Roguefort

Patch notes0.19.0Playtest

Roguefort 0.19.0 patch notes: Hamsters!

27 August 2026 407 changes 25 sections press / to filter

Roguefort

Movement, speed and the world clock19

  • Speed buys distance again. A minor road costs 0.500 turns per tile instead of 1.000, so moving fast covers ground rather than making the world act more often.rubberychicken
  • Creatures take exactly one move per player action at every speed. Measured 0.500 moves per action at speed 2 and 0.233 at speed 4 before, 1.000 at both after.rubberychicken
  • Sixteen world systems that ran at speed-times their proper rate on a road now run at world pace: weather, creature spawns, spell cooldowns, cheese aging, hunger and thirst, ecology, NPC family life, hostility decay, youth passing, aura damage, flora regrowth, companion ability ticks, ambient night, terroir biome, death ticks and the companion tick. Roads no longer make you twice as hungry or roll twice as many spawns per turn of world time.rubberychicken
  • Sneak XP, granted every 50th turn, was unobtainable while on a road because the turn counter's parity collapsed to a single residue at speed 2 and 4. It is reachable at every speed.
  • The companion abilities Web Trap and Silk Snare advertise a 1-turn immobilise and cost the target 0.00 creature turns on a road. Both now cost a full creature turn on any surface.rubberychicken
  • Trap and status deadlines (immobilise, stall, invisibility, poison, mount skittishness, wards, summons, theft cooldown, dodge momentum) last the same number of world turns on a road as off it, and keep their remaining duration through a save and reload.
  • Long-distance travel over roads saves daylight instead of costing it. Routes costing more daylight than beelining went from 20 of 20 to 0 of 33, mean daylight change from +31.1% to about -21%. Routes remain about 16% longer in tiles.rubberychicken
  • The travel router priced distance as the crow flies while the player walks an eight-connected grid, over-charging the beeline by up to 40% depending on which direction the destination lay. It now uses the walked metric.
  • The long-route planner prices road classes separately, so a curated highway is no longer costed the same as a village footpath. The local 50-tile pathfinder gained a major-road tier (wilderness 6, minor road and trail 3, major road 2), and the trail cost was corrected.
  • Autosave is denominated in actions rather than world turns and anchors on the first action it observes. Autosaves were being stepped over entirely on a road, and a fresh game no longer saves immediately.
  • Four cheeses (Glacier Wheel, Goldhour Tomme, Pistachio Curd, Goldhour Grand) and the travel treatise grant +1 speed that reaches movement. The bonus had been folded into a stat nothing read.rubberychicken
  • Around thirty existing strings became true with no edit: road and tile labels, the four "You pick up speed on the ..." messages, the bat-form claims, every mount description, the three terroir speed perks and Road Runner.
  • Movement animation is four separate settings under Settings, Display, Movement (2D): You, Enemies, Townsfolk and Wildlife, Companions and Workers, each set to Hop, Slide or Instant. The shipped default is you glide and the rest of the world hops. Saves that had already chosen a style keep it on all four categories.
  • Every mover arcs about 0.18 tile over its 100ms step and lands with a 90ms squash. ASCII mode gets the arc without glyph scaling; the ground shadow stays down.
  • Wild livestock is classified as wildlife rather than as a companion, and townsfolk who turn hostile move on the enemy setting.
  • Riding follows your own movement setting, where the mount's gallop bound was previously applied to every mounted step regardless.
  • Dismounted mounts, led pack animals, hired workers and following or wandering livestock now animate when they move. All of them previously teleported one tile at a time.
  • Walking in 2D scrolled the world for 100ms and then stood still. The glide was hard-coded at 100ms against a measured step cadence of 141ms, so the camera was frozen for 26% of frames drawn while stepping. Glide duration now tracks a moving average of the measured cadence, clamped 90 to 220ms, and goes linear while movement is continuous. Dead time per step is 0ms and frozen frames 1%.theartolater
  • The 3D and first-person renderers had the same defect on a fixed 110ms glide. Dead time per step went from 34.8ms to 0.

Combat28

  • Every player strike lands contact in the first sixth of the swing. Time to contact: slash 244ms to 64, overhead 336 to 90, stab 150 to 44, thrust 249 to 69, punch 146 to 40, mine 276 to 59, chop 244 to 60, gather 209 to 50, cast 335 to 110, bow 326 to 135. At least half of each timeline is now recovery, and pull-back distance dropped from 0.16 to 0.06 tiles. Enemy creatures keep their slower wind-up, because their wind-up is what warns you an attack is coming.
  • Landing a hit briefly freezes the game: about 45ms on a melee hit, 45ms on impact, 65ms on a kill, 75ms on a crystal burst. Struck sprites flash white for about two frames in 2D as well as 3D.
  • The anticipation crouch, strike-peak stretch and heavy impact dip are applied in 2D, where only the 3D renderer used them. The camera nudges about 2px into the attack on contact and springs back over 180ms.
  • Holding the harvest key shows one visible strike per 120ms tick, so held mining and chopping reads as rhythmic hammering.
  • Three melee stance passives: Cleave (dual wield, 25% of the swing to up to 3 hostiles adjacent to both you and your target), Sweep (two-handed, 20% to up to 4 other hostiles at arm's length) and Shield Bash (weapon and shield, the shield's own armor value clamped to 1-3 when an enemy misses you). Splash is measured off pre-sneak damage, respects the same targeting rules as your bump attack, and the inventory stance chip names your active passive. First pass numbers, expected to be retuned.onixdarkem8595
  • A polearm family of four two-handed reach weapons: boar spear (2-3 damage plus armor, area level 1), glaive (2-4 plus crit, level 3), halberd (3-4, level 4), pike (3-5, level 5). Sold by blacksmiths and merchants, dropped from chests, dungeons and boss pools. They borrow the spear sprite until their art is painted.urughak
  • Ranged attacks could only hit a multi-tile creature's top-left corner, so shooting a 4x4 dragon's flank answered "No target there!". Range, visibility and line of sight are asked of the nearest occupied cell.sarcen
  • A hostile standing next to you sees you and attacks. The sneak detection roll had no floor at range 1, so a crouched, geared player at night could cancel the adjacency term outright and an awake hostile would roll and fail forever. Detection is automatic at distance 1 for awake creatures; sleeping creatures stay exempt.
  • A blinded or smoked creature swings again at arm's reach. An adjacent blinded pursuer had been doing zero damage over six turns.
  • Creatures can only make a ranged attack from a tile the player can currently see, and a refused shot falls through to closing the distance instead of the archer freezing. Melee, senses, stealth, pursuit, dragon breath, caster telegraphs and companion-targeted shots are exempt.rubberychicken
  • Missed and dodged bow shots alert the target. The alert was written and then discarded by the same turn's roster publish.
  • Damage-over-time ticks, landmines and companion splash now wake sleeping creatures and record who hit them, so a sleeper can no longer be burned down without waking. A chained hit that kills and grants a free turn also wakes a struck sleeper.rubberychicken
  • Floating damage numbers showed the pre-mitigation figure while the log showed the real one. All 16 damage sources plus zone and burst ticks float the post-mitigation number, and a blow refused by Old Mouth peace, absorbed by a shield or aimed at a dead creature floats nothing.rubberychicken
  • A death from a damage-over-time tick or a zone counts as a kill: shatter, cascade, death-spread and affinage kill triggers all fire, keyed off the killing status's source spell. Zone kills previously ran no on-death path at all. This raises rot build power.
  • The base plague-burst death spread on a DOT kill was cosmetic, printing "+Curdled" over creatures that never received it. Measured 0 of 3 ring creatures infected versus 1 of 3 on a direct kill.
  • Twin Flame, Double Wheel and Twin Spikes never fired on an area spell, because the second strike picked six nearest foes and only then discarded the ones already hit. The exclusion is applied before the cap.
  • Shatter Shard and Death Spread each tested one status where their wording names a family, so five picks could never fire. Frost and rot are now each named once as a family.
  • Paradox Burst's guaranteed Shatter synergy was dropped as a duplicate where the combo would have happened anyway and rejected where it was needed, against the 13 creature kinds immune to fire or ice. It fires on those targets, once per target per cast.
  • Arc Strike could not chain to an adjacent enemy at or above 999 HP because the lowest-HP picker was seeded with the literal 999. It works against the 640 HP roaming boss past endless-night scaling and against endgame 1200 HP targets.
  • Grand Affineur's Ward lapses after one full day-night cycle instead of being a permanent damage pool feeding ward armor into your stats. It also shields active companions within its ally radius; companions previously had no absorb field at all. Existing saves keep their rind and get a fresh day on load.
  • All spells can hit a ghost phased into a wall. BEAM spells include the wall tile they stop at, CONE spells admit first-surface wall tiles, and BURST still has to be centred on the ghost's own tile. Auto-snap targeting, the cast preview and the AOE highlight all show them. Melee and ranged shots still pass through.arkhaven
  • The spell targeting overlay under-drew its own blast: the BOLT+ shatter and the "explodes on impact" burst both add a square the preview never showed, so Avalanche Wheel drew one tile and damaged nine. No damage value changed.theartolater
  • The HUD attack chip shows the real swing total including fire, cold and poison, with an itemised hover. The Character panel's Fire, Cold and Poison Damage rows render at all, having previously read stat keys that do not exist.
  • Ten spell upgrades printed a raw internal token at the player instead of readable text. All ten now take their wording from their own card text.
  • Status effects consolidated from 16 to 11, each with one meaning: BURNING merged into BLISTERED, CRYSTALLIZED into FROZEN (stun 2, no slow), CONCUSSED into SMOKED (-6, and it blinds), BRITTLE into AGED, MAGGOTED into CURDLED. DEEP_FROZEN stays as the named residue exception. Existing saves keep their statuses through the merge.NalathniDragon
  • A status with no definition used to last forever; unknown status ids count down and expire. Re-applying a status can no longer weaken a live one, and anything immune to BLISTERED blocks tile fire.
  • Poison and sickness stay two separate statuses with two separate resist wires.
  • A vampire player entering a settlement with a popup open threw an error that the turn handler swallowed, skipping the rest of that turn including weather, spawns, vitals and the companion tick.

