↑ Release History

Patch Notes

A running record of changes, additions, and fixes shipped to Ethernalis. Most recent release first.

v0.2.159

Combat techniques

Parry, Sidestep, Brace, Catch Breath, Dash, Kick, Trip, Feint, Dirty Trick and Shield Bash are new combat techniques. Every hero starts with three, one from their race and two from their class, and anyone who holds a shield learns Shield Bash and Brace. Each costs an Action Point and some stamina, and Catch Breath costs 6 mana. Parry, Sidestep and Brace take your last Action Point and hold until your next turn. A technique you cannot use right now is greyed out in the spellbook, and hovering it tells you why.

Technique risks

Every technique has a price. Parry halves enemy melee hits but costs the weapon 1 durability for each blow it turns. Kick pushes an enemy back a step at most 70% of the time, and half as often when it does no damage. Trip and Dirty Trick work on a roll that improves with Dexterity and can draw a counter-attack when they fail, and Dirty Trick does nothing to a creature with no eyes. Shield Bash costs the shield 2 durability for each bash that connects.

Bite and Rend

Bite and Rend are new skills made with the body. Long Fangs and Venom Glands teach Bite, and Talons and Wing Fingers teach Rend. The weapon in your hand adds nothing to them and is not worn down, and the enemy must be next to you. Bite is one heavy blow, and Venom Glands leave poison in the wound. Rend rakes the same enemy twice, and only the second rake can draw a counter-attack. Losing the mutation loses the skill unless another mutation or a perk still teaches it.

Spell and hit effects

Spell and hit effects now show every hit. Two claws on one card show two slashes, and a spell cast twice in a row plays twice. Lightning, Ice Blast and Scatter Shot strike all their targets at the same moment.

NPC faith

People you meet now keep a god, or none, and a devotion of their own. The imperial canon is in open conflict with the banned cults, the Old faith looks down on the Empire's gods and fears the cults, and the cults hate everyone outside their own god. Faith shapes how people regard one another and your character. Zealots denounce heretics until the quarrel comes to blows, and a zealot may attack a character whose faith they hate on first meeting. Ask "Which gods do you keep?" to learn a person's faith.

Timed crafting

Larger crafting now takes time. A recipe shows how many turns it needs, from nothing for bandages or a campfire, through 2 or 3 for planks, rope or a potion, to 8 or more for chain mail, an anvil or a kiln. Beginning the work holds its ingredients, and each turn of work spends the rest of the turn while the day and night wheel shows the hours pass. Work stops for danger, hunger, thirst or Stop working, and needs its tools and workplace every turn, so a piece begun at a forge is finished at a forge. Unfinished work waits at the top of the recipe list to be resumed. Abandoning it returns the parts 1 durability or 1 quality worse.

Moments at the bench

While you work, the craft can go its own way. The grain splits or the heat will not hold, and you choose whether to accept a poorer piece, spend more turns doing it properly, or take a better part from something you carry. Each choice shows what it will cost.


v0.2.158

Armour improvements

Armour and shields can now be improved as well. Iron Studs and Reinforcing Plates add defence to leather, cloth, wood and bone armour, the plates at the cost of 1 sneak. Fur and Padded Linings add warmth, the padding a point of defence too, and never wear out. Tallow Proofing, Fireproofing Salve and Acid-Resist Wax add 2 ice, fire or acid resistance to any piece, and an Iron Rim strengthens a wooden or bone shield on every block. An improvement guards only the parts its piece covers. Plating and proofing wear down as blows land on that piece, and a rim wears with each block. Studs, plates, linings and rims can be taken off again; proofing, sharpening and coatings cannot.

Weapon improvements

Weapons can now be improved. A Whetstone sharpens a blade for +1 to +3 strength, rising with Craftsmanship, for 6 damaging hits. Hemp, Sinew and Silk Bowstrings add ranged skill or strength to a bow or crossbow for a number of shots. Iron Spikes and a Weighted Head add strength to a club, hammer, flail or staff, the spikes with a better chance to stun and the head at 1 more stamina a swing. Each improvement is crafted, costs 1 Action Point to fit, belongs to that one weapon, and wears away with use. Strings and heads can be taken off and come back when replaced, while sharpening and coatings are lost. Manage them on the new Improvements tab of a weapon's Info screen.

