1.1.75
* Added optional JOBS (mini-quests) that can be performed in-world for rewards, many of which are fetch or kill types and some are multi-phase
* Added a JOBS button in the world screen’s HUD to review current job info (to the left of the crystal button)
* A to-hit roll above 95 is now always a guaranteed MISS
* On a to-hit roll the % chance and the roll were previously hidden if above 100 (because it was an assumed hit) but it is now always displayed to more easily see the chance of a CRITICAL HIT
* ABILITIES can now be upgraded (starting 10 levels above their minimum level), which costs successively more ability points but increases their potency
* Higher level monsters will have progressively more potent abilities as they upgrade
* There are now tooltips over most user interface elements on the world screen when you hover over an element, including detailed descriptions of ABILITIES
* Added mousewheel functionality to most scrollbars, and the list of characters in town can also be scrolled via the mousewheel when it exceeds the size of the screen
* The zoom level can now be adjusted using the mousewheel, both in the world and on the full map

* SCALING for both in-town and the world screen now have separate sliders in SETTINGS to better control things such as font size and the scaling for larger resolution displays has been improved
* If the AREA-OF-EFFECT CONTROL skill is acquired the mousewheel (or screen pinching) can be used to adjust the size of the targeting circle for area-of-effect abilities (both ranged and centered on caster)
* A bug was forcing defenders to always use MAGIK DEFENSE against NON-MELEE PHYSICAL abilities cast by someone holding a wand or staff, instead of using MELEE/RANGED DEFENSE (e.g., CATAPULT, EARTH TREMOR, SWARM OF BEES, HAIL OF THORNS, MAGIK MISSILE, POISONOUS GLOB, TORNADO)
* There is now a checkbox at the Gate that will randomize which world you travel to (amongst valid worlds) and provide a 2% loot bonus per additional world in the mix (e.g., if you have an unlocked game and all 5 DLC that is a 10% bonus)
* Added the CAVE LURKER, BROWN LURKER, and SWAMP LURKER for worlds that didn’t have lurkers
* MAXIMUM CARRY WEIGHT is now capped at 500 regardless of any modifiers
* Trap and locked object frequency has been greatly reduced (traps now capped at about 15% max) with a better mix of simple, moderate and hard locks in higher levels
* Trap interaction has been overhauled to include a chance to first detect a trap (either on a container and on the ground) and to back off, plus stats are now displayed in the combat log including the likely chance of disarming
* DETECT TRAPS, DISARM TRAPS and LOCKPICKING stats are now displayed on the ATTRIBUTES screen
* Traps that have been DETECTED but are still armed will appear on the mini-map as a white or tan square with a red X and moving onto them or interacting with them will initiate a DISARM TRAP attempt
* CHARM RESISTANCE is now based on equal parts INT and CHR plus a substantial boost/penalty for higher/lower morale
* Added new skills for CHARM RESISTANCE, DETECT TRAPS, DISARM TRAPS, and LOCKPICKING (including extending to magikal armors)
* Chance of DISEASE on a poison trap has been lowered
* Fixed issue where health could still be above zero but display as zero due to rounding, and a potential rounding issue when scoring a critical hit
* Fixed an issue with creature movement logic that could have prevented them from moving through doorways
* Added the Mage spell DISARM TRAP
* The existing Mage/Druid ability OPEN HARD LOCK has been changed to OPEN MODERATE LOCK and a new OPEN HARD LOCK spell has been added (these are also moved from a DLC to the main game)
* The Cleric spell ANAHATA can now be used outside of combat (AOE healing spell that also boosts poison/disease resist)
* Any type of counter ability will automatically lower INITIATIVE so that you take your turn later in the round
* ELEMENTAL RESISTANCES (fire, ice, shock, poison) were mistakenly using FORTITUDE in their calculation instead of CONSTITUTION
* Fixed issue with QUICK FIX ability not automatically triggering when HP is low
* Some effects from abilities (webs, acids, sticks, grease) are flammable and will spread fire if they come in contact with open flame (campfire, ground torch, etc.)
* Many fire-based abilities effects and open flames (e.g., campfires, torches) can now be extinguished with an ability that is wet (e.g., WET IN A BOTTLE)
* Some monsters are now susceptible to damage from water (especially fire-based creatures like MAGMA MEPHIT, FIRE BEETLE, FIRE GIANTS, etc.)
* Added the abilities WATER SHOT and DETONATE (Alchemist), FLOOD (Druid), TELEPORT (Mage), THROWN HAMMER and CIRCLE OF PROTECTION (Cleric), INDOMITABLE (Fighter), OPPORTUNITY ATTACK (Rogue), ABSORB ELEMENTS (Ranger), and SUMMON VALKYRIE (Paladin)
* Abilities that are active and don’t require the user to select them to use them will display “Active” over their button (e.g., OPPORTUNITY ATTACK, any COUNTER after enabled)
* The range for the Mage spell PEER has been shortened but now reveals traps as well
* Reduced the number of rocks in The Abysmal Furnaces by about a third to make it easier to navigate
* Added a “NEW” icon on any new merchandise at the Merchant (resets monthly)
* The Merchant now offers a 12 month layaway option for weapons and armor for a 10% deposit
* Fixed some issues related to stocking and purchasing crystals at the Merchant
* Sleeping in the fancier house now provides a fine meal automatically and the benefits thereof (comparable to the meal at the Inn)
* Starting at level 3, the Gate guards will warn you if your party doesn’t have a crystal on them
* On the screen to split loot, fixed an issue with quantities sometimes not being displayed correctly and now automatically highlights an item from the same spot after an item is moved (allowing for faster movement of multiple items)
* Fixed an issue where if exiting through the Gate during combat, a character’s turn might have still occurred
* Significantly reduced the price of SPIRIT weapons
* Fixed an issue that was preventing ASWANG dens from spawning (The Swampy Isles DLC)
* The PUT ALL button on containers now transfers everything in inventory that is not a crystal, lockpick, torch or an equipped item
* Paladin ability RESOLVE now has a cooldown of 10 (duration is 6)
* Fixed problem with anyone that was both panicked and immobile/paralyzed/frozen running from their spot
* Fixed a problem with being able to burn an object through a wall
* Fixed problem with Gelatinous Cube’s floor slime possibly interfering with some abilities’ targeting
* Some abilities that were VOLLEY types were previously being blocked by low objects (e.g., many FLASK abilities)
* Spider webs now still block movement for non-spiders but they do not block abilities, sight lines, or static effects, plus they now show on the mini-map
* Tweaked NPC generation to boost DEX a little more for most classes, CHR a little less for PALADINS, and FOR less for CLERICS, and to choose appropriate skills and abilities based on preferred weapon
* Fixed problem with NPC’s having multiple monster-based skills when they should only have one and fine-tuned skill selection optimizing for one weapon type
* Significantly increased chance of finding better weapons/armors as loot
* RANGERS were not being given an AFFINITY bonus for spears when they should have
* Fixed a problem with resetting cooldown periods for monsters when loading a saved game
* Fixed a bug that was preventing any ability from being used while EXHAUSTED (should have still allowed support abilities) and updated abilities selector to dim selections appropriately
* Fixed issue with semi-transparent effects (e.g., FOG CLOUD) being too solid when loading a saved game
* Fixed issue with Will-o-Wisp’s QUICKSAND ability always spawning the quicksand even on a miss
* SNARE was changed to automatically hit without an ACC/DEF roll (each effect still has its own roll to apply)
* Fixed an issue with shield comparison data not showing elemental resistance differences
* Fixed problem with dropping torch and drawing appropriate weapon if armed with a shield and dagger
* SURPRISE bonus now explicitly displayed in COMBAT LOG
* Updated the attack animation when using a staff at range to be more appropriate (no overhead swings, just a thrust)
* Fixed a problem with the ENTER/ESCAPE keys not closing some pop-up windows

* Added an option to sort contents at Merchant and in containers by armor/weapon/item categories

* At levels 1-3 the likelihood of loot in containers has been increased but the average value lowered

 

1.0.73
* Fixed an error that could have caused a crash when near the edge of a map
* Added hyperlinks to website, guide, and Steam discussion forum on the CONTACT page of SETTINGS
* Fixed an issue with subtracting the wrong amount for the cost of recruiting a hireling (took too much money)
* Fixed an issue with campsite shifting when camping is resumed after a random encounter
* Remedied case where Harpies, when encountered in The Swampy Isles, weren’t flying over deep water
* Modified several abilities (e.g., GREASE, MOLOTOV COCKTAIL, TAR FLASK) so that the effects can’t be used in water
* Fixed an issue with the dens for Spriggans in The Caverns of Grimlock DLC
* Fixed issue where weapons made of stone had zero weight
* In the Steam version, you can now select a character then tap an activity to highlight it and press ENTER to slot the character to that activity (alternative to drag-and-drop)
 * In the Steam version, in town you can select a character using numeric keys (e.g., 1, 2, 3, etc.) or NPC’s at the Tavern using A, B, C, and D keys, and you can bring up stats for characters via the I key and NPC’s via the V key
* Changed SUPPRESSING FIRE ability so that it doesn’t do damage (but will automatically break defense and slow movement to half, plus a chance to panic)
* Added ORC MERCENARY to base game (shows up in many worlds)
* Added GLACIAL YAK to The Frozen Expanse DLC
* Added TOADMAN to The Swampy Isles (shows up in many worlds)
* Fixed an issue where if a monthly event disabled a given location, the expiration of that event did not re-enable the location (e.g., one of The Stones falling)

1.0.72
* Fixed some code that may have occasionally crashed game with some older versions of Java during world generation for The Swampy Isles
* Creatures that were transformed into larger sizes were not reverting back if combat ended
* Movement AI for hirelings/player has been changed to now take stamina use and spot negativity into consideration when finding best path (e.g., will prefer paths over normal ground, bridges over shallow water, shallow water over deep, a spot without a negative static effect over one with, non-lava over lava, etc.)
* Monster movement decisions have been optimized and significantly sped up
* Previously, if someone standing in water holding a torch drew a two-handed weapon, they would drop the torch as a loot bag. This has been changed to put it back into inventory. If standing on dry land, the torch will be dropped as a light source.
* Abilities that restore HEALTH or STAMINA will now report back only what can be restored, if any (e.g., no effect if HP or SP is at max)
* Previously on loading a saved game, some monsters would be able to immediately summon another creature. Most monsters now can only have one summons at a time (although certain creatures are allowed more than that)
* Fixed an issue where you couldn’t target your own summons if they became CHARMED

* Fixed an issue with music not looping properly during combat and getting stuck on some songs
* Increased mushroom frequency

