Update # 1.7.14 (October 16th, 2024)
Bug fixes
- Quest encounters no longer end when a quest is complete so all the relevant information stays available after a reload. Instead they are properly marked as completed.
- You are able to commit to possible quests more consistently.
- Levers and pressure plates no longer interfere with the smart camera.
- Fixes a rare issue with clan leader dialogues not starting correctly.
- When you set the gamepad button display to a specific type of controller, the setting is not applied when playing with mouse and keyboard.
- If a campsite has become too dangerous, you can still douse your fire.
- When you switch between wayfarers healing brews are also passed to the new wayfarer.
- Duplicate rumors are filtered out automatically.
- Fixes a couple of typoes.
Update # 1.7.13 (October 9th, 2024)
Gameplay Changes
- Forcing your way through an arcane rift does normally take you to a rift shard again.
- In the ‘normal world’ Rift Shards are less aggressive in nature.
- You need a ‘Chart to Enlightenment’ to be able to destroy a rift shard.
- ‘Charts to Enlightenment’ appear more regularly in imperial loot and have a chance to drop when you defeat certain imperial enemies.
Bug Fixes
- Prevents the accidental appearance of a second rift when you go through an arcane rift.
- Possible fix for the gate to the room with the staff being open in new worlds.
- Prevents traveling traders to set up shop right next to a bridge in rare cases.
- Quests to forge friendships and alliances register as being completed more consistently.
Update # 1.7.12 (October 2nd, 2024)
Gameplay Changes
- The Serpent Path locations are less hazardous (as those hazards are now somewhat besides the point).
- For balance reasons sparks no longer appear on Serpent Paths.
- Removes more herbs from appearing in Imperial Lands.
- Forcing your way through an arcane rift takes you to the Empire rather than to a rift shard location (you will have to look for the rift shard yourself).
Bug Fixes
- Worlds in which Serpent Gates are missing correctly generate locations with Serpent Gates that are still present.
- Serpent Path locations leading ‘north’ are connected correctly to their target destination.
- When you travel to the ‘sky boat’ you are placed inside the boat and not outside.
- ‘Sky tulips’ can find the shifting eye once again, preventing them from shutting down unwantedly.
- Improves internal check to compare version of game and save games in order to prevent incorrect messages.
- Potential fix for arcane quests not completing when you close the rift.
Update # 1.7.11 (September 25th, 2024)
Gameplay Changes
- More level features change their appearance when they are inside the Empire.
- When you return to Haven the imperial awareness drops to 1 (or 3 when you carry the staff).
- The guarded fortune increases imperial awareness instead of threat.
- Interaction text should indicate more clearly using color and text when you are about to steal items that belong to someone.
- Elder Nomads (and other characters with the Elder Offerings trait) can see what the benefits are for offering carvings in the respective item descriptions.
Bug Fixes
- Fixing issues with the presentation and resolution of the Dandelion Map quest.
- Reduces the hitbox of the map table in Haven to prevent unwanted interaction with the automatic camera.
- When retiring a character you also transfer equipped items to the new wayfarer.
- Fixes an issue with status effects such as ‘webbed’ that were sometimes more persistent than intended.
- Fixes a couple of issues that prevented older saves from loading correctly.
- Sneaking through deep snow doesn’t boost your speed.
- Adjust the flying behavior of bats (and similar creatures) so you can hit them more reliably.
- When sleeping in a comfortable location the hope restored message doesn’t appear when your hope was already fully restored.
- Offering Eclipse carvings can actually reduce imperial awareness.
- Magic users can correctly use their spell focus items even if the world was freshly generated.
- Removes the superfluous ‘learned location’ message when you just generated a new world.
Update # 1.7.10 (September 19th, 2024)
Gameplay Changes
- More level features change their appearance when they are inside the Empire.
- When you return to Haven the imperial awareness drops to 1 (or 3 when you carry the staff).
- The guarded fortune increases imperial awareness instead of threat.
- Interaction text should indicate more clearly using color and text when you are about to steal items that belong to someone.
- Elder Nomads (and other characters with the Elder Offerings trait) can see what the benefits are for offering carvings in the respective item descriptions.
Bug Fixes
- Fixing issues with the presentation and resolution of the Dandelion Map quest.
- Reduces the hitbox of the map table in Haven to prevent unwanted interaction with the automatic camera.
- When retiring a character you also transfer equipped items to the new wayfarer.
- Fixes an issue with status effects such as ‘webbed’ that were sometimes more persistent than intended.
- Fixes a couple of issues that prevented older saves from loading correctly.
- Sneaking through deep snow doesn’t boost your speed.
- Adjust the flying behavior of bats (and similar creatures) so you can hit them more reliably.
- When sleeping in a comfortable location the hope restored message doesn’t appear when your hope was already fully restored.
- Offering Eclipse carvings can actually reduce imperial awareness.
- Magic users can correctly use their spell focus items even if the world was freshly generated.
- Removes the superfluous ‘learned location’ message when you just generated a new world.
Update # 1.7.9 (September 13th, 2024)
Gameplay Changes
- Drastically improves the appearance of ruins and keeps transformed by the Empire.
- The levels at the edge of the Empire are more volatile and dangerous.
Update # 1.7.8 (September 6th, 2024)
New features
- Changes the way in which the Empire spreads its influence over the land.
- The imperials protect their borders more closely. You’ll frequently find the paths into their territory blocked.
- When a new world is generated with issues you are offered to abandon the world directly from the pop-up.
- When a save needs to be reloaded an extra time after a patch, you are offered the option directly from the pop-up.
- Adds an optional setting to automatically move the camera up when the Wayfarer is obscured by terrain. It defaults to ‘On, while standing still’.
Update # 1.7.7 (August 23rd, 2024)
Bug Fixes
- Potentially prevents a rare crash when interacting with scrolls.
- You can learn about the same location from reading books and maps in bookshelves only once.
- Scrying stones are placed as ‘big spots’ preventing them from accidentally blocking access to rooms.
- Sigil holders for machines don’t accidentally discard sigils on save-restore and/or switching between levels.
- The gates in Haven’s temple have the correct message when you inspect them after the prologue.
- Removes the mechanics that prevented you from claiming a site that isn’t “quite safe”.
- The journey onward / gain lead UI on the map for controllers behaves more consistently and no longer allows you to gain leads without spending rumors or knowledge points.
Update # 1.7.6 (July 26th, 2024)
Gameplay Changes
- Adds new encounter: Corrupting Influence
- Folk encounters spawn regardless of ‘folk’ fortunes on the road.
- Enemy fortunes on the map are exclusively used to give you an opportunity to use stealth to avoid the encounter.
Bug Fixes
- Fixes issue that caused many ford locations not to spawn a campsite.
- Clans cannot claim a site you just claimed for another clan.
- Fixes a couple of text issues.
- Potential fix for not recovering health from shared (and other meals) which occasionally still happened.
- If you only have study object that require a musical instrument, but not the instrument, the camping menu doesn’t suggest you can study anything.
- Puts the Frozen Flame back in the Flame Court when it is supposed to be there.
- Prevents the generation of patches of lava floating in the air.
Update # 1.7.5 (July 19th, 2024)
Gameplay changes
- Improves large cave generation template.
- Adds new ‘architectural content’ for content related to the form element.
- If you use regular weapons to smash through barriers, those weapons take more damage.
- Adding low-level-ish encounters: prowling wulfs, dred hounds, warden.
- Improves the appearance of the ‘watcher clocks’ in the HUD.
Bug Fixes
- Cave walls are generated at least 1 measure taller than the surrounding tiles.
- Holes spawning critters can not do so indefinitely.
- You can leave the spirit world again.
- Prevents the same quest ending multiple times.
- Item assets (and associated qualities) cannot change when they are stowed in a chest.
- Eating shared meals in inns restores 10 health as advertised.
- Prevents new architecture generation rules from placing traps in settlements.
- Fixes a couple of text issues.
- An extra check prevents quests goals that are not local from being prompted.
- If a villager decides to follow you around they respect your personal space a little bit better and don’t insist on shoving you about.
- In survival mode if you are at a location that only allows you to rest at night it allows you to wait if you are hungry instead.
- When you start the tutorial as the first action in the game, the key and button indicators in the HUD display correctly.
Update # 1.7.4 (July 12th, 2024)
Gameplay Changes
- Improving the hill-top ruin generation template.
- Improving the small cave generation template.
- Increasing the impact of level ‘architecture’ themes on the overall appearance of a level.
- Improves the architecture associated with some minor quests (serpent gates, flame sigils, root sigils, and the staff of the surveyor).
- When you have discovered a serpent gate the node name and icon on the map change.
- Max hope is capped at 16.
Bug Fixes
- Fixes a potential freeze caused by world events while traveling.
- Patches of lava are generated on a less random grid in order to prevent accidentally blocked passages.
- Caps the maximum stuff you can get when Haven resupplies.
- Marang machines should no longer appear at the same location twice.
- Investigating a spoor that cannot be tracked has the correct message.
- You can add items to a stack in a chest, even if all the chest’s slots are filled.
- The list of accomplishments is cleared after it is shown in the end-of-quest screen.
- The quit button in the end-of-quest screen really should only be active when you have died.
- Adds an icon for the ragged condition.
- Improves the feedback on crafting while camping when you are ragged.
- Puts the correct entrance pillars back into Haven’s generation template.
- Catches an exception that sometimes caused a level to generate with the previous data.
- Pressing escape when considering a skill after completing a quest no longer closes the skill-up menu.
- If a traveling merchant shows you their next destination on your map, that destination is added permanently.
- When playing with a control the option to ‘abandon wayfarer’ is no longer advertised in the load menu.
- When you play in ‘no travel back’ mode and you reload the game after completing a quest but before traveling further you are not sneakily returned to Haven.
- Brings back the quest goal indicator in the in-game HUD.
Update # 1.7.3 (July 7th, 2024)
Gameplay Changes
- New low level encounter: Smilga Swarm.
- Increases the chance you encounter prey.
- When you continue after completing a quest time no longer passes.
- The quit button is no longer available on a quest end screen (you must either continue or return to Haven).
- The check for recovery, repairs, and resupplies is moved to when you return to the temple.
- The feedback on recovery, repairs, and resupplies is improved.
Bug Fixes
- Fixes another case of exit markers preventing you from leaving because they want to close a non-existing quest first…
- Fixes issues with the permanence of learned recipes.
- Information learned about quests and legends is correctly passed between Wayfarers.
- Information learned about quests and legends is correctly restored when you load a game.
- You can heal wounds and restore hope during the prologue by talking to the Loremaster.
- You can trade to recruit characters correctly once again.
- Tracking and hunting skills work as advertised.
- Envoys no longer act unnecessarily rude when they are supposed to be friendly.
- Catches an issue that caused some items not to stack properly.
Other Changes
- Significantly improves level building times.
- Updating the rules reference.
- Hides clan traits that are no longer applicable until they can be removed or redesigned.
Update # 1.7.2 (June 28th, 2024)
Gameplay changes
- The only fortune test affected by the encumbered condition is climbing.
- Adds a new low to mid level encounter: blighted flesh
- You can use the map in Haven to commit to more quests.
- You get better feedforward when using the map to commit quests.
- When you enter a site with an active or possible quest, the quest goal is indicated in the hud.
- The active combat indicator was moved to the top right of the screen.
- Removes most hazards while traveling through gentle regions.
- Adds campsites at ‘long climb’ level exits.
- Adds a new survival mode difficulty setting. With this setting activated you must eat something before you can rest…
Bug Fixes
- Restores the option to use the map to start traveling with a controller.
- Completing quests you are not committed to doesn’t prevent you from leaving an area.
- Reducing the number of quest encounters generated for a single destination during world generation to one.
- Potential fix for traders who for no good reason are forced to offer a particular item.
