Changelog
Newer changelog
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 queue in 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
- Changed chicken laying eggs
- Reworked pet tank stance from "permanently holds aggro" to "gains a taunt spell"
- Fixed damage intake by pets not being affected by resistances
- "Release pet" button no longer crashes
- 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
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
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)
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 some 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