* Fixed issue with fences and stone walls not displaying on map

1.0.70
* Previously SHOCK did double damage in a wet grid square. That has been changed. Now if the targeted square is wet and adjacent to a wet square the SHOCK can travel and hit any occupant of the wet square, regardless of if an ally or enemy (or even the caster). A separate hit roll is required and it does only half damage. This does not include SHOCK damage from weapons or abilities that are melee-type (so it won’t travel back to the attacker)
* Fixed an issue where NPC’s sometimes would be generated with the wrong skin color for their necks
* On the higher two DIFFICULTY settings potential hirelings will now be at least 1 (second highest difficulty) or 2 (highest difficulty) levels below the level of the main character, providing the main character is level 5 or above (this creates a disincentive to just replace existing hirelings with newer higher-level ones)
* Tweaked the lighting model to get rid of a dark outer ring that bordered light sources
* Some NPC’s may have received an inappropriate skill (or skills) at their initial generation that were meant only to enhance armors (e.g., lighting, ice resistance). The saved game load routines will sense these, if they exist, and remove the inappropriate skill from the NPC. They will receive a skill credit in the same category (e.g., support or defense) and the LEVEL UP icon will be displayed in town allowing you to slot a new skill for them. This may also be the case for NPC’s milling about the Tavern and if hired they will receive the credit as well (only a small handful of NPC’s are likely to have had this problem).
* Tweaked facial features so facial hair is painted above ears
* Fixed an issue where if you were holding a torch and a shield and then equipped a weapon, it would move the torch to the secondary hand but still leave the shield
* Normally on the INVENTORY screen the DROP button is disabled for equipped weapons and armors. This is now enabled for torches if equipped as a weapon in order to allow dropping them as a light source without having to take an extra turn to unequip it.
* Dwarves must swim in medium-depth water (others can stand and act)
* Fixed issue with some abilities that require a melee weapon where if you had both a wand and a torch equipped it would enable the melee ability (based on the torch) but then use the wand in the attack. Now takes the primary weapon into account to meet the criteria.
* Fixed an error that could crash game related to drawing weapons when dual-wielding
* Lowered FACELIFT cost to 15 mushrooms
* You can now use PUSHBACK effects (like SHOVE) on creatures that are DOWN or sitting
* Many melee-type abilities (like SHOVE) that PUSHBACK now take relative size into account (e.g., someone that is 25% bigger than the opponent will receive a +25% ACC bonus)
* Fixed an issue where DOWN characters weren’t affected by static effects in their square (e.g., fire, fog, poison cloud) at the start of their turn
* Fixed an issue where Kobolds sometimes sprung their own traps
* Fixed problem with DUAL-WIELD where weapon hands (right/left) were being switched when weapons were drawn

1.0.69
* Fixed issue with potential crash on load of saved game with party in combat
* Fixed issue with place-marker rings displaying when a creature was invisible or hidden

1.0.68
* Added place-marker rings in green or red highlighting the grid square that anyone is in (can be toggled on/off with a button or F6)
* You can see a larger picture of any inventory item by clicking on its thumbnail at the bottom of either the INVENTORY or MERCHANT screens
* Displays in Combat Log when negative effects would LOWER a stat more than 100% have been changed to max at 100%
* Fixed problem with abilities that boost RAW DAMAGE prevention not applying buff properly
* RAW DAMAGE prevention abilities and skills now reduce raw damage inflicted by BLEED effects
* Fixed issue with misalignment of effects aligned at ground-level
* Changed sound for HARPY MATRON’S SIREN SONG ability
* Fixed issue with notifications sometimes showing a double-negative sign
* The spell MANIPURA (3rd level Cleric/The Frozen Expanse DLC) now adds POISON and DISEASE RESISTANCE
* DISEASE RESISTANCE now is naturally 5% per FORTITUDE over 8, x1.5 for Rangers and Clerics, but can never exceed 50%. Modifiers (skills/abilities/armor) can boost the natural value above 50%
* Improved weapon thumbnails when weapon has an ELEMENTAL ability
* Added weapon overlay for ACID (looks like a black cloud over the weapon)
* PALADINS now gain the DEVOUT skill when they pray, which last four months. This provides a small buff but is also now required for some HOLY abilities (CURSE, DIVINE PROTECTION, CRUSHING BLOW, and BANISH)
* Some abilities can now IMBUE a weapon with temporary properties (e.g., FIRE, SHARP, ACID, etc.) and these are added in to a weapon’s stats that are displayed on the INVENTORY page while they are active
* When splitting loot choosing to give a mushroom to anyone gives them the entire group
* Modified magikal weapon generation routines so that only sharp weapons can receive BLEED boosts and only blunt weapons can receive STUN boosts
* Fixed problem with light-reducing spells (e.g., DARKNESS) not blending properly with other light sources
* Fixed issue where negative effects that affect DEFENSE (e.g., SLOW, IMMOBILE, CONFUSED) were actually boosting the stat when DEFENSE was negative (typically from FLANKING)
* Fixed issues with characters not blinking
* Stunned or confused characters and monsters will now blink rapidly and sleeping and blind will close their eyes
* Fixed problem where if you were purposely wielding a torch in combat and had a stored weapon on the back or hip, going into INVENTORY would drop the torch and arm the stored weapon
* Monsters will now consider any monster of the same type (e.g., GOBLINOID, UNDEAD, BEAST, AMPHIBIAN, etc.) to be an ally even if they’re not from the same den, but different types from different dens will still fight each other (e.g., spider versus skeleton)
* Added the NECROTIC icon next to RAW DAMAGE received in the COMBAT LOG when the source causes that type of damage
* When combat starts, only those creatures that are within immediate sensing range from the party will take their turns for the first round. After the end of the first round, all creatures in the party will be included even if they are not within sensing range.
* In The Caverns of Grimlock DLC large mushrooms now give off light that radiates outward
* Changed idle and walking animations when holding a torch
* Monster AI that would seek out “weak” characters used to only take health percentage into account, but now also factors in conditions that could make them a better target (e.g., BLIND, STUNNED, DOWN, LOW STAMINA, etc.)
* Added a specific animation for dual-wielding attacks that show using both right and left weapons
* Darkened the color for SHOCK damage in the COMBAT LOG to see it better
* Fixed problem where if the POSE button on the INVENTORY screen was pressed and the character had a torch, it would move it to inventory permanently. The game now remembers if you were wielding a torch for non-combat purposes and will re-equip the torch when you exit the INVENTORY screen (regardless of pose toggling) unless you explicitly press the UNEQUIP button for the torch

1.0.67
* Fixed issue with missing ground tile pieces for newer swamps
* Fixed issue with graphics on some stone wall pieces
* Fixed issue with pink color of thumbnail background not appearing properly on very rare items

1.0.66
* Added ORCS and ORC WARLORDS to The Hidden Realm, The Frozen Expanse and The Infernal Dungeons
* Added SKELETAL COMMANDER to most worlds
* Android version will now automatically hide the HOME BUTTON BAR on the screen (swipe down from top to view it)
* Added more variety of monster dens in The Hidden Realm, The Frozen Expanse, and The Abysmal Furnaces
* Walled ruins are now assumed to have roofs and block ambient light inside
* Changed monster AI so that they are more open to opportunistic attacks when their preferred target is out of range but another enemy is within range
* Monsters are more likely depending on intelligence to try to move off of or out of a negative effect or even use it against the player (e.g., push them into it)
* Some ground pieces are now SWAMPY and they take more stamina to move through
* Most monsters with longer-range weapons (e.g., archers, spearmen) will now attempt to take a position near cover if they can (a low object that they can shoot or attack over but blocks melee attacks)
* Fixed issue with flickering head on Hill Giant
* Fixed issue with The Infernal Dungeons DLC where all rooms with monsters were being revealed when any monster was encountered
* Fixed issue where some creatures that seek out special spots (e.g., a Fire Mephit looks for lava to heal) could break IMMOBILE status to move to it
* On character placeholders, moved morale icon over to accommodate for 3-digit HP values
* Fixed issue that may have caused crash if a monster that dropped their weapon attacks
* Fixed issue with free hiring event subtracting normal hiring costs
* Fixed issue where NPC’s at Tavern were never Golden Elves
* Fixed issue where skill choices weren’t being limited for a purchased skill when the character also leveled up
* Fixed issue where sometimes objects were placed blocking Gate entrance
* Torches (including hand-held) and other lighting sources like candlesticks can now be blown out by certain monsters and re-lit using RELOAD, another torch or fire-based utility/weapon
* Fixed issue where light from torches was sometimes going through walls
* Fixed issue where LEVITATE couldn’t be cast on self
* Fixed issue where some static effects would show up even if there were no target (like the chains for BIND)
* Fixed issue with chains from BIND remaining after a bound creature dies
* Fixed problem where CONFUSED enemies may cast offensive ability on themselves
* When loading a saved game, monster abilities that were limited to once per battle were being reset
* Fixed issue where combat could end if the formation leader moved far enough away from monster pack, even though other party members were still close
* DISPEL MAGIK was dispelling any static effect regardless of whether it was magikal in origin (e.g., MOLOTOV COCKTAIL)
* Added ENAMELED versions of PLATE armors (silver or gold, increase value)
* An ability that grants any kind of resistance in addition to damage mitigation (e.g., SHIELD OF THE RESOLUTE) will lose the resistance bonus if it is depleted through damage received
* When affected by both good and bad effects the tooltip text for the generic RED DOWN ARROW and GREEN UP ARROW status indicators would report back both good and bad effects mixed together. This is changed so each now displays only good for green or bad for red (but if competing effects affect the same stat it reports the net sum)
* Fine-tuned contact-based abilities (e.g., FOG CLOUD) so that their effects only last while in contact with them
* Abilities that have a limited number of uses either in or outside of combat will display the number of uses left (e.g., “x3”) overlaid on top of the ability’s button
* Fixed issue where when using DISARM if a loot bag containing the weapon was dropped you could not use SHOVE to target the same square
* Fixed issue with disarmed monsters not being able to re-equip the weapon if it can be equipped in either hand (e.g., dagger)
* Mushrooms are no longer sold by default when you tap SELL JUNK
* Cleaned up skeleton graphics (misaligned joints, finger grip, gaps)
* Put in fix for Fanged Headdress that always displayed on character even when unequipped (loading a saved game with this build fixes)
* Fixed issue with equipping a torch in non-combat that would automatically put left-handed hip weapons (e.g., slingshot) or a dual-wielded weapon on player’s back into the backpack
* Sometimes when going through Gate the background weather sound (e.g., rain, snow) would continue in world
* Fixed issue in tutorial where message about low stamina appears but cannot be closed
* Added intermittent wall decor to hallways in The Infernal Dungeons
* Fixed issues with improperly slotting characters to jobs on longer lists and not properly removing first character from a job when replaced with another
* Fixed inconsistency on description of some melee-based abilities that would state that defenders use MAGIK DEFENSE when they actually use DEFENSE

* Fixed problem with OPEN SIMPLE LOCK and OPEN HARD LOCK

1.0.64
* Updated graphics for Hill Giant and Frost Giant (Frozen Expanse DLC)
* Capped armor weight reduction via skills or racial modifiers to no more than 60% reduction of original weight

1.0.63
* Fixed issue with incorrect initial racial attribute modifiers upon character creation
* Fixed an issue where abilities that required a one-handed weapon (such as FEINT) weren’t listing this in the description
* Standing in a negative effect (e.g., FOG CLOUD, PRISMATIC LIGHTS, etc.) will prevent a creature from using RECHARGE to replenish stamina (common with elementals)
* Tweaked monster AI to be more efficient when calculating long distances
* Fixed an issue where abilities that can only be used one time per expedition (e.g., BANISH) weren’t resetting

1.0.62
* Fixed issue with racial attribute modifiers sometimes compounding
* Low charisma no longer affects buy/sell prices when first creating character and selling initial gold nugget
* Fixed an issue with fire-based attacks by monsters creating a burn effect but not actually burning any burnable objects
* Fixed issue with some ground effects drawing too high on flying creatures

1.0.61
* Eliminated several memory leaks that could have grown over time and led to crashes
* Adjusted the Java heap size to keep it smaller and hopefully reduce crashes (the downside may be more periodic “stuttering” as memory management garbage collection occurs more frequently)
* Fixed issue that may have led to crash during tutorial when exiting the Merchant