- The wayfarer can not remain in the resting stance after camping, preventing them from turning properly.
- Modifiers applied to fortune tests are correctly based on your actual gear and status effects.
- The game recovers from the state where the wayfarer has died but you can still load that game.
- You cannot toggle (and thereby break) the camera when it is panned to show a boss or a level feature.
- The text on the Bernhilde battle memorial appears only once.
- The flame sprites on the site of Bernhilde’s battle don’t fill up the player log file with exceptions.
- Prevents a game freeze caused by the threatened status when time passes while camping.
Bug Fixes # 1.7.1 (June 21st, 2024)
Gameplay changes
- You start a new world with 25 knowledge points instead of 10.
- Completing a quest you committed to always increases your hope by 2.
- Completing a quest you committed to also increases your knowledge points by 10.
- Interacting with the map in the library in Haven allows you to spend knowledge points and to commit to quests. (The options are removed when you simply go to the map).
- You can leave the Temple in Haven without being committed to a quest, unless you are still playing the prologue.
- Completing any quest allows you to learn a skill, and generates a screen that offers you to return to Haven.
- The Open World difficulty mode has been renamed ‘Journey Back’ to reflect that it now only affects whether or not you are offered a free journey back to Haven.
- Significantly reduces the rate at which your weapons degrade when fighting small creatures and other targets that are marked as ‘soft’.
Bug Fixes
- Cleans up some issues with using controllers to interact with the map in Haven.
- Mercian Staffs carried by certain red skeletons no longer cause the game to freeze while building a level.
- Corrects spelling of the ‘thirsty’ status.
- Campsites can no longer be too close to one another.
- Clans and other factions cannot lay claim to a site where you have committed to a quest.
- Fixes an issue with the connectivity of specific versions of the Marang Keep levels.
- Map nodes in the ocean are no longer considered valid travel destinations.
- Fixes a generation issue with the forested hill template.
Bug Fixes #1.7.0.1 (June 19th, 2024)
- Recruiting new wayfarers no longer breaks the game if you return to Haven in the same session.
- The reference UI no longer overlaps and disables the tab control in the in-game menu.
- Prevents other wayfarers on your roster from popping up in random spots in the world.
- Fixes a generation issue that created level entrances at incorrect heights.
- Climbing gear can no longer be crude, bulky, or make-shift.
- You can find the other wayfarers on your roster in the temple in haven at night-time.
- You can use the ‘Regenerate’ code in the temple in Haven as many times as you want.
- Fixes generator issue where rooms were not properly marked as the ‘environment goal’.
- Picking up stackable items that are associated with quest objectives correctly completes those objectives.
- Prevents removing and adding status effects to off-screen wayfarers from causing problems.
Update # 1.7.0 (June 14th, 2024)
Rosters
- Replaces character creation with a tab in world creation where you can choose your starting roster.
- The options for your starting roster are initially limited to the Adventurer, Disciple, Vault Warden, Farland Hunter, and the Groundskeeper.
- To switch between wayfarers you walk up to another wayfarer and interact with them.
- When you switch wayfarers, you automatically pass on items that are not equipped or assigned to a preset.
- You can encounter characters you can recruit to your roster in inns, roadhouses, and similar settlements.
- To be able to recruit a character you need to be friends with their clan.
- Recruitable characters you can currently encounter: Farland Hunter, Turnip Farmer, Elder Nomad, Free Sword, Relic Hunter, Dawn Stalker, Adventurer, Chronicler, West Wind Trader, Tinkerer, Crimson Crusader, Sky Summoner, Pyromancer, Groundskeeper.
- Recruiting new wayfarers adds their background as an option to the starting roster permanently.
- To recover from the wounded status, a wayfarer needs to spend time recovering in Haven (you should take another character).
- When you deplete a character’s hope, they gain Weary.
- To recover from the weary status, a wayfarer needs to spend time recovering in Haven.
- If there are no characters available a new rookie wayfarer will join the roster.
Quests
- You start each world inside the temple in Haven.
- You can only leave the temple once you have accepted a quest.
- The Loremaster offers main quests.
- The map in the library can be used to commit to any known quest based on the leads you have uncovered.
- Certain side quests only become available after finding the right leads.
- The First Lorekeeper is now the Keeper of the Codex and offers only diplomatic missions.
- At the end of a successful quest you can immediately pick a new skill.
- When you complete a quest you committed to, your max hope increases by 1.
- Upon completion of a quest the wayfarer gets the option to return to Haven.
- Tasks have been implemented for the Raaf Key, and the Raaf Temple quests.
- All steps of the main quest are now presented as individual quests.
- Many extra missions (to collect sigils or other treasures) are also presented as quests.
- Each quest description indicates a challenge level.
- When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen.
- Clan leaders offer quests.
- Missions to claim keeps and discover possible mines must be accepted as a quest from a clan before they become available.
- Replaces the ‘Raaf Key’ quest with a simpler version that can spawn at a larger variety of locations.
- You can complete any one quest per destination (and gain the rewards) if you are not committed to another quest.
- The legacy chest has been removed from the vault. Legacy items appear in the regular chests should you die.
- The provisions available in the temple are replenished between quests / over time.
Open world option
- Adds an open world difficulty setting that lifts the restriction that you cannot leave the temple without a quest, and that requires you to make your own way back to Haven after completing a quest.
- Completing a quest you committed to gives you 2 extra hope points.
Backgrounds
- The starting equipment of the basic backgrounds has been reviewed and adjusted.
- The skill options of the basic backgrounds have been reviewed and adjusted.
- Each background starts with 3-5 specific skills slots that dictate what type of skills this character might learn while questing.
- The first character in a new world is now the ‘Adventurer’ (formally known as the ‘gate guard’).
- The Vault Warden has a new ‘signature skill’: Quick Retrieval (of thrown weapons)
- The Disciple has a new ‘signature skill’: Raaf Inspired
- Slight changes to the Free Sword
- Characters can have ‘bound’ items, these cannot be discarded, stored or traded away.
- You automatically pick bound weapons up from forges if you move away too far.
- The crimson crusader starts with honorable and regains their honor when they return to Haven.
- Adds a random personality trait to each background that grant an extra option to gain sparks: Scholarly, Challenger, Wildheart, Wrathful, Storyteller, Bookworm, Treasure Seeker, Shrewd, Gourmand, Fortunate, Grit, Sociable, and Belligerent.
Character Progression
- Reduces the standard starting HP.
- Reduces the standard starting Hope.
- Hope traits have been removed. There is only one hope bar.
- Brings back many combat skills.
- Adjusting loot tables so that good weapons and armor drop less frequently.
- Legacy has become a very rare attribute only found on mission critical items.
- Legacy signets have become rarer and only bestows minor legacy.
- Starting characters typically do not have well-made items.
- After you recover from Wounded you will gain one of the following ‘physical scars’: Scarred, Limping, Aching Bones, Brittle Bones, Fragile, Aching Muscles, or Painful Joints.
- After you recover from Weary, you will gain one of the following ‘psychological scars’: Unfocussed, Shaken, Disillusioned, Lackluster, Nervous, No Appetite, or Ragged.
- When your character has no more skill slots, they can pass on a trait and retire by talking to other wayfarers.
Knowledge points
- Returning books gives you ‘knowledge points’ rather than sparks.
- When you start a new world a few rumors in the starting region are automatically unlocked.
- When you start a new world you get 10 knowledge points to spend in Haven’s library.
- Knowledge points can be used to research inside the library (which no longer requires a test).
- Knowledge points can be used to buy leads when you open the map in Haven’s library.
- The range of Haven’s rumors has been extended.
Changes to the prologue
- The old prologue has been replaced. You always start in Haven.
- While playing the prologue, only the Loremaster is available in the Temple. The other rooms are locked.
- Only one quest is initially available: a quest to retrieve Marang Machine parts that unlock the other rooms in the Temple.
- During the prologue there are no traveling merchants in Haven.
Regional Quests
- Regions can be much more dangerous and communicate these dangers in the info panel.
- One such danger has been fleshed out: Sentient Trees (which are tied to the presence of Doorn).
- Introduces a new travel hazard: Sentient Trees.
- Sentient trees have a presence on the map.
- Changes the way tributes at forest shrines and the Forest Friend condition interact with Hazards and Sentient Trees.
- Adds a new boon you can claim from Doorn: the Root Spirit Guide.
- Adds a new quest associated with the Dandelion Highlands.
- New quest item: the dandelion highland map.
- Dandelion seeds can be used to avoid hazards in the dandelion highlands.
- Updates the map presentation of Dandelion Highlands.
- Adds a new quest associated with the Broken Plains.
- Updates the cliff fortune.
- Climbing gear no longer has uses.
- To avoid cliff fortunes you need to have climbing gear and rope.
- New quest item: the Staff of the Surveyor
- Changes the way Dry and Sandstorm fortunes work.
- Introduces a new Thirsty status effect.
Magic Abilities
- Adds spell focus items that are designed to facilitate characters with spellcraft. Using the focus you can tap into the magic sprites and other magic sources.
- For every spell skill you learn you get a specific bound spell item that allows you to cast a spell directly or summon a sprite that will allow you to cast the spell using your spell focus.
- Spell skills have a number of charges that are restored when you rest.
- You can use sparks to cast depleted spells.
- Adds new magic skills: Spark Craft, Flame Protection, Flow Protection, Form Protection, Root Protection, Sky Protection.
- New and improved spell skills and associated items for the Sky Summoner, the Pyromancer, and the Groundskeeper
Combat Changes
- Exposed state lasts twice as long.
- The speed at which you can attack again has been lowered.
- Attack speed is affected by being exposed.
- Improves the particle effects of hits, blocks, and parries.
- Slightly increases the physical impact of attacks on both target and the attacker.
- Rebalanced core weapons: most weapons start with only one type of attack. Additional attacks or other abilities are added when you become more proficient with that type of weapon.
- Redefined the basic combat skills for main weapon groups: axes, swords, clubs, pole arms, bows, and throwing weapons.
- Added weapon mastery skills for individual weapon types: axe, war axe, pickaxe, sword, longsword, short sword, falx, spear, glaive, quarterstaff, club, great club, mace, bow.
- Removed obsolete combat skills: parrying, shielding, superior parrying, single-handed technique, two-handed technique, riposte, very resilient.
- Smarter selection of relevant combat skills when you learn a new skill.
- Adjusted to tutorial to reflect the changes to the combat.
- In combat practice you automatically gain weapon skills for the weapons you take out of the chest.
Other Gameplay changes
- Hazards no longer cause fatigue.
- Adds a new minor trade item that allows you to ignore the effects of hazards: offerings.
- You can only camp at designated campsites.
- The quick rest option is removed.
- Traders no longer have rumors.
- The price for rumors has gone up.
- The gatekeepers in Haven no longer offer a rumor.
- Ropes are now stackable items.
- Spider silk ropes are now stackable items without bulk.
- When you use a rope or spider silk rope to climb down a cliff, well, or vent. The game should be aware of the ropes nature (spider silk or normal).
- Refactors the way travel fortunes are selected. This makes the system more reliable and consistent, but it will take some more time to improve it further.
- Save game features must now actively be added to a world as an easy difficulty option.
- Minor improvements to cave templates where you frequently find ore.
- Reduces the size of many smaller locations so they generate and load much faster.
- Haven’s exterior has been reduced in size.
- Haven no longer has any basic traders.
- There are many more supplies in the vault at the start of a new world.
- If you enter the temple in Haven, damaged equipment is automatically repaired and you are automatically healed from status effects like poison and infection.
- The innkeeper in Haven no longer offers any rumors.
- The Staff is now kept secure in a dedicated room in the temple.
- Removes a few gameplay and difficulty options that are obsolete within the new framework.
