v0.5.26
Interface
- Hand Wraps look like what they are. The wraps count as unarmed for every discipline, and they used to draw the same mark in the same skin tone as an empty hand, so nothing on the map told you whether you had them on. Both draw the fist now, the wraps in pale linen and bare skin in skin, so the two read apart at a glance.
- Bare hands read as a fist. Fighting unarmed used to draw a curved bracket beside you, borrowed from the Hand Wraps item. It is a small round fist now, which is what a closed hand looks like at this size.
- Facing is no longer something you can switch off. The F key used to hide the facing markers, and hiding them now means hiding the weapon in your hand and every creature's facing at once. That option is gone and the key is free; everything draws, always.
- You can see what you are holding. The character you steer carries their actual equipped weapon, drawn under them and angled toward the way they face: a sword, an axe, a bow, whatever is in your hand, in that item's own colour. It replaces the plain tick that used to mark your facing, and says the same thing while also saying what you are about to swing with. Creatures keep the tick.
- Walking into something no longer uses it. Bumping is for moving and for fighting. Beds and inn rooms, cooking pots, firepits, healing springs, shrines, alchemy benches, trader stalls, standing stones, altars, the hermit and the ranger who teach, herb patches and ore veins, chests, and your pack animal's saddlebags all answer to the interact key now. Walk into one and it tells you what it is and which key opens it, so nothing goes quiet on you. Shopkeepers already worked this way; this is the rest of the game catching up. Herb patches, berry bushes and cave fungus are solid ground now, so you stop beside a node instead of walking over the thing you meant to pick.
- Your companions come back with you when an old save is loaded. Loading a save written before a game update put the character you steer at the entrance to wherever you were, and left the rest of the party standing where they were when you saved, which could be most of a town away and well off the edge of the screen. The party looked like it had vanished. They now arrive together, as they do everywhere else in the game.
- The key that acts on the world now also answers the prompts about it. A crossing into another zone, the pull toward your own corpse and the priest's offer at the altar each ask you one question with one answer, and each used to want the 1 key for it. They take your interact key instead, F unless you have moved it, and they print whatever you have it bound to. Enter still works everywhere it did. A ghost at a well is offered only the descent, so that takes the interact key too. The prompts that genuinely offer a choice, the bump prompt, the cleric's last decision and a living player's well, keep their numbers.
- A hole in the rock no longer offers you a country walk. Every crossing underground used to raise a prompt saying the trail continued into the next stretch of wilderness, painted the same green the open country uses: the drain at the bottom of the Well, the new fissure in the rat colony's floor, and every shaft and passage down the gnome deep from the Underkeep to Cogwarren. They read as what they are now, a passage carrying on into the dark, in the same grey as the prompts on a staircase. The two cities down there, Cogwarren and Thuldarin Underkeep, are still walked into through a gate.
- A shop will not pay you more for something than it charges for it. You could buy a Short Bow for 41 gold and sell it straight back over the same counter for 75, and a handful of other items paid for the walk from one side of the shop to the other. Selling loot the shop does not stock is unchanged, so ordinary dungeon finds are worth what they always were.
- A lantern you pick up is still burning. Plant a light, walk on, come back and lift it, and it now keeps its flame and goes on burning oil in your pack. It used to freeze the moment you touched it: still alight to look at, but the fuel stopped and never started again. One that has already guttered out still comes up dark and still wants oil.
- What a thing is worth now follows from what it is. Every item in the game has a price, not just the ones a shop happens to stock, so loot is worth carrying out. A merchant charges twice what it pays, so nothing can be bought and sold back at a profit. Some shop prices have moved, a few of them a long way.
- Brewing a potion at the alchemy bench can no longer turn a profit. A Grand Health Potion cost 45 gold to brew and sold for 60 to 75 depending on your charisma, so brewing and immediately selling back was free gold with no combat and no cap. Every recipe now costs more than its potion sells for.
- Autoexplore walks around a chest you have already emptied instead of dying on it. It still stops at an unopened one, which is the point of it. An emptied chest used to end the run where it stood, with nothing said and no reason on screen. Where a chest blocks the only way through, the walk stops and says so rather than reporting the level explored.
Creatures
- The restless dead float. Wraiths, banshees, specters and the rest of the ghostly dead drift over a fence and through a window now instead of walking round the long way. Where you will actually notice it today is a corpse run through the Southern Steppes, whose ghosts scatter across fenced ground: a fence no longer shakes off what is following you. Most of the other places the dead are placed have no fence or window to cross, so this is as much groundwork for later zones as something you will feel now. Raised wraiths and spectres, and the Shaman's ancestor spirit, also cross open water without a swim check.
- Three winged serpents can fly.
- Djinni, pixies, phoenixes and the winged demons can fly.
Zones
- Every bard trainer plays music now, and they all look like bards. Only Lyanna in Hollowbrook ever performed. Sylvie in Strathmoor and Herald Aldric Vance in Kingsholm stood silent, because a bard played only if someone had typed their name into a list, and for those two nobody had. Teaching the class is enough now, so all four of them play. They also wear the Bard class colour instead of five different pinks, golds and pale blues, and Sylvie draws as a person rather than as a creature letter.
- Sylvie Reedwhistle is a bard rather than a townsperson wearing the name.
