
This update expands dungeon and overland exploration, improves combat automation and performance, and introduces persistent settlement trading.
Players Manual has been updated to latest game release.
Added submerged terrain for underwater dungeon areas.
Added a visible breath meter while submerged.
Underwater movement now uses a fixed pace.
Drowning damage has been rebalanced.
Non-magical lights are extinguished underwater.
Magical light provides limited, dim underwater visibility.
Improved combat AI performance, particularly in large encounters.
Defensive Advance characters now maintain a more cohesive formation.
AI-controlled characters now fall back to another weapon—or their fists—when their preferred action is unavailable.
Healers now return to offensive actions when nobody needs treatment.
Added four ordered preferred combat-spell slots.
Added an option restricting AI casters to preferred spells.
“Never risk Exhaustion” now prevents AI spellcasting once additional Fatigue could cause Exhaustion.
Automatic creature effects now resolve properly and provide detailed resistance and condition results.
Combat cameras and Auto Zoom now attempt to frame every active combatant.
Treasure linked to a combat remains unavailable until the encounter is defeated.
Empty post-encounter loot windows are no longer displayed.
Adventures are now discovered and entered directly from their map icons.
Added clickable question-mark markers for adventure preambles.
Reaching an adventure presents an Enter or Not Now decision.
Entering a dungeon creates an Automatic Game Save.
Overland light sources now operate and consume duration during night time travel.
Camping uses an assumed campfire without consuming the party’s light sources.
Players can select which character attempts to evade an encounter.
Cautious travel grants +2 to evasion; Forced March applies −4.
Removed the Search option from overland travel.
Added option to opt out of complex travel and travel fatigue.
Harvested materials and trail rations now form visible stacks of up to five.
Oil-flask stacks now display and correctly consume their quantity.
Added armour-condition indicators to party cards.
Damaged armour and shields receive yellow or red crack overlays.
Party cards now include each character’s background.
Merchant item details can be opened through a compact question-mark button.
Merchant listings now show their current stock quantity.
Store and blacksmith inventories persist separately for each settlement.
Purchases reduce stock and sold items increase it.
Merchant stock levels return after one in-game week.
Shops automatically select the party member with the best Barter skill.
Sale items can be right-clicked to lock them against sale.
Corrected the missing Brigandine armour icon.
Exiting now offers to create a save before closing the game.
Save entries show their actual location and timestamp instead of schema information.
Dungeon saves show the adventure and level; overland saves show the nearest named location.
Save entries now include a location preview image.
Loading a save now shuts down the previous dungeon state, preventing lingering combat sounds or damage.
Character spell controls now have separate Hide and Auto Cast columns.
Hidden spells are removed from casting menus.
Spell tabs are hidden for characters without spells.
Spell details can be opened using a question-mark button.
Dungeon and overland Party Casting now share the same interface.
Light selection automatically chooses the first available source.
Reduced dungeon-authoring delays when painting terrain or editing walls.
Improved navigation processing and blocked-path handling during combat.
Fixed combat camera positioning near the canvas edges.
Improved merchant and character-inventory refresh behaviour.
Restored the true-black appearance of unexplored dungeon areas.