievements not notifying player upon collecting them Fixed teleporting putting the player in the wrong locations at the start of levels for some players
Whew, that's quite a bit this time around. That said, we look forward to all those who can complete Zal'nirak's Statue Flip challenge! It's been a long month and we've been hard at work to make Tirsy's Tale more enjoyable for all. With these changes and new additions it should help give you, the players, far more control on the dialogue/interactions that you choose to have with the NPCs of the game. The next update will add in the full questing system with several new dragon spirits that will have need of assistance. It will also completely overhaul the rest of the dialogue that the Companions have. But, as this patch was already large and had a lot to list, it was best to split these up into the next 2 patches for 0.54 and 0.55 with 0.55 including the Winter Wonderland update which we are already at work on creating and making a fun seasonal map for side content. Well, that's all I got for today so I must say farewell till next time! As always, be the dragon you wanna be and keep on soaring in your grand adventure!
Save 15% on Tirsy's Tale!
Happy Howloween!
To give everyone a special treat for the spooky holiday, Chippy has asked that the game be discounted so even more dragonlings can join in the cute adventures of Tirsy and friends! Share it with your friends and show them just how much fun you can have finding all the hidden secrets of Reqweki!
Pumpkin Hunt
To celebrate the spooky night and the week thereafter, the dragon spirits have scattered little pumpkins with a dragon emblem on them. Search the land and seek the pumpkin treasures as you continue your cute adventures as Tirsy! Can you discover all 12 hidden pumpkins? For those who can there is a special achievement! Wear the badge with pride as it will only be achievable during this time!
Enjoy the Holiday dragonlings, a bigger update is coming soon! With it comes a good amount of changes and updates to how things work to make them more smooth and enjoyable. So look forward to it and welcome to the game for anyone who is new!
Update 0.52 Patch Notes
Hello Hatchlings! Today we've set version 0.52 to live, and with it comes changes, fixes, and additions that improve the game a bit more. Things are more stable than before and the issues in the Tower of Amagrodahn should be mostly resolved now, in a working state at the least. Work is also being done on the revamped tutorial zone and dialogue systems simultaneously. So something big to look forward to soon!
Added
Added 7 new critters throughout the world of Reqweki Added 35 new achievements you can earn on Steam Added 2 hidden areas in existing story levels Added a few extra platforms to help get around the larger gaps at the Tower of Amagrodahn Added some second change collectibles to later levels (in case you miss them early on) Added 12 Alpha critters to existing story levels (tougher enemies that are smarter than the others) Added a cutscene to the tutorial cave
Changed
Changed how the pushable platforms work in the Tower of Amagrodahn (Now accepts all directions) Changed the hit box on all collectibles (allows for easier interaction with them without turning camera so much) Changed the water in the Ketek Canyon to better reflect the dirt color as well as reduce lag Changed how the snow works in the Cryoburr Pass, to help reduce lag Changed how the rain works in the Tempest Valley, to help reduce lag Changed the level of fog in the Ulgarr Swamp to appear more swamp-like at night Changed critter stats like health and damage to make the combat better, some are weaker others tankier than before to fit their appearances Changed the Sensitivity settings to be lower, it was too high before by default Changed the introduction a bit in the tutorial cave (now starts with Tirsy's egg hatching cutscene) Changed how the cutscene in the Tower of Amagrodahn works to bring Smoulder to life some Changed various textures to be less intensive further reducing lag in several levels Changed some tree layouts in the Tempest Valley to help further reduce lag there Changed the lighting in the Nikish Depths to help make things easier to see there Changed the way critters detect you when around them (to simulate hearing better) Changed the personality of some critters to better reflect their nature Changed the dialogue for a couple Companion lines in the Tempest Valley
Fixed