Spell combos, sequences and chains17

  • FLASH_FREEZE, BRITTLE_RIND and AGED_CRYSTAL fired a toast, a Codex unlock and a narrator line and changed nothing. They leave real residue: FLASH_FREEZE consumes BRINED and FROZEN for DEEP_FROZEN (3-turn stun, slow after, 1.5x damage taken, 6 turns), BRITTLE_RIND consumes FROZEN and AGED for BRITTLE (2.0x damage taken, 4 turns), AGED_CRYSTAL consumes CRYSTALLIZED and AGED for BRITTLE at 6 turns.nalathnidragon
  • Every synergy states its mechanical effect alongside its flavour text, in the Codex row and in the narrator message, derived from the effect itself so the text cannot disagree with the engine.
  • Applying a residue or spread status can complete another combo in the same cast, marked with a chain prefix, bounded by a per-cast duplicate check, a depth cap of 3 and a queue cap of 64.
  • One ingredient status can no longer fuel two combos. Both previously fired off stale snapshots and could resurrect a consumed status.
  • Combo damage scales at +5% per level, capped at 3x, applied to synergy AoE damage, zone tick damage and the bonus part of on-hit multipliers. Base spell damage stays flat.
  • FERMENTED_FIRE and PUTRID_INFERNO never reached the synergy executor, so their amp persisted for the status's whole duration while the Codex claimed one ignition. They consume their ingredient and fire once per target per status window.
  • Synergy recipes cut from 18 to 12 after the status merge made three of them exact duplicates of rules that already consumed the same ingredients.
  • Spell sequences: casting one family and then another within 3 turns rides an extra effect on the second cast. Eight curated, deliberately asymmetric pairs. One opener fuels one sequence and is consumed; the completing cast is itself a fresh opener, so rhythms chain (HEAT to COLD to ROT is Quench then Cold Rot). Most riders apply ingredient statuses that can immediately trigger a full combo.
  • Casting the opener of a discovered sequence prints a telegraph, throttled to once per 20 turns. The Codex gained a Spell Sequences section with recipe and derived mechanics lines, discovery is shared in co-op, and each sequence has its own VFX and SFX.
  • Grand Sequences: three-cast combos within a 4-turn window. Fondue Course (HEAT, FORCE, COLD) fires a full-strength chain; Affineur's Round (ROT, ARCANE, CONTROL) applies FERMENTED in radius 2 and arms a ROT sequence. A grand match is preferred over a two-cast match and consumes both openers.
  • BOLT, BEAM and LOB spells carrying a chain spec hit additional targets as full hits at a compounding falloff per hop, using the same hop-picker ARC spells always had. Each hop plays its impact effect on a 110ms beat with a mounting counter. The outcome is decided immediately and the animation plays it back afterwards.
  • New affinage branch, FILATA the Stretching Room, with four arts: Pull the Curd (BOLT spells chain once at 50%), Long Pull (+1 hop and a 0.75 falloff floor), Culture Line (each hop applies BRINE for 2 turns) and Unbroken String (a kill mid-chain extends the chain).
  • Three new shrine grafts: Press Wiredraw (FORCE, any bolt, beam or lob chains once at 75%), Kiln Fondue Strand (HEAT, chains once and each hop applies MELTED for 2 turns), Cave Culture Relay (ROT, a kill spreads CURDLED to 2 foes). Shrine mutator ceiling raised from 3 to 4.
  • Two new spells, taking the roster from 52 to 54 and recipes from 43 to 45: Fondue Wire (HEAT tier 2 ARC, applies MELTED) and Aged Filament (ARCANE tier 3 ARC, applies AGED at deliberately low damage as a setup wire). Both have full three-tier mastery tables and recipes on existing family flora. Art pending.
  • A fifth charge type, Curd-Line, minted on every chain hop and spent only on a cast that can use a hop, so a Ward never eats one. Existing saves get it backfilled.
  • Spell descriptions cover chains: a chaining spell reads "chains to N foes at X% per hop", a stamped trigger reads "On each chain hop: ...", and the composition panel adds chain grants cumulatively so Long Pull is never absent and Pull the Curd no longer overstates its solo falloff.
  • The Codex gained Grand Sequences and a derived Chains section, plus a reach line answering whether your loadout can walk a sequence.

Perks, charges and progression19

  • The perk roster goes from 185 to 197, charge perks from 52 to 58, charge types from 4 to 5, and uncommon perks from 84 to 88.
  • Four new uncommon opener perks, each generating and spending its own charge so the first pick is never dead: Ember Initiate (hit banks, crit gives +6 damage), Lattice Initiate (wait banks, taking damage heals 3), Bloom Initiate (stepping banks, a kill heals 3), Brine Initiate (taking damage banks, waiting gives +3 resists for 3 turns). Taking an opener unlocks that charge's whole perk family, and a player with no charge generation sees openers at double weight.nalathnidragon
  • Eight new chain perks: Rennet Rebound, Mother Culture, Stringmonger, Endless Filament, Grand Filature, the Whey Conductor reach bonus and the Curd-Line charge perks.
  • A new onStep charge trigger fires on every move turn, manual, auto-travel or mounted.
  • Owning several "expend all" perks on one charge type stacks instead of the first draining the pool and the rest paying nothing. At a pool of 5 with all three owned, onCrit/ember goes from 34-60 to 101 damage, onKill/bloom from 19-35 to 58 healing, onWait/brine from 27-40 to 73 resist. Payout no longer depends on draft order, and starved perks appear in the log.nalathnidragon
  • Once every Affinage Art is learned (all 28, 56 Insight), surplus Insight distils 3-to-1 into perk reroll tokens. A full-clear character previously banked 100+ dead points. A token pays a level-up slate reroll in full, and the cost ladder still climbs.avocado
  • Skill slates give a 2x weight multiplier to perks reading a generated charge nothing you own spends, so an unpaired generator is more likely to be completed. The multiplier only raises the odds; it never guarantees the perk appears on the slate.bossman62
  • Rooted Bloom's out-of-combat regen healed nothing. The regen tick asked for terroir bonuses without passing the player's charges, so every charge gate read 0. Saturated Bloom and Lattice Bloom died the same way, along with three sibling readers.rubberychicken
  • "Free turn on hostile kill" was advertised per copy for a capability capped at one token. Apex Predator x2 showed "+1 free turn" beside a x2 badge and the Character panel read "+3" while the game pays exactly one. It is a boolean gate now, no card quantifies it, Relentless Pursuit caps at 1 stack, and the panel stops inventing totals for any boolean gate.rubberychicken
  • Quicksilver's description says what it does, which is keep the action rather than refund a turn, and names the wildlife gate.
  • Blood-Etched moved from uncommon to rare, so it no longer appears on level-2 slates. Needs rep 40, legend tier 1 and a T2 clear; weight 12 instead of 25. Existing owners keep it.avocado8716
  • Perk tag chips print how many of that tag you carry, and a tag you hold nothing on says so. The Reserve Mark recast bench shows tag chips at all, and the Codex tag legend carries the explanation for controller users who cannot hover.
  • The Character panel's Bonuses by source breakdown no longer under-reads or drops charge-gated rows during a terroir afterglow.
  • A Resists section on the Overview tab lists fire, cold and poison always, and both attunement phases show a RESISTS readback where resist perks are being weighed.
  • The attunement choosing phase shows a ledger of upgrades you already own in that discipline, plus a Shift+Y pointer. Only the perk phase had a build rail before.urughak
  • The Affinage Arts panel lists, per branch, which of your own spells that branch's skills feed.
  • The help screen no longer claims terroir branches lock at your second pick. Branches never lock, keystones open at four picks in a branch, and picks are permanent.rubberychicken
  • Opening the perk or Terroir Attunement menu while owing a perk debt crashed the panel into the error boundary on both the level-up door and Shift+T, leaving a player unable to repay.sarcen
  • The achievement "A Roof and a Pasture" fired on the first wall segment placed and now requires 10 structures.

Items and inventory28

  • Seed Pouch, 75g on general, merchant and herbalist shelves, available at every tier. It is a real container: seeds draw as their own collapsible grid below the pack, up to 100 kinds, taking no pack slots, and seeds past the cap spill into the pack.theartolatersamv123mstephans
  • Seeds can be picked up, bought, taken from chests, taken with TAKE ALL, received from market, mail and vault, recovered from demolition and pickpocketed into an empty pouch while the main pack is full.bossman62
  • Dismissing a pack animal or mount no longer drops seeds on the ground. A shop shelf stops offering the pouch once you own one, and a hint fires when you are carrying three stacks of seeds without one.
  • The 12 tree-seed item ids collapsed to 6, one per species. The resulting tree's size is rolled from the tile you plant on rather than from the seed, weighted off the wild size distribution. Existing "grand" seed stacks fold into the species seed on load.em8595
  • Storeroom, a third storage tier with 40 slots, resurrectable and rendered in 3D. It bump-opens, is targetable with C, can be demolished and labelled, and its panel no longer calls it a "Chest".raycerzdiswordem8595theartolater
  • Slipcurd, a common early-game escape consumable that blinks you up to 8 tiles to the safest tile you could have walked to, never into a wall, warp tile, brazier, blocking zone or occupied tile. It refuses without being consumed if you are boxed in.nalathnidragon
  • Waywheel, a rare 90g consumable that opens the waystone travel choice from anywhere. It lifts only the "too far from a waystone" refusal, and is consumed only when travel completes. Sold by healers at 92g and general stores at 98g at tiers 3-4, and found in the rare loot bucket on deep floors.aj01657
  • Four teas, each strengthening one spell school by 15% for 40 turns at a cost of 10 thirst: Kilnsmoke Black (heat and force), Frostfern Green (cold), Caveleaf Malt (rot), Gildleaf Tisane (control and arcane). One cup at a time, coexisting with meals and ales, sold by herbalists and barkeeps.bossman62
  • Six dye pots (madder, woad, weld, walnut, orchil, verdigris), 10-18 gold from herbalists and general stores. Right-click "Apply dye..." on chest, legs, feet, head and hands, one pot per application, free to strip. Paper doll, icon and tooltip all show the colour. Weapons are refused, since rarity colour is how a weapon is read mid-fight.urughak
  • Rare Microbe Culture, an EPIC material in the epic lattice-geode drop table, unlocks the sixth active companion slot. Using it when the slot is already open refuses without consuming the vial.datsheeptho
  • Stolen and local provenance shows as a HOT or LOCAL chip in every list that can hold a split stack, including backpack, belt, chests, vault, community chest, Germinator, Vat, cheese cave, cooking rows, mailbox, trade window and auction picker, with the tooltip explaining why two same-named piles refuse to stack.urughakdiagnosed by samv123
  • Unidentified items carry an "Identify (Affineur's Nose)" row in their right-click menu, gamepad popup and inline row button, spending a Nose from the belt or pack in one click, greyed with a reason when none is carried.urughak
  • Books and blueprints you already know are marked with a leading checkmark rather than a trailing badge that long titles clipped, covering books, build, craft and cheese blueprints and per-spell war cheese blueprints, on shop shelves, the pack, vault, community chest, chests, mail, trade and the ground Look readout.unknownuluguru_theartolater
  • Full item stat cards appear on hover in the personal vault, community chest, mailbox attachments and picker, both trade window columns, the cheese cave place-cheese column and the cellar wheel picker.
  • A war cheese assigned to a spell belt slot shows a BELT chip in the pack list, per instance, in the backpack column only.urughak
  • Trophies safe to sell (22 of them) carry a gold-bordered SELL chip on inventory and shop-sell rows. All 24 trophies are labelled UNCOMMON while keeping their flavour hue.
  • Rarity labels added where the flavour colour already matched the tier: mithril ore, codex leaf and snow-owl egg to RARE, deepvein to EPIC, the catalyst ladder to RARE, EPIC and LEGENDARY. About 25 items whose flavour colour misleadingly read as a rarity tier were recoloured, including the onion, the gold nugget and the homestead deed.
  • Spare water containers in the backpack refill at any water source, with a "Fill all containers" row at water tiles and wells. Drinking still requires the belt.thesquirrel_74982
  • Refilling a waterskin from the pack works at a diagonally adjacent well. The pack row scanned four neighbours while every engine-side water gate uses nine, so the tile menu offered Drink while the pack said "not near water".rubberychicken
  • Raw and poisonous food is no longer auto-assigned to the quick bar, including through Cook All's redistribute path.samv123
  • Homing whey covers seeds and books, and two different non-stackable books no longer merge into a single quantity-2 chest row.arkhaven
  • Seeds sort next to flora instead of falling below junk. Inventory row letters run through the whole alphabet instead of stopping at 20.
  • The bag's [drink] button no longer does nothing in silence while look mode or a targeting cursor is armed.
  • A fished non-fish catch was being generated at an item level driven by raw distance from the hearth, which could mint gear far outside its intended power band. Distance is now banded to area level 1-4 like all other distance-driven loot. Items already minted are unaffected.trespiratesque
  • The tower shield's authored evasion penalty of -2 to -1 was clamped up to +1 by a floor meant to protect zero-touching stats, so heavy shields granted an evasion bonus. The sign is preserved at generation, reroll and material upgrade.
  • Legendary items take a region epithet drawn from 40 epithets across 9 context classes, baked in at mint and revealed on identify. Wired to the Blade in the Stone, roaming-boss kills, dragon uniques, dungeon chest opens, both boss-death loot paths, boss bonus drops and wilderness kill drops.
  • The comet's legendary curd rotted away, because the undecayable check only ran for the player's own drops.
  • A full vault accepts a deposit that only grows an existing stack. Rows are gated per item against the vault's existing stacks; the community chest keeps its whole-column gate because it never merges.datsheeptho