Blade coatings

Burning Oil, Blade Venom and Frost Oil coat a blade for a few damaging hits. Each adds 1 point of fire, acid or ice damage and leaves Burning, Toxin or a slow behind. Burning and Toxin hurt an enemy at the start of each of its turns, even while it is stunned, and an enemy they kill counts as your kill wherever you are. A poisonous brew can be spread on a blade the same way. Against another player, Toxin and Burning cannot take them below 1 health, and a coating has no effect on NPCs.

Sound

Many more actions now make a sound. Gold coming in from a kill, a reward, a contract or a sale has its own jingle, separate from the sound of spending it. Picking something up sounds like what it is: a potion, metal gear, cloth or leather, paper, or a small object. Equipping and removing weapons, armour and jewellery, eating, drinking any potion, using a bandage, unlocking with a key, lighting a torch, setting something on fire and reaching a new level all have their own sounds, as do acid, lightning and magic missile spells. Every effect plays at a slightly different pitch and speed each time, so a repeated action no longer sounds identical.

Drag and drop

Item cards can now be dragged. Drag a loose item into the Equipment tile to collect it, onto an empty compass space to move it, onto your character to equip or use it, or into an open container to store it. Carried items and the contents of an open container can be dragged to the same places. A drag costs the same Action Points as the menu action it replaces, and storing a loose item straight into a container costs 1. Every valid destination lights up while you drag, and the menus work as before.

Mutations

Mutations change a character's body. A Heffith begins the run with one and grows another with every experience level, and the new Mutations tab on the character sheet lists them beside a tree of what could come next. They grow in six lineages, Piscine, Lupine, Avian, Serpentine, Chiropteran and Saurian, each running from a faint first change to an unmistakable one, and a lineage already started is the likeliest to deepen. Every mutation gives and takes. A first change costs more than it gives and only the deepest pay off, so mutations reward a character who commits to one animal. A mutation can shift attributes and combat stats, add elemental defence, grant a perk without its requirements, add or take away an Action Point depending on where a turn starts, or stop the body wearing a kind of gear: a tail keeps leggings off, horns a helmet, and wings body armour.

Carrying mutations

A changed body costs something every turn. Each mutation lowers Comfort by its tier, and each lineage carried beyond the first costs 5 more, so a scattered body is harder to live in than a committed one. The deepest mutations make hunger come faster, and every mutation others can see lowers Charisma. No mutation lowers a stat below 1, and a turn never has fewer than 1 Action Point.

Suppression

A Heffith can spend experience to put down a mutation that has nothing grown out of it. The price is 100 XP per tier and doubles with every suppression, a perk the mutation granted goes with it, and a suppressed mutation never returns.

Mutagens

Any character can be changed. Blight fruit carries a 1% chance of a mutation, and when it changes a character who is already mutated, one time in ten it removes a mutation instead. The Stabilized Arcane Vial can now be drunk, costs 10 Health, and carries a 10% chance of a mutation.

Join me or perish

An Evil or Chaotic hero who holds a claim can now press a badly beaten person into service. The demand appears once the target has less health left than a third of the maximum health of the hero making it, and succeeds on a chance of 30% plus 10 for each point of Charisma. Success takes them as a companion at a loyalty of 10, marked as forced labour, so they will not heal you until that loyalty is earned up. Failure turns them hostile. There is one attempt, and no action point is spent on it.

Drawing on someone

Attacking a person is now offered in every conversation, not only at a first meeting. Choosing it turns them into an enemy standing where they stood and ends the conversation. A companion is set down in the room first, so a room with no free space leaves nowhere to settle it.

Picking a pocket

A character with the Thief perk can now try to lift something an NPC is carrying. The choice lists what they hold and costs 1 Action Point, and the chance is the same one used against a merchant, drawn from Dexterity, Patience and stealing proficiency. A success takes the item, and lifting a weapon or armour they were wearing leaves them weaker for it. Being caught turns them hostile with everything still on them. Companions are not targets, since they hand their gear over on request.

Resistance in combat

Resistance from race, mutations and runes now counts against an enemy weapon or body attack wherever it lands. Before, those blows met only worn gear, companions and potions. Worn gear still counts only on the body parts it covers, and an affliction that lowers a resistance now lowers it in combat as well as on the character sheet.

Bone Ward

A skeleton companion with Bone Ward now adds its 3 frost resistance once. The bonus used to grow every turn and stayed after the skeleton left. A character still carrying the extra resistance loses it on their next action.

