Greetings, Headmasters! 🧙♂️
Major Update 0.8.0 is now available for Wizdom Academy!
This update brings a major overhaul to classrooms, character traits, village influence, mana management, quests, trials, and several core progression systems.
Classrooms now have two live scores, Academic Excellence and Class Ambiance, which directly affect what your academy produces and how tiring lessons are. Characters now arrive with more meaningful traits, villages grant their own passive perks, and students or teachers can develop new traits from what they experience inside your academy.
This update also introduces Mana Mines, the Miner’s Den, new village installations, quest tracking, a new early mana reserve, more control over repairs and expeditions, a sixth academy floor, and a very large batch of fixes.
Let’s dive in!
Classrooms now have two live scores: Academic Excellence and Class Ambiance.
Both scores are shown in the room panel.
Hovering either score now breaks it down contributor by contributor, including the teacher’s diploma, teacher traits, student traits, crowding, and motivation.
Academic Excellence now decides what a classroom produces.
A teacher holding a diploma in the subject they teach gives a major boost to that room’s output.
Rank II and Rank III diplomas increase that bonus further, while student traits add on top.
A classroom with collapsed Academic Excellence can now produce down to half output.
Class Ambiance now decides how tiring a lesson is.
A room nobody wants to be in can drain a full energy bar in a single lesson.
A room everyone enjoys can cut the energy cost of lessons in half.
Character traits have been fully overhauled.
Every candidate now arrives with one to three traits in addition to their village origin.
Traits are now drawn from pools that match each village’s identity, so recruits should no longer arrive with traits that feel out of place.
Every active trait has been rebalanced around a shared small, medium, and large scale, making each trait easier to feel during play.
Every village now gives its recruits a unique passive perk.
These perks can affect walking speed, fatigue, motivation, pranks, Class Ambiance, Academic Excellence, Directorium Trust, gold, mana drought resistance, or crowding penalties.
Characters can now develop traits based on what they live through in your academy.
Surviving a drought that empties your mana battery, becoming the victim of an unchecked prank, passing every exam, or failing every exam can now leave a permanent mark on a character’s sheet.
A new mana reserve has been added: a small and affordable Mana Pool designed for the early game.
Mana reserve tiers have been reorganized so they now follow a clearer progression.
The new small reserve is now Tier I.
The reserve players already know is now Tier II.
The largest reserve is now Tier III, and will arrive in a future update.
Villages can now host installations funded by your academy.
Village installations can affect recruitment, production, and the influence your academy holds in that village.
Installations are paid for with Prestige, require the village’s Admission Office first, and take a few cycles to complete.
For now, every village offers the same list of installations.
In a future update, available installations will differ from one village to another.
A new way to gain mana has arrived with the Mana Mine and the Miner’s Den.
This is the return of an old mechanic, fully reworked from the ground up.
A new story quest, Mana From Below, introduces this system.
This quest walks you through unlocking the Miner’s Den technology, building one, assigning a professor, and bringing back your first Mana Crystal.
The Miner’s Den has its own Learning Tree upgrades.
Light Cart reduces the energy cost of mining.
Torches speeds up crystal discovery.
Treasure Sensor increases the amount of mana each crystal provides.
Your academy is no longer capped at five floors.
Fully upgrading the mana branch of the Learning Tree now unlocks a sixth floor.
You can now follow quests in the quest board.
A followed quest expands with its steps and guidance arrow.
The board keeps one followed quest at a time automatically, while you remain free to fold or unfold any quest by hand.
Quest board choices are saved with your game.
Two new story requests have been added.
Unlocking your third floor brings a teacher request asking you to move an existing room up there and put it back into service.
Passing 200 Prestige brings an Elara request reminding you that Prestige is meant to be spent, with a guided quest to send a representative to a village and fund an installation or a campaign.
On the world map, every discovered village now shows how much sway your academy holds over it.
This appears as a gauge under the village name plate, with an icon that brightens as your influence grows.
You can now recall a teacher from an expedition directly from the Exploration Hall panel.
This works through a red cross on the teacher portrait, including for locations you have not examined yet.
Broken room repairs can now be managed directly from the room panel.
A high priority button lets you pull a builder to that room first.
Pause and resume buttons let you free the builder for other work.
Towers, school entrances, and stairs can now be picked up and moved like rooms.
Moving them is free.
Students and teachers now wear hats.
Students wear hats using your school crest colors.
Teachers have their own color, while work headgear still takes over when a teacher is on a job.
The red alert bell now warns you when a village representative has nothing left to do, once your influence there is complete and no construction is running.