- The alchemy curriculum and the marang omnibus can be donated to the librarian.
- The lost codex, the Raafi notebook, and the Bird’s Eye are now items you can study to gain an extra skill.
- The broken wing now is a magical scepter that automatically recharges when you rest.
- Reduces the price of bandages.
- Verdant cloaks, sun eggs, everfrost, mantle of eclipse, and shimmering shards are no longer legacy items.
Bug Fixes
- Marang puzzle boxes only stack when they are identical and in an identical state.
- You can no longer use the start journey option when viewing the map to cheat your way past the entrance gate to the first valley.
- Forgotten weapons quest closes correctly on completion.
- ‘Minor puzzle gates’ can be generated with the full scala of options once more.
- Clan leaders or no longer wounded in raids, so you can always talk to them.
- When pressing cancel in the menu to select a regional rumor you cannot accidentally get a rumor.
- Addresses an issue with the representation of bulk in combination with weapon grip and armored combat.
- A world spawns only one broken wing relic.
Update # 1.6.14 (March 8th, 2024)
Gameplay Changes
- Tweaking the UI for contrast and readability.
- Pushes the generation points of lone, large trees towards the northern edges of the ‘room’ so that they don’t obscure the level as much.
- Torches are consumed when you use them: if you lit at least one, a torch is automatically removed from your inventory when time passes.
- Strips of cloth and torches are more frequently encountered as trading items.
- Making more clear how encumbrance for an individual item is calculated.
Bug Fixes
- Magentol generators deal with stacks correctly.
- Adds missing inspector texts for stasis fields and magentol generators.
- Strong winds no longer prevent you from using a vantage point. Fog, rain and snow will prevent this, however.
- When the Unformed Labyrinth is outside visual range from the spire where you can detect it, you spot it nonetheless.
- When you split a stack of food when trading or interacting with containers, regional effects are ignored.
- When defeating a boss the correct encounter is informed of this feat.
- When trading away an item that was used as a preset, the preset is cleared correctly.
- You offer water bugs to dandelions one at a time.
- Raaf is more mindful where they summon helpful items such as a rope or a lock pick.
- Torches stack once more.
- When you pick up a bulky, stacking item when you are almost encumbered, you are not encumbered incorrectly.
Update # 1.5.1 (August 11th, 2023)
Bug Fixes:
- Enemy campsites can not spawn too close to blocking terrain so when you camp at those sites you are not placed out of bounds.
- Clans do not claim the same site multiple times.
- When you try to fix a scrying stone a repair only gets marked as failed when you actually have failed the test.
- The Envoy background unlocks correctly.
- ‘Rare bushes’ should not spawn on tiles that are supposed to stay traversable.
- Allied clans are no longer masquerading as mere friends in the menus and on the map info panels.
- Removes references to obsolete deed ‘findMagicTreasure’.
- Removes an incorrect ‘[next]’ tag from a Moobak rumor text.
- You can only obtain one Pink Varo or Gildhair map for a given location.
- Mining assets are placed at the correct distance from cave entrances.
- Unlocking a legacy doesn’t relock other legacies allowing them to take effect again.
Update # 1.5.0.2 (August 7th, 2023)
Bug Fixes:
- When clans claim sites, they don’t freeze the game.
- Fixes a generation error with staircases and ‘interior’ rooms.
- The parts of legends are properly added to the main legend entries in freshly minted worlds.
- You cannot gain deeds for catching meat or collecting furs while shopping or looting.
- Clanless dwellers prevent other clans from claiming a site.
- You can still ask a tradingpost trader to join a clan after you spent the night.
- Fixes two incorrect references to nonexistent texts (“generic.inscription.full” and “episode.birstomb”).
Update 1.5.0.1 (August 4th, 2023)
Bug Fixes:
- Upon reloading the status of magic items is calculated using the correct magic power levels.
- The loremaster can talk to pre-update wayfarer’s correctly.
Update 1.5.0 (August 4th, 2023)
Gameplay Changes: World Magic Levels
- New mechanism: World Magic Levels
- The power of magic items, magic used by creatures, sources, and other level features waxes and wanes with the rising and falling magic levels.
- The hardships spawned on the map are influenced by the magic levels.
- As the Empire advances, magic in the world diminishes.
- Abusing the staff might diminish world magic
- Interacting with machines large and small can restore or further diminish magic levels.
- Waking the Elementals has a big positive impact on the magic levels.
- The boons for waking Elementals have been changed. Instead of a choice of boons, the rewards are always the same. Instead, you will get the opportunity to retire your character for an extra, global reward.
- Adds a difficulty option to start a world with lower magic levels.
- Adds a difficulty option to start a world with a random element depleted.
Gameplay Changes: Backgrounds Overhaul
- The starting number of hope traits is reduced to 3.
- Every elemental power that is maximized increases the starting hope traits by 1 (up to a maximum of 4).
- Every elemental power that is depleted decreases the starting hope traits by 1 (down to a minimum of 2).
- Different backgrounds gain bonus skills for with high magic levels of certain types.
- Removes all challenges (but you can still get deeds, and you still see story objectives).
- Removes the distinction between minor, major, and epic deeds.
- Adds a bunch of new deeds you can score.
- New mechanism: accumulating deeds unlocks background specific legacies that can boost new wayfarers once or permanently.
- Brings back an old background: Vault Warden, including the new Marang Ward trait.
- New trait for the Gate Guard background: Stand Firm.
- The Farland Hunter starts with the Marksman trait.
- Reintroduces the Superior Parrying skill for certain backgrounds.
- New traits for the Silver Tree Hermit background: Forest Friendship, Forest Harvest.
- The soulhound is removed from the Silver Tree Hermit. (It will reappear in a different background soon enough)
- The silver seed enters the world in a new way.
- The fallen star actually needs to fall from the sky.
Gameplay Changes: The Flame Tyrant’s Demise
- New Legend to unravel: The Flame Tyrant’s Demise
- New settlement: Birnui
- Bir’s cradle is hidden somewhere in the world.
- Bir’s tomb is hidden somewhere in the world.
- New item: charred ebony.
- New item: the Frozen Flame.
- New background: the Pyromancer.
Other Changes
- Adds an option to override the gamepad button images used in the UI. This feature is still pretty experimental, and when changing these settings you are advised to restart the game.
- Removes the world event that reduces hope by 6.
- Adds a new experimental level template that has no entrance key.
Bug Fixes
- Fix for rare cases of worlds that broke after in patch 1.4.14
- Addresses a rare generator issue that caused intended paths to be interrupted by blocking terrain.
- Clanfolk guarding certain sites will not accuse the Wayfarer of trespassing incorrectly.
- Clans don’t try to recover the Wayfarer’s belongings after they died, as they don’t have a way of returning those items yet.
Update # 1.4.14 (August 1st, 2023)
Changes
- New scroll: Celestial Pathways.
- Traders stock more useful tools and gear that allow you to overcome obstacles.
- When applicable, extra bulky gear has +2 uses.
- The legendary and infamous qualities are reserved for named weapons only.
- Instead of well-mades, the vault in Haven initially contains useful gear and utility magic.
- Items crafted from magentol randomly drop less often.
- F4 allows you to toggle the HUD. (This is the entire HUD, the game might not be entirely playable without it. Use at your own peril…)
Bug Fixes
- On the map storm riders have the right meeple, which allows them to plunder sites correctly.
- You can no longer grab two sigils out of a sigil holder in Haven.
- Regular skeleton garrisons have treasure in their hoard (newly placed encounters only).
- Fixes issue with clan’s not being able to claim sites.
- Creatures you summon correctly attack enemies.
- NPC AI is no longer distracted by creatures that are already dead.
- The random content option during world generation cannot select curated worlds.
Patch 1.4.13 Gameplay Changes
- The first time you encounter rotating rock gates, an extra hint is spawned.
- When you return to Haven, temporary negative reputations are removed.
Bug Fixes
- Forces are only revealed on the map when you know something about their presence or when you are at the same location.
- The Raafgard shield cannot appear in the legacy vault multiple times.
- Makes torches or firewood available in levels that require glowing crystals to be turned red.
- Catches a rare generation instance where staircases are missing.
- Removes the pitch-black directive from the cave shrine template.
- Fixes a rare null reference while camping.
- Haven displays its strength correctly in the map info panel.
- Straightens out the grid near ramps and stairs so that no accidental ‘pit traps’ emerge.
Update # 1.4.12 (July 14th, 2023)
Gameplay Changes
- Implements the wind swept level filter.
- Restores function and appearance of weather shrines and forest shrines.
- New minor Marang machine: the wind catcher (in new worlds only).
- New NPC: wind spirit.
- New NPC: root spirit.
Bug Fixes
- Restores missing ‘flash pads’ in Nexus levels.
- Levels with the ‘past ghul attack’ encounter load correctly.
- Fixes a possible generator issue with levels with Raaf shrines.
- Weatherproves inns and other interiors.
- When you defeat the Fly Lord, the effects are only triggered once.
- Improves the integrity of walls in spire ruin (and other) levels.
- Repairs incorrect climbing level entrances.
- Improves the textual clues for a particular torchlight puzzle.
- Makes more torches available in levels that include torchlight puzzles.
Update # 1.4.11 (July 7th, 2023)
Gameplay Changes
- Implements the charred level filter.
- Leaving fires unattended can cause wildfires…
- New encounter: Rogue Smelters.
- Storifies the kobold marauder encounter.
- Storifies the stormrider encounter.
- Storifies the restless bones encounter.
- New NPC: the petty necromancer.
Bug Fixes
- Meeples representing forces show up in the location panel of your current location correctly.
- The Roly Poly figurine displays the correct color in your inventory.
- Fixed an issue which allowed figurines on pedestals to get accidentally duplicated.
- When you have dealt with the dangers posed by deep root spirits, shades, and ruin spirits, you can correctly allow clans to claim a site.
- When you strike a deal with winter wolves or shadow wolves, the wolves in that area become neutral.
- The Raafgard shield can only be used once to counter Lost. When used you need to make a sacrifice to Raaf to recharge it.
- The tracks left in the prime elemental forge have the correct message.
Update # 1.4.10 (June 30th, 2023)
Gameplay Changes
- Expands the palette of possible ‘level filters’ that are used to vary the nature of a generated level.
- Automatically and retroactively assigns level filters to appropriate levels.
- Adds encounters and features that are the result of active filters and/or that allow you to manipulate the state of a level.
- New creature: deep root spirit.
- New creature: ruin spirit.
- You can encourage refugees to settle, but they might need some help dealing with hazards in a level first.
Bug Fixes
- Adds the camp marker to the monster cave to prevent Ghuls not spawning correctly.
- You can always interact with the folk in Haven, even if they are marked as friends.
- Repairs a malformed generation rule that could cause doors to go missing.
- Increases the level size of a specific section of the underground shrine to make sure the generation doesn’t fail because not all requested features fit.
- If you make amends with a clan, the guards are notified.
- Addresses some text issues.
Update #1.4.9 (June 23rd, 2023)
Gameplay Changes:
- Adds extra texture to the basic bandits encounters.
- Adds new encounter: refugees.
- Adds new item: scraps that can be used to restock repair kits.
- Improves the way a site might get plundered by a force.
- Certain NPCs can collect key items from a level, for ‘safekeeping’.
- Improves the kobold cave dweller encounter.
- Reduces the number of hazard locations encountered en route through forests with many thickets and regions with many tunnels.
- More local bosses are identified when you encounter them (even if their encounter hasn’t been storified yet).
Bug Fixes
- Informing Clan Wulfmane about keeps and other sites works correctly.
- You can leave the Edge correctly again.
- Prevents large height differences from being generated that create untraversable stairs.
- Roadhouses are populated correctly.
- When clans take control of locations with scrying stones, their meeple takes priority over the sky magic meeple.