Shops, trade and the economy17

  • Village shops differ from each other. 8 of 10 vendor roles previously stocked identical item sets across settlements. Each settlement deterministically drops 1-3 flavour rows at tiers 1-2, gains a seeded specialty from a 16-entry pool and 1-3 regional extras, with essentials always present. Cities still stock everything, and the specialty is named in the settlement entrance message.urughak
  • Tier-5 vendors were stocking the tier-4 shelf at all 112 tier-5 locations. Twelve roles have real tier-5 stock: the healer's frostfire reserve, the herbalist's moonring and starcap, the top of the mask ladder, elemental arrows no shelf sold, deeper blueprints. Vendor tier resolves downward so a great city can never be handed a hamlet's shelf.avocado8716
  • Tier-5 citizen vendors stock real goods: barkeeps sell stove-only roasts and grand fondue, farmers sell the spice board two recipes needed, herders sell golden cows and ironwool sheep, labourers sell cartload resource packs at a bulk rate.
  • The cave cheesemaker's tier-4 shelf was unreachable because all 1,017 cheese caves are tier 1-3. The propionic culture and hollowcave cream now sit at the deep end of tier 3.
  • A vendor's identical shelf rows collapse into one row with the existing "N left" marker instead of six lines of the same cheese at the same price. Rows differing in quality, affixes, identified state, curse, quantity, charges or map target stay separate.rubberychicken
  • Ordinary kills pay less gold at low tiers: 0.5x at tiers 1-2, 0.7x at tier 3, 0.9x at tier 4 and up, before the existing wealth taper. Bosses are untouched. Mythic spawns carry their zone's tier, so an authored late-zone payout no longer reads as tier 1.briariosonixdark
  • Gear-bench gold costs escalate with use. Every affix reroll, material upgrade and legendary affinage purchase in a save shares one counter, raising bench gold prices by 1.15 to the power of n, capped at 10x after 17 purchases. Stone and material costs stay flat.
  • Shipwright repair costs 0.5 gold per boat tier per durability point, so a raft is unchanged and a tall ship is a real bill.
  • Retrieving a companion from the stable costs a level-scaled boarding fee of 10 + 5x(level-1) gold, from 10 to 55. Stabling stays free so party management can never be gold-blocked.
  • Every vendor at the portal hub, the eleven stalls plus the Keeper of The Melt, refuses to trade until you are Friendly (rep 40) with at least one faction, closing an early-game progression skip. Ordinary settlement vendors are unaffected.em8595
  • Road merchants trade at their own prices anywhere. An itinerant vendor with no faction of its own no longer inherits the local faction's refusal or price multiplier.
  • "Sell all" and the keyboard sell paths showed a "+Ng" success popup for items the shop refuses. The bulk buttons hide on refused rows and the keyboard paths play the deny cue.unknownuluguru_
  • The auction house has a minimum listing price of 25% of the item's escrowed value, enforced before any gold moves.
  • Auction listings show a full item tooltip on hover with slot, stats, description, affixes, curse visibility, consumable restores and the read badge. A listing served by an un-updated server says so.rubberychicken
  • Books already read show the read badge in the shop, the mailbox, the hub chest and the trade window. Vendors sell 18 books and none of them were marked.
  • Wilderness POI shopkeepers share rumours: once per keeper per restock epoch one names an undiscovered dungeon, cave or wonder and pins it on your world map, preferring a trackless one. Rumour radius went from 400 to 800, taking reachable vendor POIs from 167 to 390 of 422. Four broken mid-sentence lines were fixed, a 3:1 cave skew that put dungeon-peril prose in a smith's mouth was corrected, and hermit rumours no longer say "a point of interest" for about 400 places.avocado8716
  • The Post Office has a Reply button on an open letter and a recipient picker built from names the client knows. Reply addresses the sender by postal tag rather than display name, so a rename or a namesake cannot misdeliver.urughak

Crafting and building23

  • Indoor space is decided per enclosed region rather than per tile type. Any closed path of walls, windows and doors up to 400 tiles shelters everything inside it, including bare grass floor and farm plots. Regions above 400 tiles or touching the scan border keep the old per-tile rule, so a village perimeter wall does not roof the village._herrschneider
  • Corner walls and east and south wall spurs count as sheltered. The roof pass checks all 8 neighbours against a frozen snapshot of the interior set instead of 4 orthogonal neighbours against the set it was writing.Anticus
  • Winter frost no longer kills a crop inside a closed room, so a greenhouse crop marked [Sheltered] survives.
  • Grass cut inside a roofed room stays cut instead of regrowing every 600 turns.bossman62
  • Floors no longer count against the settlement build cap. A 14x14 shell is 52 walls plus 144 floors and would exhaust an Honored allowance halfway through the flooring. Floors draw on a separate allowance at 4x the structure cap, still costing materials.bossman62
  • Tent, placed from the build menu and paid for with a tent kit crafted from 4 planks and 2 deer hides, known from turn 1. Demolishing returns the kit. A tent counts as a bed at every sleep gate and rates bed-tier for rest scanning, and a lone tent in open ground counts as sheltered.urughak
  • Dock, buildable only on deep water at 20 wood, 8 stone, 10 gold with 30 health. You board your ship by stepping from the dock into open water. It burns, collapses into the water like a bridge, lays in runs and has plank footsteps.thesquirrel
  • Wire Fence, 1 wood and 1 fresh curd per segment, laid in runs. You and your workers step over it, creatures never path across it, and it counts toward spawn-enclosure detection, burns and can be repaired.urughak
  • Tree Farm, a 5x5 block of a single species for 100 wood and 1000 gold, the highest build cost in the game. Six species keys cycle with the [ ] picker. Cells are ordinary saplings: a felled marked cell arms a 100-turn cooldown then re-seeds, and a cell you build over stays dormant. It is refused inside a settlement without build permission, with a tree farm permission row opening at Friendly.em8595
  • Pethouse, a kennel at 24 wood, 12 stone, 10 gold and 2 crystal with 14 health. Standing a companion in its 8-tile aura pauses neglect decay and restores +1 happiness every 25 turns, overworld only.datsheeptho
  • Terrarium, a glass display box housing one stabled frail companion. Right-click to Display or Return, the occupant is visible through the glass, and demolishing hands the companion record back.datsheeptho
  • Marble golem workers: the Hewer Golem fells trees, the Quarrier Golem quarries stone. Built from arcane rennet x1, marble block x3, 20 stone, 30 gold and 2 crystal via an epic blueprint. They take no wages, never eat, drink, take breaks, quit, join solidarity cascades or freeze in blizzards, idle one swing in four instead of gaining a yield penalty, go dormant at night and are destructible at 18 HP.thesquirrel_74982
  • Six carpet dyes (Crimson, Indigo, Fern, Saffron, Cream, Charcoal) cycled with the [ ] material picker, unlocked alongside carpet at the same cost. Old saves keep their undyed carpets. Dyed carpets were invisible because the community carpet sprite override pins every pixel; the dyed variants share the authored grid while the undyed carpet keeps the community art.em8595
  • Dark stone floor as its own Floors menu row at stone floor cost, with a measured contrast gap against dark stone walls.em8595
  • Interior floor and carpet tiles clamp to variant 0, so building indoors no longer scatters random dark floors and carpet dyes across rooms.
  • Storeroom, dark stone floor, pethouse and terrarium were registered only in the fort build map and were unbuildable in adventure mode from the menu, search or radial.
  • Pethouses, terrariums and drying racks are solid. You bump them, phasing enemies stop on them, and one built into a fence or wall line seals that line.
  • Worker building costs listed as materials were checked but never deducted from your stock. Undo refunds typed materials too.
  • The workbench shows what a recipe produces: the recipe and cheese tabs build the real result item, show it on hover and compare it against what you have with a [C] toggle, a Ctrl peek or gamepad Y.
  • A learned recipe says what to gather. Only the Spell Cheese tab of the Recipe Book joined a recipe to its ingredients; Builds, Crafting and Cheesemaking showed flavour prose alone. All four tabs print the cost from the same tables the forge, press and build tooltip spend from.aj01657
  • Weapon sets: the swap slot designates a pair, so one press swaps bow for sword-and-shield together, with a "Set as Swap Off-hand" context verb and an orange "II" chip on the designated items. The swap costs a turn, on ';', gamepad RB, first-person Y and the co-op replay.urughak
  • Structures with auras draw their real area of effect on the placement preview, on hover and in look mode, in the correct shape: barn (Chebyshev 3), trough (Manhattan 8, a diamond), water barrel (Chebyshev 3), pethouse (Chebyshev 8), torch (Manhattan 5, night only). Hand-typed phrasings like "within 8 tiles" were removed.nalathnidragon
  • Examining a structure tile reads [Sheltered] or [Exposed] in both directions.

Workers and housing9

  • Two new hireable crew workers, the Crop-Tender and the Cleaner, placed from the production menu and paid through normal upkeep wages. Right-click a chest and "Assign <name> here" to anchor them. The Crop-Tender plants seeds from its chest into nearby farm plots and carries harvests back; the Cleaner sweeps loose ground items into the chest and leaves painted stockpile zones alone.arkhaven
  • A bed anywhere inside a roofed room counts as valid worker housing. It previously also required 2 adjacent enclosing wall tiles, so a bed in the middle of a 7x7 bedroom was not viable while the same bed in a corner was, and the unhoused worker took the harsh-weather HP drain and a happiness penalty. Measured across real settlements, viable beds went from 876 of 2487 to 2373, with none lost.
  • Fence, fence-gate and cottage tiles do not count as enclosing for housing; tavern-entrance tiles do. The bed system had its own list that disagreed with the roof system on all four.
  • The worker chest-assign context menu was capped at 4 workers, so workers 5 and up could never be assigned as crop-tenders or cleaners and, once assigned, never unassigned.arkhaven
  • Workers appeared to arrive damaged with uninspectable health, because the map bar, look panel, cottage occupant line and companion targeting dropped the backstory hpModifier from max HP. A -5 lumberer spawned at its true max but drew as 3/8. Display only, with one shared max-HP source.arkhaven
  • Several worker roles, including crop tender and cleaner, showed as just "Worker" in the roster, HUD, LOOK text and tooltips. Eight separate label lists now read from one role-name table.
  • With a golem in the middle of the worker list, an index-based split pushed a paid human into the unpaid tail. Wages are assigned by worker id.
  • Worker friendship in the biography modal displays a rounded number instead of a raw float tail.arkhaven
  • The farmhand's chest drain never published its change, so a joining player saw pre-drain contents and a same-flush player operation could compute from stale contents.