Fixed the platforms going the wrong direction in the Tower of Amagrodahn Fixed an issue with the cutscene in the Tower of Amagrodahn Fixed a delay in some of the lifts in the Cryoburr Pass Fixed an issue preventing level progression in the Cryoburr Pass Fixed an issue that would cause crashing in the Tempest Valley (touching the crystal made the ground poof apparently for some, was fun to watch though hehe) Fixed mouse sensitivity so it should also apply to controllers Fixed an issue damage on critters which caused them to always deal max damage Fixed an issue which reset all critters' health, making them harder to kill Fixed an issue with Moatia not granting her ice abilities in the Tower of Amagrodahn Fixed an issue which prevented the vapor platforms to not appear in the Tower of Amagrodahn Fixed an error with text speed during the Companions' dialogue throughout the story levels Fixed an error with Alt not showing the mouse cursor when pressed Fixed an error which prevented hiding of the HUD when the key is pressed for it Fixed an issue with grass in the tutorial level causing major lag Fixed an issue with grass in the Tempest Valley causing major lag Fixed AI pathing in some areas which was causing enemies to get stuck on pebbles Fixed an issue which didn't give the fire ability at the start of the Tower of Amagrodahn Fixed an error in the Tempest Valley that made grass appear invisible Fixed an error with the quick settings buttons that caused them to revert to max settings for some Fixed a problem with Chippy not being interactable in the Tempest Valley Fixed a problem with Moatia not being reachable in the Tempest Valley Fixed lighting in the Gateway level to see better when jumping in the towers Fixed lighting in the Tempest Valley cave to better reflect the crystals inside Fixed the lighting when underwater to appear more water-like Fixed an impassible wall in the Tower of Amagrodahn, which hides a room of secrets Fixed an impassible wall in the Tempest Valley which was blocking access to Moatia Fixed a problem with the Q platforms that was preventing them from moving when held
With these changes and fixes in place, the game should be more steady now. We're also hard at work on revamping the tutorial level and adding in the new dialogue system. We want to get both of these done before finishing off the story levels. The reason for this is simple, we need the new dialogue system for the ending of the Dragon Temple level. For now, have fun with everything that's in this update and look forward to the new systems that are coming soon! Until next time, Be the Dragon You Always Wanted To!
Patch 0.51.1
Hello Hatchlings! We are now 1 week from when we entered Early Access! During the week we've implemented a number of fixes resolving every issue that has been reported to us as well as others we ourselves have found. This has made the game much more stable and in turn, more enjoyable! Today's patch addresses the major issue with the transfer between levels and how it was previously bringing the player to incorrect coordinates. A couple other fixes were also put in place as well as a minor change with how the Tempest Valley loads in to hopefully further reduce lag there.
Changed
Changed how the Tempest Valley foliage loads in to further reduce lag Changed the speed of a few lifts to make them slightly easier to jump onto Changed the vertical positioning of various rotating platforms in the Gateway and Tempest Valley Changed where a mob spawner would spawn critters into a wall in the Catacombs
Fixed
Fixed the positions upon transitioning to the next level (all tested and confirmed correct now) Fixed a major crashing error when collecting the Rope collectible in the Ketek Canyon Fixed an issue where a tortoise could yeet you into space in the Syra Meadows Fixed a crystal that wasn't spawning in the Catacombs Fixed an issue where the collectibles in the Catacombs would not spawn in properly Fixed an error with mist causing some bad lag in the Tempest Valley near the waterfall
Update 0.51 Patch Notes
Hello Hatchlings, today we have wonderful news! We have finally managed to fix the problems with our saving and loading system and made major improvements on the checkpoint system! Both are now working as intended and should be stable once more. With this out of the way, we're able to turn our attention to the next pressing matter, the settings window. This needs heavy redesign and to function as one would expect from a settings window. It currently does not work with half the settings and it doesn't actually show what settings you are using if you close and reopen the window. So we will be working over the next few days to completely revamp that one so that it's more streamlined and better fitted to work across the board. For now, enjoy the new checkpoint system and being able to keep all of your progress finally!
Added
Added several new checkpoint areas to each level currently in the game Added a new "Now Saving" animation in the top right corner when touching a checkpoint Added indicators for where checkpoints are at making it easier to find them Added the framework for "level skipping" if you happen to lose your save data and want to skip back to where you were. This is not fully implemented yet, but it's core is there. Added 3 new collectibles in later levels Added a new type of enemy in the Tempest Valley
Changed
Further changed the water water works to hopefully eliminate even more potential lag Changed several trees to be more optimized with the amount of polies in each Changed the location of a critter spawner in the Ketek Canyon to make them stop spawning in the ground Changed how the Tortoise critter interacts with Tirsy Changed where 2 barriers were to further open up part of the Tempest Valley Changed the HP values to 2 critter (Pebblemite Alpha, and Pebblemite) to make them more on par with their desired HP Changed the lighting in several caves to be more effective at illuminating the caves.