- Strathmoor is not a wall of trees any more. The deep forest has been thinned right back: better than seventeen thousand tiles of trees, ferns, thickets and undergrowth are open ground now, with new paths cut through it and standing stones raised along them. You can see where you are going and fight without a trunk between you and everything else.
- The rat colony goes deeper than the floor you can walk. A fissure has opened in the rock past the rats' camp fire, and it drops to a second level of the warren. The same crack climbs back. There is almost nothing down there yet, which is the point: the court proper is still being built.
- The rat colony under Hollowbrook is starting to look lived in. Its first floor is a nest rather than a city: junk heaped in the chambers, rubbish drifting through the passages, and the beginnings of the hollows the rats actually sleep in. It is meant to be exactly the rat cave you expected, so that what lies further down can take it away from you.
- Kingsholm is lit by torches somebody hung, not by where its doors are. The capital used to derive a sconce beside each building door, and it has seven doors across a map twelve times that many tiles wide, so most of it was dark and the dark had no author. Twenty-seven torches now hang on its walls: one beside every door, three on the gate sentry boxes, nine around the Hall of the Realm and the Herald's College, and eleven down the streets of the eastern district, each in the colour of the wall it hangs on. Every one can be taken off the wall and carried.
Editors
- A developer flag opens the game with a party already made.
- Two people can now edit the same zone without one of them losing the afternoon. A map is stored a row of the map to a line of the file, and every chest, door, spawn, sign, stamp and trap on its own line too, so two authors working on different parts of a town no longer collide. Before this, a whole zone was a single enormous line: any two edits to it, on two machines or two branches, could only be resolved by throwing one of them away wholesale. A map that has been merged badly is now refused with an explanation instead of loading as a plausible, quietly wrong map.
- A stamp you place can be broken apart and edited. A placed tree or building was a single unit that redrew itself from its pattern every time the map opened, so nudging one tile of it never stuck. Press F over a placement and it becomes ordinary tiles you can paint over; Shift+F makes every stamp land that way. Patterns you leave alone still update every copy when you edit them, so the great trees and the town buildings behave as they always did.
- Junk to build a rat warren out of. Six kinds of salvage to heap around (refuse, stacked crockery, broken crates, scrap, rags and scattered coin) and six ready-made arrangements of them: junk drifts, salvage heaps, crockery columns, rat nests, cook fires and lean-to camps. They live in their own "Junk & Salvage" and "Warren" folders.
- The creature editor can see and set whether a creature flies. Flight is a row in a record's Behavior block now, beside its size and its vision, so authoring a bird no longer means remembering that the game decides this somewhere you cannot look.
Rendering
- A torch inside a building no longer shows through the fog over it. A sconce mounted facing into a room drew its flame in that room, and a building you have not been inside is meant to be hidden, so towns after dark were dotted with little fires floating in the dark where the rooms should be. The wall it hangs on still draws, because a building has to keep its outline from the street. Only the flame waits until you can actually see in.
- Taking a torch off a wall gives you a cheap torch. It handed over a quality one, which burns four times as long and throws light half again as far as the sconce you lifted it from. A wall was a better torch than a shop, and stripping a town's brackets was the cheapest light in the game. What you pull off the bracket is now the torch that was burning in it.
- A wall sconce is worth exactly the cheapest torch you can carry. It threw light ten tiles, as far as the best ordinary torch in the game, so a row of sconces lit a room end to end and there was nowhere in a lit town worth striking your own light. A sconce now reaches what a Cheap Torch reaches and no further, which puts it on the bottom rung of the ladder: every torch above the cheapest is a real upgrade on standing next to one, and dark corners are dark again.
- Torchlight flickers like fire instead of rippling like water. Reported as "they just seem to flow too much like water and not like fire", and the old formula agreed: it sent a wave travelling outward from the flame, so light left a torch in expanding rings, and the shimmer was strongest in a ring at half the reach with the flame itself perfectly steady. Nothing travels now. The light is liveliest at the flame, it breaks into a few brighter and darker wedges that swing around the source as though the flame were leaning, and the edge of the pool moves rather than sitting on a fixed circle. It also breathes at half the old rate: an irregular flame has more visible events in it than a smooth one, so the speed the sine ran at read as hurried once the shape changed. Every flame in the game runs on the same timing, so a sconce, a campfire and the torch in your hand all breathe alike.
- A torch on a wall no longer shines through it. A sconce lit the room it hung in and the street on the other side of the wall at the same time, so every house in a town glowed from the outside after dark. It lights the side it faces now, and the wall stops the rest, the same way a wall stops the torch you are carrying. Kingsholm's torches have been pointed at the streets they were placed to light.
- Buildings keep their secrets after dark. From dusk until dawn every building in Hollowbrook stood open to the street: you could read the floor of a shut house from outside it, all of them at once, and daylight put it back. A building hides again now unless somebody is inside it or can actually see in, which is what walking past a lit window is for.
Audio
- A rat no longer howls like a wolf. The dungeon has a cue for something stalking you, and it was a wolf howl whatever was doing the stalking, so a rat on your heels announced itself as a wolf. Whatever is hunting you now makes its own sound, and anything the game has no recording for keeps quiet rather than borrowing another animal's voice. The howl still carries up from the deep floors when nothing is in sight, which is what it was recorded for.