1.0.60
* Various small bug fixes

1.0.59
* Added the DELAY action (combat only) which can postpone a character’s turn until the end of any other characters in their party immediately to the right of them in the movement order list (no monsters in between). To use it there is a penalty of -2 MP (required) and cannot use DEFEND that round
* Addressed a significant memory leak that may have accumulated leading to crashes
* Added the THICKEN LINES option under SETTINGS > GAME that when enabled will thicken the dark outlines around characters and monsters, which may make them clearer when zoomed out
* Changed LETHARGY (Mage Level 5, Abysmal Furnaces DLC) to only affect enemies within range
* On Android version moved SETTINGS button to upper-left corner to give more room for buttons on right side
* Fixed wonky arcing behavior for some arcing thrown effects (e.g., flasks)
* Fixed problem with MANIPURA (Cleric Level 3, Frozen Expanse DLC) not working properly

* Fixed issue with fore legs on wolves being too far back

1.0.58
* Fixed an issue where characters weren’t vocalizing for hits or misses
* Chance to vocalize is twice normal RESPONSE RATE when score a critical
* Fixed issue that wasn’t creating Monoliths in The Hidden Realm or The Frozen Expanse
* Fixed an issue where final Baalor’s Fang didn’t grant Baalor’s Gift temporary skill
* Added Blood Shrines to The Infernal Dungeons
* When splitting loot, button to move items to storage chest now moves entire stack on grouped items
* On containers, DROP buttons have been changed to PUT, and PUT ALL now is used to move an entire group of similar items (like mushrooms, torches, etc.) not the complete inventory. TAKE ALL for containers while exploring still will take all contents and close the container.
* When using PUT or TAKE in containers, the highlighted position in the list will be retained after the button’s action to make it easier to move multiple items

1.0.57
* Re-worked appearances for Goblins (including Blue Goblins in The Frozen Expanse DLC)
* Added Goblin Chief (and Blue Goblin Chief in The Frozen Expanse DLC)
* Re-worked appearance for Hobgoblin Grunts in The Frozen Expanse DLC
* The large map is now zoomed all the way out by default
* Character names can now be up to 25 characters long (but some spots may still only display the first 11)
* Fixed an issue with the town’s graphics not loading if you exited to the MAIN MENU and then continued the same game
* Fixed problem with missing thumbnails for some weapons stored in storage chest
* Fixed issues with changing formation order using either dragging method or keys G/H
* Previously, equipping a torch while you had a shield on your back would put the shield in inventory. You can now have a shield on your back and hold a torch in your hands in non-combat and the torch will be dropped on the ground when combat starts and the shield will be used
* When you enter a new world, characters that were previously carrying torches while exploring will automatically equip them
* Fixed problem with not potentially loading world graphics properly when switching between loaded games that are in different worlds
* Added a Voice Pitch slider to character creation, which affects the pitch at which characters vocalize (existing characters somewhat randomized)
* On lists of abilities and skills, clicking a second time on either alpha or level sorting will reverse the sort direction
* Added the Harvest Festival Games as an activity, found in the Traveling Merchant’s tent during the Harvest Festival
* Reduced the rock density for the Caverns of Grimlock, especially in passageways
* Doubled non-combat duration for most spells that provide a light source
* With large numbers of combatants on a smaller window, the last character in the turn order list and the NEXT button to its right could have overwritten the crystal icon
* Fixed discrepancy between price of items as listed in storage chest compared to price offered by merchant
* Adjusted Blacksmith screen size to be comparable to Merchant screen size
* Missing a character with an ability that would break an object in the same square now only has a 50% chance of breaking it
* Fixed issue with Gate’s PROCEED button not being enabled or displaying the correct price when closing the SETTINGS or ATTRIBUTES windows
* Fixed issue when party goes through the Gate or when a game is loaded where characters attempting to move to a spot on the screen when the user clicked somewhere during the loading screen
* Combat start/end music now plays at the music, not sound fx, volume
* Inventory lists now remember their vertical scroll position if an item in the opposite list is selected
* Abilities selector now displays the stamina point cost (SP) and cooldown period (CD) in the text description below the icon
* Fixed issue with armor skills filtering turned off by default when leveling up
* Added a button when splitting loot to deposit an item directly into your storage chest (still have to pay others their share)
* Checkbox size was inverted on GAME options under SETTINGS depending on PHONE MODE (Android)
* You can now change anyone’s appearance at the LABORATORY, which requires 25 mushrooms
* Containers now display a DROP ALL button that allows you to move all non-equipped items to the container (only enabled when an item in your inventory is selected)
* On inventory lists, when there are more than 10 similar grouped items the description below will display the exact number on hand (the icon only goes up to “10+”)
* Added the TEXTURE FILTERING option on SETTINGS to control some aspects of graphics rendering (for monsters and characters)

1.0.56
* Modified logic checking best paths for very high intelligence creatures, which could have ended up with a significant processing lag
* Fixed issue with “invisible” creatures in a random encounter
* Highlights for sorting and filtering toggles on Merchant/container/upgrade screens changed to blue to be easier to see
* Fixed issue with summoned creatures returning to town if used a crystal
* If the Abilities panel is open, a click on the map will close the panel without selecting an ability, but clicking on any other clickable thing will select it (like a button)
* Modified static moving effects (like auras) to move up if the caster is levitating or flying

1.0.55
* On PC version, shortcut keys that open a window will now close them if pressed again (e.g., M for Map, L for Combat Log, etc.)
* Several game settings (DIFFICULTY, OLD-SCHOOL MODE, NON-COMBAT STAMINA and FINAL HIT TO KILL) can now be individually set and stored for each saved game. These can be adjusted when a saved game is loaded and SETTINGS is accessed from within the game. If SETTINGS is accessed from the MAIN MENU the values displayed are the default ones used for any newly created game.
* Fixed slight discrepancy between full-body portraits displayed in-town and in-world on taller characters
* Non-combat movement has been improved to allow walking virtually unlimited distances to a clicked square (note that some obstacles such as rivers or objects may prevent movement and the character may stop at the obstacle and npc’s will regroup on them)
* Non-combat movement over long distances can be stopped merely by clicking on the screen while moving (npc’s following will regroup on them)
* Fixed an issue with weapons on the back drawing over some parts of headwear
* Gate was not displaying characters already slotted to Gate if player exited building or loaded a game
* Removed the negative morale effect for Paladin’s staying at the Inn (underlying cause removed in earlier versions)
* Added a full-screen toggle button on initial character creation screen (PC version). You still can’t close but you can minimize
* Summoning spells cannot be used outside of combat
* Fixed issue that could cause the wrong picture to show up on the BESTIARY page for summoned creatures
* Fixed an issue with BIND where chains would still appear on a miss
* When drawing a two-handed weapon while holding a torch, the torch will be dropped to the ground to provide light (if standing in water it will be dropped in a bag)
* Torches dropped to the ground will automatically be equipped when picked up after combat ends
* Fixed issue with placing rocks too close to front of Gate
* Breakable rocks can now be broken with any melee weapon using a physical-type ability (like POWER ATTACK)
* There is now a SETTING under GAME to toggle allowing movement during non-combat with a single tap on the screen (default is still a double-tap)
* Scaled the ATTRIBUTES window and container windows smaller on PC’s and more consistently between in-town and in-world
* Fixed issue with equipping a torch when wielding a wand (puts torch in off-hand)
* Fixed issue with equipping a one-handed weapon when wielding a torch in primary hand (moves torch to off-hand)

 

1.0.54
* Adjusted town to properly display for a variety of aspect ratios

 

1.0.53
* Shorter non-flying creatures don’t block line-of-sight and can be shot over
* Fixed issue with distorted likelihood of some creatures over others when there were more variations (e.g., Driders)
* Fixed issue where some monster dens may not have had related items added (like the electrical machine with Iron Golems)
* Fixed problem with mage spells OPEN SIMPLE LOCK and OPEN HARD LOCK (in Abysmal Furnace DLC)
* Fixed issue with properly drawing ray effects (e.g., FROST RAY, SCORCHING RAY, RAY OF ENFEEBLEMENT, etc.)
* XP will not be assigned for monsters killed unless the player or an ally was the last to attack them (not other monsters)
* Slightly reduced world size for The Caverns of Grimlock in lower levels
* Even if a creature cannot see a character they will not disengage combat until at least 2 rounds have passed without being attacked
* There will now be three tries at creating a world before aborting going through Gate
* Generated worlds must now have a minimum amount of free squares and doors (if used) or it will be re-generated
* Fixed issue where some ability targeting could have given away location of a hidden trap

 

1.0.52
* Default Frames per Second (FPS) for drawing screen was reduced from 60 (overkill) to 30, and a setting added to DISPLAY that can adjust it
* Fixed issues with larger creatures not being drawn properly in their grid square
* There is a chance when someone is initially PANICKED that they may drop their weapon
* Increased chance of illuminated armors/shields found or for sale
* Fixed issue with partial NIGHT VISION negating an entire darkness penalty instead of just some
* Adjusted effects graphics to be drawn lower on sleeping creatures
* Fixed issue where camping was allowed in shallow water but summoning wasn’t
* If an attack is made by a player outside of combat, combat will be initiated
* Fixed an issue introduced in build 51 where some monster heads were missing
* Rocks and smashable objects in the same square as a target will only be potentially smashed on a miss
* BANE now only affects enemies within the target range and doesn’t use LOS

 

1.0.51
* Added the Rust Monster to all worlds
* Added Kobolds to most worlds
* Characters affected by any type of mute effect won’t make voice sounds
* Fixed issue where certain status effects could lower a stat by more than 100%
* Map now explicitly draws walls as brown lines
* Fixed issue with notifications over a monster using displacement possibly giving real position away
* Adjusted effect offsets for flying creatures that are on the ground when stunned
* Added capability for pre-emptive defense abilities that can potentially prevent an attack or buff immediately beforehand
* Sleeping characters now cannot use an ability
* Abilities that were formerly only usable in combat can now be used outside of combat (except a select few)
* Some objects (wooden containers, webs, furniture, dead trees, dead bushes) are now burnable via a torch or flaming weapon (while wielding move next to the object and tap on it, then tap the BURN button that appears)
* Burnable objects can be burnt by a fire-based ability merely by targeting it
* Some objects (containers, medium rocks, icebergs) are now destroyable with a physically damaging ability (e.g., MAGIK MISSILE, EARTH TREMOR, etc.), or a melee-type ability (e.g., POWER ATTACK) while wielding an axe, hammer or mace
* Arachnids can now walk freely on webs
* Improved monster navigation to further targets based on intelligence
* Improved logic for monsters that defend other monsters (common AI for summons)
* Added slight bleed chance for spiked clubs
* Combat music now starts immediately when sneaking mode is interrupted (e.g., someone wakes up)
* Invisibility now gives a bonus to INITIATIVE when calculating turn order
* Fixed lighting issues with some effects
* Fixed an issue with melee/ranged attacks not making noise while camping that could wake others
* Fixed issue with some larger creatures (like Spider Queen) not correctly centering in grid square
* Fixed problem with wands occasionally making an inappropriate melee sound
* Bone piles, dirt piles, stash piles, and rock piles now no longer block movement through the square
* FIRE now does half damage and SHOCK 2x damage to non-flying creatures in water
* Increased the amount of time tips are displayed on loading screens
* Abilities that are neither MELEE nor RANGED (or those that don’t do damage) do not contribute to FLANKING (e.g., EARTH TREMOR, TANGLING VINES, etc.)
* Added more monster cross-over between worlds of expansion packs (e.g., Gnolls are no longer just in the dungeon world)
* Reduced stamina cost by half for MAGELIGHT and MOONLIGHT
* WEAKNESS will increase a monster’s chance of taking a non-aggressive action (like DEFEND or running away)
* Fixed issue where RECOVERY chance could be less than 0% if FORTITUDE was below 8