Timed resistance

A potion or spell that raises a resistance no longer lapses for an action when another timed effect on you runs out.

Torches in the pack

A lit torch put away in your pack now keeps burning for 2 turns before it goes out, so a torch picked up off the floor can still be taken in hand while it is alight. It gives no light or warmth until you hold it. A torch stored in a container or given to someone still goes out at once.

Resistance elsewhere

Putting out a fire by hand, and attacks from another player, now meet all of your resistance, including potions, spells, companions and afflictions.

Pot brewing

A Small metal pot, forged from Metal scrap and Metal Fittings at a forge, can be filled with water, packed with herbs, roots, mushrooms, food or salt, and hung over a burning campfire or stone furnace. Each turn on the fire strengthens the brew from weak through mild to potent. Every world gives its plants different hidden virtues, so the best brews are found by experiment. A brew restores Health, Stamina, Mana, thirst, hunger, Comfort or warmth, or grants a benefit for a few turns, and no brew changes a character permanently. Drink it hot for extra warmth, or pour it into an Empty Bottle to carry. Anything that is not an ingredient burns in the pot, and a pot left on the fire too long blackens, cracks and breaks.

Brew smells

A brew now smells of every ingredient steeped in it, and the smell grows as the brew does. A pot over the fire fills the room with its scent, and a pleasant one adds to Comfort. A sickly sweet or sour smell warns of a poisonous or queasy brew, and a stewed or burnt pot reeks.

Unknown mushrooms

Every mushroom species now grows in five varieties, each with its own name, colour and property: Health, Stamina or Mana restored, Hunger sated, or Health lost. The five are dealt out afresh in every world and each species is dealt separately, so one species tells you nothing about another. An unlearned variety is named for its species alone, as Unknown Fat Mushroom, and its properties are hidden. Eating one identifies that variety for that species, and the Forager perk identifies every variety on sight.

Seven new scrolls

Aura of Light burns nearby enemies over time, Poisonous Ivy punishes attackers, Stone Skin raises defence, Ice Blast strikes opposite fields, Lightning hits every enemy in the room, Veil of Shadows improves Sneak, and Magic Trap turns an empty field into an explosive seal.

NPC relationships

Living NPCs now form lasting opinions of one another. When they share a room they may chat, praise, insult, avoid, fight, or share a needed surplus item. Ill feeling fades when NPCs are kept apart, a feud ends once both sides calm down, and companions and claim residents may quarrel but never come to blows. Ask what someone makes of the others to hear their view in words, and trusted NPCs may refer you to a friend who has work.

Word of mouth

Completing a contract, helping with a practical need, or abandoning accepted work can now travel between friendly NPCs when they meet. A listener changes their opinion of that player and replaces their next ordinary greeting with an acknowledgement that names who told them.

NPC moments

Starting a conversation can now lead into a short scene: a person troubled by a nightmare, nursing a wound, shaking after a fight, or asking you to lie for them. Each reply takes an approach, such as kind, honest, blunt, or deceitful. An approach that suits the person adds dice to its test and improves the result, and a poor one does the opposite. The dice are shown, success raises loyalty, and failure lowers it. Tell me about yourself may hint at what a person values. A moment that clearly helps or slights someone travels by word of mouth.

Fallen residents

A claim resident that is killed now leaves remains and stays on the claim roster marked Dead. A dead resident no longer takes up the room's capacity.

Enemy attacks

Every enemy now takes its turn with the attack budget printed on its card. Enemies that arrived through spawners, encounters, or settlement rosters, the Noxious Ooze among them, sometimes had no budget at all and never struck.

Slime fusion

When four Slimes merge into a Noxious Ooze, the ooze keeps its own acid attack, health, and weaknesses, and the merged slimes add their strength, health, and resistances on top.

New launcher

The launcher has been rebuilt. The changelog now sits beside the key art, Play becomes available as soon as the game has finished loading rather than after a fixed wait, and the opening film can be skipped by clicking it.

Grimdark Shader

The shader can now be switched on or off from the launcher before the game starts. It is the same setting as the one in the game options, and turning it off is the first thing to try if the game runs slowly.

Crafting experience

A recipe that requires a tool now counts that tool towards its reward, the same way a recipe requiring a workbench or a specific item always has. Ninety recipes across leatherworking, smithing, textiles, pottery and cooking award five more experience, and the catalogue now runs from 10 to 50.

