Changelog
Newer changelog
Ferburary 2026
New loot
- Added worn bracers and its recolors
- Added worn cape and its recolors
- Added worn mantle and its recolors
- Added worn cloak and its recolors
- Added crude circlet and its recolors
- Added worn gloves and their recolors
- Added worn gaunlets and their recolors
Bug fixes and small changes
- Inflated the entire economy 10 times to avoid weird inflation scaling and to stop the entire early game generating items that cost 1 gold
- Changed dialogue checking for active combat to now check only for enemies fighting the player, not combat in general (e.g. triggered by activating a rift)
- Fixed loot always giving up to 1 gold that I didn't even notice before the inflation :D
- Fixed gold coins showing weird item value in their tooltip
- Fixed item generators never generating armor
- Added item level modifier to rifts
- Unlocking glamour now automatically closes the context menu to not allow breaking the game by allowing the player to try to unlock it twice
January 2026
Lockpicking
- Added a lockpicking minigame
- Added a moving bar for timing the attempts
- Pins can now be locked in place
- Added difficulty scaling
- Added and removed RNG from difficulty
- Added sliding animation for pins and lockpick
- Added a way to select lockpick
- Lockpicks can now break
- Added lockpicking as a new crime
- Added lockbane
- Interaction text now turns red if lockpicking a lock is considered a crime
- Added thievery skill
More rift stuff
- Added lava rifts and slow vulnerability status effect
- Changed shard modifier to directly give 2 shards instead
- Added rift fireball, rift frostbolt, rift sprint to existing rifts
- Added corruptive rifts, rift chaosbolt and corruption status effect (again, it just somehow disappeared over the months of being unused :D)
- Added blood rifts, rift bloodbolt and life leech status effect
- Added tranquility status effect and changed nature rifts by giving it to all enemies instead of giving them boring healing spell
- Added conductive rifts, rift empower spell and stun vulnerability status effect
- Added holy rifts, rift unbound and holy ward status effect
- Added light rifts, rift sanctuary and solace status effect
- Added melee rifts and melee vulnerability status effect
- Added totems and their modifiers
- Added restart cooldowns, add piece of equipment and change amount of gold modifiers
Loot system upgade
- Offhands can now be generated with attack or with armor
- Added loot database
- Added generators to create loot based on tiers and levels
- Merged item scripts to now have one universal instead of one for stackable and one for non stackable items
- Migrated like 400 items to it
- Containers can now generate ultrarare loot
- Added generator presets to loot
- Added lock generators to containers
- Added a compression and decompression system to make containers take a lot less space in the save file
- Added queue system to regenerating chest loot
- Added worn shirt and its recolors
- Added lockpick generator to chests
- Scrapped the loot database and migrated all 400 items to SQL instead 2 days later :D
- Added worn robe and its recolors
- Added worn vest and its recolors
- Added worn tabard and its recolors
- Added worn coat and its recolors
- Added worn tunic and its recolors
Merchant rework
- Migrated merchants to the new item system
- Mechants can now track the amount of items they have to offer
- Buyback is no longer tied to merchants but is now global and can survive through reloading the game
- Entering invalid amount of items to buy now automatically snaps to a correct value
- Merchants now have a limited amount of gold
- When selling items the merchant cannot afford, it now automatically asks to sell a reduced amount
- Merchants now passively increase the amount of gold and stock they have by doing trades with the player
- Added investing into merchant
- Profit share from investing into merchants is now automatically delivered via delivery pigeons
- Buying merchant's items now contributes to the gold received from profit share
- Changed mass selling to now work with a limited stock/gold
Wiki stuff
- Added all the rift stuff
- Added rift shard and expander pages
- Added all lockpicking stuff
- Buildings now automatically build lists of the locations where they're used
- Adjusted script and libraries loading to load a lot faster
- Changed chest pages after their rework
- Added chest loot tables
- All prices now update automatically from the items database
Bug fixes and small changes
- Text input window can now be closed with ESC
- Closing the inventory now automatically closes opened bank/container as well
- Fixed container window buttons affecting the inventory instead
- Fixed fishing not reacting to the mouse button
- Changed opinion to now decay a lot slower when decaying from positive values
- Changed chaos damage to be affected by elemental power/penetration
- Fixed NPCs being stuck when stunned outside of combat
- Fixed NPCs storing no spell in their cooldown when they get interrupted outside of combat
- It's no longer possible to teleport into a wall and get stuck in there
- Adding a huge amount of exp with exponentional scaling no longer keep scaling forever, granting lvl 60 from any amount of exp possible
- Enemies now show telegraph when casting Shadow warp
- It's now possible to sit down while face up
- Fixed rifts automatically closing down after the timer of last wave ran out
- Generating gold can now be blocked for creatures that shouldn't drop gold
- Fixed rifts still trying to insert loot into non existent chest after reloading the game
- Fixed thunderorb reacting only to one enemy if multiple are very close to each other
- Some long term regular status effects can now be saved
- Container window no longer does funky stuff when using bank expander and some other window is opened in it
- Fixed delivery pigeons actually being sent again if they fail to deliver instead of just never delivering again
- Pigeons can now deliver when the player is sleeping
- Fixed pigeons not talking
- Fixed speech bubbles appearing only once on the same spot but never again
- The system randomly making birds fly away no longer affects delivery pigeons when they just flew to the player
- Fixed the game automatically unlocking skins by generating items in containers
- Closing inventory while trade/container window is opened now automatically closes trade/container as well
- Fixed dialogue quest triggers targeting nonexistent npc for automatic reopening of dialogue after finishing a quest
- Fixed reputation board and quest rewards bypassing full inventory
- Item preview now properly shows items even when they're added to already existing stack
- Chests no longer show opening animation even when they're supposed to be locked
- Birds can now get scared of impact of big spells like Meteor and fly away
- Fixed gathering nodes generating standard loot twice instead of advanced loot
- Fixed NPC set as quest target not activating properly when using fast travel
- Tooltip now shows if the item's glamour is not unlocked yet
- Added context menu option to learn item's glamour without having to transfer it
- The player no longer randomly turns up when the game is saved :D
- Removed a portion of clothing from the base player model to not stick out while wearing armor over it
- Fixed enemies doing the lunge animation even when they had actually drawn animation
- Changed tooltip to now stay hidden only when dragging item and to automatically show again when the item is dropped
- It's no longer possible to cuddle with NPCs by entering their bed when they're sleeping in there
- It's no longer possible to drag empty inventory slots to the merchant window
- Fixed tooltip showing wrong price of item stacks
- Fixed "Clear filters" button in container window clearing inventory filters instead
- Added "Filter active" text to container/inventory windows when a filter is active
- Fixed "used slots" in inventory still pretending that something is in there when selling stackable items that are not on a visible page
- When opening a trade window with inventory that has multiple pages and a filter active, it no longer shows prices on filtered out slots
- Added dialogue lines for missing crimes
December 2025
Rifts
- Added 7 rift themes for 6 tiers with 3 animation frames each
- Added theme generator for rifts
- Added level and tier generator for rifts
- Added some base rift modifiers
- Rifts can now be activated
- Rifts can now go through all of their waves
- All enemies they spawn now automatically start attacking the player
- Rifts can now generate randomized waves
- Rifts can no longer select healers or training dummies to spawn
- Rifts now change enemy hp/dmg/speed based on rift theme/tier
- Stats of spawned enemies can now scale up based on rift level
- Added mimics and golden slimes
- All rift loot is now collected and spawns in a chest once the rift is finished
- Gold can now exist as an item in containers until collected
- The loot chest now automatically despawns when a new rift is opened
- Running away from an active rift now starts a timer
- Added delay before being able to open another rift after running away from one
- Added modifiers to replace a wave with gold slimes/mimics
- Rifts can no longer respawn on the same spot again
- Added rift shards
- Added shard slimes
Crime system and making NPCs less stupid
- NPCs can now remember the crimes commited by the player
- Added guards
- NPCs can now report crimes to the guards
- NPCs can now wear items
- If guards get attacked, they no longer talk to themselves first to report the crime
- Animals are now immune to damage and complain if they get hit anyways
- NPCs can now override their attempts to keep walking on paths while they're in combat