Settlements and townspeople16

  • Townspeople stood asleep in the street because newcomers were never given a house. Every off-screen arrival, their children and all nine authored questline leaders were assigned the settlement centre tile as home, work and social anchor. Arrivals get a real indoor anchor from the least-crowded dwelling, a settlement with nowhere to put someone refuses to create them, and a heal rehouses everyone already stranded in existing saves.theartolater
  • The sleep Z was drawn over villagers still walking home, and a villager whose walk home was abandoned mid-leg stayed in the road until dawn with nothing re-arming the walk. Three authored NPCs sleeping in a field (Hearthmere's herder and beast handler, Tidehollow's guard) are rehoused at world-derive time.
  • Village NPCs, almost always guards, could generate with their work post in open water and stand there permanently. Work anchors landing in liquid are rescued to the nearest dry footing, and both spawn ladders refuse to place an NPC on a liquid tile.UnknownUluguru
  • Guards on the night watch say so: the status line reads "has the night watch, they sleep by day and stand their post come dark". 66 of 149 guards are on this shift by design.datsheeptho
  • Buildings signed "Inn" were empty houses. Of 268 landmark inns, 173 had no furniture and 95 had a generic shop palette, and none had an innkeeper, because the sign keyed on type while the furniture and keeper keyed on kind. Every landmark inn and alehouse gets a taproom layout and a keeper. Settlements already visited in an existing save keep their empty inn.
  • Settlements could generate with no notice board at all, which means no faction turn-in. A coastal village whose plan centre lies in the sea rejected all 304 candidate spots, and the bridge-clearing pass deleted a board that blocked a bridge landing rather than moving it. Dry settlements with a board went from 261 of 267 to 265.elfietheesp55vouched by arkhaven
  • Fund a cottage at a settlement's notice board and the town finds someone to move in. Available at Honored and above for 750 gold, 80 wood and 40 stone, taking 2 days, granting +20 reputation on move-in, up to 4 per settlement.elfietheesp55
  • Roads between towns carry travelling people: a road merchant who trades (core staples plus 2-3 seeded cargo rows and a biome-keyed regional good, priced above town rates), a caravan hand with a pack mule, and lone adventurers with flavour barks walking road waypoints. They spawn near roads every 23 turns.sarcenbossman62
  • After an NPC's talk line you can answer back with 2-3 voiced reply choices: a warm reply (+1 affinity, once per NPC per in-game day so it cannot be farmed toward the affinity-70 marriage gate), a curious reply that answers the first topic you have not asked about, and a brusque exit (-1 affinity). Replies are voiced through 8 archetypes folded from 33 role strings.urughak
  • Children and teenagers claimed a profession. They were bucketed by role like adults and handed professional rivalries at 30%, so two kids got a trade feud. Four bark families use the life-stage gate the rest of the code already had. No bark text was reworded.datsheeptho
  • Faction soldiers wear their faction's livery: shield field at 80% of the map anchor colour, helm plume in the anchor colour, lightened legging trim. Thymerock red, Roquelle blue, Grasse-Verdenne green, Brinehold orange, Fennmarche violet, across guards, garrison, soldiers and captains in 2D, 2.5D, 3D and the tooltip. It keys off the unit's own faction, so a Thymerock patrol in Brinehold land stays Thymerock, and never retints chest mail, plate, weapons or the captain's gold helm.rubberychicken
  • The scholar wears an indigo robe with a gold pendant and is out of the generic dress roles, so two factions no longer recoloured him the same green as about 27 commoner roles.
  • Shopkeepers at seven hand-authored POI templates stood inside their own campfire, affecting 192 POIs. Spawn offsets moved one cell onto floor, and the same correction runs when a save loads and again whenever one of these shopkeepers spawns, so POIs already written into a save are fixed too.datsheeptho
  • The wild mushroom bloom no longer fires inside a town or grows caps down village streets and on flower tiles inside houses. Its wither, 200 to 400 turns later, wrote null over untouched walls, floors and roads and laid permanent grass there; only tiles the bloom painted are restored.datsheeptho
  • Building on a tile where you harvested a mushroom cap no longer has your new carpet, wall, road or fence flattened when the wither window expires. A bloom expiring while you are underground no longer sprays overworld grass into the dungeon map.HurriMcDurr
  • The Talking Monument's opening beat renders as narration rather than the crystal golem describing itself in the third person out loud.datsheeptho

Quests and story19

  • The Fennmarche levy ending was unreachable. Muster tally, codex leaf and fever sample were defined as items but sold or produced by nothing. All three sit on role-matched vendor shelves plus the general store shelf in every settlement, and each stage description names where to look. Six authored questline stages that demanded them can be completed.rubberychicken
  • Fifteen quest types printed their raw internal key instead of a name in the quest log and three other surfaces, including the per-line finale type of all nine authored questlines, so every main story ended on a placeholder.rubberychicken
  • A Thymerock character's entire authored main story belonged to the Blue Guild: the on-ramp carried the Blue Guild faction id, paid Blue Guild reputation and ended in front of Roquelle's Keeper. Roquelle stays the destination, and a new stage 3 carries the report home to the origin's own leader and pays the origin's own faction. Existing saves grant it retroactively.aj01657
  • A Fennmarche character's on-ramp sends them to their own Physician-Speaker Maud, the nearest leader from a Fennmarche spawn, instead of walking to Grasse-Verdenne on 78% of seeds, up to 23,048 tiles. The walk is shorter on all 400 measured seeds.aj01657
  • The main story can no longer be locked out by accidentally killing guards. The nine authored story givers stay talkable at hostile reputation while remaining hostile in the header, attackable and hunted. A weregild writ on the notice board restores 60 reputation per payment for homicide debt at 20g per point plus a 50g base, so 1250g clears a two-guard incident with the faction whose guard died.larius_the_second
  • Generated commissions name the same ingredient identically in the description, the Gather objective line and the offer modal, through one canonical name lookup, so a raw id no longer prints as "singer bloom" where the item is "Singer's Bloom".rubberychicken
  • Gather objectives read "Collect 1 nightbloom" rather than "nightblooms" when a rare flora pins the count to 1.theartolater
  • Farmer gather quests offer a wider spread because each material's biome list is derived from the loot tables rather than a hand-copied duplicate that had fallen out of date. Coastal went from 3 of 32 rows to 6, arctic 1 to 5, snow peak 1 to 7, glade 6 to 17, ending the case where 9 Meadhold farmers all asked for heather.theartolater
  • The Soured's Road witness objective and the Decree errand promised fetches for stages that complete on arrival. The tracked lines describe the walk the engine checks; the offer speeches keep their original wording.rubberychicken
  • The Levy Roll's stage 4 no longer targets the same dungeon its stage 2 already used. In a region with fewer than 3 sites a stage falls back to its authored gather objective.
  • The village clear notice asks for 3 to 5 hostiles instead of always 3, drawn deterministically per giver, epoch and world seed, and each kill beyond the ask pays 8 gold.
  • The quest marker for defend objectives pins to the defended ground rather than following the giver's live position. The Thymerock march quest names what the eight are.rubberychicken
  • "(C to quest)" appeared on villagers with no quest. The bump hint asked whether the role could ever hand out work while every other surface asked the actual quest resolver. Measured at 8% false promises in an ordinary settlement and 89% in a streamed city.theartolater
  • The Terroir tradition hint has an "already taken" state, so a locked tradition stops telling you to take a ceremony contract you are carrying.rubberychicken
  • The cave commission shows its Gather objective in the quest log instead of blank text.
  • Mashing Space or click to speed-render dialogue can no longer commit a choice the instant the choice list appears. The list ignores commit input for a 250ms grace window per node visit, with navigation live throughout.datsheeptho
  • New book, "On the Subject of Boats and Burdens" (UNCOMMON, 10xp), "loresplaining" in-world why a galleon fits in your pack. It is in the curiosities series pool for all four chest tiers, with a guaranteed copy on the lighthouse keeper's second shelf.theartolater
  • The travel treatise described a stamina system the game has never had and credited the pack donkey with road speed it does not have.
  • The journal no longer prints a raw internal id for wyrm nest sites; those wonder sites read "Wyrm Nests".