Maximum health and mana

Gear and afflictions that raise your maximum are now respected everywhere. Salvaging a scroll, taking an event reward, resting, or using a restorative no longer trims you back to your unequipped maximum, and the character sheet shows the raised figure instead of a bar that could read past full.

Runic work

Socketing now costs an action, as repairing and enchanting always have, and it sockets the item you selected rather than testing a different one. Enchanting several items at once now resolves every target and charges a single action.

Standing production

A card that blocks production in a room now actually holds the producer, and completed progress is kept instead of being thrown away. A shared irrigation cistern wears once per turn however many producers and farms it watered.

Location presets

Authored locations keep the specific items they were built to place. A crafted component set in a preset side slot is no longer swapped out for a random find.

Location abundance

Resource-bearing location actions now have a local supply, normally five successful finds. Each find lowers later success chances in that room, and one find returns every ten world turns. Drinking, bathing, drawing water, filling containers, watering crops, and effect-only actions remain inexhaustible.

Location action chances

Fifty-six location actions could never succeed because they had no base chance. Searches of rooms, halls, libraries and houses, gathering stones, foraging, mining, sand and mineral collection, woodcutting in Overgrowth, and praying in the Cathedral now start between 10% and 50%, and proficiency still adds to them.

Location action icons

Each action in the location information card now shows the same icon as the action hints in the corner of the dungeon screen, such as searching, foraging, mining, or ritual. The icon greys out when you cannot perform that action.

Room conditions

Rooms can now appear Overgrown, Unstable, Infested, or host to a Fungal Bloom. Conditions bring their own gathering opportunities and hazards, and clearing one takes a number of tool actions equal to the room's size. Unstable rooms may collapse, infestations may produce Rats, and fungal growth may spread or leave an explorer Spored.

Regional room conditions

Mountain Edge rooms may contain Loose Scree, become Gale-Swept, or reveal an Exposed Vein. Northern Forest rooms may be Storm-Felled, Webbed, or Haunted. Each condition has suitable terrain, its own resources and hazards, and a matching border around the location card. The location information card explains the consequences while a condition is present.

Ore veins

A finished Excavated Dugout, and any Abandoned Mine room without another condition, may hold an Iron, Gold, or Silver Ore Vein. Mine Ore Vein costs 1 Action Point and 1 pickaxe durability, and a vein gives three to eight portions of its ore before it runs out.

Fresh excavations

Every Excavated Dugout created by a player begins Unstable. A hammer can shore up the new shelter before shifting stone turns it into a collapse.

Wounds and limb loss

Powerful physical enemy attacks can now leave body-part-specific Deep Wounds, Fractures, Eye Injuries, scars, or a missing arm or leg. Wounds can bleed, become infected, and impose penalties until they are stabilized and healed. The Body and Conditions screen shows each affected region, while bandages, splints, field medicine, and wound-care spells provide different forms of care.

Armour and bruising

A blow that lands on a body part covered by equipped, unbroken armour can no longer open a wound there. It leaves a Bruise instead, which reduces maximum Health by 1, 2, or 3 according to the severity of the hit and fades after 12 world turns. A body part holds one Bruise at most: a further armoured blow deepens it to the higher severity and restarts its fading. Injury penalties never reduce maximum Health below 1. Bruises do not bleed, cannot become infected, and never scar. Rings and amulets do not count as armour.

Scars

A healed injury that leaves a permanent scar is now recorded as closed. It keeps none of the combat penalties of the original wound and cannot bleed or become infected, but it costs 1 maximum Health while it remains, and a scar on the face costs 1 Charisma as well. Scars stack, and Charisma never drops below 1. Scars in existing saves are corrected on load.

Scar remedies

Bandages, antiseptics, splints, and healing care no longer ask to treat a scar and are no longer spent on one. A scar is removed by the new Soothing Root Salve, crafted from Trolls Blood and Blood root essence with a Mortar and Pestle, or by a Potion of Restoration or Scroll of Rejuvenation. A remedy that also treats open injuries treats the wound first; select the scar on the Body and Conditions screen to target it directly.

Healing stabilization

Healing magic and healing potions now stabilize one Deep Wound or amputation as they restore Health. They stop the bleeding tied to that injury but do not add healing progress.