- Raaf no longer places you at the bottom of a shaft leading down after praying for help.
- Repairs broken level exits where you should have been able to climb up to the next level.
- Encounter triggers that are only allowed to trigger only a fixed number of times have their counters correctly restored after reloading a level.
- When the Fly Lord says they are going to attack you, they really are going to attack you.
- Fixes issue with skeleton lairs not spawning correctly.
- Adding missing pieces for short loam bridges.
- Loam fortresses use correct rounded corner assets.
- When rat skin boots become threadbare they don’t drop down to negative uses.
- Updates some texts.
Update # 1.4.8.1 (June 17th, 2023)
Bug Fixes
- The boss label disappears when you switch between levels.
- The game no longer forgets who is the boss after switching levels a couple of times.
Other Changes
- The loremaster has a better label.
- Normal townsfolk have better labels.
- Implements the mislaid, textual edits for the latest content.
Update # 1.4.8 (June 16th, 2023)
Gameplay Changes
- Level bosses are identified more clearly in ‘storied’ encounters.
- Storified the ‘rat infestation’ encounter.
- Storified the ‘spider lair’ encounter.
- Storified the ‘skider lair’ encounter.
- Leaders of NPC groups are labeled better.
- Adds holes that can spawn enemies in lairs.
- Adds a plague egg that you don’t want to encounter in some rare rat nests.
- Reduces the number of sparks you get from a successful fortune test if you already have many of them.
- You can pick up items faster, but doing so in combat will leave you briefly exposed.
- The Ablative Shell ring (form 2) has been redesigned: its ward will only activate once every 6 seconds, and only after you have been hit once.
Bug Fixes
- Rare resonance on items is saved and restored consistently.
- The Whispers in the Dark encounter is generated correctly when Latest Content was not selected during the world generation.
- Scrying Devices can be claimed again.
- The serpent spheres encounter doesn’t prevent a site from being claimed.
- Blood cloaker nests no longer share an inventory.
- Incantations that automatically summon wardens do so only once.
- When you pick ‘less hope’ during world generation the Wayfarer actually starts with 9 hope points.
- When you pick ‘no healing brews’ as a world option then there actually should be no more healing brews, or healing brew recipes.
- ‘Climbing up’ level exits are generated with correct heights more consistently.
- After completing the game blocked parts of the user input are released again.
- Root singers and similar devices counter hardships based on their current type, not based on their original type.
- You correctly skip hazards negated by root singers.
- One-handed axes deal damage as intended and advertised.
- When you would gain hope, but are already maxed out, miserable is still removed.
- Prevents a case where the generator accidentally blocked an entrance with a bookshelves.
- Defeating the leader of a rough company actually ends the encounter.
- Gates generated to block passages in caves make extra sure they actually connect to the cave walls.
- Replaces a missing staircase in rare instances of the Marang Keep level.
- Cruips act aggressively when they spot you.
- Prevents walls to be accidentally moved away from stairs.
- When you plunder a monster hoard after defeating its owner, the treasure inside it remains there for the taking.
- The layout stays correct despite having way too many sparks during a fortune test.
- Adds rare missing doors to walls that separate two rooms that should have been connected.
- Prevents shrooms from blocking narrow paths leading up to climbing spots.
- Prevents the missing ‘nuisance’ register from failing the generation of rare levels.
- When a tree is spawned on a narrow path, the path is widened to make sure you can pass.
- When you attack quickly after a power attack, the second attack is a normal attack (and not a power attack).
- Messages about forces changing their action are not shown while you are on the map.
- The HUD is hidden from a few map screens where it didn’t need to be shown.
- The ‘Find Iron Ore’ challenge (and similar challenges) is only activated when it can actually be found.
- When modding a different level in combat practice level exits going ‘south’ behave normally again.
- If you have no repair kit, you cannot repair damaged items that require one.
- Fixes a possible generation issue where irreversible height differences appeared unintentionally.
- You can use the Staff of Yendor to free yourself from being webbed and entangled.
- Abilities that increase the damage you deal with melee weapons also apply to the Staff of Yendor.
- Triggering a trap while disarming it has a better chance of actually hitting you.
- Improves some texts.
Update # 1.4.7 (June 9th, 2023)
Gameplay Changes
- Roadhouses, farms, trading posts, and garrisons have been updated to the new clan relation and reputation mechanics.
- Roadhouses are more common in newly generated worlds.
- Hides markers on map info panels that reveal resources or opportunities, you’ll have to rely on rumors more.
- Overhauls the mechanics that chose map forces (meeples) to make a move.
- While traveling, you are only notified for big world events and world events that happen reasonably close to your current location.
- Forces on the map indicate their current activity.
Bug Fixes
- Corrects the typo in the crafting recipe for a layered garment.
- Another attempt to get grips on the shallow water issue that could cause your character to get stuck on bridges.
- The sizes of icons in map info panels is consistent.
- The percentage of damage caused by the wayfarer is correctly saved and restored, reducing the chance other creatures can steal your kill.
- Shades summoned with a scepter disappear after 30 seconds as advertised.
- You really need three pieces of magentol to forge the magentol key.
- Updates the introduction text for combat practice.
- Prevents ‘high up’ levels from lowering their paths to the same elevation as the sky and thereby allowing you to walk out onto the air.
- Restoring the path up towards the vantage point for certain peak locations.
- You cannot keep pacifying Kobolds in order to farm sparks.
- Restores the proper position, orientation, and function of the gong that operates the Helico.
- Fixes an issue with incorrectly casted enumerators that could lead to game freezes.
- Prevents natural hazards overwriting secret passages.
- Moves the cave entrance halfway up the cliff-top ruin to the correct place.
- Killing solitary bosses informs the encounter about the demise of a boss correctly.
- Segmented creatures no longer launch themselves into space when trying to traverse over ramps.
- Incantations that require a test to cast activate their effect correctly.
- A sword with 2 flow sigils has the right effects.
- Elemental rods with rare resonance and more than one flow sigil correctly increase their number of charges.
- You can forge Crusader Armor from 4 pieces of iron ore.
Update # 1.4.6 (June 9th, 2023)
Gameplay Changes
- You need to travel twice to get rid of hunted status.
- Improving the appearance of the stealth effect in dark surroundings.
- Improves the stronghold icons.
- Improves the drama of the wolf lair encounter (Wild Wulf Reconing).
- Improves the drama of bandit camp encounters (Rough Company).
- Distinguishing between a clan’s disposition towards the Raafi and the wayfarer’s reputation.
- Making clan disposition more stable.
- Making the wayfarer’s reputation more volatile.
- Better scripting of diplomatic status and reputation in clan capitals.
- Increases the animation speed of a riposte with a sword.
Bug Fixes
- Addresses a rare generation instance where the wayfarer does not spawn at a hazards location.
- Prevents the Empire to advance to an incorrect location which causes the game to freeze on the map.
- Potential fix for two ‘stacked’ groups of travelers camping at the same campsite.
- Potential fix for equipment going out of control in the Edge or in the Spirit World.
Update 1.4.5 (May 26th, 2023)
Gameplay Changes
- New adventure content: Veiled in Darkness
- New adventure content: Whispers in the Dark
- It’s more common to dig up iron ore.
Bug Fixes
- Prevents a missing location preventing you from loading a saved game.
Update 1.4.4 (May 19th, 2023)
Gameplay Changes
- You can inform clans about the locations of keeps, mines, abandoned farms, and similar locations.
- You can try to convince unaligned folks on farms, trading posts, and roadhouses to join a clan.
- Increases the impact that garrisons, scrying devices, root singers, magic hearths, and magic wells have on hardships.
- Clans need to have a stronghold in a region to be able to claim sites in that region.
- Communicates the status and effects a location more clearly in the location info panels on the map.
Bug Fixes
- Removes a generation flaw that caused regular columns, gates and levers to appear in the spirit world.
- When traveling through serpent gates the conditions reflecting your local reputation are set correctly.
- The description of the cast for the Magentol key makes clear it can only be used on the Forge of Destiny.
- You use the same consumable item from the quick item slot multiple times without needing to reassign it.
- Trading posts are correctly staffed.
- Defeated factions cannot salvage the wayfarer’s items after they died.
- A group of NPC needs at least one humanoid creature to be able to camp around a fire.
Update 1.4.3 (May 12th, 2023)
- NPC groups with different creature types behave more consistently.
- When generating a new world after playing another, your reputation in Haven is set correctly.
- Potential fix for the issue that you cannot eat a shared meal in the inn.
- If it isn’t common knowledge already, you can correctly study the Spiced Tonic Recipe.
- Being encumbered no longer incurs a penalty on fortune tests while camping.
- Items, gear, and arrows taken from a stack should always be taken from the smallest stack first.
- The ‘find rare book’ challenge can be completed correctly.
- The Skye Halo and similar items that protect against ‘Lost’ work correctly.
- Prevents inner rooms cutting off level entrances.
- Bows offered in trade or found in chests display their description correctly.
- The Miserable status indicates it can be removed by eating a hot meal.
- When gloom causes you to lose hope it is not doubled.
- Fixing another instance where the Wayfarer got stuck crossing bridges across shallow water.
- Potential fix for waypoints placed on stairs interfering with the wayfarers ability to climb them.
- Prevents blocking assets from spawning too close to stairs.
- The recipe for Refreshing Liqueur is displayed correctly.
- Rummaging through old libraries can no longer yield an ‘item.loreBook’.
- Adjusted the wording for when you find a potion or a flask in an old library.
Update 1.4.2 (April 28th, 2023)
Gameplay Changes
- Less people are on the streets of settlements during the night.
- Shops in settlements close down during the night.
- When you are allowed to recover health after completing a deed, you will always also recover from wounds, poison, and other conditions affecting your health.
- You may catch outlaws and imperials destroying vases because apparently they are feeling like it.
Bug Fixes
- When you have completed a task, folk in Haven, and similar quest givers, stop offering associated hints as useful information.
Update 1.4.1 (April 24th, 2023)
- Replaces an instance of “fortune.hunted” with the correct fortune: hunters.
- Rotating rock gates recall their state (open or closed) better when a level is reloaded.
- You can reach inside hollow trees and rocks again.
- Places a chest in variant ‘a’ of the root cavern, and marks it as the place to store lost treasure.
- Making extra sure the final machine quest is not placed inside the First Valley.
- Rubble can no longer appear as the ‘purpose’ of an open side room in Edge or Spirit World levels.
- The traveling bowyer no longer has a bow levitating near their shop.
Update 1.4.0.1 (April 14th, 2023)
- Hot fix for disfunctional controler buttons.
Update 1.4.0 (April 14th, 2023)
Gameplay Changes
- New status effects: vulnerable, smoldering, freezing, entangled.
- Weapons now deal critical damage when you hit a target when they are vulnerable.
- The lead-up to an attack is a little slower, with NPCs telegraphing their attacks a little longer.
- Many heavy attacks allow you to get past defenses rather than doing more damage.
- You no longer need to have a special skill to riposte with swords and quarterstaffs.
- Shields only block attacks when they are actively used.
- The sigil effects of weapons and shields have been updated and rebalanced.
- Back shields work better and are represented in character base rings.
- Falxes can be well made.
- Updates animations for the glaive and quarterstaff
- Makes the poisoned effect a little more dramatic.
- Redesign of item qualities that dealt with cooldown: balanced, defensive, rigid, unwieldy, clumsy, heat warped, and melted.
- Removes most combat related skills as they have become obsolete.
- Changes to backgrounds to reflect the removal of combat skills.
- Backgrounds start with fewer items.
- Raafi relics no longer grant extra skill choices during character creation.
- The Broken Wing adds a blinking spell item to all new Raafi characters.
- Bringing the Marang Omnibus to Haven adds the option to research crafting recipes to Haven’s library.