- Added a crime reporting cooldown
- NPCs now properly turn right when they should
- NPCs can now wake up guards if attacked
- If NPCs get attacked and their attack reporting is on cooldown, they now attack instead
- NPCs now react differently when they're reporting a crime to a guard that's already attacking the player
- Guards can now try to arrest the player instead of murdering them right away
- NPCs no longer shout for guards if they're literally right in front of them
- Player can now bribe the guards or pay with their blood
- NPCs can now attack enemies if enemies attack them
- Dots no longer add aggro while the target is outside of combat to prevent them from accidentally reentering combat they already left
- NPCs can now smell if there's a guard around and if attack while there's none, they take the law in their own hands
- Opinion changes now always bypass cooldown, cooldown will move to the actions themselves as this system is too confusing
- Added cooldown to getting opinion from petting (just opinion, it's still possible to pet one animal for 20 hours in a row)
- Added 63 dialogue lines for guards and NPCs related to catching the player commiting a crime
- Guards can now react differently based on the type of crime the player commited
- It's now possible to convince guards that the player actually murdered someone
- Guards can now tell everyone to stop attacking the player
- It's no longer possible to have a cute and friendly chat with NPCs who are frantically trying to find a guard to report the player who is on a murder spree
- NPCs now understandably complain if the player wants to reach out to them about their horse's extended warranty while the NPC is fighting for their life
- It's now possible to convince guards that the meteor in their face was just a prank and the player actually doesn't mind going to a jail mid fight
- Wiping crime in a settlement now also wipes cooldowns so it's possible to be arrested right away before being attacked
- NPCs can now report the player sleeping in their bed
- Killing all guards in a settlement now makes NPCs attack right away instead of reporting it to a nearby corpse
- Settlements now show the local crime level upon entering
- Changed opinion to now have an universal system that can track cooldowns for each action (e.g. petting)
- When a crime is reported, guards are now able to override their active status and run to the crime location, from which, they can switch to their short ranged arresting mode if the player is still there
- "Pay a fine" dialogues now automatically also add the option to go to a jail instead
- Reporting crimes now happens instantly when NPCs reach guards as it prevented unloaded guards from running to crime far away
- Added a special punishment for choosing jail over a fine
UI rework
- I fell in love with how the wiki looks like now so the entire game UI must be redrawn to match it now :D
- Redesigned pet bank completely as it wasn't that good
Quality of life stuff:
- Fishing actions can now be done using the interaction button as well
- Added a 2nd, larger text box for writing longer bug reports
- Honey from beehives no longer disappears when changing zones in exchange for lowering its production and capacity
- Closing a trade window now automatically closes all other windows
Wiki:
- Added interactive map
- Added api that can receive data from the game to automatically update the map
- Changed all infoboxes and tables to be more pretty
- Added filtered interactive map to all gathering nodes
- Updated all UI images to match what is in the game
- Added redirects and categorized all of the hundreds of pages
- Split elements to their individual pages
Bug fixes and small changes
- NPCs now properly make trees transparent when they're behind them
- Added setting option to send error reports automatically
- Fixed NPCs not being able to get frozen
- Fixed NPC not being able to be targetted by plague spread
- It's no longer possible to save the game while it's not possible to close dialogue window
- Side ability bar now properly shows again when dragging items
- Player can no longer change animations while the game is paused
- It's no longer possible to cast spells while in a bed by clicking on their icons
- Waking up NPC while under its bed now makes the NPC get up properly and not teleport back right away
- Fixed targeting system keeping references to non existent targets
- Quick load no longer tries to quickly load save on actually every button press, including while 10 others saves are already trying to load
- Changing maps (or reloading the same one) outside of using the save system now properly respawns quest objectives
- Changed reputation system to allow removing reputation and its rewards with it
- Fixed opinion decay to deduct properly when the save file exists for a longer amount of time
- Fixed player turning invisible if arrested in bed
- Fixed dialogue not properly listening to what conditions have to say
- Fixed the game not dropping any leaves on the first leaf drop trigger since starting the game
- Added Ice pillar spell
- Enemies can now stack on a single spot only out of combat but once in combat, they stay separated
- If dying while the screen is shaking, the screen shake no longer persist even after loading the game
- Fixed shift+right click still allowing to sell items that cannot be sold
- Fixed mass transfer to container actually transfering items to inventory for some reason
- Mass transfer now properly transfers gold too
- It's no longer possible to be stuck in combat if multiple enemies apply dot before dying
- Added support for toggled spells
- Added support for permanent status effects
- Added conversion spells
- Added chaos element
- Animation of smashing staff to the ground now changes particles based on the surface hit
- Added conversion efficienty passive
November 2025
Inventory system rework
- Added universal storage system to allow usage of all existing inventory features for any other possible storage
- Migrated inventory the old system to it
- Item names in tooltip can now shift a bit to the side when on the left side of the screen to not be covered by the mouse cursor
- Filters and search functions now consider both options when filtering
- Changed the inventory window to allow adding slots 1 by 1
- Inventory now supports pages (and thus unlimited amount of slots)
- All items can now snap to the target slot a lot easier when moving them
- Optimized the saving system to match items in the correct slots while skipping over all empty slots
- The text box showing the current inventory page can now be typed in to instantly switch to a specific page
- Added bank
- Added material bank
- Added a filtering system that automatically switches between graying out wrong items or showing only the correct based on the amount of pages
- Moving from the first/last page now loops back to the last/first one
- Added universal advanced filter for items
- Advanced filter can now save templates
- Added mass transfer option for all containers using the advanced filter
- Advanced filter can now be used to filter automatic item pick up
- Added context menu option to show recipes that the selected item is used in
- Advanced filter can now be used to sell items en masse
- Crafting can now use materials from the material bank and inventory at once
- Items in inventory can now be locked
- Item in inventory now directly show their value in their slots when viewed with the trade window opened
Leveling system rework
- I realized this is the only simple system still in the game so it has no right to exist in this form :D
- Changed level and gathering level into combat level and professions level
- Added 18 new skills to level up
- Changed group experience from total exp average to level average of skills
- Removed all levels from animal form and made it scale based on agility level
- Added agility speed bonus and automatically scaling exp gained to offset the steep exp required growth for higher levels
- Combat experience is now stored and gained only when the enemy dies
- Moved anything that depended on the old level to now depend on offense/endurance
- Changed the skill window UI to allow switching between individual skills
- Added gathering and mining passive bonus and rebalanced experience gained from flowers/mining nodes
- Added passive bonus and leveling for all elements
- Added experience conversion system to still allow slow exp gain when "leveling" a skill at max level
- Added a catch up system for offense/endurance to keep both close to each other
- Changed crafting potions to increase crafting bonus (not set it) and added crafting skill
- Changed mana in code a bit to work better with the addition of mana mastery skill
- Added exploration skill
- Added social skill
- Added fishing skill
- Added questing skill
- Added combat and profession experience potions
- Quets can now reward experience to multiple skills, including groups
Gathering and mining system rework
- The numbers are so stupid that they cannot be in the game for any longer
- Rebalanced all drop rates to slowly scale up instead of 1st tier giving 5 items, 2nd 10 and 3rd 3 and similar shenanigans
- Rebalanced all material required for potions - because material drop rate is no longer stupid, it was way faster this time
- Reworked loot generator to be a lot less random
- Rare items now use the same system as common items so with enough boosts, it's now possible to get multiple rare items from one node
- Reworked yield bonus to now gradually increase/decrease yield based on player's level instead of static one upon reaching some level
- Added coal nodes, coal and coal shards
- Edible plants now all have the same numbers, just different loot as it makes no sense to get incresed carrot yield at level 50 when they're everywhere??