Clerical wound care

Lay Hands now restores Health and stabilizes bleeding. Regeneration advances wound recovery, Cure Illness purges wound infection, and Mend Bone secures fractures. Bone Shaping remains the stronger necromantic fracture treatment because it also advances healing.

Witch rods

The Dowsing Rod and Divining Rod can each be crafted from a Stick and a dream by a character with the Witch perk. A Pleasant Dream makes the dowsing rod to mark the exit toward water, while a Beautiful Dream makes the divining rod to mark the exit toward enchanted or special cards. The marked exit burns violet on the travel rosette.

Rag cleaning and empty bottles

Locations offering a bathing action now also allow a Dirty Rag to be washed clean. Items tagged as bottled provide an Empty action in their context menu to pour out their contents and retain an Empty Bottle.

Journal entries and notices

Journal notes now display portraits and images tied to their source events and tags. Unread notes are marked with an attention badge, which also appears on the character button until viewed.

Trade post interface

The merchant screen now features dedicated category filters, affordability indicators, and direct keyboard shortcuts (1 to 9 to trade, Tab to cycle tabs, Esc to leave).

Floors and walls

Improvements can now raise a floor in a room and a wall across a passage. Built interiors, ruins, mines and dry caves support them, no claim is needed, and the room must be clear of living enemies. A Wooden Floor takes 4 timber and adds 2 room insulation, a Stone Floor takes 4 masonry, and either wall takes 3 of its own material and blocks the passage it stands in.

Structural projects

A project holds the exact resources deposited into it until the work is finished. Starting, depositing and withdrawing cost nothing, completion costs 1 Action Point, and cancelling returns every card. The materials belong to the character who began the project until that character dies, after which anyone may finish it or recover them.

Breaking through

A working equipped pickaxe demolishes a finished structure from either side of a wall, even during combat. Each hit costs 1 Action Point, the pickaxe stamina and one durability. Wooden structures take 3 hits and stone 6, they yield nothing when they fall, and a damaged wall blocks as well as a whole one.

Restless dead

The Apparition, the Wraith and the Arcane Wraith now roam their dungeons instead of waiting in one room.

Wandering fix

Fourteen creatures were built to wander but never took a step, among them the Skeleton Guard, the Giant Ants, the Mole rat, the Undead Raven and the Nestling Wasp, along with the scholars and skeletons of the Undead Laboratory. All of them now roam as intended.

Enemy speed

Twenty-one creatures carried a speed of zero, which claims no turn at all. Every enemy now has a speed of at least one. Among them are the Mimic, the Noxious Ooze, the Runic Golem and most of the city rabble.

Sealed passages

Walls stop seekers and wandering enemies alike, and sealing a claimed room off from the rest of your base suspends its connected benefits until the route is opened again. Some dungeons now generate with floors and walls already standing, never in a way that cuts off a room that could otherwise be reached.

Hidden doors

A wall that stands between you and a skeleton key you need is now a hidden stone door, and other hidden doors appear in dungeons too. Walking into one reveals uneven stonework. Examine Walls on the location card costs 1 Action Point and finds the loose stone on a d6 roll equal to or below your Perception plus 1, and a failed search can be tried again. Push Stone then costs 1 Action Point and opens the passage.

Keys and walls

A skeleton key no longer opens a lock on the far side of a wall. The key is kept and no Action Point is spent.

Incorporeal enemies

Ghosts and other incorporeal creatures drift through built walls when they move, and reach through one to displace an object. Fourteen of them now carry the ability, among them the Apparition, Ghost Templar, Wraith, Arcane Wraith, Rime Wraith, Aurora Spirit, Barrow Wisp and Restless Brute. A locked room, deep water, or a room with no space left still stops them, and the wall takes no damage.

Aimed attacks

Bats and snakes now have their own body parts in the targeting view instead of borrowing humanoid ones, and bat wings, bat tails, and snake tails can be severed. Hovering any part on any creature shows its hit chance, its damage, and what severing it costs the enemy.

Traps

A trap you throw yourself clear of still costs the move, and the log now says so instead of reporting that it caught you. The log also writes each turn in one pass, so entries from two moves no longer interleave.

Right-click menu

Right-clicking a card now selects it before the menu opens, so the highlight always marks the card the menu acts on and any other card showing its back is turned face up. Long option names shrink to fit.

Custom heroes

A custom hero now receives the same racial bonuses as a dealt hero, and the deity chosen on the form is kept with piety starting at 0. Custom heroes previously lost both and always began unclaimed.