Fixed
Fixed all current problems with the Saving/Loading system. Tested and confirmed these are all working a intended now. Fixed the Dragon heart not tracking when placed on the center of the rotating statues puzzle Fixed various "stuck animations" with several critters Fixed the spawns for Polar Bears in the Cryoburr Pass Fixed the snow particles in the Cryoburr Pass Fixed the pumpkin not being moveable in the Tempest Valley Fixed underwater swimming to be a bit more smooth (was sticking half the time and just sliding the character rather than her swimming) Fixed the missing texture on the seaweed in the Tempest Valley Fixed a missing stone in the Tempest Valley (was required to get up to a higher spot but was not appearing ingame) Fixed an issue with certain vapor platforms not being able to be frozen in Tempest Valley Fixed an issue preventing collision with the Windstreams in the Windweaver Cove Fixed falling through a section of floor in the Windweaver Cove
Patch 0.50.1 (Day 1 Hotfixes)
Good morning hatchlings! After a long night of fixing all the issues and bugs that were reported to us on Day 1, we have a patch that should resolve most if not all of the problems from yesterday. That said, there is still a problem with the Save and Load system, and the only working slot right now seems to be the Autosave slot, so please only use that for now when saving or loading your game. We are hard at work trying to figure this one out but in this patch it's still broken unfortunately. There was too much that needed fixing to hold off until that system was also fixed. We hope these fixes work for everyone and the major problems are fully resolved now. If you have questions or bump into any new issues, you can pass it along to us on Discord or the Discussion board on the game's Community Hub! Have a wonderful day, and enjoy playing Tirsy's Tale in a better light!
Added:
Added some stones to help close the gap in some places that were impossible to jump across in the Ketek Canyon level. Added a new method for using the Lift mystical platform type to work with better control. Added buttons for toggling the UI (Slash on keyboard or Select? on controller) Added buttons for changing between the elements (D pad on controller will now swap which element is in use at the time. For Keyboard the method doesn't change "Alt to show cursor, then click element") Added a few critters to populate some of the more barren areas in later levels.
Changed
Changed how the Lift platforms work when play triggered (Q now makes them go up or down depending on how far they have moved. For controller this will be X to do the same) Changed the distance between one of the boulders which was causing some confusion about where to jump in the Ketek Canyon level. Changed the speed of one of the mystical platforms in the Ketek Canyon to be less difficult to land on Changed the detail level on many trees and grass which were causing extremely heavy lag in the Tutorial Cave, Ketek Canyon, as well as the Ulgar Swamp levels. This should be much more smooth now. Changed how the friendship bracelet for completing Chippy's quest works. (He should now reward it, saying how he will hold onto it for you so you don't have to pack it around) Changed the attack animation for the Pebblemites. They should now rear up before slamming down instead of just bumping into you with a slight head nod.
Fixed
Fixed the settings menu not loading on the main menu. Fixed the settings menu not closing while being used in the Ketek Canyon during laggy moments. Fixed the settings menu showing incorrect options when selecting "graphics settings" Fixed an issue which caused a wall to appear if you reloaded the Ketek Canyon after completing the puzzles there Fixed an issue which caused Pebblemites to not move in certain places Fixed Pebblemites spawning in the ground in the Gateway level Fixed an issue with Smoulder not being visible in the Gateway level Fixed an issue with foliage being duplicated several times which had previous caused extensive lag in the first 3 regions of the game. These should be much less laggy now Fixed an issue with enemies not spawning by the Gateway when they should Fixed a problem with Moatia's source orbs not appearing Fixed a problem with Moatia's quest reward not being in the right location Fixed an issue with the rotating statues puzzle in the Syra Meadows. These should now properly play a chime when in the right rotation while the key item is on the center pillar. Fixed some stuttering with textures in the Syra Meadow (was causing rapid bright flashing around the pond there) Fixed Moatia's swimming lessons not properly triggering (some were experiencing not being able to swim after finishing the lesson) Fixed the Lift button at the start of the Cryoburr Pass. It was previously not moving the lift on the higher cliff like it should've been Fixed an error which caused the BGM in the Cryoburr Pass to be playing two versions of itself Fixed an issue with the collectible rope not spawning in the correct location in the Ketek Canyon Fixed an error with the pause menu not pausing the game in some areas Fixed not being able to interact with Chippy in the Cryoburr Pass
Tirsy's Tale is now Available in Early Access!