Village board upgrade
- Split gathering and mining quests to not combine objectives for both
- Changed the way random quests are generated
- Generated quests can now change their length based on settlement size
- Each reputation can now select specific quest types to be allowed to generate
- Village board can now generate fishing quests
Quality of life stuff:
- The merchant window now scrolls back up when reopened
- It's now possible to search recipes by material used
- Added missing warning about lacking funds when buying items
Wiki:
- I should probably write about it too since it takes 10s of hours every month :D
- Completely reworked the main wiki page
- Drew like 30 new icons for it
- Added API subdomain for the server
- It's now possible to report bugs from the game
- Bug reports now also automatically create tasks in todo. subdomain
Bug fixes and small changes
- NPCs no longer stop facing the player when the player closes dialogue with esc
- Forest slimes are no longer so slimy that they can corrupt save files as pets
- Fixed a special magic method that could bypass pet bank's block to not allow adding pets while a filter is active
- Dragging something in the ability bar and placing it on the exact same spot no longer wipes whatever was in there
- Fixed stats updating when throwing out/selling equipped items
- Added 4 amulets for easier night visibility
- It's no longer possible to use spells while UI is active by clicking on them
- Added Vivifica commands to allow changing flags while bypassing their cooldown
- It's now possible to change the order of context menu options
- Fixed glamoured item appearing equipped when the player glamours something in the inventory without any item equipped
- Fixed not being able to enchant items if the previous stat selection required items that the player didn't have
- Training dummies are no longer immortal
- Fixed passive enemies not showing health bar when they get in combat via social aggro
- Fixed opinion not giving reputation for the first time this npc has been interacted with
- It's no longer possible to sit/sleep while in combat
October 2025
World building
- Added beaver huts
- Wasps now drop stingers
- All NPCs now prioritize walking on paths and bridges
- Added antidotes
- Wells can now be used to obtain water
- Water can now extinguish burn status effect
- Added monoliths
- Monoliths can now also give short buffs when used
- Added more cloud shapes
- Added sitting animations
- Player can now sit on chairs
- Player can now sleep in beds
- NPCs can now sit as well
- It's now possible to shit in NPC beds
NPC routine upgrade
- NPCs can no longer talk to each other the milisecond they wake up
- NPCs can no longer talk with chickens
- Active NPCs now save their positions and move to them when loading a save
- It's now possible to decide for individual NPCs whether they are or are not allowed to enter water
- When saving the game at night, NPCs now save their position before entering their beds so it's no longer possible they load outside of their house
- Reworked routines to create a time slot for every hour
- NPCs can now attack
Quest system and dialogue upgrade
- Added Vivifica support to exit dialogue lines early if conditions filter all of the following lines out
- It's no longer possible to see one line in dialogue log twice after speeding up the dialogue
- Fixed broken updating of Vivifica's flags
- Added quest "In search of an antidote"
- Added support for showing only a single reply option if needed
- Quests now show properly if they don't have all possible reward types
- Updgraded dialogue targeting to allow showing a lot of more unnecessary informations
- Coloring dialogue lines based on read text is no longer temporary but stores in the save file
- Vivifica can now combine reply options of multiple different dialogue lines into one to make adding more lore easier
- Vivifica is no longer limited to 4 replies only but whatever amount it needs
- Added "goodbye" option to base NPC dialogue
- Added quest "Brewing an antidote"
- NPC actions no longer let lore dialogue to return back to them when there's nothing else outside of that option
- Lore dialogue can now decide if it should return back to some dialogue point or exit completely
- Vivifica can now use conditions based on the player's progress in each objective specifically (not just quests as a whole)
- Quests can now survive talking to multiple NPCs per quest
- Vivifica can now react to if the player has a pet active
- Hand in quests now support enemy loot as well
- Added a way to bypass dialogue conditions when needed
- The game can now track each quest objective individually and use it as conditions for Vivifica
- Progressing quest objectives can now trigger stuff in the world
- Cancelation of specific quests can now be blocked
- Added quest "Wasp queen research"
- Added more speech bubble lines
- Added a condition to check the current time period to Vivifica
- Vivifica can now block closing dialogue when on specific lines
- Removed caching of speech bubbles as it scales badly
- Speech bubbles can now track cooldown per individual lines and for all lines
- Hand in quests can now decide whether to return back to NPC actions or to close the window on clicking the "leave" button
Bug fixes and small changes
- Fixed NPCs not wanting to wake up
- Fixed NPCs not submerging when walking through water
- Added 15 lines of fallback dialogue
- The game now asks for confirmation when leaving to menu/desktop
- Pets no longer aggressively destroy all crates and barrels that happen to exist in their vicinity
- Added Powerfull chill passive skill
- All creatures can now fire projectiles from different parts of their bodies
- Standing birds can now randomly decide to fly away
- Active state of spells no longer gets saved, potentially preventing spells from being used later
- Added tooltip for status effects
- Spell tooltip can no longer show when dialogue window is opened
- Slightly reworked adding different passive skills bonuses to different spells for more flexibility
- Fixed "show quest on map" button creating a new marker on every click, completely ignoring that there's already a billion of them marking the same thing
- Fixed NPCs not waking up properly again (how did it even break this time, it's the same reason as the last time??)
- Birds can no longer reward the player with gold for feeding them even if the player is incredibly stingy with their bread
- Fixed quests all over the place
- Fixed quest panels not scaling properly if there's too many of them
- Enemies can now drop items in stacks
- Added confirmation to cancelling quests
- Fixed animal form using expensive in combat cost to check if there's enough mana while not in combat
- Map markers now sort based on set priority
- Mills can no longer create flour out of the air
- Adjusted Vivifica's text formating to allow formating of instructions as well
- Guidance no longer shows quest ID for hand in quests instead of the quest's name
- Added pet bank and enchanter map icons
- Changed map marker text to now show only when hovered over their icon
- Birds can now fly anywhere and no longer avoiding obstacles
- Everyone now avoids crates and barrels if they exist or not if they're destroyed
- Merchants no longer show merchant lines based on if they're currently working but based on the distance from the counter to allow them showing their lines even if their routine is currently overriden
- Spells with a speed affecting component now properly break crates instead of breaking the game
- Got stuck in a rock once, resulting in a complete replacement of the player's collision system out of spite
- Saving the game while moving down in wolf form no longer breaks the player animator
- Fixed quest journal not automatically selecting a quest when the previous clicked on quest gets turned in
- Fixed quest reward preview not showing its name properly
- All creatures now show their hitpoints bar only if they're aggressive
- Added support for showing telegraphs for enemy spells
- Fixed enemy projectiles not exploding at player's shield but flying all the way to the player
- Fixed player being able to get stuck while using shields
- Player can no longer get stuck in a collider when leaving a boat at the wrong place + removed colliders from boats as they're too annoying
- Fixed shadow barrier status effect not disappearing when it gets broken by damage
- Reworked teleport - it now automatically stops when it hits an obstacle and it also cannot be used to teleport through obstacles
- Changed the green shade of all grass
- Fixed enemies always sliding a bit further when using telegraphed attacks
- Hitpoints bars of passive enemies the player has a quest on no longer hide
- Upgrading skills now just hides the upgrade button instead of spamming annoying reasons why it can't be upgraded
- Reworked the loading screen for a faster loading and with a fade in/out effect
- Added a context menu option to inventory that directly shows the item's wiki page
- Replaced a library for saving the game
- Changed graphics of all mining nodes to fit better with other rocks
- Changed cursor graphics
- Fixed the game actually keeping 5 auto/quick saves at max as it should
- Changing the skin of item in inventory and saving the game after no longer removes the skin from currently equipped item
- Glamour window now opens with a preview set to the glamoured item instead of what is the player wearing
- Fixed mill being able to produce only a stack of flour per "mill all" click even when it happily devoured all wheat possible
- Fixed chests using wrong RNG numbers for generating loot
September 2025
The bird update
- Added pigeons
- Pigeons can now randomly spawn around the world outside of buildings and water
- Pigeons now fly away to a random tree on the map if the player walks too close to them
- Taught pigeons how to deliver messages and items
- Added Vivifica support to queue deliveries from dialogue
- Added 12 more birbs