Custom hero form

The custom hero form has been redrawn in the style of hero selection. Its stat preview includes the racial bonus, hovering a Measure lights the stats it feeds, the starting items are listed with pictures, and every Measure, stat, proficiency, race, class, and trait carries a tooltip. A Measure holds at most 5, and Create names what it is still waiting for.

Level up

Levelling up now opens its own window from the level-up emblem on the character card. Up to three paths sit side by side with the trait each brings and the paths it leads to, and a table compares Health, Mana, Melee, Ranged, Dodge, carry weight, the raised attribute, and Action Points before and after. Pick with a click or 1 to 3 and confirm with Enter. Decide Later keeps the level, and the same paths and traits are waiting when you return.

Interludes

Interludes now respond to fresh injuries, a new level, a companion at your side, hunger, thirst, and long quiet stretches, and each dungeon has a handful of its own. When something has just happened the interlude speaks to it rather than drawing a general reflection, and the same interlude does not return while it is one of the last three. Some shift piety, grant experience, write a journal note, or are remembered by the place and recalled on a later visit.

Memories

The Journal tab now keeps a Memories section with the 40 most recent moments of your story. Passing sounds from nearby rooms are no longer recorded, so they cannot push out the moments worth keeping.

Location upgrade panel

The Location Upgrade panel now docks under the top row of the board, so the Equipment tile stays in reach. Each position shows the card it needs and how many you carry, and clicking an empty position finds that card in your Equipment and opens its Drop option.

Dungeon map

The dungeon map has been repainted. Swamps gain muddy islands, roots, reeds, and lily pads, larger areas can hold a landmark such as a rock formation, a flooded pool, or a sarcophagus, and ancient ruins and crypts have stonework of their own. Up to two props drawn from the cards you can see mark what a room holds. Man-made rooms such as halls, libraries, chapels, and workshops keep square walls and worked stone floors, while caves stay organic.

Map overview

Zoomed out to the full map, loot and campfires in a merged area gather into one summary and area names are shown by default. Players, enemies, traps, quests, and locks are always shown individually, and zooming in restores every room marker.

Loading scenes

Loading scenes now drift with the mouse like the start menu, share its vignette, and use the Ethernalis typeface. Continue waits at the foot of the scene, and a click anywhere or any key moves on.

Sour Paste

Sour Paste clears an active infection from a wound and greatly reduces its infection risk, but leaves you Diseased.

Diseased

Diseased now makes hunger build half again as fast and thirst twice as fast. Before, it slowed both. Eating a Rotspore Toadstool also makes you Diseased.

Action Points

Using a card costs 1 Action Point, and how hard a weapon is to use comes from its stamina cost. Many enemies attack two or three times on their own turn. An attack of opportunity or a counter attack is always a single attack. Disarming a trap costs 1 to 3 Action Points, depending on the trap.

Spoilage

Goods that cannot spoil no longer rot. Pine Resin, Bog Resin, Goat Hide, Coal, Copper Ore, Pit Timber, Salvaged Metal, linen, Flour Sacks, Loose Coins, Charged Dust and similar materials keep indefinitely. Raw Game Meat, Large Meat Portions, bat wings and Crispy Rat Pieces now start fresh.

The Lake

You can bathe at the Lake and wash a Dirty Rag there.

Bridges

The Ancient Stone Bridge and the Hanging Bridge no longer join the areas on either side of them into one.


v0.2.157

Crafting catalogue

Crafting now uses a recipe list that places available work first. Recipes distinguish consumed ingredients from reusable tools and locations, and the current catalogue awards 10 to 50 experience according to complexity.

Crafting fix

A ready recipe is no longer rejected when Craft Now is selected.

Tutorial

The tutorial now runs 36 lessons. Four introduce the board, and the rest appear once each when their subject first matters. New lessons cover proficiencies, enemies gaining levels as turns pass, supplies that burn down or spoil, enchanted enemies, rooms that block rest or magic, contracts, and item quality. Existing lessons now name the controls they describe and give the numbers behind each rule.

Tutorial settings

Restart Tutorial replays every lesson from the beginning, and the tutorial preference is remembered between sessions.

NPC contracts

Contracts now keep progress per player, grant clear procedural gold and experience rewards, support abandonment, and place a 30-turn cooldown on repeat work from the same giver.

