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Crossing The Sands›Events›Crossing The Sands Updated
Major update

Crossing The Sands Updated

Crossing The Sands · published 16 months ago · build 18282229

All eventsPlayers around this dateRead on Steam
  • Added French, Italian, Japanese, Polish, and Turkish translations. These are machine-translated, so could probably be improved. Please share any observations in the discussions area.
  • Added some new quests. There are a few in the Grand Oasis plus one in the Grand City and one in the City of Assassins. Some of them drop items that may be useful in the final battles.
  • Fixed a problem with using items in combat.
  • When using an item, the target select buttons will now show more info, just like when casting a spell.
  • A sound effect will now play when a battle begins.
  • Characters with the hide skill will now attempt to remain hidden after a backstab. This will make a skilled thief or assassin much harder to kill.
  • An image will now be shown on characters or monster groups when a hit is scored to give a visual indication of who's taking damage.
  • Healing a character who has taken enough damage to put them into negative hitpoints will no longer require healing the negative damage before they regain consciousness. Instead, they will be treated as if they have 0 hitpoints. This should make it easier to get fallen allies back into the fight.
  • The large overview map can now be shifted up, down, left, and right with new arrow buttons or the arrow keys so you can view the far areas of larger maps.
  • Added a couple hints to the main line quest flow so it might be a bit easier to get back on track if you miss a step.
  • Added some tooltips to the character creation window so you can see how your hitpoints, armor class, or mana is being affected by your ability score rolls. Thanks to Bumpy McSquigums for the suggestion.
  • When all members of a monster group are killed in combat, its image will dim to indicate that it's been defeated.
  • You can now hover the mouse over the hitpoint and mana bars of your characters to see the exact values.
  • Shops, healers, rechargers, and curse removers will now show character names on the numerical selection buttons.
  • Hidden characters now have a bonus to flee from combat.
  • The game intro no longer auto-advances. You'll need to click the arrow (or hit enter/space or a controller "select" button) to advance the text. You can also skip the intro by hitting "escape".
  • Increased the shadow render distance so that shadows will no longer weirdly appear as you approach objects.
  • Improved the speed of the mouse scroll wheel for the quest log and message log windows.
  • Made some improvements to the UI for non-16:9 screen resolutions.
  • Improved button focus behavior for the spellcasting window.
  • Fixed an issue that could cause shop items to be displayed incorrectly.
  • Items that cannot be sold will have the sell button grayed out in shops.
  • Shop transactions will now play a coin sound effect. It's a minor thing, but it makes me happy to hear it.
  • Fixed an issue where it was possible to get stuck at in the southeast corner of the Forgotten City.
  • Translation improvements for all languages, including tooltip text on the character sheet, monster names, using items, and chest trap effects. Also translated the achievements into all available languages.
More from Crossing The Sands

Other announcements

All events
Major update27 Aug 2026Game UpdatedFixed an issue that could cause Steam achievements to be delayed or fail to trigger. · Changed non-stackable buffs so that the duration will renew when re-cast on a character that already has that effect. · Pure spellcasting classes now get a bigger bonus to natural mana regeneration when walking around. · Pure spellcasting classes now have a higher base minimum amount of mana per level up. · R…In-game event22 Jul 2026Game UpdateChanges in this update: · Fixed an issue that would cause identifying items to be far too difficult for very high-level thieves. · Mana and hitpoint drain amounts from special attacks now depend on the level of the attacking monster. · Added some basic animated open and close transitions to some UI windows. · Monsters will visibly shake a little in combat when they're hit.In-game event22 Jun 2026Larger InventoryCharacters now have 12 inventory slots instead of 8. Resting is now faster. The chance for thieves, mercenaries, and skalds to detect and disarm traps on chests has has been increased. As a reminder, detecting traps is modified by intelligence and disarming is modified by dexterity. First-level thieves will still not be very competent, but by level 15 or so they will be pretty reliable. The lev…