- Birds can now spawn in randomly sized groups
- If a delivery isn't accepted, the pigeon can now try again later
- It's now possible to feed pigeons with bread
- All birbs can now spawn in larger groups based on the total amount of bread fed
- Birds can now send gifts to the player based on how much is the player feeding them
- Trees now drop leaves when a bird flies in them
- The chance for birds to fly away is now based on how much is the player feeding them
World building
- Items are no longer destroyed when thrown out but they are actually dropped on the ground now
- Removed pop up asking player if they want to throw item away
- Added priority for overrides to let some overrides override other overrides
- NPCs can now collect items they see on the ground
- Added grass to all buildings to make them look more connected to the ground
- Added 7 new crates and barrels
- Crates and barrels can now be destroyed
- Added a respawn timer to crates and barrels
- Added 112 lines of speech bubble dialogue
- Added cauldrons
- Changed provision bonus to now apply only to food (from firepits) and only to potions (from cauldrons)
- Added more rivers, paths and mountains
- Clouds no longer reset on changing weather instantly, they now persist until they fly from what the player can see before disappearing for a more believable flow
- Tempest Strike now increases only wind intensity and not cloud intensity as well
- Firepits and cauldrons no longer spawn on fire but have to be set on fire with a fire spell to be usable
- Added tents and log benches
- Firepits and cauldrons can now be also extinguished with an ice spell
- Added mills and wheat
- Wheat can now be milled into flour
- Added wells
- Added a bridge for poor people
- Added 6 more rocks
- Added 37 lines of dialogue to chickens
- Added 66 lines of dialogue when talking to NPCs that have nothing to say
- Added a new area for wasps
- Added readable notes and scrolls
- Added beaver dams
NPC update + village board stuff
- Added conditional support of weather and location to Vivifica
- Added hand in quests support
- Added "add quest progress" to Vivifica
- Changed village board's UI to look like actual board
- Village board can now generate "hand in" quests
Map and map markers changes
- Replaced "remove all markers" button with "close map" in map window
- Gathering markers get no longer added after mining a node but as long as the player appears in a close proximity
- Town services are now using the same system as gathering markers (must be discovered first to show them on the map)
- Added map markers for "hand in quests"
Amulets
- Took only like 2 years since adding amulet slot to actually add the first amulet :D
- Fixed tooltip to not show stats for equipment with no stats
- Added weather amulets
Spell system upgrade
- Reworked spell data architecture from whatever it used to be before
- Skill system can now track skill points spent per every element
- Unlocking / upgrading skills can now be gated by level and skill points spent in element
Bug fixes and small changes
- Camera shake no longer keeps shaking if entered deep water while channelling Eradication beam
- Animal form animation cloud can now actually disappear when the game is paused
- Thing the player can interact with is now selected based on the distance from player's feet instead of player's center for improved accuracy
- Fixed enemies unable to use melee spell in between of melee autoattacks
- Enemies can now use spell particles for more than 1 spell at once
- Fixed a very tiny chance that the player leaving a tree (they made transparent) collider at the same time when a projectile is in the tree's collider could make the tree permanently transparent
- Fixed elements in spell window not showing colored based on their element
- Added extra frames to death bolt on impact as it had only 1 for some reason
- Fixed map not markers not showing translated quest names
- Floating test showing quest progress can now show multiple lines at once
- Fixed visual glitching of interaction arrow when interacting with a target that has multiple colliders
- Fixed map filter tabs not considering the amount of discovered town services and active quests, potentially not offering to show some of them
- Fixed NPC interaction collider doing some funky stuff with their spell collider
- Interaction can no longer silently lock on a nearby gathered flower and pretend like it's not locked on it despite not being able to lock on NPC standing a bit further just because the "inactive" flower spawner is closer
- Fixed rounding issue resulting in levels up to like 10 not giving any stats
- Fixed Eradication beam lvl 2 not slowing on hit
- Fixed Thunder orb lvl 2 not stunning regular enemies
- Deathbolt no longer increases its damage based on all targets in range but only those affected by Plague
- NPCs are no longer stuck in combat with the player for eternity
- Pets no longer switch between blue and green hitpoints bar based on their feelings
- It's no longer possible to bypass hidden reply options in dialogue by simply pressing a keyboard key to run them anyway
- Gathering quests and bees can no longer use food based plants like blueberry bushes
- Fixed Tempest strike interrupting the code flow instead if it cannot interrupt attack on its target
- Fixed exploit allowing obtaining unlimited amount of skill points
- Redrawn all trees because they had too huge pixels before
- Large interaction collider (like mills) no longer instantly close the dialogue
- Fixed attacks getting interrupted when a bird group tries to spawn in deep water
- Fixed fishing not usable on a boat
- Fishing no longer breaks when spamming the spell
- Loading a save file while in the middle of forced weather intensity no longer causes the weather to be stuck in that intensity
- Dialogue autoplay no longer closes dialogue only when it hits a fallback line
- Fixed funny shenanigans that Vivifica did to long term memory timers
- Vivifica can now execute commands instantly on opening dialogue
- Added support to allow NPCs give extra info about quests while they're already accepted
- Changed "Visited NPC" flag to no keep increasing much slower
August 2025
Complete enemy AI rework for the 7th time
- Yep, it's the time of the year and I'm still not happy with this :D
- It can no longer survive pathetic 200 creatures fighting at once but 500 at 50fps (or 1.5k with HP bars off)
- Added factions
- Added a multithreaded targeting system for all creatures
- The targeting system can now find all hostile/friendly targets around it and pick the optimal spell - creatures can now target each other, not just the player
- Every enemy spell can now use target searching distance and range from its target to walk to, in addition to the simple spell ranges
- All creatures now know who is in combat with them and who are they in combat with
- If an enemy is attacking a target healed by a healer, this enemy now gains aggro towards the healer from each heal
- The targeting system can now also process cooldowns for even better perfomance
- Added spell queue to creatures to make sure they always have some spell to use
- Targeting system now prioritizes targets with aggro, it can also drop 2 targets out of combat if they're too far from each other or set them in combat if they're close
- Targeting system can now select multiple best spells, every spell can also have a different amount of optimal targets and the minimum required amount of targets to even be considered using
- Removed special attack slot (spells do literally the same thing, it just made it confusing)
- Creatures can now use search distance of every spell to find targets in range but they can also override it if there's someone outside of the distance but still in combat
- Reworked status system a bit to work with the new enemy system
- Enemies no longer have a set chance to dodge per level but a dynamic based on their level and the level of attacker
- Player now gains / loses evasion based on their and enemy's level
- Removed base 5% dodge chance from player stats and added a 65% dodge chance cap from gear and 95% total
- Added relation override to always treat neutral factions as hostile if the player attacks them
- Added another aggro state - aggro on enemy HP bar now turns orange if this enemy is in combat with player but the player isn't their current target
- Status effects no longer have a 100% chance of applying and can be evaded along with the damage of the source attack applying them
- Automatically assigned symbols if an enemy is required for a quest can no longer overwrite pet stance symbols
- All enemy spells can now filter targets based on target's hitpoints and status effects
- Changed priority for all enemy spells
- Loot system now also adjusts drop chances based on the player's contribution to make sure they won't randomly get loot from creatures they didn't even hit
- Pets are now using a blue hitpoints bar to make it easier to find them
- Added another spell queue for instant spells only to not interfere with regular spells and allow casting instant spells while casting other spells
- Adjusted social aggro to give healers only a slight advantage and not a straight up privilege where nobody used to care about the suffering of damage dealers at all
- Added a delay before creatures start passively healing
- Switching pet stances is no longer blocked by player being in combat but the pet being in combat
- Removed simple displaying of name above friendly NPCs and replaced it with enemy tooltip
Localization support
- Added a system that can cache text or pull it from database
- All system messages can now be translated
- All hardcoded strings can now be translated
- Added translation support for all items and NPCs
- Added translation support for all tooltips
- Added translation support for dialogue and speech bubbles
- Added translation support for the entire UI
- How is there's 1,3k texts already with no quests nor dialogue???