Merchant economy

Merchant comfort now changes buy and sell prices. Traders hold their own gold, restock after 50 dungeon turns, and may offer healing, repair, rest, food, or drink services as they gain levels.

Contract and trade fixes

Authored reward events no longer pay direct rewards twice, live quest givers no longer share contract identities, failed journal entries clear correctly, and displayed merchant prices now match the gold charged.


v0.2.156

Personal hygiene

Bloody close combat, filthy rooms, mining, and excavation can now leave a character dirty. Personal grime lowers comfort, and eating while dirty carries a 1% chance of Fever.

Bathing

Bathing removes personal grime and partly cleans worn washable equipment without needing a water container. Every dungeon deck now provides a bathing place except the Abandoned Mine.

Soap and Cleansing

Soap can now be used directly for a complete wash and is not wasted when nothing needs cleaning. Crude Soap has an early campfire recipe, and the Cleansing spell now removes personal grime.

Tainted food

Meat contaminated by undead blood now applies its illness or fever chance when eaten.

Tree harvesting

Harvestable trees now have a proper resource supply and are removed or replaced when exhausted. Cutting and bark gathering can no longer leave empty trees on the board.

Enemies grow stronger

Every enemy now gains experience for each turn it stays alive. Levels follow the same thresholds as the player: 100 experience for the first level, then doubling for each level after. On each level a creature raises every combat stat it already has by ten percent of its base value, gains maximum health, and heals by the amount its maximum rose. Stats a creature does not have stay at zero. An enemy card shows its experience level once it reaches level one. Some enemy behaviours and equipment use are gated behind a required level, so a creature only begins using them once it has grown into them.

Slime Mould

A new enemy that counts down and then grows into a random magical creature drawn from the dungeon's current deck. Its countdown pauses while it sits inside a container or a player's inventory.

Displacement

Some creatures can force their way into a full adjacent room by swapping places with a loose object there, leaving the object behind in the space they vacated. The ability is limited by the size of the object, and it can never move enemies, people, traps, or location cards. Locked and flooded rooms stay off limits unless the creature is at home in water.

Display settings

The settings menu now offers adjustable gamma, contrast, and saturation, along with a film-grain filter that keeps cards clear under mouse and light hover. Preferences are saved across sessions.

Interface fixes

The companion screen once again stays above other overlays, flipped cards no longer shift when a drag begins, and lingering tooltips clear correctly.

Destiny Trial entry

The lobby and opening event no longer stall when a character is carried into a Destiny Trial.

Territorial home bases

A character can place a Claim Marker in a discovered, claimable, enemy-free room and donate selected cards to establish a persistent dungeon base. Completed bases support connected territory, residents, services, and permanent location construction.

Claim Marker construction

An unfinished marker is a searchable container that accepts only materials still needed for its recipe: 2 timber, 2 masonry, 1 textile or leather, and 1 light source. Placing it costs 50 unspent experience, only one unfinished marker may exist at a time, and the final build costs 1 Action Point.

Claim Marker safety

The game never selects inventory or equipped cards for a marker. The owner chooses every donation and may retrieve it before completion. Destroying an unfinished marker permanently loses its contents and does not refund the placement cost.

Dungeon entry reliability

Selecting a prepared character now passes through the multiplayer lobby into the dungeon correctly, without returning to character creation or leaving a loading screen behind.


v0.2.155

Melee and ranged damage

An equipped melee weapon's elemental damage now applies only to melee attacks. Firing a bow no longer adds the elemental damage of a weapon held in reserve. A character's own elemental strength still applies to both melee and ranged attacks.

Shrine visits

Visiting a shrine at neutral piety no longer spends its one-time blessing. A shrine only consumes its visit when a blessing or wrath actually fires, so it stays available until piety is high or low enough to have an effect.

Quest rewards

Completing an NPC quest that plays a reward scene now grants the loyalty and experience it should. These were previously skipped when the reward triggered an event.

NPC behaviour

NPCs no longer consume room fixtures, enemies, or containers. Eating and complaint messages appear only when the player shares the NPC's room, distant direction text is correct, and a fleeing NPC now reports its state.


v0.2.154

Divine wrath damage

Negative elemental resistance now only amplifies incoming damage when the attacker actually deals that element. Ordinary physical attacks no longer gain phantom Divine or Dark damage from a wrath penalty.

Wrath stacking

Ongoing wrath penalties are applied once per turn instead of stacking repeatedly during repeated combat calculations.