- Bringing the Alchemy Curriculum to Haven adds the option to research potion recipes to Haven’s library.
- Adds new scrolls: Carn’s Careless Combustion, Doorn’s Embrace, and Frostbite.
- Removes the scrolls that gave you a deed.
- Upgrades the location of the Prime Elemental Forge to a full-fledged adventure site.
- New items: Snap Root Seeds, Winter Spirit Idol and Carn’s Improved Vessel of Combustion, Glass Spheres.
- Adds crafting recipes for Storm Globes and Serpent Spheres.
Bug Fixes
- Using the mouse to interact with the HUD can no longer cause the weapon buttons to become unresponsive.
- Fixes a rare issue that could stall the game during world creation.
- Discarded key items are correctly replaced in hollow trees after you leave an area.
- Restores a broken connection in some Marang Keep levels.
- Prevents the game from stalling when you are camping in levels that have fewer actors than watchers.
- Potential fix for the bug that inhibits the wayfarer’s movement while crossing a bridge over shallow water.
- Correctly places the second figurine in specific instances of the trapped ruin template.
- Key items retrieved from chests are correctly placed back on a reload.
- NPCs are more clear about when they won’t talk to you because you have your weapons out.
- Dried herbs are priced correctly.
Update 1.3.15 (March 31st, 2023)
- The gameplay warning for using signets on items pops up and goes away correctly.
- Tower locations at the edge of a lake generate correct bridges.
- Fixes issue with the mountain top temple level not generating correctly.
- Fixes broken level connection in some marang keep location.
- Fixes issue with walls missing near chasms
- Teleporters that are designed to activate automatically after being used actually do so.
- The curated world data has been adjusted: it no longer contains too many Raaf temples.
Update 1.3.13 (March 24th, 2023)
Bug fixes
- One directional flash pads in the Edge are generated on the correct side of the gap.
- Making sure the Forge of Destiny is not accidentally replaced with a regular sigil forge.
- Fixes a generation issue with the interior levels of Marang keeps.
- Fixes issue with missing statues in Raaf temples.
- Addressing an issue that caused the Wayfarer Intuition to trigger too often.
- Resolving an issue that allowed you to duplicate figurines.
- World difficulty settings and content options are properly sorted automatically.
- Making sure the death animation for NPCs plays correctly.
- Eliminates two possible causes for Haven to be generated in an invisible location.
Other changes
- Adds a message that informs the player when a world is generated with too many Raaf temples.
Update 1.3.11 (March 8th, 2023)
New Features
- In the options menu you can choose between different camera settings to use in the game.
- Wayfarer Intuition: if you go into cautious mode you might instinctively detect the presence of nearby ‘key’ items.
- Holding the staff allows you to detect magic.
- Adds ‘wall eye’ sensors, these might be hidden and need to be detected with magic.
- Improves the ‘follow leader’ behavior.
- Improves the way the generator can spawn and utilize side rooms.
Bug Fixes
- When enemies decide to flee, they no longer freeze in place.
- AI struggles less with taking tight corners.
Update 1.3.10 (March 3rd, 2023)
- Fixes generator issue with the subterranean level of Marang Keeps.
- Reducing likelihood that level features such as bookshelves can block gates.
Update 1.3.9 (February 24th, 2023)
Generator Improvements
- Dialing up the cyclic generation for the crypts and similar interior levels for keeps, ruins, and temples.
- Better baseline patterns for corridors and side rooms.
- Better base decorative patterns for larger rooms.
- Better basic purpose and repurpose for dungeon rooms.
- Refactored the order of generation so that hazards and traps can take into account a room’s purpose.
Bug Fixes
- Changes to the wounded status do not cause old save files (version 1.0.8) to corrupt the game.
- Fixes an issue where key items could go missing if certain encounters were present.
- Teleporting spikes don’t teleport the Wayfarer when they damage other creatures.
- Fixes issue with rotated doors.
- Potential fix for issues with poorly generated ramps and stairs.
Update 1.3.8 (February 18th, 2023)
Gameplay Changes
- Enemy and folk travel encounters are no longer encountered on the road, but on your next destination.
- You can now encounter tracks while traveling, which might place a prey encounter on your next destination.
- If you succeed at a fortune test you gain some sparks.
- Redesigned the Lore Flower fortune test.
- If you succeeded at a climbing test, you do not need to test again for making the same climb in the same direction.
- Reduces the chance you can find a spark by 20%.
- The feature to automatically face targets only applies to enemies.
- When a shield is ‘up’, it blocks regardless if you are taking an action with your other hand.
- When your shield is up, you cannot charge a power attack with the other weapon.
- The behavior and abilities of quan, quanites, and quanlings have been improved.
- Adding more variety to the type of ‘ruffian’ NPCs you can encounter.
- Tweaked the spread and speeds of the ‘forceful throw’ effect to make sure thrown weapons actually hit the target before the secondary bolts do.
- Tweaks some combat animations for better readability.
- Redesign of the ‘base ring’ to make armor easier to see.
- Base rings no longer get hidden below deep snow.
- Dust, shard, and ice devils have a new ‘hazard’ base ring.
- Removed the armor for lower level imperials.
- Removed the chance lower level imperials have shields.
- NPCs of a faction that is hostile towards you, but encounter you on the territory of another faction react to you as if they were only angry.
Bug Fixes
- Dust devils and similar creatures don’t get a base ring when they are inactive.
- Fixes an connectivity issue with certain variants of the mountain top temple template.
- Catches a rare case where inns could not be placed correctly.
- Fixes a possible null-reference while camping.
- When you restore a game, the camera resets its focus on the hero correctly.
- Prevents repeated decoration from spawning in front of gates.
- The ‘no need to explore’ message doesn’t pop-up when certain fortunes are present on the destination.
- Fixes issue that caused certain encounters not to spawn correctly, which was very noticeable for farms and trading posts.
- Improves targeting interactive objects when many are closeby.
- You cannot force gates during the tutorial.
- Asking Raaf to intervene on a bridge cannot push you over the edge and teleport you to the water below.
- The crafting conditions for Legacy Signets are implemented correctly.
- Improves targeting with the staff (the speed correction was off by a factor of 4).
- The soothing flute can be used to play sheet music.
- NPCs can no longer have two health components (it didn’t do them much good anyway).
- The time and weather in the tutorial isn’t copied from the last level you played.
- When the strength buff ends during camping it is removed correctly.
- Ranged weapons can hit shorter enemies when ranged attack aim assist is disabled.
- The death screen allows you to reload a save game with a controller.
- If clans cannot accept a gift they communicate the reason for it correctly.
- Prevents the generator from generating small holes filled with mud.
- Reduces the performance impact of ferns.
- Groups of NPC remember better which ‘moves’ they already played.
- Addresses a generator issue where the container in the Dandelion Pit level was missing.
- Relocates enemies that spawn or are pushed ‘out-of-bounds’.
- When a clan is hostile there won’t be an envoy for them in Haven.
- You can craft bandages.
- Potential fix of a possible crash when talking to an NPC that can give you tasks.
- Fixes a case where the game generated inconsistent water levels.
- If you return to Haven after the end of an episode, puzzle items get discarded.
- When an NPC offers a conversation you don’t automatically turn to face them.
- When an NPC wants your attention, they don’t call out every 2 seconds.
- Small barrows generate more consistently.
- Hit boxes for ‘spitters creatures’ are pulled a little further out of the wall where they live, making hitting them more consistent.
- Flame spitters are actually immune to the flames of other flame spitters.
- In high places, the ‘sky’ cannot be covered in snow.
AI Improvements
- NPCs take time when picking up items during combat.
- NPCs are careful about when they pick up items during combat.
- NPCs can no longer see you through walls.
- Stealth and AI perception interacts better.
- NPCs navigate obstacles better during combat.
- NPCs navigate cliffs and ramps better during and outside of combat.
- Removes many redundancy in the AI subsystems, which should lead to more consistent behavior overall.
- Improves AI combat behavior. It now acts slower and more deliberate in most cases.
- Improves the ability of the AI to find paths, follow paths, and follow leaders.
- Fixes a number of time-scale AI issues which caused AI to go idle for way too long in some cases..
Other Changes
- Optimize opening the inventory menu when you have many items.
- Changed the way the game calls up an explorer window after a bug report. Hopefully this behavior is now more consistent across different systems and OS settings.
Update 1.3.5 (January 27th, 2023)
New Features
- Items can be hidden in ‘search containers’: weapon racks and weapon pots.
- Electric eels might be found in some lakes, but they should be very rare for now.
- Adding new glowing crystals and rotating rock doors to the palette of cave features.
- If you have a provisions bag, herbs you carry dry before they spoil.
- Dried herbs stay good for 30 days, and can be used to craft potions with, but lose all other effects they might have.
- Pick axes can be used to smash through broken gates and brittle rocks, but this will likely damage them.
- Lights from torches in sconces and similar features lerp when switched on or off.
- Occasionally you can search old mining equipment for old pickaxes.
- Vortex stone that allows you to affect the wind without using the staff.
- You can now frequently try to force barred gates that typically are opened by other means as well.
- New type of magic incantation that tests whether you are powerful enough to cast its spell.
- Careful, gates might be warded…
- Adds a couple of new puzzle types.
- The tutorial is no longer required for new players.
- The final level of the tutorial is redesigned to be much less dangerous and more straightforward.
Gameplay Changes
- Pick axes are more common.
- Herbs are more commonly found as loot or tradegood.
- Potions are slightly less commonly found as treasure or tradegood.
- During the prologue, the groundskeeper warns you about the void, but the void does not actually show up, giving new players time to get adjusted.
- Far fewer enemies spawn at map destinations whose primary function is to provide possible camping spots and the occasional resource.
- The physical properties of ramps and stairs have been altered to make it easier to traverse them.
- ‘Hiding thorns’ and ‘trigger thorn’ plants have been redesigned to make them less of a drag to deal with.
- Sealed chests have become a (rare) thing again.
- Increased the acceleration, speed, and turning speed of the wayfarer and other creatures to increase control of movement.
- Increased the speed of the running animation of humanoids.
- Shadow wolves communicate their weakness a little better.
- Shadows of shadow wolves no longer shadow themselves.
Bug Fixes
- Addressing a generator issue that caused level features to go missing.
- Potentially fixes the issue that caused you to reload your ‘death scene’ if you restored a save game after you died.
- Fixes a potential freeze when you are pulled into the edge after encountering Valker.
- Fixes a bug that caused an exploit with save games and gift items.
- When you kill a creature with Oblivion’s Edge you gain Miserable and Awakened.
- Quickly patching a few outdated constructions in the root cave template (but the whole template has been put on the to-revise soon list).
- Fixes an issue that blocked movement near shallow water.
- The game can automatically recover should the traveling traders go missing at the start of a new run.
- Fixes generator issue that caused ‘rooms’ to become unnecessarily long.
- Prevents wildlife to be spawned at the same location as enemy camps.
- Fixes issue with appearance of black boxes in minor caves at machine levels.
- Healing potions can be brewed correctly in worlds where they are not rare.
- Fixes a freeze when you fail brewing a potion in an inn.
- When you (non-critically) fail a brewing test you keep the flask.
- Restores the item descriptions and names of the journals of previous wayfarers.
- The button to equip Yendor now toggles the staff correctly.
- Further improvement to the map diagnostics to make sure nodes connecting the high pass to the first valley proper count as being inside the First Valley.
- Addresses an issue with paths unintentionally being blocked because they are generated on different elevations.
- You will not be branded a thief when you pick up items from ‘loot bags’ left by yourself or defeated enemies.
- Casts for armors actually have enough slots to forge the armor.
- When you are reading a book from your inventory, you see the hero’s portrait instead of an empty square.
- Reduces the chance you can squeeze past rotating rock gates near cliffs.