NPC upgrade
- NPCs now stop and keep turning to player until player moves out of their range
- NPCs talking to each other now have a 30% chance to skip over unconditioned dialogues to give a higher weight to the conditioned ones
- Talking to NPC that is talking to someone else now opens a special dialogue options (similar to when the NPC is sleeping)
- If 2 NPCs talk to each other, Vivifica can now make sure both of them know the name of who are they talking to
- If player interrupts conversation of 2 NPCs, the other NPC now says their goodbyes
- Migrated NPCs to the new universal animator
World building
- Chickens no longer lay eggs on a timer but only if the player convinces them
- Nearby trees now drop leaves on Meteor impact and other ground shaking effects
Gathering quests
- Added gathering quests
- Added a system to block removing quest items from inventory
- Reworked gathering markers - they no longer unlock on exploring the zone but one by one when the player interacts with the spawne
Bug fixes and small changes
- Death screen now also offers to select which save file to load
- If someone heals an enemy to max hitpoints before someone else finishes casting their heal, it no longer breaks their attacks
- NPCs no longer break loading the game out of saddness if the player reloads a save in their range
- Fixed spell tooltips to say "No cooldown" instead of -1
- Enemies are no longer stuck targetting themselves with damage spells after their heal goes off
- Fixed pets killing themselves with healing spells
- Dialogue no longer breaks when returning a finished quest with no dialogue (like reputation quests)
- Accepting quest with a reward followed by finishing quest without a reward no longer breaks
- Speech bubble text and graphics now fade in / out together instead of the graphics only
- Fixed signs and guideposts not showing text on first interaction
- Fixed firepit and anvil map markers not showing properly
- Fixed weapon not appearing when loading the game in a wolf form
- Pets no longer use default animation loop duration but the one they steal from the actual enemy
- Fixed enemies gaining aggro against player if they apply bleed from the elemental bonus
- Fixed dots on enemies not being affected by damage multipliers
- Manual pet target can now be set to neutral creatures as well
- Throwing an item away while the merchant window is opened no longer blocks it with a warning to sell it but it sells the item right away
- Selling items by dragging or from their context menu was obviously not enough so they can now be sold by shift+right clicking as well
- Fixed status effects randomly deciding to not do the last tick but I still have no idea why
- Fixed pet spell tooltip not showing spells unless the pet is active
- Fixed Eradication beam rarely not expanding properly at low frame rate
- Fixed creature dots not using damage bonuses
- It's no longer possible to move pets across saves by making the pet die, load a save while in combat and wait for the pet to revive in another save
- Plague surge no longer tries to plague the processor by spawning a billion of projectiles
- Thunder orb can no longer fly through obstacles
- Pets no longer attack training dummies unless the player wants them to
- Mind control no longer breaks if the target dies in the middle of casting
- Fixed fishing rod animation instantly restarting when using it on deep water twice in a row
- Mana potions now actually properly add X % of mana instead of setting mana to X % of maximum.. how have I never noticed this, I have no idea
- Removed devroom (too annoying to maintain), replaced with command to just spawn merchants
- Beds no longer keep moving after NPCs leave them
- Crafting window no longer just color recipe clicked on save load but it properly click on the recipe
- Fixed inventory and crafting search bars ignoring translated item names
July 2025
Global NPC movement simulation
- The game can now collect positions of all NPC over the entire day for this system
- NPCs should use these positions when out of player's range for map markers
- NPCs can now be simulated to essentially move anywhere on the map
- NPCs can now materialize when close to the player and become simulated again once they're too far
- Built multithreaded and so cheap that it can simulate moving 8 million NPCs with 200 million coordinates at once with barely any processor load
- NPCs now properly teleport to where they should be after fast forwarding time
- Human NPCs can now face up/down as well
- NPCs now treat routines as a "recommendations" but the time they actually switch to them is randomly generated in a timespan of 2 hours for every day period
- NPCs now automatically face each other / player when talking
Quest system rework + reputation stuff
- Quests can now have multiple objectives and steps (not just one like before), this also means having to disable everything related to quests
- Village boards can now actually give quests
- Changed quest text formatting
- The quest journal can now display quests again
- Changed the way quests add progress to a much more versatile system
- Upgraded quest text formatting for journal and active quests panel
- Clicking on a quest in the active quests panel now opens this quest in the journal
- It's no longer possible to accept already accepted quest from the village board
- Quests can now be turned in again
- Map markers can now track NPC real and simulated movement across entire Torisia
- All journal buttons work again
- Quests with multiple objectives per step can now dynamically remove markers of finishes objectives
- Quest map markers now show the quest name above them
- Guidance set to quests can now switch between guiding to objectives if a step or objective is finished
- Added context menu to quest map markers to open the marked quest in quest journal
- Guidance now locks to the closest objective the current quest step has
- Enemies now show a quest icon next to their hp bars once again
- Speech bubbles can now be affected by reputation
- Quests can give item rewards again
- Allowed quests to give multiple items
Dialogue system rework
- Dialogue is now extremely flexible and can do literally anything
- Added a system that can determine how many actions does NPC have (trade, quest, etc). If there's 1, it triggers instantly, otherwise it opens a reply dialogue with choices
- Integrated accepting / turning in quests through this system
- Replaced petting with interaction button to petting through the reply options
- Fixed dialogue window never disappearing when walking away from signs
- Dialogue can now spawn items
- NPCs can now store informations in their long term memory from dialogue
- NPCs can now choose different dialogue based on the last time of something happening (like giving player some item)
- Player's actions can now change NPC's opinion on them
- Added opinion decay
- Added cooldown to changing opinion
- Added "OR" condition support to dialogue
- Added priority filtering
- NPCs can now change dialogue based on what status effects does the player have active
- Added text formatting to dialogue
- NPCs can now use speech bubble to show a heart
- Added a way to check for reversed conditions
- Added many, many more instructions
- NPCs can now be woken up at night
- Unavailable reply options are no longer hidden but written in gray text to make them look unavailable
- "Skip button" now looks for quests to accept/finish in the current dialogue tree and skips to them
Speech bubble upgrade
- Added a chance to control how often will speech bubbles appear
- Removed some conditional variables and replaced them with Vivifica conditional system
- Speech bubbles can now execute Vivifica's instructions
- Converted annoying NPC memory data (like the time of last visit) into flags so Vivifica can use them too
- Merchants can now try to scam the player
- NPCs can now stop and talk to each other
- NPCs can now leverage other systems to talk to each other based on current in game condition (weather, etc.)