The mana reserve figure now pulses in amber when your battery is full while your academy is still producing a mana surplus.
The mana gauge now shows a red Etherfang banner while a level 2 drought is active and no charged decoy is holding the serpent back.
The cycle timeline now marks the exact cycle when the Directorium Emissary will arrive to collect tax.
The build menu now tells you how many copies of a building you already own.
Selecting a building in the build menu now highlights your existing copies, even on floors currently hidden.
Starting an exam in a Trials Room now plays a visible stream of mana travelling from the Mana Tree to the room.
Instant recruitment by clicking a candidate near the portal is now available as an option.
This option is off by default and can be set separately for students and teachers.
Fixed a severe progression issue where building the History of Magic room before the quest asked for it could leave the Learning Tree permanently locked.
When a main quest completes but fails to chain into the next one, the game now resumes the next quest on its own.
Fixed a progression block where the Learning Tree stayed greyed out except for one node after unlocking a skill early, making The Wellspring Awakens impossible to complete.
Main story quests that ask you to build a room now complete that objective immediately if the room was already built before the quest was given.
You no longer need to demolish and rebuild a room just to make it count.
This also applies to the Sleepy Academy side quest, Expand Academy Knowledge, and assigning a teacher to the Constructor Room.
Side quests whose goal is a state you had already reached before saving now validate when loading your game.
Saves taken after the full main quest chain is complete now keep that completion locked in.
Broken rooms, tech unlocks, and waiting graduates can no longer bring back a main quest you had already completed.
Rooms unlocked in the Learning Tree stay unlocked after loading a save.
Golemancy II and Magical Self Defense III could previously drop back to their lower rank on load, removing their build menu button and blocking upgrades.
Saves already affected by this issue repair themselves on the next load.
Older saves now repair their Learning Tree progress when the tree order has changed.
Technologies that moved and no longer have their prerequisites are refunded in Learning Points.
Technologies meant to be kept receive any newly required prerequisite for free.
Saves from older formats are now refused cleanly with a message instead of starting a broken load.
If a damaged save fails after loading has begun, the failure message now appears as soon as you return to the main menu.
Loading a save now preserves whether each room was open and powered when you saved.
Loading a save with a building still under construction now restores the site exactly as you left it.
Paused constructions remain paused.
Building sites no longer get stuck showing the wrong stage when one burst of progress crosses two stages at once.
Rooms served by a Magical Lift or stairs are no longer left permanently marked as unreachable after loading a save.
Trials Room exam reports now keep passed subjects and grades after reloading a save.
Loading a save taken during a Trial now leaves the Trials Room ready to run another ceremony, even if some candidates have since left the academy.
Your academy name no longer disappears, or shows the previous game’s name, on the world map, news headline, or Directorium Board after loading a save.
The giant Etherfang stone serpent no longer remains visible on the ground near your decoy or Mana Tree after loading a save.
Guidance arrows from already completed quest steps no longer reappear after loading a save.
The Master the Flow of Time tutorial quest can now be completed again after loading a save.
Small storage gauges under resource counters no longer keep flashing red after loading a save when the reserve is not actually full.
Fixed a rare black screen that could happen while cycling quickly through academy floors.
The game now also detects a camera that has gone wrong and puts it back in place.
Fixed a rare case where a connected classroom with a teacher inside would stop drawing students, leaving them idle until the room was moved.
Rooms now recover seats reserved by students who left before sitting down.
Trials Rooms can no longer run out of seats over several ceremonies until no Trial can start.
A Trials Room no longer starts a ceremony it cannot seat.
The Begin Trial button now explains why it is disabled.
Automatic relaunch now waits instead of spending mana and aborting every half cycle.
A Trials Room can no longer be demolished or moved while graduates are still waiting for you to choose their destiny.
This prevents freshly earned graduates from being lost by mistake.
Choosing graduate destinies now works no matter the state of the Trials Room that produced them.
It works even if the room is closed, out of mana, disconnected, or vandalized.
Destiny selection also works across several Trials Rooms at once.
Students who fail every exam no longer disappear from the exam report.
They now show every subject in red with a clear repeating-year tag.
Students who arrive already part-way through their studies now have a school record that adds up correctly.
Their record now includes the full diploma chain behind the one they were given, with each subject recorded once.
A student is only offered subjects up to their own year.
Villages keep sending student applications in long games.
Once every distinct student portrait was in use, recruitment timers could previously continue without any application ever arriving.
Villages now create a student for the occasion, with their own name and identity.
The golden graduation effect can no longer stay lit forever on characters.