 

1.0.50
* XP earned from killing monsters and exploring has been reduced
* A SMASH attempt now uses as much stamina as a melee attack
* Made lighting from objects (e.g., torches) more efficient by not illuminating adjacent squares beyond a certain distance from the party’s location
* Outside of combat, the screen will now center on and move with the currently selected player, even if not the formation leader
* Added the CROSSBOW JAB ability for Rogues and Clerics (level 2)
* Some static moving effects weren’t being triggered when they had multiple animations (e.g., PROTECTIVE SALVE)
* Fixed an issue where you couldn’t bash two doors on directly opposite sides of a 1-grid wide hallway
* Graphics are now saved when a world is initially created, which leads to longer times entering a world but a more efficient game and shorter save times
* An issue was fixed where some monsters may have been able to use an ability through a wall when it should have been blocked by line-of-sight
* MORALE icon didn’t show in ACC and DEF stats on COMBAT LOG when at the lowest it could be (still accurately affected hit/miss chance)
* Lowered negotiating costs for disgruntled hirelings and increased beg chance
* Pauses between character turns and notifications now speed up or slow down based on GAME SPEED
* Now handles the case where a saved games list file gets corrupted and re-builds it
* Reduced monster sight/hearing distance in dungeon by a third in hallways
* Can now use SHOVE on allies, but will incur friendly fire morale penalty
* Fixed issue with monsters in crypts that immediately started combat on room entry, now only if sarcophagus with monster is opened
* Fixed problem with some AREA-OF-ATTACK abilities (like BATTLE CRY) not targeting monsters
* On any skill that has a pre-requisite skill the pre-requisite skill must now be maxed out before the more advanced skill will appear for selection (e.g., you must slot ‘Maces’ twice before ‘Advanced Maces’ becomes available)
* When splitting loot, the items will be sorted by value but useful items will be displayed in the list first (weapons, armor, crystals and lockpicks)
* Fixed issue with similar weapons and armor grouping together in storage chest
* Weapon and armor comparisons now show the difference between elemental damage, status effect chances, and resistances
* Witches hats now come with magik abilities
* The list of available abilities while upgrading wasn’t filtering based on pre-requisite abilities
* Most flying creatures (except spirits) are now on the ground and susceptible to ground-based attacks when EXHAUSTED, WEAK, BOUND, IMMOBILE, FROZEN, PARALYZED, or DOWN, and some when they are STUNNED
* POISON will be halved if you used DEFEND, even if defense is broken (previously only on successful DEFEND)

 

1.0.48
* Optimized program for memory leaks and sharper character/monster rendering on lower GRAPHICS QUALITY levels
* Added the Death Knight to all worlds and the Yeti Warrior and Yeti Shaman to the Frozen Expanse
* When a turn starts the screen will be centered between the current character and their last target to avoid having to manually adjust the screen when attacking again
* Many monsters may now attempt to shove a player that is blocking a doorway or move out of the way if they are blocking it
* Abilities that do stamina damage previously had a separate roll to determine if they took effect, but this was removed and now just the primary hit/miss roll determines whether stamina damage is applied
* Fixed issue with some area-of-effect abilities affecting spots that should have been blocked by line-of-sight
* Fixed issue where it could have applied a friendly fire morale penalty twice for the same attack
* Fixed issue with summoned characters dying continuing to stand and not show the “dead” animation
* When knocked down and also frozen, immobilized, or stunned, now won’t get up until the other effect wears off
* RIPOSTE now cannot be used if you move after being attacked
* Positive and negative buffs now display a green or red up or down arrow icon similar to status effects, and from the ATTRIBUTES screen you can view details by tapping on the icon
* Town events were not being loaded when a saved game was loaded
* Fixed bug that may have crashed game if you switched GRAPHICS QUALITY during combat
* Some static effects were applying elemental damage even on a miss
* Changed MOLOTOV COCKTAIL to auto-hit on contact but lowered fire damage
* Increased the area-of-effect of the four PROTECTION FROM FIRE, ICE, SHOCK, and POISON abilities from 1 to 2
* Changed pricing on damaged armor such that everyone receives the same selling price regardless of armor skills that may raise the armor’s protection level, and limited the price reduction to 30% of the base price for fully damaged armor (the cost of repairs)
* The Rogue’s PRECISION STRIKE ability now bypasses any bonus from the target using DEFEND
* Outside of combat, the distance from someone else in order to hand them anything has been increased to six grid squares (combat must be next to them)
* Modified so that a static moving effect (e.g., MAGE ARMOR, PROTECTIVE SALVE) that moves with a character can be cast on the same spot as an existing static effect (e.g., FOG CLOUD, MOLOTOV COCKTAIL, PRISMATIC LIGHTS) and vice versa. Effects of the same type (moving/non-moving) still cannot be cast over the top of an existing one.
* The coloring on RESISTED messages for monsters in the COMBAT LOG have been changed to red to be consistent with other message coloring (red is relatively bad for player, green is good)
* Previously level 1 characters could not buy a shield (buzzer would sound). This is now allowed as long as they have already purchased a weapon.
* Containers that are obviously empty (e.g., broken crates, scattered bones) will initially appear gray on the mini-map
* Previously allowed multiple attempts to BASH a door during combat, now limited to one attempt per turn
* Fixed issue with killed summons staying on screen until end of round instead of disappearing immediately
* Loading a saved game could exceed a limit on the number of summons monsters were allowed to create
* Dead bodies no longer block line-of-sight
* Fixed an issue with combat mistakenly initiating when players were near but still outside of a room with sleeping monsters
* BASHING a door now makes noise that can possibly awaken nearby sleeping monsters
* Containers that were BASHED open were still appearing closed after looted

1.0.47
* Fixed issue with proper on-screen placement of character placeholders (upper-left corner) when switching to full-screen
* Fixed issue with red dots on the mini-map “blinking” as monsters moved plus the dot disappearing when in full-screen mode
* Fixed improper placement of characters in grid on different aspect ratios
* Fixed issue with using inappropriate world tile set when loading another game directly from a current game
* Fixed a graphics issue with Hill Giant where an additional head appeared near its feet
* Darkmantle was missing head when dead


1.0.46
* Significantly shortened the tutorial and added more in-game tips when starting out
* Increased the number of monsters when using two highest DIFFICULTY levels
* ‘Icy Bolt’ had an inaccurate description that inferred it could be used with a bow but is restricted to crossbows
* Fixed issue where if XP given from a job pushed a player to the next level it wasn’t notifying properly in the monthly news
* Fixed problem with Split Loot window not re-appearing if the game was minimized
* Fixed issue with ICE BLOCK where it wasn’t applying ICE damage each round
* Fixed issue where immobilized monsters were still melee attacking

1.0.045
* Emptied loot containers now turn gray on the mini-map
* Monsters are now more likely to try to DEFEND to regenerate stamina when below 50% based on intelligence, level and aggression
* Modestly lowered accuracy for weapons on the high end of materials and quality
* Significantly bumped up monster health, stamina, stamina regen, accuracy, defense and magik defense starting at level 15
* Added an option in SETTINGS to turn off requiring a final hit to kill once characters/monsters reach zero HP
* Added an option in SETTINGS to turn off using morale for hirelings, or requiring rooms or participating in preferred activity (can still do activities for potential positive effect)
* Due to rounding there may have been cases where the roll was the exact % chance as reported but resulted in a miss
* Using Power Attack with a staff was limiting the targeting to cardinal directions
* Changed Area-of-Effect targeting to not color under either allies or enemies if the ability will not affect them and to use green for support/defense instead of yellow
* Can now target a square with a blocking object in case there is a flying creature in it
* Injury icon on character placeholder wasn’t disappearing after an injury was healed
* Fixed issue with Area-of-Effect abilities not triggering if they are centered over an object
* Added the ‘Long Distance Hauler’ skill to reduce stamina used while walking (non-combat, or combat including in ‘red’ zone)
* Increased chance of positive effect/decreased negative when performing activity during Harvest Festival
* Fixed issue with inaccurate accent colors on wands
* Poison wands now do a small amount of physical damage
* Added the Lizardman Runner
* Loot containers were inappropriately grouping weapons and armor instead of listing each separately
* Fixed issue with Gelatinous Cube using Divide more than two times
* Modified Paladin’s default skill ‘Holy Warrior’ to also add +25 panic resistance
* On INVENTORY screen portrait pose toggle wasn’t working during combat
* The default selected button at the start of a turn for any character can be toggled between MOVE and LAST USED by long-pressing either MOVE or ATTACK
* Fixed some issues that may have caused a crash if player pressed a keyboard command during a monster’s turn
* On INVENTORY screen disabled DROP button while in town. To dispose of unwanted items, sell to Merchant (even if for 0 coins)
* Modified description of lockpicks to also note that you must have the ‘Lockpicking’ skill to use
* Added loot drops for many lesser creatures (e.g., wasp, ant, beetle)
* If you have over 50K coin the merchant’s maximum item value will be 115% of that
* Removed the chance of dying from an odd job
* Fixed an issue with the head of the Dire Lion and Displacer Beast disappearing when attacking
* While camping when someone had an injury that lowered stamina, it would not automatically sense when the character was fully rested
* Contact-based effects (e.g., SMOKE BOMB, FOG CLOUD, etc.) now last one extra turn beyond last contact

1.0.044
* Increased ACC and DEF for characters in general, and lowered monster DEF compared to prior game
* Character and monster ACC and DEF will change based on DIFFICULTY setting (default setting will be easier than before)
* Changed stamina regeneration: successful DEFEND now replenishes maximum stamina 100% of stamina regen, unsuccessful DEFEND 50%
* Added an “Old School” mode under SETTINGS to turn the above changed stamina regen back to original
* Added an option in SETTINGS to turn off stamina depletion while walking around exploring
* Dexterity now contributes +2 ACC to melee attacks
* Level 1 characters can only choose weapons skills or buy weapons for which they have an affinity
* Made all poor quality weapons made from worst material (e.g., iron, oak, yew) affordable for initial characters
* Characters are not required to have a room the first time they go through the Gate
* Added a STAR to weapon icons for which characters have both an affinity and a skill
* Added a mode under SETTINGS and GAME to switch list highlights to a blue tint for colorblind individuals to see better
* Put in better error handling for rendering grid
* Fixed a problem with applying inherent weapon effects like STUN and WEAK
* Fixed bug in random encounter generation that could have crashed game in rare cases
* Fixed various areas that were reporting errors
* Elementals were missing Stomping animation
* PUSHBACK can no longer affect creatures that don’t move (like Carnivorous Plants)
* Changed HP display on ATTRIBUTES page to show one decimal place for current HP
* Fixed missing attack animations for Troll
1.0.043

* Fixed issue with crash on some instances of improper world generation (now backs out gracefully)
* Added more Steam Achievements
* Fixed problem with effects that freeze the ground
* Fixed incorrect reference to GAMBLING at Tavern during tutorial
* Eliminated the possibility of accidentally selling weapon during tutorial when should be equipping
* Removed inappropriate BACK buttons on town tutorial part which could get tutorial stuck
* Replaced icon for SLEEP ability
1.0.042

* Changed Flask abilities (and SMOKE BOMB) back to line-of-sight to prevent spread through walls
* Fixed an issue the prevented spreading effects, like Flasks
* Changed wording of intro blurb on COMBAT LOG to be appropriate to the given world entered