World generation25

  • City curtain walls leave a gate where a street crosses them instead of burying the road under masonry. On a measured test seed, blocked road and ring crossings went from 291 to 7, the residuals being inner-enceinte diagonal crossings within about 5 tiles of a stamped gate. Cities in existing saves generate exactly as they did before.urughak
  • Main roads that dead-ended into a house are fixed. Landmark buildings and tenement combs are no longer painted over the carriageway, boulevards aim at the forecourt on their own side of the market, and a post-pass steps any building that severs a tier-1 or tier-2 street. Tier-1 severances fell from 270-280 per seed to 8-10, towns 225 to 0, villages 24 to 0.rubberychickenyah3699
  • Boulevards, gate roads, ring links and civic spines stop at the Great Shrine's forecourt, the treatment the market hall already had. City severances went 32 to 0 and cathedral crossings 28 to 0. Rural lane placement tests the lane mask before seating a landmark, closing the last two tier-1 severances and taking tier-1 landmark overlaps from 152 to 12.
  • A building moved out of a road or wall line no longer leaves debris. Its partition wall stripe stayed on the vacated ground, and Brinehold's relocated harbour, quay and salt works left their landmark records 20-30 tiles away where signage and NPC schedules read them.rubberychicken
  • Village layouts can be street villages. The site query behind every settlement's layout was blind to village connector lanes and answered "no road" for 190 of the world's 264 settlements. 119 of 207 villages are now row villages where there were none, green villages fell 133 to 14. Towns are unchanged.
  • Row and coastal village spines run along the real approach bearing instead of always east-west, and wall-less gate markers snap to the same axis. This fixes Sandfell's diagonal connector putting both gate markers inside hedged crofts with its market stone unreachable from its own entrances.
  • 946 wayfinding signposts stamp into the world (11 junction clusters, 342 exit posts, 435 cardinal posts, 158 waymarks). The index that fed them had never been switched on.
  • A city's market stone stands at the market hall's door instead of behind whichever wall face was nearest the building centroid. Across 267 stones on a measured seed, 10 moved, all of them city stones, with median stone-to-door distance across the ten cities dropping from 11 tiles to 1.
  • All 1,017 cheese caves generated inside a closed rock ring no pathfinder could enter; players could only mine in. The template has a two-cell south mouth, and existing saves gain it except in a frozen player-base chunk.rubberychicken
  • Procedural trunk roads route around water. Water fell from 7.5% to 0.2% of road length on links where a dry route exists, and the longest unbroken wet span from 6,102 tiles to 220 across 20 seeds. All 21 forced crossings are kept and the network is 5.4% longer.bossman62
  • Overlapping lake polygons carved bands of grass through open water meeting in points, so the map showed water where the ground was dry. Lakes fold as a union and the dry-land-inside-a-lake rate went from about 8.5% to 0% across three seeds. Already-visited chunks in existing saves keep their tiles.theartolater
  • Landing on an island stamped into a lake was a one-way trip: the island generator paved a dry rectangle in open water and the shoreline pass only ran for the ocean, leaving no beach, rocky shore or shallow water to board from. 121 stranded landing spots are fixed, including 110 cheese caves.sarcenthesquirrel_74982
  • Boarding a boat required a mapped shore tile while disembarking accepted any walkable land, so islands whose coast is paving or stone floor abutting deep water were enterable but not leavable. You can launch from any walkable land tile when the target is deep water.trespiratesque
  • Sailing west past the western edge minted real ocean chunks off the edge of the world while the map could paint none of it. The step out of the world rectangle is refused with "The charts end here", costs no turn, and still allows movement along the edge and sailing back in.rubberychicken
  • You can no longer be walled into your own starting camp. The spawn clearing removes bushes, mushrooms, dead trees, driftwood and pebble beds as well as trees and rocks, protects water, fences and your campfire, and runs a flood-fill escape check that digs a corridor when the terrain rolls closed. Trapped starts went from 19.2% to 0.0% over 500 starts. Tutorial starts no longer place stale obstacles inside the clearing.
  • A comet impact leaves a real crater. The impact flattens a ragged scorched blast, and the pin, the curd and the crater derive from one adjudicated coordinate. Over 300 impacts, water landings went from 56 to 0, impacts more than 8 tiles between pin and curd from 22 to 0. An ocean impact writes nothing at all and the narrator beat gets an ocean ending. Standing in a crater announces it, awards discovery XP and retires the rumour pin.unclejiggySamV
  • Marshland and taiga flowers had no species behind them, so "look" said "Flowers - Decorative terrain" and G said "Nothing to gather nearby". Heather grows in wetland and wildflower in taiga at common rarity, taking wetland from 0% to 100% named flower tiles and taiga from 0% to 75.1%. Faction gather quests read their biome lists from the flora tables, so marsh targets include heather and taiga ones wildflower. Existing saves keep already-generated decorative flowers.samv123
  • 30 shipped dungeons named as numbered sequels, including "The Frozen Pit 2" sitting on the same map as an unrelated "The Frozen Pit", were renamed. The dungeon name vocabulary grew from 270 to 378 against 325 dungeons by adding Burrow, Cellar, Passage, Undercroft, Catacomb and Tunnel, and all eleven name pools sweep for a free combination instead of appending a numeral.rubberychickentrespiratesque
  • All 24 island dungeons and 6 of 20 island POIs shipped as duplicate names because the pools were cycled with a wrap-around index. Pools widened (dungeon 12 to 24 names, POI 14 to 22, append-only) with an "of-<island>" overflow.
  • About 167 of 2,712 city wards shipped with a "(w33)" numeral tail. Ward naming sweeps the residential name product before falling back to a numeral. Measured at 0 numbered and 0 in-city duplicates.
  • The Undermaw matches its Wanderer's Guide entry. Bands renamed The Ancient Ruins (floors 1-3), The Carved Halls (4-6) and The Crystal Caverns (7-9), with arrival banners naming them. Crystal golems no longer appear on floor 1, floors 1-3 lose one spawn per room (43.3 to 28.8 enemies per floor), floors 4-6 gain crystal bats and flood with an underground river peaking on floor 5, floors 7-9 gain a new Stone-Touched enemy. Band 1 loot is stingier (rare 28.5% to 12%, epic 8.6% to 2%) while bands 3 and 4 gain roughly +25% relative epic and +15% legendary.arkhaven
  • New rare POI, the Deep Hush cult shrine: a 9x9 windowless stone room with an altar-flanked centrepiece and three anchorite NPCs, 2-3 per Crossing world in forest, taiga, wetland and mountain, at least 5,000 tiles apart. The shrine hands its goods over instead of selling them. The first visit gives both wheels, and after that one Hushvein every 800 turns. Hushvein Wedge cuts noise 22% for 240 turns; Anchorite's Vigil grants +2 FOV and see-invisible for 60 turns.bossman62
  • The ghost carriage and ghost funeral night events fire on village connector lanes as well as trunk roads. Ghost funeral is once per world, so that miss was permanent per save.
  • Wind froze permanently once the sky was pinned to a committed ending's weather, leaving about one run in six becalmed forever. Direction and strength re-roll every 50 turns under any pinned sky.rubberychicken
  • Flora regrowth is 10x slower across every rarity, so berries stop being effectively infinite. Common goes from 100 to 1000 turns, up through exotic at 10 days. Driftwood, scythed grass and the flora regrowth buff keep their old timings.

Travel and navigation16

  • No autopath route passes through a tile that warps you on step. Dungeon mouths, the market stone and staircases are excluded from click-to-move, right-click Move Here, auto-explore, world-map long travel, auto-exit and auto-descend, so a Travel Here across the multiplayer portal no longer dumps you into the Old Mouth mid-trip. You can still click a warp tile as an explicit destination.theartolaterrubberychicken
  • The market stone ate your step. Eight interaction branches that displace you onto a bumped tile each kept their own list of transitions to honour, and the market stone was on none of them. All share one warp path covering the market stone, dungeon mouths, the inn doorway, interior stairs and the ship deck.rubberychicken
  • Auto-travel to a walled-in location no longer overshoots forever. The last-resort ray is clamped to the actual distance, travel stops after 3 segments with no improvement and says "You can get no closer", and a destination tile that is not travel-walkable is approached to an adjacent tile. Before the fix, a trip to the reachable Brimstone Caldera parked 9 tiles short.rubberychicken
  • Auto-travel no longer stalls while the mouse is moving. The 80ms stepper cancelled and rescheduled itself on every render, measured at 350 restarts in 8 seconds of mouse-waving with the player motionless. The auto-sleep stepper had the same defect.rubberychicken
  • Auto-travel can be resumed after any of the four brakes. The Travel key X resumes before falling back to the waypoint, the right-click self menu gains "Resume travel (N tiles)", and the stop messages name the key. Escape, arrival and defeat clear it; sidestepping to fight keeps it.theartolater
  • A new brake cancels a trip when a step goes nowhere, keeping resume memory, and autopathing no longer walks you into hub chests, reopening the chest panel every 80ms.theartolater
  • Dungeon auto-explore searches up to 200 walk-steps for the nearest unexplored tile instead of 50, so it stops reporting "No unexplored areas reachable!" with half the floor unexplored. The overworld keeps the 50-step cap.rubberychicken
  • Click-to-path works onto ground you have explored but cannot currently see, at night or underground. The route may only cross visible or explored tiles when the destination is unlit, so it cannot be used as a maphack. Click-to-shoot keeps the strict lit-only gate.urughak
  • Right-clicking a visible NPC from across the square offers its social verbs marked "... (walk over)". Choosing one walks a click-to-move path to a free tile beside them and re-evaluates on arrival against hostility, sleep, shop hours, privacy and quest state, re-pathing once if they moved.izianeedatsheeptho
  • Right-click a townsperson and Follow them, walking their routine at their shoulder. Following cancels on a click, a movement key, Escape, a new destination, defeat, a scene change, the target dying, despawning or turning hostile, or 4 consecutive blocked turns. Wait and Rest deliberately do not cancel.datsheeptho
  • Waystones can be walked into: bumping an unattuned one attunes it and bumping an attuned one opens the travel choice, while the tile stays walkable so fast-travel landings and pathing are unchanged.bossman62
  • A player-built attuned waystone no longer refuses to travel because of your own units. Summoned conjurations, hired workers, escorts and party members no longer count as enemies, and cowardly non-aggressive creatures are carved out. The world map draws a reason instead of omitting the Travel button.theartolater
  • The riftstone popup explains its three previously silent refusals: dormant paired stone, standing more than 5 tiles away, and no rift over water.
  • Fast travel by rift or waystone while afloat disembarks you as part of the teleport. The boat goes to your pack or is dropped as a persistent ground item.rubberychicken
  • Sailing past a settlement discovers it, the same as walking past one. The sailing branch returned before the proximity-discovery sweep, so crossing water discovered nothing while tile fog kept lifting, leaving an anonymous '?' pin for a settlement in plain sight. Ship travel runs the sweep at the hull's position.
  • Campfires offer "Wait until night" during the day, waking you at nightfall or an eclipse, with the same 5-tile enemy watch the other modes use.rubberychicken