- Merchants are no longer allowed to yap about store related stuff when they're not in a store
- NPCs now exchange goodbyes before leaving
- NPCs no longer exchange goodbyes before leaving because it clutters the screen
- Moved conditional system for 2 NPCs talking to each other from a simple checks to use the power of Vivifica
World building
- Added more rocks
- Added smithy and its furniture
- Added alchemy furniture
- Added smoke effects to chimneys (affected by wind)
- Petting NPCs now overrides their routine and makes them run right into player's hands for love and cuddles
Bug fixes and small changes
- The crafting window can now change the item's glow color even if it's not equipment
- "Use" button no longer appears in the context menu of fish
- Fixed position of interaction markers
- Guidance no longer shows incorrect text
- Fixed weird sizes of quest markers
- Fixed quest markers appearing above all npcs at once
- NPCs can now offer multiple services (like trade + enchanting)
- Fixed dialogue not triggering instructions if not progressing by using a reply panel
- Beds no longer make NPCs disappear
- Entering deep water now stops casting spells
- Blocked allowing rebinding keys to W, A, S, D
- Closing the dialogue by pressing a key tied to clicking on a reply option that closes it can no longer fire spells using the same keybind after
- Chickens can no longer talk when asleep
- Convinced the corruption device to stop corrupting save files by trying to save instance specific stuff
June 2025
Added fishing
- Added fishing animation to work with any weapon
- Added fishing minigame
- Added 4 various fish behavior
- Added 53 fish
- Added 7 fishing rods
- Added 15 fishing items
- Added boats
World building
- Changed the way randomized line in speech bubbles are randomized
- Added 38 speech bubble lines to merchants
- Added slugs
- Added beavers
- Added wasps
- Added corrupted carrots
- Added a place for Larosia village
- Connected Larosia to the roads and added Loch Lasia
- Built Larosia with 6 houses and 4 other buildings
- Added a lot of non-gatherable plants
Added weather
- Trees and bushes now sway in the wind
- Added rain
- Changed the time system to work better with weather
- Changed the old cloud system to a more randomized one
- Added random weather generator
- Leaves now drop out of trees in heavier wind
- Trees far away can no longer run weather animations and eat perfomance for no reason
- Added thunderstorms
- Tempest strike can now use these effects when it's being casted
Added reputation
- Added reputation to all settlements
- All merchant prices in settlements are now affected by reputation
- Changed quest data structure for much better versatility
- Added the village board
- Added UI window for the village board
- Added a kill quest random generator
- Reworked old fast travel system to work with reputation
- Added the fishing guild
Bug fixes and small changes
- Fixed regeneration not regenerating
- Fixed enemies calculating damage multipliers twice
- Fixed wrong animation for water tiles
- Added animated pebble tiles in water
- Enemies can no longer use Shadow warp (and get stuck) if their target is in deep water
- Fixed storm clouds disappearing instantly when casting Tempest strike
- Added even more enemy abilities
- Enemies are now less stupid when deciding on who to heal
- Dots are no longer broken and only mana burn can actually burn mana again
- "Release pet" button now releases the pet instead of releasing memory by crashing the game
- Player weapon can now hide behind obstacles out of combat
- Typing in the search bar of glamour window can no longer trigger keybinds
- Fixed not being able to throw abilities out of the ability bar when moving them to a specific position
- Blocked being able to buy multiple equipment pieces with one click
- Fixed fast travel spawning at a wrong spot
- Fixed enemies playing moving animation while standing still
- Sorting items in inventory now also stacks whatever can be stacked
- Fixed consumables from merchant removing their item level on buying
- Light sources can no longer shine through roofs
May 2025
World building
- Added Magdora village with 5 buildings
- Added a ton of furniture
- Stores now allow buying things directly off the shelves
- Changed collisions to be more precise
- The current zone now shows on screen when changing them
- Houses are now a part of the main world and their roofs become gradually transparent upon entering
- Projectiles now properly hide behind trees and tall objects while mid flight
- Changed the zone size from 320x160 tiles to 512x512
- Destroyed Magdora village and moved it to the new map in a completely different layout
- Added new terrain tiles
- Reworked all old terrain tiles
- Added texture to water with animations
- Reverted zone preloading system to avoid loading screens back to using loading screens due to too many complications not worth the fixing (especially with a lot larger zones) even when the original system took me like 40 hours :D
- Added many trees and bushes
- Added 10 rocks
- Fixed map markers to fit the new map size
- Changed the old map in UI from a lame screenshot to something manually drawn
- Enemies and gathering nodes can now be visible on the map only after exploring the current zone
Chest rework
- Chests now give specific loot based on their types
- Chests can spawn locked
- Added 18 keys and 6 key recipes
NPC routines
- NPCs can work and go to sleep now
- Routine now changes based on the current ingame time
- NPCs are now allowed to yap
- Added a system to show speech bubbles based on priority, completed quests and reputation that's not even added
- Added different triggers (random talk, player close, player leaving)
- Added conditions for short term things
- Added long term memory to npcs to remember things like gold spent, last time player visited, etc
- Added 11th condition to also allow formatting text so that npcs can say what are they selling
Status effect system rework
- Improved damage over time perfomance by a tiny bit so the the game can no longer handle just 800 distinct dots active at once but about 2.5 million
- Centralized statuses for all creatures
- Actually made sure that only Freeze spell can apply slow once enemies unfreeze and not everything possible with a freeze effect
- Removed permanent damage status effects
- Reworked Flashward lvl 2 to no longer give permanent status effects
- Added a way to track every damage over time stack individually for future spell additions
- Added simple status effects that were not in the game yet for some reason??? (increase / decrease dmg done, increase / decrease damage taken)
Bug fixes and small changes
- Animal form can no longer stay stuck in sspell queue permanently
- Bees can no longer become insane if there's less than 4 flowers per zone
- Removed pets automatically disappearing while in animal form
- Removed a loop hole allowing to hide a pet when in combat by doing so while animal form is active
- Pets can no longer be released while in the middle of combat
- Submerging in deep water works correctly again
- Added animations to enemy melee abilities
- Readded saving the target location for spell queue
- Clouds no longer appear in buildings
- Centralized all UI items scripts into a single one
- Fixed wrong prices and centralized it in preparation for future reputation system
- Added blueberry bush
- Added many recipe designs based on the item type they teach
- Crystals no longer drop based on the current zone but based on whatever enemies want to drop
- Enemies can no longer drop only one item but as many as the RNGesus allows
- Completely rebuilt economy for a better scaling and future changes
- Added recipes for slime gear set
- Fixed gear showing in crafting preview
- Glamour text can no longer show in tooltips of unglamoured items
- Fixed using incorrect frames for player animation after changing zone
- Chickens can now lay eggs
- Added a way to make special attacks and spells spammable if needed
- Added 8 enemy abilities
- Reworked status effect applying to remove confusion while adding increased/decreased dmg taken status effects
- Added Fortify and Armor break abilities to enemies
- For some reason I didn't notice pets could never run cooldowns again if they got hidden/died in several months (fixed now)
- Added tiny status effect icons to be readable on tiny enemy hitpoints bars
- Allowed enemies use Freeze and added it to newly added Shadow warp
- Enemies can now heal each other based on a priority system
- Fixed automatic targetting by spells
- Added social aggro to let weak enemy classes call for help,
- Added disruptor class for enemies
- Reworked pet tank stance from "permanently holds aggro" to "gains a taunt spell"
- Fixed damage intake by pets not being affected by resistances
- Setting to block showing floating numbers is no longer broken
- Added Corruption status effect
April 2025
Added glamour
- Every collected item now unlocks as a skin
- Skins can be applied to any other equipment of that type
- Added preview to the glamour window
- Player model in preview can now be turned around
- Added filtering by name and background to the preview
- Items no longer need to be equipped to change their glamour
Gathering upgrade (continuing from March)
- Added 12 plants
- Added 24 materials
- Added ethereal dust
- Added 5 plants that produce food
- Plants now give more materials based on if it's a day or night
- Added 45 recipes for all consumables
- Added cooking ingredients
Combat rework
- Extremely improved casting visuals
- Added particles to explosions, trails and casting
- Completely changed meteor model
- Added cast timers to all offensive spells