1.0.041
* Fixed inoperative pose toggle button on INVENTORY screen
* Added a moving visual effect for unsheathed weapons that do FIRE, ICE, SHOCK or POISON
* Fixed bug with chests with exploding traps
* Fixed issue where monsters in non-combat would sometimes flash while moving
* Fixed issue where illuminated armor cast a huge circle of light
* Monsters move more often in non-combat
* Fixed issue with sometimes placing non-movable monster den objects blocking doorways
* Optimized a lot of code for efficient memory handling
* Modified the overhead notification when regenerating stamina to show the actual capped amount if beyond MAX STAMINA
* Improved the speed at which the map is zoomed by pinching

1.0.040
* Made changes to Save/Load system to make it more reliable (eliminates backwards compatibility with older saves)
* Fixed an issue where some animations may not have triggered
* Fixed an issue on Android with loading paths for some monster images

1.0.038
* Implemented Steam Achievements
* Weapons were drawn when starting new world
* Put in five world generation retries if something goes wrong and graceful exit back to town if can’t resolve
* Added a third taller but narrower COMBAT LOG size for PC versions

 

Pre-Beta 0.1.036
* Capped the combat log at 250 entries to save memory (removes older entries when exceeds that)
* Completely changed the look of the troll
* Fixed an issue with some area-of-effect spells cast by monsters not affecting players
* Added icon on INVENTORY screen to show the total ACC PENALTY due to armors
* Added Mephits (Mud, Ice, Smoke and Fire) to all worlds
* Improved many effects where characters “stand” in them by adding a background and foreground to give depth (e.g., TAR PUDDLE)
* Added Wendigo to ice world
* Fixed issue with monster abilities that are ranged area-of-effect sometimes not triggering a hit
* Increased the xp granted for harder monsters
* Fixed issue with summonned monsters having no armor
* Got rid of repeating Combat Log message that character is immune on some monster abilities that move with the character (e.g., Blight’s TRIPPING VINES)
* Cleaned up finger overlays over weapons on two-handed grip (e.g., 2H Swords)
* Added Baalor’s Fangs to the fire world (similar to Monoliths but all have to be activated)
* Added an Expand/Collapse button to the Combat Log to toggle the size
* Added a tip for level 1 characters to camp if their Raw Stamina drops below 50%
* Changed SMOKE BOMB and FOG CLOUD so that they do not block line-of-sight and the BLIND effect is automatic while in contact with the effect
* Replaced the battle victory sound with a better one
* Fixed the issue with icons sometimes having black lines on the edges
* Fixed issue with mini-map sometimes dithering the image depending on the zoom factor
* Added Worgs and Kalavakus to the ice world
* Some instances of when a monster encounters an effect while walking, and the effect would stun or immobilize, would lock the game’s logic
* Flask abilities (as well as SMOKE BOMB) can now be hurled over objects (don’t require line-of-sight)
* You can no longer target a fully blocked square (e.g., a tall rock, tree, or thick ruin wall)
* Fixed issue with area-of-effect abilities not spreading out if the center target square was a blocking object like a medium rock
* Fixed a glitch with not properly setting ability cooldowns when loading a saved game
* Fixed issue where health would be restored if received an injury in combat
* Added potential for SPIRIT weapons and abilities (can do damage to spirits or ethereal creatures)

 

Pre-Beta 0.1.034
* Moved gambling from the Tavern to the Inn and removed the consorts from the Inn
* Fixed issue where armor weights weren’t being reduced by armor skills
* Fixed issue where the Combat Log didn’t report the damage done when someone was pushed into an active effect (e.g., fire)
* Modified so if a door is blocked on the other side it gives the option to BASH it open
* Armor stats now display the ACCURACY PENALTY as a percentage (of chance to hit)
* Capped the number of summons various creatures can have at one time (e.g., Gelatinous Cube’s ‘Divide’ ability)
* Increased the amount of loot in the open worlds and decreased it in the dungeon
* Added buttons next to the character portrait on the INVENTORY screen that will change the pose or display a large picture
* Changed it so that displayed prices on the INVENTORY screen show actual value (previously limited to 5,000 coins)
* Fixed an issue with some ranged area-of-effect abilities going through walls even though targeting didn’t show this
* Removed line-of-sight blocking for spells such as PRISMATIC LIGHTS and NOXIOUS CLOUD but left it for SMOKE BOMB and FOG CLOUD
* Fine-tuned a lot of abilities to use line-of-sight (e.g., blocked by ICE BLOCK or SMOKE BOMB)
* Fixed problem with existing effects in a grid temporarily disappearing when someone in the grid was attacked
* Offensive ranged area-of-effect abilities cast too close to the caster now will not affect them
* Fixed issue where using BALANCE on INVENTORY screen would sometimes crash game

 

Pre-Beta 0.1.033
* Fixed issue where sometimes using the BALANCE button for inventory would crash the game
* Fixed issue where if monster died from an existing active effect (e.g., fire on the ground) no XP would be given
* Fixed weird arc angles on directional effects (e.g., tossing/lobbing abilities)
* Fixed many issues with levitation, including allowing it in non-combat and cancelling it if knocked down, paralyzed or immobilized
* During non-combat, if still levitating over a non-walkable spot the caster will have to spend stamina to maintain it

 

Pre-Beta 0.1.030
* A prior change broke the tutorial and wouldn’t allow combat to start with the wolf
* Added a PHONE MODE for Android versions that displays larger text (can be toggled in SETTINGS under GAME screen)
* Fixed issue where some abilities that use melee-weapons were allowing a diagonal attack
* Monster-type bonuses weren’t being used properly when calculating chance to hit
* Susceptibility (negative RESISTANCE) was being used properly but wasn’t displayed in the Combat Log
* Fixed an issue with some creatures dropping an empty loot bag
* Fixed some issues with line-of-sight combat engagement
* Modified Skills screen to consolidate all skills from a magik item into one entry
* The BALANCE INVENTORY button will now prefer to give lockpicks to those that can use them
* Abilities used in non-combat that can be used in combat (e.g., Mage Light) will still be active when combat starts and the duration/cooldown will be pro-rated based on how long it was active in non-combat
* Significantly increased the pay for jobs
* On Android version opening the chest in the player’s house would freeze the game
* Built functionality to handle DLC via Play, Steam and a key-code
* Status effects such as blind, stun, panic, etc. no longer take effect outside of combat. Others such as bleed or poison can.
* If a speech bubble is active in town, tapping the screen will close it (so it doesn’t block an activity slot)
* Fixed issue with stalled game if player recovers from stun, panic or confuse during their turn from taking damage
* Fixed issue where dead characters took additional damage from attacks and performed animation
* If a CHARGE type of attack was blocked by an object or not enough MP, the message would incorrectly say not enough stamina
* Fixed an issue where monster-summoned creatures were considered to be part of an expedition (showed up on container list and prevented going back to town)
* Players no longer receive XP if a monster dies at the hands of another monster (unless charmed or summoned)
* Fixed issue with display of condition for armor that doesn’t protect physically and isn’t damaged (e.g., jeweled headband)
* Added a prompt whether to save or not when closing PC version from world screen (only for beta testing)
* Changed it so that monsters do not have charm resistance or susceptibility based on CHARISMA
* Fixed issue with not being able to tap on HOURGLASS or SETTINGS buttons when had too many hirelings in list
* Fixed issue with not being able to BASH open a locked chest or door during combat

 

Pre-Beta 0.1.029
* Streamlined code to make significant performance gains, less memory required, and smoother scrolling
* Fixed issue with ranged targeting that allowed shooting through walls, but also fine-tuned angles around objects/bodies and through doorways
* Slightly dialed back monster accuracy and defense boosts per level
* Monsters from different groups will now consider other groups as enemies
* Changed area-of-effect abilities to not go through walls or objects if they are line-of-sight
* Changed most targeted area-of-effect abilities (e.g., Fog Cloud, Prismatic Lights, etc.) to not go through walls but can pass through bodies
* Fixed bug so combat wont initiate if a monster is in the next immediate square but with a wall or closed door between
* Fixed bug that could crash game when close to edges of map when combat initiated
* Fixed issue with “ghost” images of monsters appearing without their opaque body when in the distance
* Fixed issue with selecting camp spot close to edge of map
* Fixed issue with skills lists not populating correctly when user had skills points in multiple categories to spend from training
* Added checkbox under SETTINGS > DISPLAY to limit map size (for lower-memory devices, caps map size at 100×200 versus 200×200)
* Made it so Electric Beetles won’t trigger Shock Secretion puddles
* Added a mechanism that will prompt the user to turn down the graphics setting if there were multiple abnormal exits (e.g., crashes)
* Mini-map wasn’t showing containers at west-most or north-most edge of map
* Charge-type attacks would previously do nothing if there were no potential targets, will now carry out charge regardless
* Charge-type attacks will now stop at target square instead of overshooting to maximum movement
* Fixed issue with refreshing animations when a character equips items and it wasn’t their turn
* Mini-map now shows red dots for enemies engaged in combat even if in undiscovered area
* Fixed issue with frozen water not displaying properly on mini-map
* Fixed issue with attack sounds always at full volume despite sound settings
* When giving an item to another player, in combat must be next to them but out of combat and camping range extended to three squares
* Fixed bug where health/stamina were restored in world if inventory changed hands
* Monsters more likely to break off combat if players are outside of room and no one has attacked for a while
* There is a very slight chance of an injury healing while camping
* Increased the accuracy of most FLASK abilities
* In the Split Loot window added an icon to looted weapons and armor that are equipped by players
* Type-specific Defense, Accuracy and Damage buffs (e.g., Holy, Flask, Magik) have been modified so that bonuses are additive instead of multiplicative (e.g., +10% now makes +5 into +15, not +5.5)
* Lowered armor repair costs by 25% and doubled the discount per CHR point
* Changed max map size from 200×200 to 150×150
* Fixed bug where if you saved game while at The Stones it would crash on re-load
* Updated map so that you can see doors even if the other side isn’t revealed yet

Pre-Beta 0.1.027
* Built in Steam integration
* F11 now toggles full screen (previously F12). F12 is screenshot for Steam.
* F10 now toggles keyboard shortcut icons on screen (previously F11)
* F9 toggles status bar display over characters and monsters
* Monsters now do 15% more poison/bleed damage per level
* Changed it so SHOVE ability won’t trigger the “glowing” ABILITY button (indicates an offensive ability is available)