Creatures, companions and mounts30

  • A ridden mount is drawn on screen under the rider, for the local player, co-op partners and Old Mouth peers. Hoof dust, a wide ground shadow, a mount doll, a gallop bound and forward lean while moving, idle breathing at rest, a 200ms scale-pop on mounting and dust bursts on mount-up and dismount. In 2.5D and first person the steed is a voxel slab gliding under the lifted rider. A co-op partner who is riding visibly rides.
  • Mounts declare a draw box in tiles, so the riding hamster stays 1x1 instead of jumping to horse proportions when mounted, and the rider sits 0.246 tiles up.
  • Riding is never slower than walking the same tile. The mount's base speed is a floor over the tile's on-foot base rather than a replacement, which had made a Moor Pony slower than feet on a major road.bossman62
  • Riding is allowed inside the Old Mouth market city at walking speed, and a dismounted or led animal stays visible there.
  • You are automatically remounted on any return to the overworld if you were riding when you went in. Being defeated clears it. The auto-sleep loop dismounts before putting you in a bed.rubberychickenurughak
  • Led donkeys, mules, horses and yaks face the direction they are walking. Every led animal was drawn at its sprite's default orientation forever.
  • Hamsters: 1 HP, 0 damage, speed 2, passive and fleeing, daytime spawns only in desert (weight 10), savanna (8) and coastal (5). They can be tamed with flora into granary hamster livestock or rope-tamed from new desert, savanna and coastal wild livestock pools. Granary hamsters breed with a cap of 10 and farm as a meat-only species at hen tier; the wild critter drops nothing.thesquirrel_74982and the hamsters thread
  • Saddle-train: an owned animal of a rideable species converts into your mount for 150g once happiness is at the breeding minimum, keeping the animal's name. The riding hamster is speed 2/2, off-road 3 in desert and savanna, pack bonus 1 for cheek pouches, 260g from tier-3 herders. Mount count 7 to 8. The Pet action is no longer hidden behind an animal producing a yield.
  • Saddle-training no longer leaves a stray duplicate record of the animal behind in the world.
  • Foxes and rabbits had not spawned anywhere in the full game since 20 July. The Safe Homeland filter rejected any creature with speed 2 or more to keep wolf packs away from fresh characters, which also removed the two passive speed-2 animals whose only spawn bands are inside the homeland. The gate asks whether a creature strikes rather than how fast it moves. Measured 0 fox and 0 rabbit in 37,311 spawns before, 666 and 2,121 in 38,384 after. This also unblocks fox pelt and rabbit hide, the Farstrider Hood and Boots recipes, the silverfox tail and lucky foot trophies, and the Forest Fox and Wild Rabbit companions.jungcodex
  • Wild Mountain Yaks drop loot when hunted. Wild livestock were built with no loot table at all, so 200 of 200 kills returned an empty carcass. Yak raw meat went from 2 to 3.elfietheesp55
  • Calm docile wildlife can no longer be one-shot by an accidental bump. The 22 authored-passive wildlife species and passive Mythic Beasts are nudged like cows, with a teaching message. A provoked, cornered or already-hostile animal can still be finished with a bump, and right-click Attack still resolves them as an opt-in hunt.
  • Killed livestock resurrected because the surviving record re-materialised the animal; an owned cow was observed dying twice. Bumping into livestock swaps positions again.
  • The active companion cap is a ladder: 4 by default, 5 the first time any companion is fully bonded (loyalty 100 or level 10), 6 after using a Rare Microbe Culture. Every place the cap was checked reads the ladder, and three stale "2 active" messages are corrected. The social hub renders up to 6 of a peer's pets.datsheeptho
  • Frail species with base HP under 10 are born non-combat: barn cat, cave bat, dungeon rat king, forest fox, homing pigeon, mine canary, prairie hawk, sea otter, storm falcon, wild rabbit. Any active non-support companion has a "Stay Back (never fights)" toggle. A non-combat pet is not targeted by hostiles, never acquires a target, never provokes, and the flame salamander's fire aura goes cold. Ground AOE still hurts them. The Swarm Scouts level gate is removed.em8595
  • Your own pet, summon, golem, party member or worker standing on a dungeon chest, companion cage, whey font, terroir shrine or a dropped item no longer blocks it; the follower steps aside onto your tile. This also rescues a save whose pet is already sitting on a chest.datsheeptho
  • Pack animals and mules told to Stay in the corral no longer teleport to you when you cross into a dungeon, ship, faerie ring or the Old Mouth. A stayed companion keeps its tile and realm, a pet stayed inside an instanced realm is still carried out, and its Stay order is never reverted to Follow on its own. Existing saves are fixed on load.urughak
  • Pets stopped healing short of full and parked there. The rest heal tested the bare stored max while the panel and every other heal use the loyalty-boosted max, so a pet read a permanent 55/61. Three other clamps that subtracted HP from a pet above its stored max were fixed with it, along with three HP readouts. The per-tick heal rate is unchanged.arkhaven
  • Phasing creatures actively hunting you follow you down and up dungeon stairs, up to the 3 nearest, arriving beside the arrival stairs still hunting. Searching, lurking and idle creatures stay behind, nothing follows you to the overworld, and a follower un-clears a cleared floor.em8595
  • Phasing enemies could walk through Rind Walls and drift onto bookshelves and other furniture. Zone blocking applies to every special mover, and the set of tiles that stop phasers widened from 17 to 58.rubberychicken
  • Cowardly creatures such as the snow leopard no longer brake auto-travel unless they are hunting you.datsheeptho
  • Giant squid, leviathan, sea serpent and three other aquatic templates plus the old brine territory are ocean-only, in spawning, movement, pack and cub paths. Spawn gates keyed on the water tile glyph rather than on which body of water a tile belongs to, and a census found 4,729 inland-anchored spawns across 2 seeds. The hammerhead was added to the ABYSSAL pool at weight 20 so distant shallows keep a daytime spawn.rubberychicken
  • The first-sighting beat for a mythic beast fires when you see it rather than when it spawns. Spawns happen 30 to 34 tiles out and outside your field of view, so the once-per-save announcement fired for a beast the player could not see. A persisted ledger records mythics you have seen, and one already spawn-announced can earn its beat once more. A sighting raises an on-screen banner in the title screen's lore dialect.rubberychicken
  • Hostile mythic beasts reach you. They spawn 30 to 34 tiles away with acquisition ranges in single digits, and had been opted out of the far-ring transit budget every ordinary creature gets, so they spawned, stood still and were culled unseen. Passive mythics keep their own flee, guide, drift and vanish movement.rubberychicken
  • Burial cairns, gallows trees and eyries can ambush you with a barrow wight, gallows wraith or eyrie hawk; the spawn had always been discarded. Stealing a wyrm egg can summon the brood-mother. The undermaw quell sticks instead of re-firing every adjacent turn.
  • Timed sleeps (rest until dawn, until night, until the eclipse ends) had no hunger or thirst floor and slept through starvation, measured at -12 HP in 6 seconds while still asleep. They wake at the same 25% line as the heal-mode sleeps.ShizznitskiiDatSheepDoeHurriMcDurr
  • A provoked wraith could farm a sleeping player to death, measured 80 HP to dead without waking, because every sleep wake-scan skipped phasing creatures unconditionally. All six scans wake on a provoked phaser. A visible unprovoked phaser drifting within 4 tiles narrates instead.ShizznitskiiDatSheepDoeHurriMcDurr
  • The glimpse line for a passing creature prints once per appearance and survives a save and reload.
  • Look and inspect mode reports a creature's live intent. 9 of 11 behaviour states collapsed to "Aggressive creature" or "Passive wildlife", so a wolf with your scent read the same as a dozing one. It also tells you whether a creature is tameable or befriendable without already carrying a beast whistle, and looking in a direction can report a nearby secret, which about 7.2% of the tiles you can stand on have.unknownuluguru_
  • Livestock shop entries for a species with no milk no longer read "produces milk every undefined turns", and the befriend discovery text no longer falls through to the Silk Weaver's copy.

Crime, theft and reputation9

  • A witness to theft stops trading with you and shouts the guards onto you. The reputation loss, criminal record, grudges and watch summon always landed, but the immediate reaction was discarded on every chest take, Take All, both barrel paths and the dungeon strongbox.
  • Being seen picking a lock sets the watch hunting, on both the solo and co-op paths. Getting caught pickpocketing turns the victim hostile, stops them trading and sets alerted guards hunting.
  • The pickpocket theft cooldown applies on the legacy success branch, where it was discarded. Taking a purse reduces the creature's own gold; only the belongings registry half had been persisting.
  • A chest in an inhabited cheese cave asks before it empties itself into your pack. It was the last owned container that resolved the take, the stolen tag, the crime-ledger entry and the witness roll on the bump without honouring "Confirm before stealing". The prompt costs no turn and no step, and in co-op the client raises its own prompt.sarcenmatching Mrmac23's barrel report
  • The storeroom was theft-immune and hid the Protected/EXPOSED banner, because the night thief and the banner each kept their own list of chest types. It is robbed by the fort-mode night theft pass like the chests it replaces. Wardrobes, shelves, bookshelves and weapon racks stay immune by design.
  • Killing a domestic village animal costs standing: -1 reputation with the settlement's faction inside a settlement footprint plus a 5-tile buffer, doubled to -2 if an awake villager, guard or patrol within 8 tiles sees it. Deer and rabbits passing through town stay fair game, and your own herd is exempt.shurizzler
  • Statue thresholds tripled: bronze from 240 to 720 renown, gold from 500 to 1500. The standing bands are unchanged.em8595onixdark
  • A daily settlement reputation window means grinding quests in one town pays less. Past 25 base rep earned in the same settlement on the same day you get half, past 50 a quarter, resetting each in-game day. A typical quest pays 5-12 base, so roughly 2-3 full-rate quests per settlement per day. Offer modals, the notice board and the quest log all quote the reduced number up front.em8595onixdark
  • The settlement zone badge has a tooltip naming the reputation needed for the next tier and pointing at the Standing tab.onixdark

Raids, survival and rest7

  • Below 20,000 elapsed turns a raider still walks up and still swings but takes nothing off any building; spike thorns and barricade slow still apply.Anticus
  • Home-raid grace ends on whichever comes first, night 10 (turn 18,000) or 10 structures built, with floors and paths excluded and the count never decrementing. The two harass-only nights past that point run to turn 22,000.onixdarkAnticus
  • The raid intensity ladder moved upward: tier 2 from 120 to 160, tier 3 150 to 190, tier 4 180 to 220, tier 5 220 to 260. Max-raids-per-night thresholds moved from 120/180 to 160/220, and the pincer and siege archetypes unlock at 160. The raid probability curve is unchanged.Anticus
  • A second raid warning fires 20 tiles before the raid minimum distance, telling you that you are approaching raid country.
  • The ambient war-drum raid hints had no grace check and fired from night 1 every 19 turns near a non-immune home. They obey the raid grace rule. The "growing presence" log line moved from narrator styling to warning styling.onixdark
  • Sleeping drains food and water at 25% of the awake rate rather than 50%, at any hour and in all 12 rest modes, except on turns the rest heal is rebuilding you. The 25% vitals floor that wakes a sleeper is unchanged; a night takes four times as long to reach it.bossman62endorsed by larius_the_second
  • Three tiles that heal you as you step onto them cost a fraction of a turn at speed, so a full heal at speed 3 cost a third of a turn: Angelica's fruiting tree, the one-shot dungeon whey font and the Old Mouth plaza font. All three cost a full turn, and only when the tile serves something.

Co-op16

  • Peer identity validation has been hardened across the networking layer, with platform-verified sender identity on Steam. Frames whose claimed sender does not match are dropped and counted, and a mismatched frame cannot refresh another peer's liveness clock.
  • Message fragment reassembly is keyed per sender, so two peers sending large messages at the same time can no longer interleave into a corrupt frame.
  • Worker chest assignments are validated host-side against the real storage tile and the worker's position.
  • Joiners can Tame and Befriend. Both rows route through the host, which re-derives befriendability, the outcome branch, the stag calm gate, the cub adult-pack guard and roster caps from its own record. A joiner's click previously ran client-local, consumed the bait before the snapshot reverted it, and said "joins your party!" while nothing existed anywhere. Refusals now happen before anything is consumed.
  • Pings appear on the minimap as bezel-clamped flags and on the world map as a pulsing flag layer, cyan for yours and gold for a partner's, with a "Ping Here" button on both world-map popups. Out-of-range coordinates are refused, replays are throttled to one per player slot per 300ms, and expired pings are pruned from snapshots.
  • Right-click a party member for "Follow <name>" to travel the overworld in convoy. The follower re-paths to a free tile beside the leader using the same stepper as click-to-move, so the hostile brake, damage brake and strict-turn cancel all apply. The trip stops on Esc, any move key, a real pointer click, defeat, the leader going down, or three consecutive path misses.
  • You can ride a party member's boat as a passenger by bumping their hull from an adjacent tile. Capacity scales with tier: a raft is pilot-only, a skiff carries one extra, tier 3 and above carry the rest of a 4-player party. A tethered passenger is detached by every exotic exit, and a detach into deep water grants the same 5-turn swim window a broken hull gives its pilot.
  • In a procedurally generated demo world, every tile interaction a joining player made was refused as out of bounds, because the joiner never computed the session's roam box. The host's region now rides the join snapshot.
  • Joining adopts the host's turn count in both directions. A client whose clock had run ahead left city streaming, shortage events and spell pulses running ahead of the host's world.
  • A co-op joiner can buy biome-gated herder stock. The vendor descriptor sent over the wire dropped the biome field, so the host re-derived a shelf without the mountain yak and the tier-3 biome-bred mounts while the panel still showed the mount.
  • Recasting a perk at the Long Affinage bench is sent to the host as its own action instead of only changing the client's own screen and being reverted by the next snapshot. The host re-resolves the perk by id, re-derives the gold price from its own recast count and charges it once.
  • A joiner asleep at their own campfire is charged sleep-rate food and water instead of marching rate, and a joiner's action processed on a sleeping host is not charged the host's sleep multiplier.
  • The Old Mouth presence card carries your ridden mount, so peers see what you are riding, and mounting or dismounting inside the hall reaches them without a rejoin. It no longer shows a doll for a pet waiting at home.
  • Following a party member stalled permanently on a client after the first time it caught up, from a leftover in-flight step marker blocking every later re-plan.
  • Lingering hazard clouds are scene-keyed, so a cloud created at (6,8) in a dungeon can no longer damage whoever is standing at (6,8) on a ship deck or the overworld.
  • Under the new clock a host on a major road was shipping movement on one keypress in three and clients saw them rubber-band at about 0.5 Hz. Host movement is broadcast on every action.