- Addresses an instance of possible placement of the ‘Raaf tribune’ too close to the entrance of the Hall of Records.
- Prevents the generator from trying to mix lava with oddreek fluid.
- Trailing spaces are removed automatically from text entry keys, addressing a common cause for text to go missing.
- Improves generation template for the spirit path to avoid portals cluttering in the same location.
- After you retire, your ‘base ring’ doesn’t leave a lasting impression on the ground.
- Fixes a generator issue that caused caves where you could blink to dead ends.
- Changes the hill-top ruin template to maximize the chance the interior level is actually generated.
- When a clan receives Branch they will correctly gain a power level and the forest dwellers trait.
- Repairs the fade in after you change a level.
- Fix for correct state when fortune test is opened after forging an item.
- Fix for controller support game over screen when retiring the Wayfarer.
- Fix for animation in fortune test.
- Tooltips always in front of the menu.
- Fixes an issue with the ‘b’ variant of spire locations.
- Fixes a few text issues.
Update 1.3.3 (January 13th, 2022)
New Features
- New gameplay option: Save while resting. This option is on by default, but can be switched off in the gameplay options menu. When on, the game makes an extra save every time you rest in a safe camp. When you die you get the option to restore this save. You can also choose to restore one of these saves from the in-game pause menu.
- Extra decorations for Kobold dwellings: barricades and improvised lights.
- Adding the ‘full stomachs’ enroute encounter for wolf tribes.
Gameplay Changes
- Improves the way the Kobold cave dwelling encounter works. These dwellings now offer more services, some of them only to friends.
- Reducing the clutter in the HUD by hiding status effects that are eclipsed by other status effects.
- Shadow wolves should no longer spawn in challenge level 1 regions (new worlds only).
- Monster lairs spawn tracks instead of enemies outside.
- You can catch wolves napping in their lairs.
Bug Fixes
- Improves the way NPCs are assigned to factions to prevent incorrect ‘diplomatic incidents’.
- Improves the way NPC determine their disposition towards you to correctly reflect your current status.
- Fixes issue with dynamic lighting not switching on or off correctly.
- Improving the interrupt camp check for groups NPCs.
- Repairs controller navigation in the gameplay options and graphic options menus.
- Expands the map diagnostics to repair a possible issue with the connection of the secret tunnel to the First Valley.
- Restores the healing spell at the eternal flame.
Update 1.3.2 (January 6th, 2023)
- The alignment of the keyboard can now be set to for options: camera, level, level (rotated), and mouse cursor.
- Magic from ruinous sprites can be used to destroy broken gates.
- Reduces the number of rats and bats spawned from ‘hollow trees/rocks’.
- Rats and bats spawning from ‘hollow trees’ are no longer triggered by you just being in the same room.
- During the prologue you cannot encounter hazards enroute to Haven, and once you get there you can only enter the town.
- Improving posture and feedback for sleeping creatures.
- The Hall of Records is now a more impressive location.
New Features
- A new minor spider lair encounter.
- Adds a dozen or so new ‘minor puzzles’ that might need to be dealt with in order to progress.
- New status effect: Watched
- New status effect: foul smell
- New sprite: Clarity
- New scroll: Chant of Slumber
- Adds a new, once per run, code for the pray for help menu: ‘Regenerate’
- Adds a button leading to the discord server on the pray for help menu.
Experimental Features
- ‘Raaf Key’ Episode, which seeds an encounter in the inn in Haven and adds dramatic developments to the Garden of Yendor.
Bug Fixes
- Shadow wolves are not the default encounter of a specific cave template. (It now is a rare encounter as it is supposed to be.)
- Fixing an issue with reading books like “The First Valley” in other locations.
- Raaf tribune asset can no longer block the entrance to the Hall of Records.
- Changes behavior of a debug report a little, so that hopefully the right folder with the relevant zip files are opened correctly.
- Fixes an bug with ‘projected encounters’ that caused encounters on the road to be less varied and not reflective of nearby enemies than they should have been.
Update 1.3.1 (December 30th, 2022)
Gameplay Changes
- Items made by you get a special mark in their description.
- Making crafting tests a little easier.
- The Forge of Destiny now also works with casts.
- You can find more patches of firewood in obscuri forests.
- The Imperials camping in the Garden of Yendor no longer camp in the same room as the arcane rift that brought them there.
- The Raaf Disc is discarded when you leave the Garden of Yendor.
- Clans can send out patrols to prevent recently cleared site from being repopulated with monsters.
- Additional notifications when main encounters are resolved.
Bug Fixes
- Adds an extra map diagnostic that can repair flawed connections into the First Valley from the High Pass.
- Quan actually drop Wurm Scales.
- Fixes issue with crafting options not always appearing.
- Fixing issue with lingering reputations.
- Making the auto repair for the Dandelion Pit constraint more robust.
- Waterskins indicate they work against heat as well as dry fortunes.
- Reduces the chance cave entrances are not generated because other level features take priority (doesn’t cover all instances of this issue, please report again if this happens again).
- Fixing generator issue that could cause levels to be populated incompletely (features and enemies would be missing).
- Adds the correct table entries to spawn ‘old weapons’.
- Taking extra measures to prevent traveling traders to pick destinations inside the First Valley, and preventing them from picking their current location as the next destination.
- Fixing issues with names and images of some crafting recipes.
- The Bawdy Song indicates the correct gains in the camping study menu.
- Fixes generator issues that generated fake passages at the edge of cave levels.
- If you cancel a test to forge an item, the forging materials are restored to your inventory.
- You can navigate to the crafting recipes using a controller.
- Fixing an issue that caused the game to stall after trying to reload a game in which the previous wayfarer had died.
- Addressing some issues with incorrect spelling, grammar and missing texts.
Update 1.3.0: Blood, Sweat & Magic (December 24th, 2022)
New Features
- Brew potions from raw ingredients.
- Craft and modify your gear using basic materials.
- Craft Signets to enhance well-made items on Forges.
- Use forges to create your own weapons from raw materials..
- New crafting materials (including: iron ore, amber, rubies, leather, hides, sticks, cloth)
- New places where you can find crafting materials (sticks, amber, witchwood, rubies, flow rock shards, solid skider slime).
- Time passes for items in containers during and between runs.
- New sections in the reference to keep track of found crafting recipes. These are automatically passed on to the next Wayfarer.
- Adds warnings when the player is exploring too many nodes, or when they are traveling while being fatigued.
- Time passes for items in containers, which might cause items to degrade.
- The Vault in haven has two extra containers.
- When your gear ends up in another location after you die, the Loremaster can tell you where it went.
- Monster lairs now can have monster hoards.
- New ‘study objects’: Epic Poem, Ballad, Bawdy Song.
Gameplay Changes
- Targeting in combat has become more ‘sticky’, reducing the chance you lose your combat target at an inconvenient moment.
- Enemy base rings turn orange when they come into range of your melee weapons.
- Enemy base rings blink when your weapon is in cool down, and you cannot attack.
- Adds an extra sprinkle of sparks to the world.
Bug Fixes
- After a Wayfarer dies or is retired, the right gear is selected to be salvaged.
- Quests and library books no longer get duplicated in curated and pregenerated worlds.
- When restoring a game in an inn, the correct reputation is set.
Update 1.2.11.12 (December 16th, 2022)
New Features
- Whether you are hiding is represented as a status effect.
- When you die your non-legacy gear might end up somewhere else, sometimes it is even brought back to Haven. Then Loremaster will have some intel about it.
- You can now retire your Wayfarer if they have lost enough hope by talking to the Loremaster. Retiring automatically passes on some of your gear, including a journal which your next Wayfarer may study while camping.
- Camping UI is adjusted to accommodate for the new action to study objects to gain benefits.
- After the first Wayfarer the people in Haven erect a monument to commemorate previous Wayfarers. (Not in all existing worlds, though.)
Gameplay Changes
- The empire advances less quickly.
- Abandoned sites are repopulated less quickly.
- Hazards are now rare travel encounters.
- Specific encounters on map nodes can project hardships and encounters on nearby travel routes.
- When you are in savage form, most creatures regard you as an enemy.
Bug Fixes
- Researching books in Haven’s library works properly again.
- Friends and allies don’t blame you when they are attacked by other creatures.
- Fixes a case where void elements prevented you from camping claiming ‘hostiles nearby’.
- Removing incorrect flowers and shrubs from caves.
- Stormrider Bully (Folk/Enemy encounter) is correctly generated.
- Addresses a new generator issue that caused too many hazard locations to be required to regenerate and failing subsequently.
- Refilling water at a magic well works correctly even when you were enchanted by it previously.
- When you reload a game with a character who is in the savage form, the timer for that form is not reset to 5 days again.
- Eliminates weird behavior when a traveling trader fails to plot a correct course to the next destination.
- Fixing a few text issues.
Update 1.2.11.1 (December 10th, 2022)
Bug Fixes
- Allied status is properly awarded when you are allied to a clan.
- When you camp a second time in a different level of the same map node, the camping menu appears correctly.
- Prevent the generator from placing turrets in an area marked as a campsite in a few instances.
- Near a Magic Hearth, campsites are no longer automatically hidden.
Other changes
- Status effects are represented differently when dealing with Imperials.
Update 1.2.11 (December 9th, 2022)
New Features
- Lit torches in wall sconces actually produce light.
- Redesign of the status / reputation system: the way local look at you is represented through status effects.
Bug Fixes
- Potential fix for the game staying black after alt-tabbing or switching between nodes. (This bug remains hard to reproduce for us, so it is impossible to be certain if this fix works).
- Potential fix for two characters overlapping during character creation (this bug also proved hard to reproduce).
- When you ally with a clan without befriending them first the achievement for becoming friends still unlocks.
- Fixes issue with proto material visual clues being repeated over and over at a vantage point.
- Making ground material from ramps to be more consistent, preventing accidental blockades on narrow, mountainous paths.
- Fixing a few issues that caused bows to misfire after switching weapons after drawing but not firing, or when waiting long before releasing an arrow.
- Fixing issue with incorrectly linked stairs.
Other changes
- Removed the old barrow ghost encounter from the world generation.
Update 1.2.10 (December 2nd, 2022)
Bug Fixes
- Fixes a generation issue that caused people and features to go missing from Haven.
- Town guards no longer address you as ‘Hero’ when they know your name.
- Plugs a possible exception when updating water tiles.
- Plugs a possible exception when requesting the in-game date.
- You can correctly pick up items from chests when doing so completes a task.
- Scrying stones no longer go into a loop constantly detecting the same source of magic.
- Untangles broken connections in the Deep Pit location.
- Prevents items of type ‘None’ from being spawned.
- Improves automatic map diagnostics to prevent destinations being marked as part of the First Valley incorrectly.
- Fixes generator issue which caused accidental bypasses of gates.
- Improves placement of exit markers near specific staircases leading up.
- The task master in Haven can no longer refer to obsolete dialog options.
- Addresses issue with dysfunctional and incorrectly placed ‘shroom gates’.
- Prevents the hilltop ruin from generating two shrines in the same room.
- The secret tunnel map connections work properly again.
- Adds encounter options for en route locations that were supposed to generate only hardships, because apparently they can sometimes also generate an encounter…
- Adding an additional way to recover if a ‘MachineLeadIn’ constraints fails.
Other Changes
- Cleaned up and optimized level generation somewhat, shaving off ~10% of the generation times.
- Improved the implementation of decorative patterns in the level generator.
- Improves and expands ‘underground shrine’ template.
- You can use bandages to recover hp when you are not wounded.
Update 1.2.9 (November 25th, 2022)
New Features
- New status effects: Uneasy and Foreboding.
- Improvements to the Ancestral Spirit encounter.
- Improvements to the Raaf Temple template.
- Improves a number of existing decorative patterns.