- Moving no longer breaks spell casting but casting slows down the player
- Removed global cooldown as it's no longer needed when damage spells aren't instant anymore
- Changed spell targetting
- Your weapon no longer likes water and will actively try to avoid being in it
- Broke half of the game to do this but it's worth it
- Changed meteor lvl 2 from increased speed to damage increase based on target's distance from impact epicentre
- Reworked teleport - changed animation to fit the new system more, reduced range from 5 to 4 tiles and increased speed from 15 tiles/s to 80 tiles/s
- Reworked Plague, Plague Surge and Thunder orb into fast projectiles from being instantly applied to the target
- Migrated all other spells to the new system
- Changed graphics of all shields
- Changed the item generator formula for a linear stat growth
- Percentage based stats are now used as rating which converts into percentage based on the level
- Adjusted tooltip to include the conversion
Bug fixes and small changes
- Added Hivebender
- Added Grassy staff
- Item preview now shows gold obtained from trading as well
- Sell / throw away buttons are now always the last ones in context menu
- Mechants are now visible as map markers
- Fixed gear visuals not loading until player moves
- Added other 5 essence nodes
- Fixed crafting in batches taking more material than it should
- One recipe item can now unlock multiple recipes
- Fixed something but I forgot what
- Added death screen
- Guidance now also shows the distance to the target
- Quest markers are now clickable again
- Fixed pets not submerging properly
- Fixed input window literally not even opening
March 2025
Rewriting enemy AI script (for the 6th time so far)
- The previous version was supposed to be better with a new structure but it's actually worse
- But I didn't really do anything new.. at least it can run more animations
- And 200 slimes at once in combat now run at 50 - 100% more FPS, yay :D
Spell system rework
- Spells no longer have 5/6 levels but 1-3
- Removed all spell levels that improved numeric values and thus were really boring (like +5% dmg). From now on, spell levels will change only the mechanics of spells
- Light and nature spells are no longer support only and both elements will get their own damage spells
- Spell tree is no longer based on spell type but it's split by elements where each element branch now has its own damage, defense and utility spells
- Added Divine Hammer as the first damage light spell
- Old spell changes in detail:
- Fireball - Removed all levels. Old lvl 6 (dot), moved to lvl 2
- Divine aegis - Removed all levels. Old lvl 5 (dmg reduction on hit), moved to lvl 2
- Meteor - Removed all levels. Old lvl 5 (increased speed) moved to lvl 2
- Frostbolt - Removed all levels, added increased projectile speed if the player is moving
- Regeneration - Removed all levels except 5 (dmg reduction), moved to 2
- Teleport - Removed all levels. Old lvl 2 (iFrames while teleporting) is now baseline. Old lvl 3 (teleporting doesn't interrupt casting) moved to lvl 2
- Flashward - Removed all levels. lvl 5 (dmg increase) moved to lvl 2. Recharging mana on hit (old lvl 3) is now baseline and it's scaling based on dmg taken
- Eradication beam - Removed all levels. Old lvl 3 (moving while channeling) is now baseline. Old lvl 5 (slow on hit) moved to lvl 2
- Shadowlight barrier - Removed all levels. Old lvl 3 (shield for both barrier types) moved to lvl 2
- Fire barrier - Removed all levels. Old lvl 5 (increase dmg based on dmg taken) moved to lvl 2. Old lvl 3 (recharging mana on hit) will be moved to enchanted book
- Ice barrier - Removed all levels. Old lvl 5 (dmg reduction) moved to lvl 2
- Tempest strike - Removed all levels. Old lvl 5 and lvl 3 (stun) moved to lvl 2
- Plague - Removed all levels. Old lvl 3 (reduced dmg done by enemies) and old lvl 5 (enemies take more damage) merged and moved to lvl 2
- Deathbolt - Removed all levels. Old lvl 3 (more damage for amount of targets) is now baseline, lvl 5 (instakill chance) moved to lvl 2
- Thunder orb - Removed all levels. Old lvl 5 (stun) moved to lvl 2
- Mind control - Removed all levels. Old lvl 3 (pet stances) moved to lvl 2, Old lvl 6 (pet stances upgrade) moved to lvl 3. Old lvl 5 (immortality after death) moved to enchanted book
- Freeze - Removed all levels. Old lvl 5 (slow after unfreezing) moved to lvl 2
- Rebalanced all spells
- Fixed bleed not removing itself on enemies who are over 99% of hitpoints
- Added secondary elemental effects for nature and light spells
- Added poisoned arrow
- Added ghost arrow
Added essences
- Added essence collecting nodes
- Added 18 elemental essences as a new long term consumable effect
Crafting rework
- Redesigned crafting window
- Improved QoL
- Added recipe filters and sorting
- Added a much better way to show material tooltip
- Improved perfomance with a lot of recipes
- Equipment can now be crafted as well
- Changed provision bonus to "firepit bonus" and it's effect to "give X% more stuff"
Gathering upgrade
- Added bees
- Added beehives
- Bees can now pollinate flowers
- Added collecting honey from beehives
Bug fixes and other changes
- "Throw away" button is now throwing items away instead of throwing errors
- Slowing frozen enemy no longer breaks the freeze
- Pets can now be transfered to the pet bank from the quickswap window anywhere and without the pet trainer. Apparently this existed for a few months as a bug but it's a feature now
- Enemies are no longer imunne to damage when they have no resistances
- Items with elemental stats/enchanted can now be bought back from vendors with those stats intact
- You can no longer accidentally interact with NPCs when in menu
- Fixed Mind Control's lvl 6 damage boost for pet damage stance scaling too stupidly
- Added slime as a loot
- Added a way to see all worn items (not just the weapon anymore)
- Added a full set of slime armor
- Added corrupted trees
- Changed the graphics of crystals
- Meteor can no longer overshoot its target
- Enemy tooltip no longer shows weird numbers as the enemy resistances
- Added corrupted mushrooms
- It's no longer possible to see map markers through the fog of war when moving
- Enemy souls can no longer give 0 stats
- Added more mining nodes
- It's no longer possible for 2 floating numbers to appear if an enemy projectile hits an immunity
- Enemy spell cast now cannot be interrupted by quickly running around them
- Elements in enemy tooltip changed from showing damage increase / decrease to elemental resistances
- Added animation to Mind Control
- Changed Fireball, Meteor and Frostbolt graphics and lightning
- Fixed player not turning to their Mind Control target while casting it
- Mining nodes are no longer level locked but they give 30% more material after reaching a certain gathering level
- Fixed a very interesting way in which it was recalculating skill points after resetting skills
- Staff light now shows the current casting progress
- Fixed Plague Surge counting passive enemies for the increased Plague duration at level 2
- Big objects (like trees) now become transparent if something (like enemy or player) is behind them
- Spells can now detect these big objects and appear as if they're flying behind them
- Fixed consumables not removing their effect after their timer runs out
- Camera shaking no longer breaks when you move
- Fixed inventory not being able to intake over 2 stacks of items at once
- Added dev room
- Added level up animation
- All creatures can now be visibly on fire and stunned
- Fixed empowered elemental damage even on enemies with this element neutral
- Teleport spell no longer teleports you to the wrong spot
February 2025
Stats upgrade
- Removed life leech (trying to balance it worked too well at leeching my life as it seems it can be only either broken or useless)
- Added torment, havoc and precision
- Added elemental resistance to enemies
- Reworked enemy tooltip
- Enemy tooltip can now also be shown while in combat by holding ALT
- Reworked item tooltip
- Reworked damage intake for everything to allow elemental interactions
- Reworked floating damage numbers
- Added elemental power, resistance and penetration to player
- Combined attack speed and casting speed into haste
- Added enchanting
Map rework (continuing from January)
- Added fast travel
- Added context menu for map markers
- Added guidance for markers
- Added fog of war
- Added custom markers
Quest system rework
- Code is now rewritten to introduce more funny bugs and prevent future spaghettification
- It's now obvious which quest tab is clicked on
- Added guidance, switching quest tracking and canceling quests buttons to the quest journal
- Quest items can now be thrown away and collect quest spawners will respawn only what's missing back while preventing camping on a single spawner
Bug fixes and other changes
- Training dummies now show DPS taken instead of HP on their HP bars
- Added Soul of luck
- Fixed crit chance not updating properly in UI
- Fixed lvl 5 Plague surge increasing Plague's duration stupidly
- Changed base mana regeneration from percentage of the mana pool per second to 10 per second
- Renamed auto/quick saves are now automatically transfered to manual saves
- Added glow outline based on rarity around items
- Added dev console
- Fixed item generator bug that wasn't even a bug
- Fixed weird fireball lvl 6 dot damage scaling
- Fixed spells not adjusting their global cooldown to haste in their tooltip
- Certain spells no longer shoot from the player's body but from the tip of their staff
- Recipes now get destroyed after learning them (I have no idea how did this even stop working???)