Piety decay floor

The slow loss of faith now stops at zero. Only offenses against a deity can push piety below zero into wrath.


v0.2.153

Charisma-influenced NPC loyalty

Player charisma now affects NPC loyalty in two ways. First impression: initial loyalty at NPC generation is offset across the normal Charisma 1-6 range. Charisma 6 adds +10 to a first meeting, while Charisma 1 subtracts 10. A high-charisma player meeting a Wounded NPC (base loyalty 70) will find them immediately willing to join (80+), while a low-charisma player may start from near-zero with a Rival. Quest rewards: loyalty gained from completing quests and mini-quests is scaled across the same range. Charisma 1 grants half loyalty, Charisma 3-4 stays near normal, and Charisma 6 grants 50% more. The log message after a mini-quest now shows the actual charisma-scaled gain.

Mini-quest journal entries

Accepted mini-quests now appear in the journal and disappear cleanly when completed. Their journal text has also been rewritten as a first-person promise.

Mini-quest item detection

Mini-quests now correctly recognise suitable items carried in the player inventory, allowing delivery and feeding requests to be completed.

NPC scavenging and nearby messages

NPCs no longer pick up stairs, containers, locations, or event cards. Pickup messages are shown only when the player is close enough to witness them.


v0.2.152

Perk corrections

Cosy, Hothead, and Executioner now grant their intended benefits to the correct characters.

More active perks

Previously inactive perks now grant their described benefits. This includes combat bonuses, sprinting, creature taming, scroll discoveries, nearby enemy warnings, and specialist crafting access.


v0.2.151

Dungeon titles for connected maps

Dungeon titles now appear when entering a mine, laboratory, ruin, or other connected dungeon for the first time.

Proximity-based dungeon naming

Connected dungeons reached via exit cards are now named according to their position on the region map. Within 150 px of a named settlement the dungeon takes a compound name, either Theme of Settlement (e.g. "Crypt of Holenholt") or Settlement Theme (e.g. "Holenholt Crypt"), chosen at random; multi-word themes always use the "of" form to avoid awkward labels. Beyond 150 px a distance bracket is appended: (Wilderness) past 300 px, (Deep Wilderness) past 500 px, (Frontier) past 1 000 px. Sub-dungeons keep the name of their entrance. Initial quests named on the world map are unaffected.


v0.2.150

Destiny Lifeline

A character with destiny remaining can survive a fatal blow. One destiny point is spent, some health is restored, and the character is carried into one of three dangerous Destiny Trials. Dying again without destiny causes normal defeat.

Opening scenes at turn start

Opening scenes now begin at the start of the turn, so Destiny Trials and similar encounters present their first choice immediately.


v0.2.149

Settlement state

Villages and towers now generate differently based on whether the settlement survived the apocalypse. A corrupted settlement produces a hostile dungeon as before. A surviving settlement generates a peaceful map: no enemies, 3–5 NPCs instead of 1–3, and an atmosphere of cautious life rather than ruin.

Villager portraits

Northern Village residents now draw from a distinct set of 18 settled-life portraits, while other travellers retain the survivor portrait set.

Village family names

NPCs generated in a village dungeon now receive a surname (e.g. "Mira Millwood", "Jon Thatcher"), making them feel like members of a community rather than generic wanderers.

Cross-NPC rumours

When an NPC is asked for news, there is now a 30% chance they mention another named NPC in the dungeon by name.

Arcane Tower inhabitants

Arcane Towers now favour survivors, emissaries, and the wounded, reflecting a disciplined garrison. Outlaws and rivals are absent.

Peaceful Tower stairs

A surviving peaceful Tower does not require a Warden Key, because no hostile warden is present.


v0.2.148

Arcane Tower

Arcane Towers now contain multi-floor magical interiors with thirteen new room types, including conjuring chambers, sealed vaults, and treasure vaults.

Tower enemies

7 new enemies: Arcane Sentinel, Tower Guard, Tower Warden (key holder), Runic Golem, Tower Mage, Arcane Wraith, and the unique boss Tower Sorcerer.

Tower Warden Key

Each floor's staircase is locked. Defeat the Tower Warden to claim the Tower Warden Key and ascend. 3 new loot items: Runic Crystal, Arcane Tome, Ancient Arcane Seal.

Sheltered Tower floors

Arcane Tower interiors are warm and sheltered from rain and weather events.