Pre-Beta 0.1.026

* Build 25 greatly expanded distance required between players and monsters to break off combat. Changed back to original distance but modified for monster aggression.
* Added the default SHOVE ability for all players, which allows pushing monsters as well as moveable objects
* On PC version added targeting/moving mechanism using keyboard during combat
* On both PC/Android, the first tap in a square will display the target reticule and a second tap is required to launch melee or ranged attack
* Added progress bar to expansion pack download process
* On PC version, ARROW KEYS are now used for moving outside of combat, and moving/targeting during combat. SHIFT+ARROW KEYS moves the view on the screen
* On PC version, ALT+LEFT or ALT+RIGHT moves the reticule between potential targets
* Changed monster AI so that if they reach their maximum distance from their den and break off the attack to head back, being attacked again will extend the range temporarily (eliminates a “safe zone” where player couldn’t be attacked)
* Magikal protection (e.g., Mage Shield) will now mitigate elemental damage (fire, ice, shock)
* Fixed wonky placement of Displacer Beast in grid squares
* Fixed issue with Merchant paying full price for sold damaged items
* Fixed issue with Take All button sometimes being enabled on an empty container
* Lockpicking is no longer allowed while engaged in combat, and if near a locked door the INVENTORY button turns to SMASH (so as not to disable using the ATTACK button)
* Changed the size of text in the Monthly News window back to the earlier, smaller size
* Added ability to send log to Tech Support via SETTINGS (used to track down non-crashing bugs)
* Added Draugrs and Minotaurs to The Infernal Dungeons
* Injuries may heal on their own, but convalescing at home or seeing the HERBALIST or HEALER in town will increase the chance of recovery.
* Moved SUPPORT SKILL TRAINING to the Stones and put HEALER at Monastery.
* It is possible to get an injury during battle from normal damage (0.5 percent chance per damage point), and especially from some monster abilities.
* Certain containers, like chests and wardrobes, are now more likely to be locked
* Big containers that must be broken open, like a mausoleum or a sarcophagus, now require using BASH to open (potential chance of injury)
* Fixed bug with some defensive or supportive monster abilities not triggering (like Frost Worm’s Burrow ability)
* Fixed issues with frozen water edges in The Frozen Expanse
* Added VOLLEY SHOT ability for archers (including monsters) which allows a less accurate shot over other characters
* Fixed bug where combat wouldn’t start if monster was blocking doorway into room
* Made some projectiles arc as they fly
* Many abilities (especially AREA-OF-EFFECT or non-precision types) now have no dark/light penalties for accuracy
* Added chance of disease with poison traps and chance of injury with exploding traps
* Fixed issue that always made monsters avoid SNARE traps when they should have been invisible to them
* Tweaked monster AI to not move around so much when low stamina and haven’t been attacked recently
* Fixed issue with mis-coloring dagger in left hand while dual-wielding (will not fix existing items that were mistakenly colored and saved)
* It is possible to drop a torch on the ground as a light source and pick it up later
* The merchant now sells torches, but they can’t be sold back, and they now have a marginal (0.1) weight
* Fixed issue with some monsters attacking through a door
* Added Skeletal Crossbowman and changed look of Skeletal Warrior
* Fixed bug with hair color and facial hair color not being in sync when creating character
* Fixed problem with sometimes crashing when returning to Main Menu
* Fixed the head on the Cockatrice

Pre-Beta 0.1.025

* All of 0.1.24 introduced for Android
* Fixed issue with status effects that end a monster’s turn immediately (e.g., stun, paralyze) not lasting the specified amount of turns
* Fixed issues with players opening doors or walking through a door during combat
* Fixed problem with not allowing player to open a door when a container was on the other side
* Added two-handed maces
* Changed the existing Earth Elemental (which had a stone body) to a Stone Elemental and moved to the Infernal Dungeons expansion pack
* Added an Earth Elemental (with dirt, wood and stone body) to the Hidden Realm
* Added support for many more monsters in the Infernal Dungeons expansion pack
* Anyone asleep (versus the sleep effect) has defense lowered to zero
* Changed Ability Training price to 100 + 150/level and Skill Training to 50 + 50/level
* You can set a custom zoom level for when you enter a room. Hallways will use the regular custom zoom level (same as open world).

Pre-Beta 0.1.024 (PC Version only)
* Enabled support for worlds with walls, rooms, and doors (e.g., dungeons)
* Some doors may be stuck, which forces players to attempt to smash them (strength-based, possible injury)
* Some doors and containers may be locked, which forces players to attempt to pick them with a lockpick or smash them open
* Some containers may be trapped, which if set off can cause damage and possibly destroy contents
* Added line-of-sight and room considerations to whether monsters initiate combat
* Added more complex lighting model that allows for full/partial light blocking depending on objects/characters
* Significantly increased full and vacation payout amounts depending on level when negotiating to keep disgruntled NPC’s
* Disabled the DROP and BALANCE buttons on INVENTORY when in town
* Fine-tuned dragging character pictures to change formation order, and fixed bug with using G and H to change formation order (PC version)
* Fixed issues with some followers not following when the formation leader is switched
* Had mistakenly turned off river generation
* Fixed a lot of issues related to odd jobs
* Reduced the darkness accuracy penalty by about a third
* Immediately save and unload monster part images as each monster generated to save on device memory used while generating a world
* Fixed problem with monsters summoning other monsters
* Added an option to PREFAB to max out money (used for testing or customizing party/gear for screenshots)
* Added flanking penalties for DEF calculations when using MAGIK DEFENSE

Pre-Beta 0.1.023
* Fixed issue with potentially locking the gameplay if a player was low stamina and moved in the red movement squares
* Integrated shadows into character animations to make them more synchronous and aligned
* Prior build mistakenly applied pushback or pullnear regardless of whether the attack hit or not
* Fixed issue with not registering the player performing their preferred activity when they stayed and others went through the Gate
* Made change to enforce being within 2 grid squares in order to balance loot between characters


Pre-Beta 0.1.022
* Moved many monsters beyond level 4, as well as half of weapons and armor, to an expansion pack for The Hidden Realm (to shrink initial download size)
* Fixed issues with Carnivorous Plants including empty loot bag and not allowing walking over them
* Can now double-tap character box as well as long-press to bring up character info
* Fixed issue with some monsters not sitting when DOWN if facing wrong direction
* Lowered DEF for arrowhawks somewhat (was too high)
* Status icons (like sleeping) now appear for creatures that are in combat but still in undiscovered areas
* You no longer lose your hirelings if resurrected
* Added a button to INVENTORY screen to balance loot equally between characters, based on their carrying capacity
* Fixed alignment issues with the chains from BIND depending on various monster sizes and spine orientation
* Fixed quirk in Alchemist’s attack not remembering the last elemental type shot used on subsequent turns
* Some abilities can lower resistances, which increase the liklihood of or damage from those types of attacks if resistance drops below zero (anyone with a natural 100% resistance cannot have it lowered)
* Slowed down effects to make them more visible and adjusted for the height of the target
* Added a Mute Magik MAGE/DRUID ability that blocks casting magik spells (some monsters have it)
* Got rid of the initial “tire spinning” running animation for monsters before they actually move
* Slowed down idle animations
* Fixed bug where if current player used all movement then saved game, on game load would have the movement extended
* In cases where someone had the same magikal effect from two different armors, it was reporting them both in the skills list as from one armor piece
* Fixed issue with exploding effects (like smoke bomb) not filling in all surrounding spaces when it expands
* Added storage chest when you buy a house
* If players are camping and sleeping monsters are within range, will not engage the monsters in combat
* Added game setting (under SOUNDS) to control the frequency of player hit/miss responses (“Yes!”, “Awwww!”)
* On ranged attacks including spells, the screen now centers between the attacker and target during an attack to keep both in view
* Improved the pauses between turns so that monsters are centered prior to taking actions, and reducing the delay before a player’s movement/targeting grid is displayed
* Slowed down in-combat walking slightly (just the velocity when walking)
* Turned on Auto-Save (every 5 minutes)

 

Pre-Beta 0.1.020
* Implemented changes to support further additions to the Frozen Expanse Pack
* Added many more monsters to Frozen Expanse (26 total now)
* Added 17 new weapons/shields to Frozen Expanse expansion pack
* Added Carnivorous Plant to base world
* Saved game backups no longer copy generated images so as to save drive space
* Fixed animation issues with Skeletal Warrior
* Randomized abilities that monsters will use at any given time (out of those available)
* Fixed alignment issues with Mage Armor blue sphere
* Fixed issue with melee-type abilities allowing a diagonal attack using a polearm or spear
* Penalty for Ranger’s not doing prefered activity was reversed and added a bonus skill
* Fixed issue with previously encountered random monsters being grouped with new random monster groups
* Repair screen was showing “–” for the cost of repairs on originally-owned hireling equipment
* NPC’s on vacation won’t be subject to normal monthly checks (e.g., housing, disease, prefered activity)
* Fixed issue with empty or overlapping bands on rain and snow displays in town
* Certain ability effects were not blocking line-of-sight when they should have
* Fixed some discrepancies between an ability’s displayed accuracy and what showed in combat log
* Added Riposte ability for all classes
* Changed hit and miss sounds (Yes!, Aww!) to not play every time
* Changed behavior when confused to be more random including just wandering, plus now take a DEF penalty of 25%
* Made goblins smaller
* Toned down the difficulty and numbers of many monsters in Frozen Expanse (especially Lurker and Wailer)
* Thinned out tree density in Frozen Expanse
* Changed the graphics for ghouls
* Fixed a bug that would ocasionally crash the game when determining which body part was hit
* Ranged weapons can now be fired at an empty red targeting square (to make consistent with melee, plus for invisible creatures)
* Slowed speed of projectiles to make them more visible
* Implemented invisibility and burrowing underground for some creatures
* Fixed issue where NPC’s with staves weren’t initially assigned a staff-weapon skill
* Fixed a “twitch” in the animations of many monsters
* Increase healing abilities by 0.5 points per level of caster, and stamina replenish abilities by 1 points per level

Pre-Beta 0.1.019
* Implemented Expansion Packs
* Fixed screen scaling issues on PC version when height proportion bigger than width
* Catch instances where a monster animation is missing and send an error report versus crashing
* Character placeholder in town initially displayed ‘Human’ regardless of race
* Fixed issue with activity slots in town being too small
* Fixed issues with flying creatures being blocked by water or other low obstacles
* Fixed the “glowing rock of death”
* Increased difficulty of monsters starting at level 5
* Increased negative morale effects of combat and general fatigue of NPC’s
* Raised boot and pant prices to be comparable with headgear, slightly raised gloves, and put in floor prices for magik armor (raises lower-end/lowers higher-end)
* Increased weapon price brackets based on materials and quality, but increased ACC and DMG boost for each bracket
* Got rid of ACC and DEF modifiers based on comparative levels between attacker and defender
* Monsters that die over water immediately disappear (so does loot)
* Fixed issue with Paralysis ending immediately
* Fixed issues with Bugbear animations
* Inverted map zoom slider so that it corresponds to world zoom slider (moving up zooms in)
* (PC version) Disabled saving via F1 while a dialog is open (could cause logic issues like splitting loot)
* (PC version) Can open containers using the ENTER key
* Adjusted portraits so that shorter characters appear lower in the frame
* Fixed issue with line-of-sight blocking some area-of-effect abilities (like Call of the Wild)
* Fixed issue with NEXT button being disabled on level up when no abilities or skills are left to choose from
* Fixed issue with skipping next character when a summons dies
* Tweaked the positioning of moving character formation orders so its easier
* Fixed issue with the “Give to” feature showing summonned creatures
* Fixed issues with reporting dead NPC’s when return from Gate
* Increased prices for hides by 25% to increase incentive to fight monsters
* Fixed bug on hair selector that would sometimes crash program after a shuffle
* Fixed issue with clickable buildings not being enabled after a game is loaded (like Harvest Festival Merchant)
* Lowered item price modifiers on the high-end based on rarity and quality (no more $100K weapons)
* Added 100×50 worlds for levels 3-4
* Fixed bug where monsters from random encounter may have been placed far enough away to end combat immediately
* Using a crystal in combat now has a negative effect on morale
* Monsters non-combat movement is accelerated while camping
* Not paying house taxes gives an automatic loan but brings foreclosure if not paid off within 3 months
* Lowered damage for bows, slingshots, and 2-H weapons
* Lowered protection for cloth, padded and leathers and rasied prices relative to metals
* Jobs now give experience points based on recommended level and outcome
* Adjusted Merchant’s inventory selection to reflect player’s money
* Fixed many small issues that were causing crashes