- Adds a number of decorative patterns.
- Improves the way the level generator recognizes and handles ‘key points’.
- The feature to keep local levels in memory is no longer experimental, and it is switched on by default.
- The feature to generate levels in the background is no longer experimental, but it is switched off by default.
Gameplay changes
- Fixing issue with magic effects not always spawning correctly.
- Fixing minor generation issues with spider web and spider eggs.
Update 1.2.2 (October 11th, 2022)
New Content
Bug Fixes
- Improves the way AI avoids dangerous terrain.
- The game no longer stalls when starting a new run with the Empire on Haven’s doorstep.
- Fixes generator issue that failed specific instances of the ‘roughRoadSimple’ level template.
- Fixes generator issue that made roads too narrow near bushes.
- Specific key doors stay open more persistently even after the level is regenerated. This helps with the locks behind which you sometimes find a serpent gate.
- Pickaxe description is no longer nondeterministic.
- The dust devil wrap now actually protects against blizzards.
- Deeds and achievements are rewarded correctly for uncovering complete legends.
- Improves the way cave entrances are generated.
- You cannot select incompatible difficulty or gameplay settings.
Update 1.2.1 (October 1st, 2022)
If you start a new world, you might find a region is mysteriously frozen into an eternal winter, and you might also pick up rumors of a brand new location: the spiked spire. That last location prominently features ‘new’ mechanical spikes built by the ancient Marang, although you might now also encounter these spikes at other locations.
New Content
- White wolflings
- Eternal winter characteristic for regions
- Cold Hearted condition
- Mechanical spike hazards
- The spiked spire location
Bug Fixes
- Dead enemies can no longer ‘see’ you, which would cause them to qualify as nearby hostile incorrectly.
- Quickly toggling and switching between presets works correctly.
- Fixes a number of minor generator issues.
- Fixes a number of typos and missing texts.
Update 1.2 (September 21st, 2022)
New features
- Dynamic World Events allow the game to pass time and have factions act or appear during a run
Improvements
- More interactions are available in bandit camps and kobold settlements.
- Monsters and enemies can be spurred into action if you do not deal with them appropriately.
- Interacting or disabling machines like root singers, scrying stones, and magic hearths can trigger world events.
- Leaving arcane rifts unattended can trigger a world event.
- Raids on towns and minor settlements have much more drastic effects.
- Clans more actively repopulate farms, roadhouses, trading posts, and strategic locations.
- More interactions are available when interacting with clan garrisons.
- Improved Conversation Camera
- Number of bug fixes
Update 1.1.7 (September 2nd, 2022)
Gameplay Changes
- Reduces the number of healing brews available and adds a difficulty modifier to increase their number to previous levels. This modifier is automatically activated for existing worlds.
- Losing hope traits also reduces your maximum hit points by 6 (to a minimum of 18). Adds a difficulty modifier to switch this mechanic off. This modifier is automatically activated for existing worlds.
Bug Fixes
- Using a controller to close a trading screen or a chest doesn’t cause the game to crash to the menu.
- Fixes issue that corrupted save slots in such a way they prevented new worlds and new runs from starting. These slots can be used again.
- When you abandon a world but don’t create a new one in its place, the slot remains empty on a restart.
- Graphic settings are not accidentally changed when you enter the options menu.
- Removes lingering code that allows you to use the spacebar to move towards the mouse cursor.
- Making sure spirit portals can only appear at locations that have the correct generation markers for it. (Doesn’t affect existing worlds and runs)
- The Wild Cape now also protects against blizzards.
- Shards of Shattered Iron can be dug up correctly from iron mines.
- When entering a dark environment you no longer automatically equip weapons.
- The light of the staff of Yendor does not reveal you when you are invisible.
Update 1.1.6 (August 27th, 2022)
New Content
- Adds shadow wolves, including a couple of new encounters, lore, and items.
- Sometimes you encounter a lair with a bigger wolf.
Gameplay Changes
- When you have no hope left, hope loss causes you to take damage.
- Adds a dialog to the Sky Elemental for clarity.
Bug Fixes
- Quivers that are empty no longer fill up when reloading.
- If an NPC doesn’t have a specific rumor to tell they will repeat the same random rumor, not different one each time.
- The bubbles caused by the bathing giants do not spawn when the game is paused.
- You cannot select too many skills during character creation after going back from the equipment tab.
- Multiple water skins are used correctly during a single journey with multiple dry fortunes.
- Fixes issue with traveling folk not always appearing in levels flagged as meeting places.
- Biting cold doesn’t affect the wayfarer if other creatures suffer cold effects from ice devils.
- Increases the definition for ‘in combat’ used when suppressing the pick up animation.
- Location specific status effects (such as interloper) are correctly removed upon arrival on a destination.
- Fixes a few typos and missing texts.
Update 1.1.5 (August 22nd, 2022)
New Content
- Fly Lord encounter, including a new enemy, lore, and items.
- A new encounter and new tricks for ancestral spirits.
- Chests can be trapped and their traps can be disarmed.
- When a pressure plate is trapped you can disarm it.
- Pressure plates are trapped more often.
- World generation option to favor the latest content.
- A new template for additional barrows.
- A new template for a trapped ruin.
Gameplay Changes
- Heightened Sense and Detect Traps are more useful in spotting hidden traps.
- You can only attempt to pick a lock 3 times, and each time the test will be a little more difficult.
Bug Fixes
- Small improvements to the timelapse.
- Skills in the character sheet are ordered alphabetically.
- Control texts in Message popup change according to input.
- Bug fix for basic controls m/k in tutorial.
Update 1.1.4 (August 12th, 2022)
Bug Fixes
- During the time lapse Allied clans won’t break alliances because they are attacked by other forces
- During the time lapse clans cannot become Hostile as a result of being attacked (they can still become angry when they weren’t allied).
- The map to the statue of Mercy found in some Mercy Tomb’s works correctly.
- Potential fix for missing clues in Raaf Temples.
- Fixes issue with generation recovery for nodes with multiple levels.
- Removes weird shadows on the map.
- Improves controller support in legacy menu.
- Fixes aspect ratio issues in the game over menu.
- Fixes rare freeze during generation of specific Mercy tombs.
- Restless bones no longer resist claims to mines.
- ‘Bluca plants’ have slightly smaller hit boxes and are spawned in slightly tighter patterns to prevent them from blocking paths.
- Travel gear always clears its used status when starting a journey from a map node.
- Addressing issue with the ‘proto stuff’ lore book.
- Eclipse no longer randomly withholds rewards for offerings at their shrines.
- The Athletic Physique skill has a correct icon.
- The ‘well-worn’ quality on item correctly indicates it reduces the number of uses by 2.
- Duplicate map notes for a single marker don’t get changed all at the same time.
- Resolving an issue with returning from Doorn’s spirit world.
- Campsites hidden in caves cannot be exposed at the same time.
- The energized condition is taken into account better when determining the effects of travel hardships.
- Fixes issues with items losing charges when stored in chests (only works for items stored after the patch).
- Fixes a weird null reference that could occur after you die with mushrooms in your inventory.
New Features
- Adds skip option during time lapse.
- Restores the Previous Build option during character creation.
- Pray For Help (including options to escape or report a bug) is now available through the pause menu
Other Changes
- Improves feedforward and priority of meals that can be seasoned to restore hope.
- Berries are never ‘fresh’ (as it didn’t have any effect).
- Improves spelling, grammar, and accuracy of texts.
- Priority of the fur-lined quality to counter cold hardship is reduced (cold weather gear is used first).
Update 1.1.3 (July 21st, 2022)
New Content
- Lava level features with two possible states ‘hot’ and ‘cool’.
- Flame Spitter sources in and out lava.
- Smelt creatures.
- Weapons can now get warped and melted from heat.
- New level templates that make use of the lava features: fire caves, and the flame river court.
- New research mechanic using books in the library.
Gameplay Changes
- Auto healing is now a world difficulty option and works when you would have died, the threshold is removed.
- Improving the way unstable grenade rocks work and are used in levels.
Bug Fixes
- When you wake Kelkos you actually get the magic bow.
- Making caves near root singers generate more robustly in new worlds (unverified fix!).
- Elemental awakened status is properly cleared when starting a new world.
- Portals can appear at the mountain version of a lake-side level.
- Removes the tower from the teleporter ruin (as it incorrectly suggested you could go inside).
- When you enchant an item with 2 or more sigils in Haven with Sigil Hunters on, the game doesn’t crash.
- When you are allied with a clan you are not branded as a thief for taking things out of chests.
Update 1.1.2 (July 20th, 2022)
Gameplay Changes
- Reduces the number of charges for the Summon Shades spell.
- Tweaks to the AI outflanking behaviors.
Bug Fixes
- Places a sky portal in the marang keep level template when one is required.
- The wild cape protects against hunted.
- Everfrost and Sun Egg show which hardship they protect against while traveling.
- Improves map diagnostics to make sure all nodes are properly connected.
- Location bound items and status effects are removed when you travel through a Serpent Gate or with the Eye.
- Muck Mucks are now called Ur Ma as the former turns out to be a derogatory term in the real world.
- The Spirit Forge cannot be generated inside the First Valley.
- Fixes an issue with too many ‘large round corners’ being built by overly creative farmers and roadhouse operators.
- When you are attacked after joining a campsite, the people you are camping with ally with you.
- A scroll bar was added to traders when they carry too much stock.
- Adds text entries for rift shard rumors.
Update 1.1.1 (July 11th, 2022)
- Spire ruins with a sky portal are generated with enough space to fit all the features.
- Rift shards appear on the map more consistently.
- Fixes issues with ramps being untraversable near shallow water and mud.
- The exit map button is no longer visible during the legacy loop.
- Your traveled route is placed correctly during the legacy loop.
- When a clay figurine contains a random drop, that item is resolved correctly.
- When you pay an armorer to make an armor strong, they don’t make it ‘balanced’ instead.
- Fixing issue with items that go missing in certain variants of the regular keep levels.
- Prevents a few instances of non spirit world and edge assets from appearing in those levels.
- Shrooms cannot spawn in a way that they block narrow paths.
- Reduces the chance that crevices are generated floating in the air.
- Prevents gates at the bottom of a stair to be accidentally raised by the level generator.
- The interaction marker for delicious mushrooms is labeled correctly.
- During the tutorial and in the Garden during the prologue, the weather is always nice.
- You cannot travel to underground locations from overland exits.
- If a destination is visible but cannot be traveled to, the travel UI doesn’t try to activate, freezing the game in the process.
- Fur-lined boots do not prevent cold weather gear from activating when you encounter wilderness and cold during a journey.
- Fixes issue with mercy tomb clue.
- If you fully deciphered an inscription you don’t have to again with the same wayfarer (unless 4 years pass).
- If you already know the secret of a ‘secret keeper NPC’ you don’t have to test again.
- Better randomization of weather so the same destination doesn’t have the same weather for an entire season.
- The task giving NPCs should be more aware of tasks that are already done.
- The text feedback for camping actions is anchored correctly for different aspect ratios.
- Makeshift shields still stop damage on the block they break.
- Travel doesn’t break because travel gear has 4 effect icons.
- Improves the placement of the ‘Raaf Tribune’ starting spot in the Garden of Yendor.
Update 1.1.0 (July 8th, 2022)
Gameplay Changes
- Different regions have more pronounced seasons affecting traveling and camping.
- Adds a number of camping conditions that affect how safe or dangerous it is to camp at a spot. Some of these conditions (exposed/hidden) depend on the location of your camp in the level.
- The time of day indicator now also lists date and season and is visible on the map.
- Encounters, hazards and hardships have been rebalanced. Especially for more difficult regions: you will likely encounter fewer encounters and hazards than before, but more hardships.
- Mist adds the wet status unless you have a cloak or similar travel gear.