Welcome hatchlings, to EARLY ACCESS! It's been a long road full of adventure for us here at Rawr X3 and we are proud to announce the day for Tirsy's Tale to enter Early Access is here at last!
Begin your journey as little Tirsy and take on the many challenges of the world of Reqweki. Discover the hidden secrets and collectibles throughout each region, and topple the statues of old for the fun of it (or just kick stones around like we like to do!) Create your own story within the game's story with your own choices guiding how you finish each level.
Experience changes in the Dragon Shrine as you progress through your tale and bear witness to the glories of a hoarding dragon that just likes to collect things as she sees them! Or leave everything as it is and collect nothing....maybe you prefer the humble dragon approach, hmm?
Meet the fun personality filled Companions and catch sight of the menacing Smoulder as he tries to prevent you from going forward! There is much to do in the world of Reqweki, and you're but a tiny baby dragon. So will you too heed the call to Seek the Land Beyond?!
And always remember, to be the Dragon you wanna be!
Prepare to Be the Dragon you Wanna Be!
The Road to Early Access
Hello hatchlings! It's been quite the road hasn't it? With our small team, we've been dedicated and working constantly everyday on this project for over 9 months (crazy how fast time goes by!), and we're proud to announce that Tirsy's Tale is finally ready for the step step! That step, is Early Access.
Why Early Access instead of just waiting for the finished project? Well, we wanted to share our game with the world as soon as we possible could, so here we are! To achieve all that we set as the goals of this game, we will need more time and Early Access gives us that time all while you, the players, can enjoy everything we've worked so hard to bring to life! It also gives us a chance to gauge what is liked and what needs more polishing with feedback from our players and the community.
An Adventure Full of Mytery and Challenges
While not everything we plan to add into Tirsy's Tale is here just yet, there are lots of challenges, collectibles, puzzles to solve, and most of all, fun loveable companions to seek out and explore the world of Reqweki with!
With over 12 playable levels entering Early Access, we will be adding more to the world of Reqweki and improving on many of the ideas laid out early on that we now know how to do better or just in a more entertaining and fun way. The adventure will be challenging and full of a range of emotions! Are you prepared to see all that Reqweki has to offer?!
As the Early Access phase goes on, we'll be adding a range of new content as well as introducing other creatures, companions, and the blasted bullies of Smoulder's crew along with so much more! New levels will follow as will seasonal events to give the community some real fun to follow the fun they will have with the adorable baby dragon, Tirsy. In addition to new content, old content will be refined and improved as time goes on, leading to the game becoming a our own unique take on the fun classics such as Spyro and other games like it.
There are many hidden secrets and lots of lore to discover too! Will you be the adventurer who seeks glory in the story or will you choose the path of the speed runner's desire for the thrill of the skill? Tirsy's Tale kicks the door down and gives the player total freedom of how they progress through each level. And there are many way forward that most will never even notice and lots of Easter Eggs to discover too!
The Early Access Launch
Well there you have it. We're excited the day is almost here that Tirsy's Tale becomes publicly available to all in Early Access! Our game will be entering Early Access on the 26th (★ Acarria's Birthday ★), and we look forward to seeing you all then! Hatch, Discover, Adventure, Make Friends, and most of all, BE THE DRAGON YOU WANT TO BE!!
Come on in and join our community in our discord server for Tirsy's Tale!
https://discord.gg/CxTQ9c5bYY
Update 0.41 Patch Notes
Patch 0.41 is now live for testing. Here are the changes and notes for this version of the game.
Additions
Added level 10's in development level for basic testing of the swimming system and transition between Tempest Valley and there.
Added several platforms to make the Ketek Canyon jumping puzzles a little easier for those less skilled at platforming
Added more descriptive tutorial messages for how to show your cursor to select the element types for your secondary attack
Added various collectibles for Tempest Valley that will require some skilled treasure hunters to find!