Pre-Beta 0.1.018
* Introduced distinct races for characters and NPC’s (Human, Dwarf, Half-Goblin, Common Elf, Dark Elf, Golden Elf) (not retroactive to existing characters)
* Added Lizardman Centurion
* Fixed issues with cone-shaped targeting being disproportional in different directions (e.g., Cone of Arrows)
* Previous build was too stingy on loot and added too many monsters beyond level 10
* Changed Frosty Wind (Level 1 Druid) to cause damage for 3 turns to anyone on frozen ground
* Fixed issue with some static effects not doing damage each turn (like Ice Block)
* Added several abilities:
Cleric: THUNDERSTORM (5), HAMMER BLAST (5), PROTECTION FROM SHOCK (2)
Ranger: SUMMON DIREWOLF (8)
Mage: PROTECTION FROM FIRE (2), PROTECTION FROM ICE (2), WALL OF ICE (5), SUMMON GHOUL (8)
Druid: PROTECTION FROM FIRE (2), PROTECTION FROM ICE (2)
Alchemist: PROTECTION FROM POISON (2)
Paladin: DAZZLING BRILLIANCE (3)
Fighter: BATTLE CRY (5), BIND (5)
* Fixed an issue with ranged area-of-effect targeting that allowed you to keep extending the range outward
* Fixed upside-down hammer/polearm heads when facing left
* Fixed issue with fingers overlay showing “through” shields (not retroactive to saved games)
* Fixed positioning of buckler shields to be centered on hands
* Stubble-type facial hair now conforms to the different jaw types and noses draw over moustaches
* Added skills specific to Fighters to improve Defense, Accuracy and Damage
* Fixed issue with players getting initially positioned too close to Gate
* Changed SP cost for abilities to be more in line with level of ability
* Some area-of-effect or linear abilities (like WALL OF FIRE) won’t allow targeting under characters but would still create the effect there
* Fixed issue with Skeletal Battle Mage summonning a rat in same space as an ally
* Turned down monster ACCURACY boost per level, turned down MELEE DEFENSE for everyone
* Fixed issue with PRIOR HIT flag where if an attacker missed it would cancel out a previous PRIOR HIT (PRIOR HIT sticks until end of next turn)
* Added BAND-AID status bar indicator when have a PRIOR HIT (20% ACC penalty on next attack)
* Added STAR status bar indicator for summonned creatures that are allied with player (to easily differentiate on screen from enemies of same type)
* Fixed issue with ATTRIBUTES screen getting stuck if simultaneously opened with another screen (like a container)
* Fixed problem with walking through Gate using keyboard keys on PC version
* Fixed issue where player could get stuck on something like an opened rock or bone pile

 

Pre-Beta 0.1.017
* Created an auto-save on PC version when program closed via “X” button on window (but turned off for beta)
* Fixed issue that prevented friendly-fire morale penalty when ally is hit
* Fixed problem with cone-shaped abilities targeting improperly in diagonal directions
* Fixed issue with poison wand not affecting spirits when it should
* Created missing animation for bugbear brute exhausted
* Added more weapons
* Limited skills training to level 2 and above (no level 1 skills besides weapons)
* Total Armor figure was over-reporting
* Magik weapons that increased damage were reporting as +X% when they were +X points
* Magik items are now highlighted with blue text at the Merchant
* Fixed several issues with character creator sliders having problems with start/end values
* Fixed issue with walking through some obstacles when using keyboard keys (PC version)
* Fixed issue with some creatures not dropping loot because level wasn’t high enough
* You can no longer profit from NPC gear
* Adjusted loot populating to guarantee minimum loot in more valuable containers in dens (e.g., chests, mausoleum, nest, etc.)
* Cleaned up a lot of map generation issues
* Scaled levels to go beyond level 10
* Lowered the DEFENSE amount added per level (was too high)
* On ATTRIBUTES screen DEFENSE and MAGIK DEFENSE were inaccurately displaying temporary modifiers (like flanked)

Pre-Beta 0.1.016
* Modified screen scaling to accommodate resizing PC version
* Adjusted buttons so they don’t depress on mouse-over on PC version
* Added keyboard shortcuts for many movements and commands on PC version
* Implemented bug reporting system for both Android and PC
* Fixed error related to viewing magik weapon with monster-type abilities
* Changed character creation panel to group controls in a tabbed page format versus a scrolling pane
* Sliders on character creation now dynamically change face as they are moved
* Made screen panning proportial to zoom (e.g., won’t move too fast when zoomed in a lot)
* Increased combat log size for PC version
* Made water corner pieces passable on the land parts
* Made activity boxes in town bigger
* Fixed the scrollbar issue when adding abilities and skills
* Downgraded many skills to be less powerful
* Put 2 grid square distance limit for handing items
* Capped the number of housing effects (negative or positive) to 3 at a time
* Status bar and movement icons now display cycling status effect icons when afflicted with more than one
* Added slier to control body/face thickness on character creation
* Added an auto-save during tutorial after kill the wolf
* Reduced larger objects on earlier map levels to leave room for monster dens

Pre-Beta 0.1.015
* Added Zoom slider on side of world screen/map to accommodate PC version with no screen pinch
* Made corner mountain pieces passable (majority green space) so can squeeze through narrow passages now
* Fixed issue where creatures summoned by monsters were allied with player
* Lower level monsters had armor turned down too much
* Added ponds and browned clearings to map

Pre-Beta 0.1.014
* Added darkness ACC penalty for anyone without night-vision, plus skills to improve night-vision
* More noise is made by heavier armors (especially boots), added “muffled” magic armor ability
* Added “Rested Bonus” (+10% stamina) for 2 hours after camping for at least 6 hours
* Added status icon for Protection (e.g., shield spells)
* Dead bodies block movement but no longer block LOS
* Added occasional “awwww” sound by characters when miss and “yes!” sound when hit
* Modified map generation to ensure a minimum number of viable river crossings
* Added several new armors
* If ambushed while camping, when combat ends can resume camping in same spot if near or establish a new camp
* Can flip between characters on Info page using screen swipes
* Fixed problem with applying inherent bleed/stun/weak weapon abilities (e.g., 5-10% chance of bleed for bladed weapons)
* Shortened notification times so as not to delay start of turn too much
* Monsters pause for a second after an attack before moving
* Weapon stats displayed in inventory did not reflect player skill bonuses
* Fixed issue with “floating” crystal deposits on shorter rocks and placing crystals too close to Gate
* Added possiblity of higher density of trees
* Fixed inappropriate armor repair costs
* How much you’re carrying no longer effects stamina regeneration while camping
* Getting up now costs 3 MP and can’t get up if immobilized first (e.g., spider web)

Pre-Beta 0.1.013
* Added Ghouls, Earth Elementals, Basilisks, Giant Ants, Bugbears, and Arrowhawks
* Added magic armors
* Implemented 3 day limit in world
* Lowered the protection, weight, and cost of metal armors
* Can now check containers during combat (uses up all movement and actions)
* Added diseases and Herbalist in town to cure diseases
* Summonning now takes twice as much stamina as before
* Abilities selector now dims abilities that you don’t have enough stamina to cast
* When shopping, stats show difference between item and currently equipped item of same type (e.g., helmet to helmet)
* Merchant inventory thumbnails will now toggle between male/female versions on torso/pants armor depending on who is looking

Pre-Beta 0.1.012
* Fixed the “Black Knight” graphics issue
* Added the Credits screen from the Main Menu
* Added functionality for paralysis effects
* Fixed issues with the slotting of weapons for dual-wielders
* Fixed problem with character statuses and camp positions carrying over to next world if used a crystal to return on previous trip
* Fixed issue with combat continuing if players leave via a crystal but a summons is still there
* Fixed issue with some range-1 abilities not showing target ranges (Trip, Mystical Touch)
* Wasn’t giving Dual-Wielding Accuracy skill bonus
* Modified Skill picking screen to remove other monster-type-specific skills (e.g., Entomology, Anatomist, etc.) when one is chosen (system only allows one per character)
* Was crediting “Ox” carry weight skill twice, plus not reporting it on some screens
* Changed many log entries to be user-centric (e.g., report “SUCCESS” in green if its a good thing for them, “FAILED” in red if its bad — vice-versa for monsters)
* Explicitly categorized all abilities as using MELEE or MAGIK DEFENSE (MELEE used for “physical” attacks, MAGIK for spell/elemental attacks)

 

Pre-Beta 0.1.011
* Simplified the tutorial on the world screen and extended the tutorial to after character creation (in town) to explain more details
* Better synchronization of attacker/defender animations and sounds, especially with projectiles and abilities
* Added quick reference icons to skill and ability descriptions
* Overhauled Combat Log so it now shows thumbnails for players/monsters as well as icons for stats
* Loading screen tips can now display colored icons
* Re-worked a lot of the stats under the hood, like skill bonuses, to make them more consistent and understandable
* Lowered the HP/SP for monsters in general and raised ACC but also tied it in with DIFFICULTY setting (Low=70% normal, High=130% normal)
* In non-combat walking around, will accept tapping an adjacent grid square as the “second tap” to move somewhere
* Fixed problem with small COMBAT LOG displaying blank lines if the top-most sentence was too big to fit
* Fixed problem with REPAIR button at Blacksmith
* Fixed a bug that caused items of the same type (e.g., same shape of longsword) to overwrite each other during equip/unequip/buy/pick up/hand to
* ICE damage now automatically does 2x the amount in STAMINA damage as well as a chance of SLOW
* Made positive effects from town activities much more significant (e.g., ACC +10%, Dmg +10%, STA REG +25%, etc.)
* Made only weapon-specific SKILLS available for level 1 and made all others available starting at level 2 (to lessen initial complexity)
* Made fewer ABILITIES available to level 1 players to simplify choices
* Modified character creation so if you go back and change CLASS it releases previously assigned ATTRIBUTE points, ABILITIES, and SKILLS
* Added Frosty Wind ability (Druid level 1), Chop Tree (Ranger level 2), Flaming Weapon (Mage level 5), Psychic Blast (Cleric level 3)
* Added ability to save custom zoom level for both combat and non-combat by long-pressing on zoom level button
* Added ‘Psychic’ classification for abilities (Clerics) that give 5% more effectiveness per FORTITUDE point over 8
* ‘Holy’ abilities (Paladins) benefit 5% more effectiveness per CHARISMA point over 8
* Added more facial hair styles and mouths
* ACID attacks damage armor condition 2x the damage amount
* Peer ability works now and reveals loot on the map within a circular radius
* Moved random encounter monster initial positions outward more from party
* Any encumbrance level that lessens stamina generation will show an icon over the character’s portrait
* Fixed issue with saved game not updating saved images when equipment was changed
* Lowered blocking values for weapons by about 25% (were too good compared to shields)
* The metal a weapon is made of now affects accuracy positively as the metal gets rarer (previously only wood did this for ranged weapons)
* Added random monoliths starting at level 3 and above (10% chance per map — grants +1 Attribute points when “fill” it by killing 5 monsters)
* Lowered the weight of boots (about 60% less) and raised it for gloves (about 70% more)
* Adjusted skills for NPC’s to be more appropriate based on class and abilities (e.g., fire boost when they have a fire spell)
* Fixed bug where MAGE’s didn’t receive the affinity bonus for daggers
* Moved elemental resistance boosts from FORTITUDE to CONSTITUTION