Fixed wellbeing recovery in rest rooms with more than one spot.
Two occupants no longer share a single timer where one recovered twice as fast and the other not at all.
Fixed characters choosing the wrong stress relief room, or failing to find one, once your academy had more stress relief rooms than dormitories.
Energy trait effects no longer stack every time a game is saved and loaded.
Students now keep their history log when they move up a year or become a teacher.
Isolated Towers no longer show open doorways leading to empty air on upper floors.
A Tower’s ground floor entrance can no longer be sealed shut by demolishing what stood against it.
A staircase against a Tower now counts as a real way through.
Support pillars are no longer built inside Tower doorways.
The Magical Lift now correctly serves its fourth level.
It now shows open doorways on every floor it serves.
Rooms next to it are no longer marked unreachable.
The Magical Lift can once again be placed on top of a corridor.
Ground floor doors no longer stay walled up once the obstacle blocking them is gone.
A room moved to a higher floor is now treated exactly like a room built on that floor.
Floor view no longer jumps to your last unlocked floor while the camera is following someone.
The small school entrance can no longer be placed flush against a building that is not a corridor, and now explains the refusal.
Rotating the camera with the right mouse button no longer stutters on upper floors.
Build mode no longer slowly paints forbidden ground cells in front of you.
The full set of forbidden cells is now ready the moment you open build mode.
Clicking an alert that focuses the camera on a room on another floor now keeps that room’s information panel open when the camera arrives.
Selecting a damaged room no longer shows the “repair it before you move it” message on every click.
The message now appears only when you actually try to move the room.
Grabbing a teacher from their selection panel no longer makes the camera slide away afterward.
Building highlights no longer stay frozen on screen when opening the Learning Tree or entering build mode while hovering a building.
Keyboard shortcuts that open top bar tabs no longer silently stop working.
The game no longer jumps to double speed after the pause tutorial.
The game now starts at normal speed once the intro letter is stamped.
The little creatures around the Mana Tree and portal now respect game speed and freeze when the game is paused.
The camera fly-around when upgrading the Mana Wellspring now plays again.
It is now framed on the tree instead of the ground, and can no longer be pulled away mid-sweep.
Paying the Directorium tax no longer gives you a per-cycle Trust penalty when you paid enough.
Overpayment is no longer greeted with the failure alert.
On the Directorium tax payment screen, the total amount demanded no longer jumps when you touch a slider.
Trust values now carry their own color so a loss can no longer look like a gain.
Your per-cycle influence gain in a village is now reliably applied in full every cycle.
The Reclaim the Village side quest now names the village it refers to.
It is now offered as a full Elara popup instead of a small bubble.
It no longer waits for a free teacher and ticks its explorer objective as soon as you send one.
An Emissary already away on an expedition can now be redirected freely, without being refused for lack of an active Exploration Hall.
The Dark Curriculum side quest now counts every graduate whose comeback options include Dark Magic, not only those who could study nothing else.
The not enough beds comfort alert no longer appears before the dormitory quest introduces beds.
The story request that asks you to harvest a ruin no longer appears once there are no ruins left.
The build a door room tutorial no longer appears for a room placed on an upper floor.
Side quests no longer borrow leftover objectives from previous quests.
The three Foundations of the Academy steps are now numbered 1/3, 2/3, and 3/3.
Multi-step quest titles now start at 1 instead of 0.
A quest reward popup that appears while the build menu is open no longer traps you behind an invisible panel that swallows every click.
Many guidance arrow issues have been fixed.
Learning Tree arrows now target the technology the active quest really asks for.
Learning Tree arrows can now appear on every node.
Build category arrows now move aside when you are already on the right tab.
Destiny arrows now return every time you reopen the Trials Room until you choose a destiny.
Recruit button arrows now disappear for good once their quest is complete.
World map arrows now follow the real state of your expedition.
Assign-a-teacher arrows no longer float over unrelated classrooms.
The Learning Tree notification badge no longer lights up every time you gain a Learning Point.
It now appears only when something is genuinely unlockable.
The two Learning Tree improvements that raise mana generation now correctly say they improve Mana Windmill production.
The thriving academy reward now unlocks Mana Pool Tier I instead of Tier II.
The Learning Tree now hands out Mana Pool tiers in order.
The quest asking you to build the Etherfang Decoy now tells you upfront to unlock it in the Learning Tree first.
Mana From Below can no longer jump ahead in the main quest chain.
Reloading a save no longer replays its intro or restarts it.
Trials Room automatic pre-selection no longer overrides your choices while the panel is open.
The top rows of the student list can no longer swallow your clicks.
