Greywind's Legacy - A Text Based, Skill Progression, RPG · published · build 23767305

Hello everyone and welcome to our Third Weekly Patch Notes!
This is coming a little early as I unfortunately will be very busy with some life stuff for the next few days when I'd normally put the update out. I plan to return to Thursday/Friday Weekly updates starting next week.
Just like last update these patch notes are divided into the Default Branch and Beta Branch Updates. The previous Beta Branch has been rolled into the new Default Branch with some minor tweaks to help ensure stability.
The new Beta introduces a lot of new features and polish focusing on abilities, combat, companions, and UI.
Hope you all enjoy the update!
-Lansdolli
Companions are now fully controllable in combat. Companions are now also able to evolve and have access to the same ability pool the player has. For those who wish to do so you can explore multiple class progressions in one save this way.
In addition to companions there have been many bug fixes and UI changes that should make the game feel more polished and complete. There has also been more content added that should start to make the world feel more full of things to do.
The ability to "Wait" has also been added, so now you can regen by just holding Z while out of combat but be careful the world keeps moving while you wait...including zone bosses.
Autosaving is now in the game, set to autosave the game in a new "0" save slot every 1000 ticks. You can disable this if you so choose in the settings.
Thank you for playing the beta and I hope you enjoy the new features!
You now control companion turns in combat! The companion turn uses the same full combat screen as the player's turn. All combatants shown with the active companion marked with ◄. Actions: Attack, Defend, Use Potion, prepared abilities, and Flee are all available options for each companion.
Companions can use abilities in combat — All effects work correctly including Iron Shell, Cleave, heals, buffs, and elemental damage. The prepare abilities screen for companions matches the player's exactly. same category grouping, same slot limit, same markers.
The follower menu is restructured — Select a companion by number to open their submenu: Equip, Talk, Dismiss. The equip menu shows current gear at the top, accepts all wearable items, and stays open after equipping.
View Stats — Now available from the equip submenu showing the companion's full stat block and gear.
Dismiss Companion — Now requires confirmation.
Level Cap — Companions cannot exceed the player's current level. This doesn't affect hired adventurers.
Evolving — If a companion is ready to evolve and the player skips the dialogue, the prompt returns automatically when talking to them again. A ✦ marks the path from the context menu through the follower list to the Talk option so it is never missed.
Combat — All combatants now use a two-line format: name on the first line, then level, HP bar, HP, MP, ATK, and DEF aligned in columns on the second. Player, companions, and enemies all share the same column widths.
Player — The player row now shows their name and level with a health bar. "You:" is gone.
Levels visible — Companions show their actual level in combat.
Trailing grid coordinates eliminated — The long line of grid coords is gone for new saves. Unfortunately this doesn't apply to old saves. However it is the only part of the update that doesn't apply to old saves permanently (and it is a minor visual one) so feel free to continue playing your old save with no worries!
Combat messages — in group combat pause between phases so the player can read them.
Rebuild — The zone map has been rebuilt to be geometrically accurate. The player marker, roads, and location symbols now sit at their correct world coordinates, a systematic rounding error previously caused all three to be offset from each other.
Roads — Roads no longer render over towns, dungeons, gates, or the player base.
Gates — Gates now appear on the zone map.
Recolor of ?? Tiles — Undiscovered tiles render dim grey instead of bright white.
Location Key — Location numbers continue past 9.
Town Criers — Now report the zone boss's live position.
Warning Signs — Appear on the road before higher-level zone boundaries. One sign per crossing, rendered as a gold S. Stepping on it shows a popup that requires 1. Acknowledge to dismiss. Acknowledging one sign clears all signs for that crossing.
Zone Bosses — Spawn on road tiles and patrol between towns in their zone. Their position and data are correctly preserved across saves and loads.
Autosave! — The game autosaves to slot 0 every 1000 turns. Slot 0 appears at the top of the save menu. Autosave can be toggled in Settings and is on by default.
Ordered Inventory — The inventory is now categorized: Weapons, Armour, Consumables, Materials, Books and Tomes, Quest Items, and Other. It should be much easier to navigate your inventory now.
A main quest is now in the game! It begins automatically on a new game: reclaim Mount Greywind from Axel, find Raltre at Smuggler's Den, collect the three guardian keys, and descend into the Lair of Obcassus. Progress tracks in your quest log with coordinates and checkmarks.
This quest is currently not old save compatible but I plan to be fixing that in the next couple days and pushing an update. UPDATE 6/12 IT HAS BEEN FIXED. Players with old saves just need to talk to Raltre to start the chain.
A second quest opens at level 60 for players who have met Raltre. He will ask you to visit all four corners of the world. The reward is permanently expanded vision for your character!
Live Grids — The active quest screen now shows your current coordinates next to the header.
Wait — Pressing Z now allows the player to "wait". Enemies advance, zone bosses patrol, and regen ticks exactly as if you had moved. Holding it down accelerates this effect.
New Items — Steel Dagger, Axe, Spear, Bow, and Staff now available at weaponsmiths.
Rest at Mount Greywind — now always free and restores full HP and MP.
Intro Fix — The new game intro scrolls from the top of the screen. Pressing Enter while it prints skips to instant.
Item Descriptions — Arcana XP text removed from book descriptions in the inventory to reduce bloat.
Difficulty rebalanced — Normal is now the default with unmodified stats. Easy is 0.8x HP and damage. Hard is unchanged.
Scaling Rewards — Dungeons now reward the player the deeper they go! Every 10 levels a new modifier is applied increasing their loot.
Fixed fleeing from a corner guardian triggering its death sequence and granting loot.
Fixed tavern quests not working correctly
Fixed messages clearing to fast for the player to read
Fixed a crash caused by talking to a specific traveling NPC
Fixed companion abilities not appearing in the combat menu despite being prepared.
Fixed companion MP being deducted twice when using an ability.
Fixed companions always displaying as level 1 in combat.
Fixed armor always equipping to the chest slot regardless of item type.
Fixed companions being able to exceed the player's level.
Fixed the evolution dialogue having no way to return to the theme selection.
Fixed companion ghost entities remaining on the map after dying and reloading.
Fixed teleporting leaving followers behind.
Fixed zone boss spawning a duplicate copy on every load.
Fixed dead hired adventurers reappearing in the guild roster.
Fixed enemies moving on the same turn they first detected the player.
Fixed combat messages clearing before the player could read them in group combat.
Fixed town crier reporting the wrong coordinates for the zone boss.
Companion ghost entities no longer remain on the map after dying and reloading from snapshot.
Teleporting through a gate or using the Teleport spell now brings followers with you.
Fixed some stability issues and crashes tied to ability menus
Fixed some save file issues affecting old saves regarding companions
Fixed duplication issues