Added 6 new lore collectibles to further explain the lore of the game through the history of the people living on Reqweki
Changes
Changed how the swimming system works to allow more smooth controls for Tirsy
Changed a path that is hidden to be a little more easily found
Changed how lighting works in Tempest Valley to reflect the rainstorm better
Changed how objects render reducing some frame drops in crowded more detailed areas like Tempest Valley
Bug Fixes
Fixed an issue with kill boxes when falling from great heights not sending Tirsy to the right locations
Fixed some flickering when leaving the cave part of the Tower of Amagrodahn level
Fixed swimming animations locking up and just having Tirsy float along the surface
Fixed an issue that prevented deep sea swimming even when it was enabled
Fixed an issue with the Earth element showing as Light element instead
Fixed some dialogue issues with the companions not displaying the proper dialogue for first chat with them
As we continue wrapping up the 10th level, please check out the swimming system and provide feedback on how it should be improved or if anything is wrong with it currently. Steam Cloud should also now work perfectly as well.
Update 0.40 Patch Notes
Patch 0.40 is now live for testing. Here are the following changes made to the game since the previous version of 0.18.
ADDITIONS
Added 3 new levels (The Iksae Catacombs, Tower of Amagrodahn, and the Tempest Valley)
Added Enemy Creatures with combat to battle against these little buggers!
Added the ability to shoot fireballs that will change based on the element you are currently
Added the first 3 elements (Fire, Ice, Earth)
Added 12 new collectibles throughout existing levels
Added Eating/Sleeping animations to Tirsy
Added blinking to Tirsy and her companions
Added various pickup objects you can use in a variety of ways to progress a level
Added ability to swim in the deep waters
Added various loading level objects based on what you collect
Added Encounter of the Spirits
Added multiple branching paths in existing levels
Added various lore interactibles throughout the existing levels
Added the ability to jump to various enemies making combat more interesting
CHANGES
Changed various animations for Tirsy and companions
Changed the way interactions work to run more smoothly
Changed how randomly generated sections are calculated in existing levels
Changed how weather works to run more smoothly
Changed the way gliding works to run more smoothly
Changed various interactables to better reflect the world's lore
Changed existing objects in the loading level to work with the new interactions
Changed various dialogue for the companions in existing levels to fit their personalities better
Changed how enemies detect the player
Changed how jumping works to run more smoothly with the animations of Tirsy
Changed how loading works to account for the loading level.
Changed the way the sky changes with lighting to better reflect the atmosphere and weather
Changed how lighting is done in several levels to run more smoothly
Changed how hints are displays in several levels to be more visible
BUG FIXES
Fixed the animations for eating not playing
Fixed the animations for sleeping not playing
Fixed the random super jumping in the swamp and canyon levels
Fixed Tirsy's animations randomly stopping when bumping into objects
Fixed various textures not loading in the Tutorial and Canyon levels
Fixed enemies not spawning in several levels
Fixed the speed on several companion dialogue interactions from going too quickly
Fixed issues with the pause menu overwriting the health bar
Fixed Chippy's quest reward not dropping
Fixed the Dragon Heart object being dropped as a normal gem object, now drops correctly
Fixed several of the customization options from not saving, now saves correctly through all levels
Fixed saving from not saving your location upon saving, now saves the location and rotation
Fixed physics objects from launching into space unrealistically, should now apply weight correctly
Fixed various ways from escaping the early levels and falling infinitely, should all be blocked now
Fixed gate opening animations to work in a smooth way instead of instantly opening
Fixed lighting in the Swamp from being overly bright when it's a night level
Fixed various crashes relating to interacting with companions and collectibles
Fixed the cutscene from the Iksae Catacombs from crashing the game
Fixed the animations in the Iksae Catacombs from not playing
Fixed snow effect not showing in the snowy levels
Fixed rain effect from not showing in rainy levels
Fixed various sound effects from not playing
Fixed settings from not saving properly
Fixed interactions with lore objects crashing the game, should now work correctly
Fixed several areas where you could get stuck forever, should no longer be able to get stuck there
Fixed a graphical glitch that caused the terrain to disappear in the Meadows level
Fixed distant objects from flashing constantly, should be correctly visible at all times now
Fixed disappearing enemies when running towards them
Thank you all for testing and for the feedback regarding the previous build! There is a lot more coming soon and more quality of life changes are on the way as well. I look forward to the feedback on everything that is new in 0.40!