Fixed a ghost tooltip that could float over the academy after closing the Trials Room panel.
The Auto switch of a Trials Room now shows a clear tick when automatic relaunch is on.
The teacher management panel now shows a real status and matching icon for every teacher, whatever they are doing.
A teacher assigned to a broken room is now listed as inactive instead of working.
The top bar teacher panel no longer overcounts how many teachers are currently teaching.
Student rows in the management panel now show only the traits that student actually has.
Classroom score tooltips now name traits in your language.
Identical entries are now grouped into one line.
Raw code labels no longer appear in these tooltips.
Bonus icons along the Directorium Trust gauge and Academy Satisfaction gauge now sit exactly at the level where each bonus is earned.
The master open and close button in the management panel now always reflects the rooms you are actually looking at.
Closed room panels now show why the room is unavailable, highlighting the matching status: not connected, destroyed, or no mana.
The notification for an automatically relaunched Trial now shows the number of candidates instead of a blank.
Building selection outlines now trace the real silhouette of the building, including the roof.
Selection outlines now follow buildings when their shape changes.
Outlines now also work on rooms that previously showed none.
Academy names on village influence bars now stay inside their own section instead of spilling into neighboring sections.
Mana Pool Tier I now shows the mana it is actually holding.
Its liquid rises and drains smoothly, and the tank correctly reads as empty when the reserve runs dry.
Pickaxes and shovels at ruins now actually swing while a teacher is harvesting, for as long as they are working.
Fixed the Golemancy diploma name showing without a capital letter in several languages.
Fixed a French quest objective still using the English word for Headmaster.
Fixed Elara’s graduation tip spelling a job name in English.
Fixed a quest step that was still stuck in English.
The three Mana Pool tiers now have their own names, descriptions, and build objectives, translated in every supported language.
The smallest Mana Pool no longer borrows the name and description from the tier above it.
Diplomas have been simplified down to a single core effect.
A diploma now opens access to destinies and, when held by a teacher of the matching subject, raises the Academic Excellence of that room.
The old per-subject bonuses to knowledge, production, lesson cost, mana, and refunds have been removed.
Academic Excellence has been rebalanced to avoid runaway early-game production.
A matching diploma is now worth 10, 15, or 20 points by rank instead of 12, 18, or 24.
Village origin traits that raise Excellence now grant 2 points instead of 5.
Personality traits that affect Academic Excellence now matter more.
Traits that were worth one or two points are now worth three.
Low motivation now has a stronger impact on classrooms.
A student below 30% motivation slightly reduces Academic Excellence.
At 0% motivation, that penalty becomes much stronger.
Every person present in a room, including the teacher, now lowers Class Ambiance while their motivation is low.
Mana reserves now hold much more mana and each tier has a clearer purpose.
Rank I reserves hold 100 mana.
Rank II reserves hold 1200 mana.
Rank III reserves will hold 6000 mana when they arrive in a future update.
Existing reserves keep the capacity they were built with.
Mana Pool costs now better match their capacity.
The new Tier I Mana Pool costs 15 Glyphites and does not require shards.
The Tier II Mana Pool now costs 40 Glyphites and 5 Mana Shards.
Existing Mana Pools in your academy are not affected.
The Wiz’s Lair now takes two occupants at once instead of one.
It now costs 90 Glyphites and 5 Mana Shards.
Both occupants recover at the same rate as before.
A third character is still turned away.
Existing Wiz’s Lairs automatically gain the second seat.
Trials Rooms now ignore subjects a student has no knowledge in.
These subjects no longer count toward the mana cost of starting the exam and no longer affect the result.
The exam report now shows how many students graduated.
It now gives the session a quality grade from S down to F, instead of showing a subject count and success percentage.
Teacher applicants now match your academy’s progress.
A teacher candidate can only have teaching skills for class ranks you have already unlocked.
Teachers already hired keep every skill they had.
Directorium Trust gained or lost through tax payment now changes smoothly based on how much you pay.
Trust effects now apply over the following cycles instead of instantly when confirming payment.
Paying the exact requested amount has no Trust effect.
Diplomat is now twice as strong.
A stationed teacher with Diplomat now doubles influence gained per cycle.
Its opposite trait, Tactless, now halves influence gain.
The Penny Pincher trait on teachers now asks for 50% more salary instead of 25%.
Teachers already hired keep the salary they had when recruited.
Recruits from Starhold now have a real bonus: Star Pupil.
Star Pupil raises their own Trial success chance by 25%.
Recruits from The Wandering Bazaar now give a one-time Directorium Trust bonus when they earn a diploma at a Trial.