- The ‘extra races’ content options have been replaced by ‘friendly clans’ content options which allows you to choose different cultures and backgrounds from the start in new worlds.
- A content option has been added to open all serpent gates from the start in new worlds.
- You can now select 6 content options when you start a new world.
- Food items have much more texture: they can have different qualities such as fresh, dried, rotten or blighted.
- The Foraging skill now also helps with identifying which foods are dangerous to eat.
- The Star Gazing skill has been changed. You can gain oriented, and possibly inspired when resting outdoors at night.
- Oriented lasts a little longer.
- Kramas & Tjilpit keeps for 12 days, but to have any effect the meal you prepare must come from fresh produce.
- Spirit Pearls are more expensive and rarer to find with traders.
- The Vampiric Broodspawn staff has fewer charges.
Bug Fixes
- Pavilion23 isn’t added as a trait for the Raafi after returning specific relics.
- Fixing issue with herbs and plants not respawning after a reload when they should.
- When a level is regenerated its variant is cleared properly.
- Fixing an issue with the Rough Road template that caused the generator to fail.
- Improves the way the generator can recover from generation failures.
- The Unformed Labyrinth cannot use small and large keys which inhibit the labyrinth from forming correctly.
Update 1.0.15 (July 1st, 2022)
New Features
- Add your own markers and notes to the map.
- New experimental difficulty modifier: Easier to Wound.
- New experimental difficulty modifier: Sigil Hunters.
- New experimental difficulty modifier: No Healing Brews.
Bug Fixes
- Dropping items from your inventory works properly again.
- Prevents rocks from blocking Haven’s entrance.
- Mosquitoes don’t spawn in settlements.
- Interrupting creatures spawn closer to your camp consistently.
- Aggressive wildlife prevents you from camping.
- The hunted status is more severe but is correctly removed after an encounter is spawned.
Update 1.0.14 (June 28th, 2022)
Bug Fixes
- Fixes a few instances of empty chest for specific level stories.
- Items that have been taken don’t respawn (quickly) even after you traveled (no more farming goods or sparks).
- The magentol key doesn’t get discarded when you travel.
- Fixes an issue with duplicate container id’s in Raaf Temples.
- Addresses two causes for incorrect (white square) items to appear in containers.
- Changes to the Marang Ruin template to prevent empty chests in those locations.
- The unformed labyrinth uses the correct chests.
- Making extra sure two magic torches are generated for appearing flame chests.
- Fixing issue with clues to machines not spawning.
Other changes
- Gives special look to many specific books, notes and old journals.
- Praying for help can reveal hidden chests.
- Praying for help can give you lock picks, rope, and pickaxes under certain circumstances.
Update 1.0.13 (June 26th, 2022)
Bug Fixes
- Locked doors no longer appear randomly in villages.
- Fixes an issue that causes ‘rough road ridge’ hazard levels to fail to generate correctly.
- Fixes an issue that causes ‘underground passage’ hazard levels to fail to generate correctly.
- Indestructible armor cannot be destroyed by ‘ruin’ magic.
- Magentol tubes get discarded with other local key items.
- Mud creatures get labeled correctly.
- Creature labels cannot linger when you return to the menu.
New Features
- Added rudimentary support to play around with creature and actor templates in the combat practice.
Update 1.0.10 (June 13th, 2022)
Bug Fixes:
- The presence of Roly Polies no longer freezes the game.
- Better placement of Serpent Gates in confined spaces.
- Quick update to the teleporter ruin template.
- The bathing giants reappear in swamp versions of the Bathhouse.
- Fixes issue that caused the Form Elemental to go missing.
- Pray for Help cannot teleport you to empty sky off the side of mountains.
Gameplay Changes:
- Armored Combat reduces the encumbrance of armor worn, and up to 1 shield.
- Weapon Grip reduces the encumbrance of maximum two weapons.
- Communicates encumbrance in the inventory a little clearer.
Update 1.0.9 (June 10th, 2022)
Gameplay changes
- Replaces bulk with encumbrance: you can place items in slots lost due to encumbrance but when you do you get the Encumbered status.
- Changes ‘armored combat’ skill to reduce the encumbrance caused by armors and shields.
- Adds two skills to reduce the encumbrance caused by weapons and other gear respectively.
- Reduces the number of extra draws for Guile, Courtesy, Diplomacy, Intimidation, Spirit Lore, and Mystic Traditions.
- Reduces the damage bonus of the Marksman trait.
- Reduces the damage bonus of many Sigil enchantments.
- Nerfs Flowing enchantment: it now reduces cooldown after an attack by 25% and after a parry by 50%.
Quality of Life Improvements
- Sigil forges automatically recharge your magic items if you are close to them.
- Blocks the pick-up animation if you are carrying an active light source.
- Presets are restored when you pick-up your weapon from a forge.
- Hope bar displays current hope points, and not the current number of hope traits.
Bug fixes
- Smooths out the building process so you experience fewer frame drops when a level is built.
- Extra effort to trace and eliminate performance spikes during gameplay.
- Fast-Traveling to an area near the First Valley can no longer register you as being inside the First Valley.
- Snow covered ramps can not block your progress.
- Traders restock better.
- Picking up items from pedestals and forges doesn’t automatically clear your hands.
- Restores the quick slot item counters.
- The Tinkerer background unlocks properly.
- The skill tab in the character menu can be correctly navigated with a controller.
- If you defeat Valker in the Edge but do not become Awakened the game automatically recovers when you investigate the barrier.
- Making sure the secret tunnel into the First Valley is placed in the world, prevents bug that broke to book in Temple Onyxclaw that should lead you there.
- Potential fix of the game freezing during an establishing shot because the context menu wants to take control.
Update 1.0.8 (June 6th, 2022)
- Prevents door decorations from being placed in front of gates.
- Fixes failed generation for certain instances of the Underground Temple.
- Savior achievement is properly unlocked when you destroy the Staff with the 2nd Wayfarer or beyond.
- Prevents items on the ground from respawning if you change between levels in the area.
- You cannot use Serpent Spheres or summon portals in the First Valley.
- Solves another map connectivity issue, and automatically applies it retroactively on existing maps.
- Guarantees access to the lake’s surface in lakeside levels.
- Backstabbing damage is applied correctly, ignores parries, and even shields when you have the Backstab skill.
- A ring of flow walking doesn’t prevent you from walking through mud.
- Fixes generator issue with lakes in underground passages.
- Removes incorrect cave exits from certain underground passage variants.
- Clay figurines do not yield treasure every time you return to the area.
- All paths on the map are really bidirectional.
- Mushrooms do not appear as blocking bushes in dandelion highlands.
- Fixes issue with correctly placing and resolving rat infestation encounters.
- Making extra sure there is enough room to fit the Form Elemental.
- Making extra sure blocking hazards are not used on critical paths.
- Putting in extra measures to prevent and recover from map nodes incorrectly being identified as part of the First Valley.
- Putting in extra measures to prevent the wayfarer is invisible (or actually infinitely small) after teleporting to and from the Edge or Spirit World.
- Restoring missing hollow rock hiding places for items in quinta cracks.
- Inventory sort order is consistent and logical.
- Critical success when forming alliances have an effect and gain you a boon.
- Removes malformed bridges over chasms filled with deep water.
- Repairing and upgrading items in the field or in shops resets their damage clock.
- Elemental masks only ever accept 1 sigil (as they were designed, only applies to ‘newly minted’ ones).
Update 1.0.7 (June 3rd, 2022)
Bug fixes
- Reduces the hit box of thicket guards to prevent them from blocking paths.
- Unseen status is removed by non-humanoid creatures as well.
- The Earth Shaker cannot prevent you from resting in inns and other safe locations.
- Generator recovers from levels that for some reason don’t have any generator specs.
- Fixes issue with ramps in narrow places.
- Fixes issue with missing figurines in some instances of Raaf Temples.
- Fixes issue with misplaced cave entrance in the Cliff Top Ruin.
- The game correctly recalls which region is the First Valley.
- Fixes generation issue with some variants of the Mountain Top Ruin level.
- Dropped and thrown weapons no longer disappear when they cannot automatically be returned because your inventory is full.
- Restores controller input on world settings menu (it broke in 1.0.6).
- Increasing the hit boxes of ‘flesh rats’ and other small creatures to make it easier to hit them with tall characters.
- Leaving the Edge or the Spirit World places you ate the last node you visited if the game cannot find another suitable location.
- More consistent placement of a clue to the third machine.
- Better positioning of logo and health bars in different aspect ratios.
- Screen resolutions also show the refresh rate.
- Climbs cannot lead down to spaces too narrow to continue.
- When items are forcibly equipped to hands that aren’t empty the previous equipment is properly unequipped, preventing visual bugs.
- Adds textual feedback when you use a key to unlock a gate or chest.
- Removes Previous Build option from character creation. It was problematic and not always functioning correctly.
- The magic sword Judgement can be enhanced with sigils.
Update 1.0.6 (June 1st, 2022)
- Fixes most ultra wide screen issues.
- Better map diagnostics to prevent and repair isolated areas on the map.
Update 1.0.5 (May 31st, 2022)
- After you talk to them, most folk will let you join their camp.
- Fixes issue that causes the quest menu to freeze forcing you to quit.
- Generator has better measures to make sure ramps are not blocked by higher terrain.
- Fixing issues with halls and inns being empty.
- Fixes building freeze caused by incorrect/unknown creature templates.
- Picking Fortitude during character creation actually increases your starting HP by 6.
- Choosing ‘show on map’ from the ingame menu with a controller closes the menu properly before opening the map.
- Fixes two instances of rare freezes during the time lapse.
- Fixes generator issue for certain cases of a magic well site.
- Eating a shared meal and learning a new skill while camping cannot be interrupted by an encounter.
- Talking to NPCs doesn’t throw a challenge when a challenge is already revealed, completed, or failed.
- Picking up items with passive abilities from a forge doesn’t activate those abilities.
- Vampiric broodspawn don’t heal you past the wounded threshold when wounded, and don’t heal you inside the spirit world.
- Forging a ring, dagger, or sword on the Forge of Destiny produces the right item.
- You can no longer duplicate sigils by leaving items on forges.
- Prevents traveling merchant carts from blocking city entrances (despite this being an excellent sale’s technique).
- Small items no longer stack so you can trade them individually. (It might take some time for existing stacks to dissipate, if we can figure out a proper way of splitting stacks with all UI we might bring them back).
- Potential fix for the game failing to register when you have reached Haven (causing save games to be deleted on character death).
- Fixing at least one instance of the bug that allows previous encounters to block camping in inns and at farms.
- Secret paths through bushes behave better near ramps.
- Patches of bluca plants cannot block your passage.
- Identified qualities stay identified on reload.
- When time passes in a settlement, encounters cannot spawn.
- Folk do not react to Vandal’s quite as aggressively.
- Misplaced enemies cannot block you from leaving an area.
- Fixes issue with time not progressing in the tutorial.
Update 1.0.4 (May 28th, 2022)
- The boon items from the Form Elemental spawn properly.
- When the cinematic camera is switched off, the camera doesn’t sweep in for interactions and dialogs.
- Fixes generator issue that caused climbing spots to go missing.
- Fixes generator issue when a level tries to spawn too many climbing exits.
- You can remap the inventory keyboard shortcut key.
- If you have the correct weapon skill (axe fighting, sword fighting, etc.) You actually get +1 damage, instead of getting +1 for not having the skill… (ouch that was a stupid bug)
- Improving the investigation feedback of specific magic doors.
- Getting a great success on a friendship test will make you ‘well-liked’
- The right controller prompts when playing with a PS5 controller.
- Magic items only automatically reveal you when hiding in the dark when they actually cast light.
- Fixes issues with items being incorrectly grayed out during trading and chest interactions. Only potentially fixes all issues there.