Pre-Beta 0.1.010
* Added the Alchemist class, which specializes in using a slingshot with elemental shots and flask abilities (basically elemental grenades)
* Changed the Bank in town to the Alchemy Lab, moved the Rogue training to the Merchant
* Added random encounters in the world as well as during camping
* Added instant meals at Tavern and Inn to add a positive effect (don’t take a month) … Tavern has slight chance of negative effect instead
* Added a traveling merchant during the Harvest Festival that has rare items for sale
* Added a -20% ACC penalty if combatant was successfully hit on last turn
* The player movement circle now displays only up to 5 grid squares distance at a time to make it more efficient (characters can still move further than that if possible, just the circle will only display 5 or less)
* The ABILITY button now shows a yellow glow around the book picture when POWER ATTACK is available
* Lowered the general rarity of items available at the merchant
* Fixed problems with slotting daggers
* Fixed issue with large tree edges being cut off near clearings or monster dens
* Eliminated the initial “flicker” of the green/yellow/red movement grid when a player starts their turn
* Added Counterattack (Rogue/Paladin level 3) and Trip (Fighter/Rogue level 3) abilities
* Added three throwable flask-type abilities for Alchemists (Toxic Brew, Acid Attack, and Molatov Cocktail)
* Some abilities are now classified as magik, holy, or flask. Bonuses are available as such:
Magik: every 3 INT increases range +1, every 4 INT increases AOE +1
Holy: every 3 CHR increases range +1, every 4 CHR increases AOE +1
Flask: every 3 STR increases range +1, every 4 DEX increases AOE +1
* Skills that boost spell range/AOE are limited to abilities that are magik (Mage/Druid), added range/AOE skills for holy (Paladin) and flask (Alchemist)
* Fixed a problem with some skills not properly applying accuracy bonuses to abilities
* Fixed problem with gem deposits not disappearing when all gems are taken
* Fixed issue with weight-carrying skills not being accounted for when checking for overencumbrance
* Some abilities now do not require an initial “hit” but do require a roll for effects to occur (e.g., 40% chance to blind). Abilities that cause physical harm still require the initial roll to hit and any extra effects are skipped if the attack is a miss (these typically show an ACC value listed for the ability)
* Changed physical resistances to go up 5% per FORTITUDE and mental resistances to go up 5% per INTELLIGENCE (no longer requires a specific skill to get the FOR/INT bonus)
* SLOW now also lowers DEFENSE and MAGIK DEFENSE by 25%
* Fixed issue with some buttons displaying the same button but smaller within the larger button (inventory screen)
* Reduced the maximum distance a monster will go away from their den by about half

Pre-Beta 0.1.009
* Fixed issues with scaling on various screen resolutions
* Fixed problem with monster AU taking too long to end turn when taking a defensive stance
* Fixed issue with repetetive notifications over the health/status bars that delayed starting a character’s turn
* Modified NPC AI to also try moving back as well as to each side if in the way of the formation leader
* Fixed issue with NPC’s continuing running animation when blocked by formation leader
* Tweaked effects locations to line up properly
* Added alternating footstep sounds
* Added internal mountain clusters to random map generation
* Notifications above health/stamina bars are now more fluid and don’t interrupt or pause game flow

Pre-Beta 0.1.008
* Fixed problem with app crashing on BlueStacks
* Fixed problem on upgrade window that allowed adding the previously added ability a second time or adding beyond the maximum for a given skill

Pre-Beta 0.1.007
* Eliminated several bugs related to crashing when going through the Gate, including better error handling for graphics routines
* Optimized many processes to reduce lag time in game
* Added a game speed option in Settings and equalized the speeds of various animations and movements
* Movement of NPC’s is smoother on screen
* All characters (including player) must participate in their preferred activity periodically or suffer a negative affliction (which is cured by doing the activity)
* Added a -10 ACC penalty when using a shield (some shield skills can lessen this)
* Fixed problem with applying status FX boosts (e.g., +10% fire accuracy) multiple times to have outsized boost
* Due to rounding, sometimes it appeared that monsters were out of HP but weren’t. Changed to always show a sliver of red HP bar if health>0
* Gems are now only found in deposits along mountain sides or in rocks — they don’t appear on map but glow at night
* Removed INT (Intelligence) accuracy modifier when using ability that is not magik
* Fixed problem when splitting loot where you couldn’t give a loot item that was previously equiped
* Fixed problem with Prefab game and Fighters, Clerics and Paladins having no armor at lower levels
* Unhappy hirelings potentially can threaten to leave, forcing player to offer a bonus or vacation to get them to stay
* Added events that can prevent certain activities or offer discounts on activities
* Added people to the town screen, many random and some based on events
* Added Giant Spiders, Giant Wasps, and Hill Giants
* Made the grid on the Inventory screen a scrollable list with up to 60 inventory slots
* Added an icon indicating the most severe status effect (e.g., immobilized, weak, poisoned, etc.) over the movement order pics and near the health and stamina bars
* Added Next/Previous buttons to scroll movement order pics in upper-left corner of screen when it exceeds the space available
* Implemented battery-saving features that disable constant 30-60 fps action during menus, dialogs, and in town
* Previously when creating character hair color wasn’t applied to facial hair

Pre-Beta 0.1.006
* Added ability to select class, level and gender on Prefab game
* Enabled the Settings screen from the Main Menu, the world screen and in town, which allows setting various game features such as sound, graphics and difficulty (not yet implemented).
* Added Load/Save features including multiple save slots, plus an auto-save in combat every 5 minutes and at particular points
* Changed map sizes for levels 1-2 to 50×50, 3-5 100×100, 6-8 100×200, 10+ 200×200 (1 monster den per 50×50 area)
* Smoother animations with less lag time
* Added PUSHBACK (abilities) and KNOCKDOWN (abilities/weapons)
* Made most fonts and prompts bigger for better phone use
* Changed monster movement to avoid damaging static effects depending on intelligence
* Poisons now lower initiative by 33% while active and using DEFEND while poisoned will reduce its stamina damage by half
* Added a Beastiary page to the info screen that displays info about each creature type
* Make monsters sleep at the appropriate times, plus notify player with message and music if get close enough for combat and all are asleep
* Monsters are now active when not on screen and take simple actions like return home if too far, wander/stand around, etc. plus can stumble on players if camp too close
* Monsters will break off combat if too far from den, or a shorter distance if no attacks within a few turns
* Tweaked the # of monsters in dens (generally lowered the # as it was too hard)
* Tweaked targeting to fix issues with certain targeting types not working properly over obstacles (e.g., not allowing melee attack over a fence or tombstone)
* Bleed can now be cured with First Aid and several other healing spells (some cure poison as well)
* Better armor is quite a bit more expensive now

Pre-Beta 0.1.005
* Added ability to save game from within town and load from in town or from main menu. Only one save slot currently allowed.

Pre-Beta 0.1.004
* Damage can no longer kill on one hit. Damage can reduce health down to zero, but an additional hit at zero health is required to kill
* Tweaked non-combat movement to move to an adjacent square if the grid square clicked on is blocked
* Added spirit creatures (no health, can’t harm with physical damage, die when stamina drained)
* Turned down image reduction to improve thumbnail and portrait resolution (will add setting to lower for low RAM devices)
* Rotate merchant inventory each month
* Added bucklers, medium and large shields
* Modifed weapon, armor, and shield stats based on materials and quality
* Consolidated armor skills for cloth and padded, got rid of hide armors in lieu of leather, and got rid of studded armor entirely
* Armor now mitigates damage based on condition (e.g., 50% damage means 50% of normal mitigation), but armor continues to work (less and less) until 0%
* Can use a crystal to return to town from any location
* Fixed problem with exiting to town from the tutorial
* Can hand items to other players from inventory screen
* Added skeletal warriors, skeletal battle mages, spirits, direwolves, giant rats, and will-o-wisps
* Added more random loot item types and monsters now drop weapons and monster-specific loot when die
* Weapons are now stored on back or hip when not in combat
* Animations will now finish and a short pause will occur before switching focus to another character during combat
* Changed map sizes for levels 1-2 to 50×50, 3-4 100×100, 5-7 100×200, 8+ 200×200 (1 monster den per 50×50 area)
* Cleaned up and adjusted armor pieces to fit properly
* Added Linear targeting for some abilities (e.g., Wall of Fire)
* Added monster armor and modified hit system to hit one specific part (except for explosion-type abilities which spread damage across four parts)
* Added animations with a two-handed grip for two-handed swords and crossbow-specific animations
* Hair displays properly depending on the type of hat/helmet and lines through face and around nose eliminated
* Added a kiosk outside the Mayor’s Office that gives an indication of the number of odd jobs available and will go directly to the jobs when clicked
* Added CHARGE-type ability targeting (e.g., Shield Bash) that allows caster to pass through targets and damage them
* Added more tree varieties
* DEFEND now restores a fraction of the Stamina gained to Raw Stamina
* Changed experience needed per level: 1=0, 2=1K, 3=3K, 4=6K, 5=10K, 6=15K, 7=21K, etc.
* Armor skills are now properly adjusting damage reduction and carry weight

Pre-Beta 0.1.003
* Made First Aid ability use no stamina
* Increased ratio of Raw Health damage done on hits
* Characters that are Defending now show a shield icon over them next to health/stamina bars
* Formation followers will now move out of the way if formation leader wants to move to or through their square
* Fixed problem with “runaway” NPC’s that would crash app
* Added Odd Jobs available at the Mayor’s Office
* Added Physical and Magikal Damage Resistances
* Lowered the amount of Stamina used when walking around during non-combat
* Fixed problem with STATUS EFFECTS only lasting half as long as they should
* Added free lodging (Alley) and other lodging is paid for in advance (when you slot) plus when month rolls over
* No housing will not prevent going through Gate, but morale of NPC’s is negatively affected by not housing them (more so than leaky Tavern) and player character gets a severe negative effect (Sleep Deprivation) if not housed
* Enabled dropping and picking up inventory items
* Refined monster numbers, types, and stats depending on level
* Made different sized monster dens based on number of monsters
* Fixed problem on weapons with inherent stun or weak capabilities not triggering them
* Using DEFEND now no longer costs more stamina than defending against a normal attack
* Fixed problem with not properly switching back to non-combat mode when creatures too far
* Added possibility to break out of stun or panic if attacked
* Added accuracy and damage bonuses on weapons against monster types
* Skills that are applicable to specific weapon types now display if the user has an affinity toward them
* Integrated Charm abilities (creature temporarily switch sides)
* Changed intro game to have character find gold nugget instead of giving 50 coins
* Fixed problem with animated objects (torches, waterfalls) not moving or giving off light
* Switched weapon skills to be 5% ACC and +10% damage per level (was 10 ACC/+5% damage)
* Changed Dual-Wield ACC bonus from 15 to 10
* Added goblin spearmen and direwolves

Pre-Beta 0.1.002
* Revamped Main Menu, including allowing skipping tutorial on new game
* Give player and NPC’s Power Attack and First Aid abilities by default
* Added crossbows, including reloading
* Handle main character death (option to resurrect)
* Added light sources and more loot piles in monster dens
* Modified confusing experience point displays
* Speed up stamina/health regen during camping
* Modified Exhausted status to allow limited actions
* Modified tap on Movement Order, single tap centers, second tap brings up Info screen
* Adjusted monsters to scale up in strength based on level, number of monsters based on party size
* Fixed open hand/closed hand issues
* Hirelings killed in combat drop loot bag
* Added weapon quality factor, varying wood types for materials
* Modified dual-wield to require 1-H weapon in primary/daggar in secondary, full blocking for both, half damage for daggar, +15 ACC
* Added music