They no longer generate uncapped Trust every cycle.
Student admission fees now only depend on traits whose description explicitly mentions fees.
A candidate’s home village no longer changes how much they pay.
The Scholar Program village upgrade now guarantees student-only recruitment in that village, no matter what else you built there.
The salary promise quest now asks for 5 consecutive paid cycles instead of 10.
Admission queue capacity no longer grows with Mana Wellspring upgrades and is fixed at 5.
Existing saves that already reached a higher capacity keep it.
A first batch of retired traits is no longer offered to new candidates.
Characters in existing saves simply lose those retired traits when the save is loaded.
The two world map travel speed traits are back, now called Pathfinder and Slowpoke.
The recurring A student is acting up window has been removed.
Students still misbehave exactly as before.
The dark cloud still appears, and clicking it still opens the interception window.
Elara no longer gives a farewell speech at the end of the tutorial.
Her congratulations now wait until the final Etherfang step of the main story arc is finished.
The loading bar now keeps moving while a large save is being restored.
Quest entries in the quest board no longer fold themselves shut automatically.
Every quest stays open with its objectives visible unless you fold it yourself.
Guidance arrows for main quest steps are now pink.
This makes them easier to distinguish from blue side quest arrows.
Academic Excellence, Class Ambiance, and diploma tooltips are now much shorter.
Trait contributions to room scores now appear inside trait tooltips on hover.
Trait names and descriptions now clearly state what each trait does, including real numbers.
Tooltips no longer repeat a figure already shown on the line below.
Hovering a tool on the bottom bar now shows its keyboard shortcut.
The displayed shortcut always matches the key printed on your keyboard for your layout.
The Options screen now always opens on the General tab.
The active tab is now marked with an underline.
Quest completion rewards now name each reward on the reward panel.
Room or stair rewards are no longer shown as unnamed icons.
Subject icons in an admission panel now explain that they can be dragged to change priority order.
Subject descriptions now state what a class really produces.
Magical Self Defense and Stratamagia produce Prestige.
Dark Magic produces Golem Shards.
Elemental Magic and Golemancy produce Golem Cores.
Origin trait tooltips now name the perk a recruit inherits from their home village and explain what it does.
Mana reserves are now locked by default in the management panel.
This prevents the master open and close button from shutting your battery supply off during a drought.
Village panels now break regional influence down academy by academy on hover.
Each academy is shown with its crest, influence share, and a crown for whoever leads.
The recruitment panel now shows each village’s own emblem next to its counter instead of a generic student icon.
The world map now opens centered on the village your current expedition quest points to.
Village facility buttons now show their Prestige price.
Clicking a facility you cannot afford now plays the usual refusal sound instead of silently doing nothing.
Towers, stairs, and school entrances now show an outline when hovered, like other buildings.
The Trials Room outline now takes the color of the highest subject rank among the students selected.
The outline updates live as your selection changes.
Unique graduate destinies now catch the eye with a brief soft glow.
Ordinary destinies have been toned down so dead-end offers read more clearly as ordinary choices.
Hovering a greyed-out subject in the Trials Room now explains why it is greyed out.
Greyed-out subjects now sort to the end of the list.
Students working the Etherfang Decoy now display Harvesting Etherfang instead of Learning.
Status icons, fold arrows, and recruitment badges in the top-left people bar now react to the mouse.
These elements also pulse when someone is waiting.
A teacher travelling to a village is now clearly shown as travelling, with a greyed portrait and walking icon.
A teacher heading home now displays Returning to the Academy, with the cycles left.
A teacher assigned to a village where an improvement is being built now shows an animated hammer icon on their portrait.
Reaching the Directorium tax payment now takes the same single click from every entry point.
The Directorium payment screen now states how many cycles the Trust effect of your payment will run for.
The partial payment confirmation window is now much shorter.
The Academy Satisfaction panel now describes idle students using wording that matches the penalty tiers instead of showing a raw count that did not match them.
Students who repeat their year are now handled in the graduation panel with everyone else in a single pass.
You no longer need to reopen the room report afterward.
Update 0.8.0 is a major step for Wizdom Academy.
Classrooms now feel much more alive, traits have a stronger identity, villages matter more, mana progression is clearer, and many long-standing progression, save, quest, trial, construction, and UI issues have been fixed.
As always, thank you for your feedback, bug reports, saves, screenshots, and patience throughout Early Access. Your reports continue to help us improve the academy update after update.
Please keep sharing your thoughts with us on Steam and Discord.
See you in the next update, Headmasters!
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