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Crossing The Sands›Events›Major Update - Many New Features
Major update

Major Update - Many New Features

Crossing The Sands · published 8 months ago · build 21388790

All eventsPlayers around this dateRead on Steam

This update brings in a bunch of new features that were developed for Toward The Ice plus some additional game-specific changes.

Here's what's new in this release:

  • Added the ability to have a roster of "extra" characters. You can have up to 25 characters total with 6 in the party and up to 19 "extra". These extra characters will stay at an inn when not in the adventuring party, and new characters can be created at the inn. You can also delete a character. Deletion is not permanent until you save the game. I plan to add a confirmation prompt to the deletion process at some point, but there isn't one now, so be careful.
  • The option of using a pregenerated adventuring party. If you don't feel like going through the process of character creation and just want to get into the game quickly, you can start with a pregenerated party. You can always create more customized characters at the inn later and leave the pregenerated characters at the inn via the character roster.
  • A bestiary where you can view info about monsters you've encountered. The more of a monster you kill, the more info is revealed.
  • Resting in the wilderness to regain hitpoints and mana. It will require that the party be in an outdoors zone (somewhere they can camp) and have enough food in their inventory to feed everyone. While resting, there is the danger of being attacked by wandering monsters, and some or all of the party will begin combat asleep. It may be worth noting that areas can have different random encounter chances (and always could in previous releases). I may adjust the amount recovered, but currently the group will recover 6% of their mana and hitpoints per hour of rest, which means two rests will be required for a full recovery. Resting is entirely optional and you can always pay to recharge hitpoints and mana at healers and mana rechargers.
  • Since resting requires food, food shops have been added in various places throughout the game.
  • Adding notes to the map. When you discover something like buried treasure but don't have a shovel, you can add a note to the map to remind you that it's there so you can find it later. Notes are visible as the letter "N" on the map and are stored with your game save data. You can also view all of the notes from a window that can be opened from the overview map and they will be displayed as a pop-up message when you enter the location that contains them. Right now there is just basic note adding and I plan to improve the user interface so you can edit and remove notes.
  • Added footstep sounds. These can be turned on or off via the settings menu.
  • Counterattacking. When dodging or blocking, all characters will have a chance, based on combat skill and level, to swing back at the enemy. Warrior-type classes will also have a very small chance to do this during normal combat when not actively blocking or dodging. You should not expect to counterattack with low-level characters.
  • Better resistance bonuses on items that have them. They've been doubled.
  • You can now drag-and-drop items on the character sheet to equip or unequip them.
  • Some improvements to some spell sound effects.
  • Made some minor changes to a few monsters - things like resistances, hitpoints, and armor class. Don't be surprised if you notice a particular monster being slightly easier or harder to fight.
  • I broke the doors to the guardhouses in the Grand City in an earlier update. This prevented the Miscreant achievement from being unlockable. This has been fixed and you can open them now if you want to take dangerous risks.
  • Added a gateway to the Grand City and adjusted the positioning of some objects so that some rocks no longer appear to hover slightly above the ground.
  • Added a graphics quality setting to the settings on the main menu. Since this is a very low-poly game, it's not likely to affect your frame rate much - it's something more useful for the later games.
  • Added translations for the feedback form so it's easier to send feedback in every supported game language.
  • Added a loading progress bar when entering the main game. It sits at 90% for a bit and that's just the nature of how the zones load in Unity.
  • Game manuals have been updated.
  • Some translation improvements.
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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…