UI and HUD37

  • The HUD's fifteen rendered font sizes collapse onto one ladder of nine tiers. The spell belt, quest tracker, objective HUD, HUD customiser, book reader, minimap, touch strip, badges and co-op overlay all route through it.8-bit
  • The always-on spell belt obeys the Font Size setting at all, which is why shrinking the font made the mismatch worse. Its slot box scales proportionally so the column does not overflow at the large setting.8-bit
  • Minimap marker and location labels move onto the ladder floor: 8.08px to 9.5px at the small setting, 9.35 to 11 at medium, 11.22 to 13.2 at large, with no clipping at 1366x768 or 1920x1080.
  • Modal tab bars guarantee a single row at every font size. 13 modal frames scale their max width with the ladder, capped at 92vw, and the tab bar self-fits by stepping from as-authored to compact to hiding badges until one row holds. Settings wrapped at medium and large, the recipe book and fishing journal at every size, the quest log and crafting panel at large.
  • HUD widgets no longer creep inward every time the window is resized. The viewport clamp that pulls a widget inward when the window is too small overwrote the stored position, and Alt+Enter is exactly a shrink and a grow. The stored position and the clamped display position are kept separately, so the clamp no longer overwrites the position you chose.
  • Every HUD widget shorter than 60px was shoved down from the position it asked for, because a clamp inverted for small widgets. The clamp is corrected.Sarcen
  • Terroir charge pips painted over and swallowed clicks on the dungeon HUD's EXIT and DOWN buttons when a dungeon had a long name. The Status and Charges column starts below the measured height of the dungeon header, and takes the top row back when there is none.Sarcentheartolater
  • HUD widgets resize on each axis separately: edge strips on a widget's free edges resize one axis while the corner grip still drags both, across all 9 resizable widgets, with clamps unchanged at 0.6 to 1.6 per axis and existing layouts migrated.urughak
  • The saddle-horse and pack-animal badges are movable, nameable, hideable HUD widgets like every other readout, with their own saved positions replacing the hardcoded weld between them, and a raised stacking order while the layout is unlocked.rubberychicken
  • A sun and moon arc chip in the top bar: a 7-step dotted arc where the glyph's position is the time of day, with the moon drawn as a cheese wheel eaten to the real lunar phase on a 30-day cycle, and an eclipse sliding the wheel over the sun leaving a rind-glow ring.
  • The 400-turn "Midnight" band splits into First Watch, Midnight and Last Watch, so you can tell how close dawn is. Citizen schedules and the fishing time-of-day bucket follow the new labels.samv123
  • Pointing at the time-of-day chip opens one tooltip instead of two overlapping ones.rubberychicken
  • Top bar numbers are right-aligned with tabular figures in one shared recipe and scale with the font-size setting, which some had ignored.
  • Walking away from your own chest no longer jumps the whole HUD and playfield by 28px. The resource counter has a fixed-width box, is bounded to three glyphs with the exact figure in the hover tooltip, exact below 1,000, and both counter and badge truncate rather than round.T-StalkerZero
  • The player gets a mini healthbar the moment HP drops below maximum and it disappears at full, in both the 2D and 3D renderers, hidden in first person.
  • The dungeon "% cleared" figure is an exact count rather than an estimate, so it stops changing as you walk stairs. On first sight of a dungeon every ungenerated floor is generated once to count its roster and discarded; a 5-floor dungeon holding 4/20/20/20/20 enemies estimated 20 against a truth of 84. Worst case in the game is 250ms once per dungeon per save, paid after the floor has painted.rubberychicken
  • The "% cleared" readout no longer drops every kill you made on a floor when you walk back onto it. The restore path re-derived each floor's starting enemy count from the survivors, so a cleared floor came back claiming it spawned nothing, measured at 68% falling to 55, 44, 20 then 0 over four flights with no combat.rubberychicken
  • The Undermaw reads "Brutal" on all twelve floors. The HUD's difficulty table covered levels 1-7 and fell back to the easiest rung for the Undermaw's level 8, while the correctly stamped label rode on the entrance unread. One shared ladder clamps upward past its top rung.rubberychicken
  • Leaving a dungeon, ship deck, below-deck or hold, or respawning after defeat, names the zone you arrive in on the same step instead of leaving the header showing the old location for one turn. Eight exit paths were fixed.
  • The zone title names the island you are on, for example "Oldridge - Frozen Tundra", across about 15 islands in both world generators.
  • World map labels grow with zoom up to 1.5x, island labels go from 11px to 12px, and a hard 4-direction outline replaces the old 1px shadow.urughak
  • Named map labels can be placed on the world map without adding an edge arrow to the bezel. They use the same popup, naming dialog and save slot as waypoints but are never tracked, and are capped at 40.trespiratesque
  • A waypoint placed on a settlement's own tile hid the settlement popup entirely, so a waystone town you had marked could not be travelled to until you removed the waypoint. Both markers resolve into one popup.urughak
  • The world map legend includes the unvisited-settlement ring with a swatch drawn the way the map draws it. The "Contested front" legend row was removed because the renderer no longer draws that tint.rubberychicken
  • Undug buried caches show an anonymous mark on the minimap inside the existing 40-tile narrator-whisper radius, and the mark retires when you dig.
  • Comet impacts get an exact pin plus a dashed search ring at low zoom, a "Discovered:" line with XP and a sound cue on arrival, far, near and on-site exploration cues, and the violet glow the narrator had been promising for three turns.
  • Pressing Shift+Y at the level-up screen shows the character sheet on top of the ceremony instead of mounting it underneath. Escape closes the stacked sheet without tearing down the level-up.rubberychicken
  • The level-up flow's step captions read "GUILD TRADITION - PICK 1 OF 3" and so on, derived rather than hand-written. The tradition slate had no caption at all, a repay open was labelled "Pick 2 of 2", and the perk footer's "press 1, 2, or 3" prompt now derives from the number of cards offered.rubberychicken
  • The Evasion alert's hover quotes the real tier-5 dodge chance the way Armor's does.rubberychicken
  • The HUD calendar chip renders a scaled gap between the day and the season instead of "2 FirstfrostWinter". The Standing row shows "Max" at the top rung instead of "Next: MAX".rubberychicken
  • Legend Records update during a Wayfarer run. The only writer was mounted on the gameover screen, which Wayfarer worlds never reach, so the board showed relics of old permadeath runs beside a day-159 save. Records bank once per adventure day, and "Livestock kept" and "Homesteads raised" read live counts, which also makes the two homestead Steam achievements earnable.datsheeptho
  • The tradition-unlock hint read "a alchemist", and about 30 other places that glued "a " onto a dynamic name are corrected through one shared article helper.urughak
  • Talk and Trade rows in the right-click menu no longer render the same red as "Attack <name>". 4 of 113 NPC identity colours collided with the attack red and are nudged to orange, at 7.14:1 contrast rather than 3.65:1.rubberychicken
  • Seven numbers in help and tooltip text quote the real constants (trough radius, bat form speed and field of view, charm cost and duration, water barrel radius, build resource radius), and one was wrong at the boundary.
  • Status pip colours derive from the effect definitions instead of a hand-written list that gave half the roster a plain white dot: 11 distinct glyphs, one colour per effect in both registries, and the tooltip's advertised vision effect, which did nothing, is deleted.
  • Settings, Display now shows the live window resolution beside Fullscreen.
  • Inspecting a remote traveller in the Old Mouth printed "(HP: undefined/undefined)".

Controls, input and settings12

  • Keys can be unbound. Press Backspace or Delete while listening for a key and the binding clears to a saved "Unbound" state that survives reloads, removing every key mapped to that action. CANCEL cannot be unbound. Backspace and Delete are spent as the clear gesture and can no longer be bound to gameplay.NalathniDragon
  • Gamepad bindings can be unbound too: press X on the focused row in the Controls panel, or Backspace and Delete during a pad capture. Multi-bind entries are filtered rather than wiped, so unbinding SHOP_COMPARE leaves BUILD_RADIAL on Y. Pad and keyboard tombstones are separate, CANCEL is protected on both, and Reset Defaults clears everything.NalathniDragon
  • Unbound actions display "nothing" in the Settings keyboard and pad cells instead of "?", which was itself the real key for HELP and caused a misreported binding.rubberychicken
  • Shift+2 and Shift+3 quick slots and the drink belt did not work on non-US keyboard layouts, because bindings were stored as the US shifted glyph, so Swedish, UK, German, Spanish and Norwegian players got '"' and '£' instead of '@' and '#'. The physical key resolves back to the US glyph. AZERTY Shift+Digit2 still means the build category, and anyone who had rebound around the problem keeps their binding.samv123collating HurriMcDurr and Ellis_Cake
  • The Xbox A button did not advance the tutorial dialogue in the public 0.15.0 build, because the dialogue bubble was bound to the wrong input context.
  • Holding a diagonal on a gamepad fired two turns per frame, about 90 turns a second instead of nine, because the pad bypassed the keyboard's 120ms repeat gate. Six unguarded emits are throttled and keyboard and pad share one anti-storm budget. A single held direction is unchanged and menu scrolling is not throttled.
  • A parked HOTAS throttle axis scrolled every panel and modal to the bottom on every frame and dragged the world map to minimum zoom, because the right stick was read by axis index on a device Chromium reports as unmapped, and a resting value of +1.00 looks like a deliberate full push. On an unmapped pad each axis is dormant until it moves 0.25 from its resting value. Standard-mapped pads are untouched.dodqoonpooka
  • New Settings, Gameplay, "Controller input" master switch, default on. Turning it off gives keyboard and mouse only: the poll stands down and a connecting pad no longer flips prompts to controller glyphs. The diagnostics readout marks a dormant axis "rest".dodqoonpooka
  • Settings, Display gains "Animate Book Backgrounds", default on. Turning it off holds painted book art at its first pose and paints the procedural wash once with no frame callbacks. An OS-level prefers-reduced-motion setting stills the drift too.samv123
  • Stepping onto a chair no longer opens the sit menu, which remapped WASD to menu navigation until Escape and re-opened at every chair in a chair-lined interior. Sitting is on WAIT, interact or right-click.urughak
  • Clicking with the mouse while asleep no longer walks a sleeping character with the Zs still overhead. The rest-cancel the keyboard move had was missing from the shared walk handler, and was also added to auto-explore, right-click Move here and co-op Follow.theartolater
  • A berry bush can be foraged while a friendly NPC is standing on it. The step-past swap refused the unwalkable bush tile and then returned anyway, eating the bump, so six swap-capable NPC branches fall through to the tile's forage branch when step-past-to-swap is on.rubberychicken

