Release History

Patch Notes

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

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 are excluded — they retain the entrance card title. 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.


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.