- Fixed consumables resetting their type when selling and rebuying them from a vendor
- Staff no longer hides if there is anything in the spell queue
- Interacting with stuff now has animation (and it's now used for gathering flowers too)
- Added petting (very important)
January 2025
Map rework
- All quest markers are now generated automatically
- Added zoombar to the map
- Zoombar now has + and - buttons
- Map markers can now automatically scale based on the zoom
- Added map changing
- (And spent another 28 hours just to do it without loading screens)
- ... and 12 more hours to fix bugs that came from it (that I know of)
- Removed respawning after death (too OP and strong abuse potential)
- Added map marker filters for enemies, town services, quests and gathering nodes
- Added automatic database updating to track globally visible markers (quests, portals, etc)
Ability bars upgrade
- Updated spell tooltip - added skill type and radius/range
- The main ability bar now shares the same keybinds for both spell sets
- Added 2 more ability bars
- Ability bar abilities are now clickable
Bug fixes and other changes
- Changed dragonfly transformation into wolf form
- Fixed pet stances not resetting when resetting the spell tree
- Added "reset to default" button to settings
- Fixed pets taking way too much damage from poison
- Food with periodic shielding is now refreshing the shield even when the older one isn't fully depleted
- Wolf form now automatically changes into a beaver form while in water
- Added enemy souls
- Fixed what objects stay in front of or behind other objects in the game world
- Animal form can now be used in combat but for a high cost
- Fixed pets not generating properly (again)
- Normalized size of the top bar of UI windows
- Tooltips can now move around the cursor if a part of them could be hiding outside of the screen
- Broke quests by trying to fix them only to realize they weren't broken so I actually had to fix them after
- Rewritten spell tooltips for clarity and more info
- Redesigned main menu
- Fixed pets also doing insane damage with poison
- Fixed items with value 0 being sellable
- Fixed quest not removing themselves properly if another save is loaded
- Added a button to turn on/off quest log displaying on the right side ingame
- Added Eternity
- Fixed broken equipment loading
- Added "active" in quickswap window if pet is active
- Added keybind modifiers (shift, ctrl, alt)
December 2024
Combat rework to make it more fun
- All damage spells got drastically reduced cooldowns
- Casting times also got drastically reduced
- Mana regeneration is now slower
- Mana regeneration now also depends on the amount of mana left
- Might need to make it less fun later
- A lot more spells now trigger global cooldown
Upgraded consumables system
- Optimized consumables usage
- There are no longer pathetic 2 potions but 72
- Added rejuvenation potion
- Added unlimited potions
- Added combat potions (dmg, crit dmg, crit rate, haste, cooldown reduction and mana regen potion)
- Added utility potions (wealth, dragonfly, water movement, gathering, rarity, light)
- Added food with 8 different effects
- It's now possible to cancel active potion (or any buff) effect by right clicking on its buff icon
Bug fixes and other changes
- Changed the way stat calculation works
- A tiny delay when spam buying things is now even tinier
- Fixed scaling of item icons in the vendor window
- The newly obtained item preview no longer gets stuck when opening the UI windows
- Added a firepit that can set you on fire
- Added enchanted book for fireball
- Added training dummies
- Fixed being able to have 2 pets active - if the main pet dies and the player captures another pet while still in combat, the old pet revives but the new pet stays active as well
- Pet stance can no longer be changed while in combat
- If pet triggers it's immortality from lvl 5 mind control, the pet stance now switches back to the original one and the pet no longer stays in a forced tank stance
- Current hitpoints now load from the save properly
- Spell queue can no longer keep running effectively enabling the spell to be queued for as long as is the spell's cooldown ??????? Edit: I have no idea what this means either but I'll keep it here in case I remember
- Added Thunder orb spell
- Fixed selling items not removing that item from the ability bar
- Selling items to the vendor no longer lags out the trade window
- Added enchanted book for fireball
- Added provision system to crafting
- Added an anvil and crafting via smithing can now only be done when crafting on an anvil
- Added clocks that can track the ingame time
- Very low damage done to enemies no longer disappears out of nowhere
- Added enchanted book for Thunder orb
- Fixed the "[Pet target]" text not moving based on active status effects
- Changed the way active quests are stored
Older changelog
I didn't keep track of the dates here, in fact I didn't keep track of any changes (or at least as detailed) for a while so there are some changes I've probably done (from newest to oldest)
October + November 2024
Added the pet system
- Added the Mind Control spell and it's levels
- Added Pet quick swap window
- Added automatic pet hiding (e.g. when transformed into a dragonfly)
- Pets now give the player stats when hidden
- Added Enemy (and Pet) classes
- Added pet stances
- Added multiple pages to the Pet bank and switching between them
- Added filters and sorting to the Pet bank
- Added context menu to pets in quick swap and the pet bank
Added environmental effects
- Added a new map layer to trigger environmental actions
- All entities can now read what type of tile they're standing at
- Added water ripples when the Player moves through water
- All entities can now submerge in water
- Added a way to let different enemies react to water in different ways (e.g. slimes create water ripples only once they touch the water surface)
- Water now decreases the player speed based on how submerged they are, dirt and stone path increase this speed
Bug fixes and other changes
- Pets can no longer turn invisible
- Game can no longer start with 0 inventory slots
- Text input window now automatically focuses on the text field on its start
- Item level is no longer being shown incorrectly
- Removed Herobrine
- Starting a new game should now actually prevent carrying over items from other saves
- Upgraded the graphics of all progress bars in the game
- You can no longer extremely rarely apply a non existent debuff
- Plague can no longer have negative stacks
- Flash ward's damage buff/debuff now works properly
- Fixed spell animations offset
- Applying a shorter debuff when longer one is active no longer breaks the timer
- Enemies no longer drop out of combat if they're close to the pet but far away from the player
- Added loot notification to briefly display all newly obtained items in the UI
September 2024
- Optimized enemies
- Added spells and new melee attacks to enemies
- Added The Plague, Plague surge and Death Bolt spells
- Upgraded Spell Icons
- Rewrote Enemy script (for the 5th time in total) to allow spell usage, being passive and transfering animations via Mind Control
April to August 2024
- Rewrote the Player and Enemy buff/debuff system
- Rewrote dialogue system to allow replying, autoplay, skipping and showing dialogue log.
- Added the Dragonfly transformation spell
- Added the ability to enter buildings
- Added scrollbars all over the UI
- Added furniture, lamps and trees
- Gold drops are now visible
- Added map biome crystals
- Added inventory expansions
- Added ultrarare loot
- Expanded saving system to allow multiple saves, autosaves and quicksaves
- New game menu
- Upgraded tooltip colors
- Mining nodes with something to mine are now more visible
- Added a way to change keybinds and to turn all of the annoying stuff I added too
- Ability bar now has only a single lined bar that can be swapped
- Added a spell to change in game time
- Added portals for fast travel
- Upgraded UI design
- Added a confirmation window
- Added a system that can force load the game when it gets stuck in loading that's completely useless because my code can surely never fail
- Added the ability to visually see equipped gear
- New player model + animations
- Added more mineable materials
- Added gathering too because there wasn't enough clutter in the inventory
- Added lightning and day night cycle
- Upgraded merchants
- The game can be saved now
- Added the Tempest strike spell
- Map now turns transparent when the player moves
- Added filters, sorting, search and context menu to the inventory
- Added Fire barrier, Ice barrier, Shadowlight barrier, Divine aegis and Flash ward spells
- Changed the skill tree into an actual tree
- Slows/stuns can now determine if a newly applied stun/slow is better and if so, overwrite the old one
- Made the spell tooltip code more confusing
- Changed teleport to allow charging it up
- Added clouds
- Added buff/debuff slots to the Enemy HP bars
- Rewrote enemy script (for the 4th time)
- Rewrote quest system
- Rewrote script responsible for moving items in the inventory
January to April 2024
- Added the mining system with mining nodes, copper and iron bars
- Quests now work again
- Removed system for generating bugs
- Added proximity system to make sure the player can interact only with whatever is the closest
- Quest rewards are now visible in the reward window
- Added the ability to swap gear with a right click
- The dialogue system works again now
- Spent another 2 hours to make dialogue pull 1 line when it needs it instead of like 2 of them every time to save about 2 nanofarts of processing power
- Centralization of the "interact" system has begun
- Broke the dialogue system to reduce dependencies and to make sure it's not all over the place
- (But at least it worked unlike now)
- Added a system for generating bugs
- Added bugs manually because there wasn't enough of them
- Redrawn Frostbolt model
- Added X button to close UI windows and more buttons to open them
- Gold is now visible in the ability bar
- Rebuilt and optimized system for closing and opening windows (It's very cool now)
- Optimized items tooltip
- Created a beautiful system to check if the inventory is full
- Added tabs to crafting window
- Added a way to see the material needed for crafting
- Added a system that can do all the crafting math like crating only as many items as possible
- Added recipes
- Potions can now be used by right clicking them in the inventory
- Added a crafting window
- Turned the Enchanted books and Amulets from stat sticks into having a passive effect instead
- Added Enchanted books
- Loading the game now actually shows icons
- The screen can shake now
- Cooldowns can be saved and restarted after loading the game now
- Added a barely operational save system (it saves like 1 thing)
December 2023 and before
I have no track of what happened before this so here are a few things that I (probably) added
- Added the main menu
- Added Frostbolt
- Added Meteor
- Added Fireball
- Added lame inventory (later changed it into a cool version)
- Added equipping items
- Added spell system
- Added the ability bar
- The ability bar can track cooldowns
- Added the game menu
- Added walking
- Added slimes
- Added floating numbers on hits
- Added collisions
- Added NPCs and talking to them
- Added inventory
- Added everything with enemies (following, hp bars, idle moving, spawners, etc
- Added items
- Added healing potions