Art and sprites12

  • 105 new community sprites accepted plus 12 replacements, with every slot resolved to its most recent submission. 458 of 458 target slots hold their latest submitted art. New base sprites include the pack mule, frost owl, pack animal item, milk, elk antler and cave rat, a 14th bed variant, new terrain variant slots and a second raid bandit variant. Credit to the pixel art crew: ArkHaven, MerlinTheQuestioner, DatSheepDoe, shu, Briarios, ElfieTheExplorer and Klaisen.
  • The hamster sprite from the submission queue replaced its glyph placeholder.
  • Nine wild creatures drew as other animals, because a placeholder "borrow this sprite" key outlived the sprite later painted for them: the snow leopard drew a jungle cat, the wolf cub an adult wolf, the bear cub an adult bear, the snow owl chick a hawk, the salt goat a mountain goat, the desert vulture a hawk, the sand jackal a wolf, and the wild silk weaver and wild loomspinner both a giant spider.arkhaven
  • Hatched and befriended baby companions drew the adult sprite. A frost owl, tamed wolf and dire bear use their painted young art at every non-adult growth stage. Species with no baby art keep the adult sprite.arkhaven
  • The sling used the longbow's icon and now has its own 16x16 art of a finger loop, cords and a leather cradle with shot. Painted community overrides still take priority.rubberychicken
  • A sailor at rest was half-swallowed by their own hull, covering 76% of the sprite on a raft or skiff and all of it on a cutter or larger. The hull's rider is repainted on top, the way a mount repaints its rider.aj01657
  • Riding a horse hid the status icons and health bar of the NPC one tile south, and your own health bar entirely, because head overlays are drawn above their own cell and sit inside the tile to the north where the mount doll paints over them. The mount pass redraws the south row's overlays on top and lifts the rider's own bar into the saddle.rubberychicken
  • Water creatures overlapped by a boat's multi-tile hull are visible again. The static cell pass painted water creatures before the boat overlay, so a Giant Squid under a galleon hull vanished while its combat log kept narrating.rubberychicken
  • Golems, player summons, pets and escort followers drew nowhere for the tween window and never bounced when they moved, because companion and follower move intents never carried their origin. Rubber-band warps snap instead of vanishing the pet for about 200ms.theartolater
  • During the 90ms settle after a landing, the full-height sprite is no longer double-drawn under the squashed one.
  • The Pet Sheet's inline rename field rendered black text on the charcoal panel at 1.32:1 contrast, because its colour and border referenced tokens that do not exist. It uses the journal note editor's colours at 13.00:1. The Settings character-name field and the pickpocket context row were given explicit colours in the same pass.urughak
  • The four charge opener perks display their charge glyphs pending the next art pass. The two new chain spells are also awaiting final art.

Audio2

  • Mounting and dismounting play their own sounds on the real verbs and on auto-remount, and a two-beat hoof-fall pitched below boots replaces the boot footstep for each ridden step, using the same surface pick.
  • Each chain hop replays the spell family's hit sound a step higher, +6% pitch per link capped at about five semitones, on the same 110ms beat as the flash and counter.

Performance13

  • The AFK freeze is fixed. Going away and returning, or loading a save, left the window black with no audio while the game kept accepting input. Three causes, all in the frame loop: the loop scheduled its next frame only after finishing its whole body, so a single error anywhere in that body stopped it for good; the 3D renderer did not recover when macOS dropped its graphics context on an idle window; and the elapsed-time value was unclamped, so the first frame back after an hour handed a 3600-second step to about 15 subsystems at once. The loop schedules first, the renderer recovers its context, and the time step is capped at a third of a second.
  • Generation-time tree health was counted as player damage, making it 77% of the save file. On one real 8.6 MB save, 761,112 health entries of which 760,871 were untouched generated trees against 241 entries of real player damage. The save drops to 1.96 MB, health data from 6,374 KB to 31 KB, and compression from 992ms to 173ms, with a one-time drain that cleans existing saves.
  • The same mistake was evicting live chunks. Nearly every forested chunk read as modified, so the first eviction pass never found a victim and the fallback pass could evict the chunk you were standing in, which the next turn regenerated. Measured 984 chunk generations for 291 distinct chunks over 2,000 turns of walking straight.
  • The engine's cheap idle frame tiers run again. The "is anything animating?" test included a condition true for every default player, so a motionless player paid a full 2,100-cell rebuild thirty times a second.
  • The post-processor uploads only the changed region of the 2D canvas each frame instead of the whole thing, and the per-cell colour calculation is cached, saving 2.91ms per frame over 2,100 cells.theartolaterunknownuluguru_
  • 3D and 2.5D: the terrain heightfield is cached, idle point lights switch all-on or all-off so fading torches and lightning stop recompiling every lit surface, the wall geometry cache cap went from 192 to 1024 so settlements stop disposing and rebuilding every wall each frame, and the 2,200-star field is not submitted at noon. Chunk generation 6.26 to 4.82 ms, 2.5D scene rebuild 13.9 to 10.8ms, first-person rebuild 16.4 to 13.1ms, shader programs 49 to 32, visible scene objects 2,985 to 1,696.
  • Biome terrain generation only evaluates its eight biome-specific noise calls when they are needed instead of running twelve layers of noise per tile before the biome switch.
  • The ambient weather-particle spawn accumulator ran away. It drained only inside the particle-cap check, so once the cap was reached every tick spawned a replacement at frame rate instead of every 400ms. It drains whether or not anything spawns and banks at most one interval of credit.
  • Background saves are floored at 30 seconds apart and deferred to idle time. A coalesced re-run restarted immediately, so a capture showed three saves starting inside 41 seconds while each took about 11.5s, leaving a save in flight about 85% of the time.theartolater
  • The performance-hiccup advisory fired on alt-tabs and stayed silent through real stutter. It counted wall-clock long tasks with no check that the page was rendering, and needed three individually catastrophic 500ms tasks, so a long run of 60-150ms frames never triggered it. Severe tasks only count when the frame loop is live and the page visible, hidden-window and resume-spanning frame deltas are dropped, and a second arm watches the rendered-frame window.theartolaterunknownuluguru_
  • The Ctrl+Shift+P performance report carries motion-continuity figures (dead ms per step, step interval, glide duration, steps fully covered, frozen frame share, longest no-frame gap) using the same definitions the development performance checks use, plus perf counters, snapshot, memory, long-task and advisory fields.
  • The save-time block measurement was taken before the save writer ran, so serialisation, the worker clone and two multi-megabyte writes were invisible, reporting 20ms of blocking against an 11.5s total. It is split into build and write halves.
  • A janky frame no longer credits its whole stall to the hit-stop clock, which was yanking time backwards and visibly restarting a swing in progress. Per-frame freeze credit is capped at 50ms.

Saves and stability10

  • Fog of war stores each chunk's explored area as its exact per-tile shape (8x8 block-sparse packing, 17 bytes for a fully explored chunk) instead of rounding up to whole 16-tile cells or whole chunks. The chunk-eviction trim packs overflow into an uncapped archive instead of deleting it, and the degrade path that baked false "fully explored" data into the save on re-entry is gone.theartolater
  • Saves written before 22 August carry no shape data, so each shapeless chunk is judged once on load: one whose eight neighbours were all entered stays revealed, and a frontier chunk reads as unexplored until walked again. On one reporter's 4,591-chunk save this re-clouds 1,421 chunks and stops 5.8M tiles being shown as explored. Raw map JSON went from 1,441 KB to 1,120 KB, and compressed saves grew about 5.4% because exact shapes no longer compress away as zero runs.
  • A deep dungeon run is no longer forgotten because you walked out of it past inns, caves and cellars. Every interior shared one cache capped at five entries by deleting the oldest, so stepping into an inn to heal burned a floor off the dungeon you were running. Eviction now sheds the interior with the fewest cached floors first, after the dungeon you are standing in. Measured: a five-floor run's floors 1-3 were deleted and floor 1 returned with 116 explored tiles and no DOWN button; all five are kept and floor 1 returns with all 14,641 tiles.theartolater
  • A save made while aboard a boat was treated as stranded on load and relocated to your home base, at 400 tiles offshore as readily as 1000. A save with the player legitimately afloat is exempt.rubberychicken
  • A save written before fog of war, in February 2026, white-screened on load. Its one-time migration threw during render with no catch on the path, and the error boundary killed the load.
  • The daily settlement reputation ledger is written into the save payload, where it would have reset on every save and load.
  • Changing the season no longer snaps back on the next keypress; the change was writing an absolute turn value the clock could not be lowered to.
  • Opening Mail from a roster row lands on the Send tab, which renders your whole backpack, and the first attachment row threw a reference error, so it crashed for any player carrying an item.arkhaven
  • "You have mail" announced into an empty mailbox while a mailbox holding real unread letters announced nothing. The two halves read different stores, one counting actual letters and the other summarising replayed rows that also include your own vault takes, chest donations, listing posts and bids.theartolatercorroborated by arkhaven
  • Weapon swap could lose or duplicate a stowed weapon, because a stale copy of the pack could be written back over the swap. Fixed, along with the same class of bug in the ammo path.arkhaven

Platform and builds1

  • Linux GPU black-screen recovery: a safe-GPU mode via CLI flag, env var or persisted setting that disables hardware acceleration, plus self-healing relaunch. The first GPU or renderer crash recreates the window; a second in the same session persists safe mode and relaunches, bounded to three revives, with every GPU event timestamped into the log. Documented in the launch script, LINUX_LAUNCH.md and all three FAQs.Dr_Bicinium

Naming5

  • A number of place, item and character names have been revised where they sat too close to existing works. Internal ids are unchanged, and existing saves migrate the old names in inventory, equipment, co-op packs, ground items and chests.AJ
  • The rename pass also fixed a bug: the epilogue death slide identified its subject by display name, so it would have failed to match after any rename.
  • Procedural place-name generators now carry a denylist, applied to the world namer, world description and crossing chronicle.
  • Heather's item text moved from "of the grasslands" to "of the moors and fens" to match where it now grows.
  • "The Last Letter from the Undermaw" was edited to say the fifth floor instead of the seventh, so the books and the generator agree.

Known issues and deliberate calls17

  • Glacier Spike deterministically misses at range 2 while Cinder Bolt and Avalanche Wheel hit from the same tile at the same target.
  • Squares of falsely explored map already baked into an existing save are indistinguishable from real walked ground and stay. 482 kept-whole chunks border a re-clouded one, so a straight chunk edge can survive inside old explored regions.
  • The retained-floor budget is a flat count across all interiors, so a player nine or more floors into a twelve-floor dungeon can still lose the shallowest ones. If this bites you mid-run, please raise it with us in the support channel.
  • At minimap zoom 2 a long dungeon name still runs the header under the minimap.
  • Provenance chips do not yet appear on other players' auction listings. Rare and above items are still refused from listings, so the new minimum listing price has no effect yet.
  • A joiner's befriend row shows generic label copy for cub, mythic and stag targets. The host's routed refusal names the true requirement on any live click. Players on an older build ignore the new perk-recast action without showing a message.
  • The spell AOE preview still does not draw two things a blast does: ignites setting flammable ground alight and spreading, and blast survivors carrying BURNING wherever they walk.
  • Damage from environmental hazards, damage over time and starvation writes HP directly and ignores temp HP, because absorption is wired into the three creature-attack paths only.
  • Whether holding two copies of the free-turn perk should bank two tokens is still undecided; it stays capped at one for now.
  • Undoing tradition perks with Reserve Marks is not implemented. Treasure maps carry no known-marker.
  • Worlds created before the housing generation flag existed get no notice board anywhere, measured at 1 of 267 settlements.
  • Settlements already visited in an existing save keep their empty inns, their old street layouts and their already-generated decorative flowers.
  • Melee stance, tea, floor cap, patronage and auction numbers are a first pass and are expected to be retuned after playtest.
  • Corvax's pace and the ship autopilot were deliberately left on the old speed model for this release. The HUD pill reading full boat speed during autopilot is unreconciled.
  • Scenario turn limits were not retuned: The Ambassador stays at 8,000 world turns and The Pursuit at 3,000, which at speed 2 is 16,000 and 6,000 keypresses.
  • The 25% execute threshold is unreachable on eleven 1-3 HP creatures, all of which die to any single hit. All 17 bosses are unaffected.
  • The shadow wolf remains unreachable, its only spawn tables being homeland-only bands.