Fantasy Classic: Dungeon Crawler · published · build 25219799

This update adds a new adventure, introduces outdoor exploration maps, expands difficulty options, and makes significant improvements to combat, looting and character management.
Added Bandit Camp!, featuring outdoor exploration, encounters and staged battles.
Outdoor adventure areas now allow an new environment, not overland, and not dungeon.
Added adjustable enemy hit points.
Added difficulty controls for resistance checks, spellcasting and adventuring skills.
Added an option to disable armour durability.
Difficulty can be selected when starting a new game.
Difficulty settings can be changed later and are saved separately for each playthrough.
Significantly revised weapon competency progression.
Successful attacks against appropriately capable opponents can now provide a chance to gain weapon competency.
Improved how defence and dodge are resolved for creatures.
Conditions that reduce defence or dodge now work more consistently.
Fixed some Radiance and Positive Energy spell artwork being cropped inside battlefield hexes.
Winning a dungeon battle now immediately presents the defeated creatures for looting and harvesting.
Items left behind are placed in a persistent loot bag at the encounter location.
Loot and harvesting results are retained and will not reroll when reopened.
The loot window no longer appears when defeated creatures have nothing to loot or harvest.
All characters can carry an additional 10 lb before becoming encumbered.
Wounded is now limited to a maximum of three stacks.
Portrait importing now offers Fill Frame and Fit Image, allowing the entire portrait to remain visible when desired.
Spell details can now be opened through a compact information popup.
Added keyboard shortcuts for inventory, character sheets and party spellcasting.
Added new exterior terrain including roads, paths, stone pavers and shallow water.
Deep water can now require Athletics checks (swim) and apply Submerged (which turns into drowning) when characters fail.
Terrain can now block line of sight or apply conditions and resistance checks.
Added a one-time animated hint pointing to the Light Source button when the party is in darkness.
An empty party can no longer leave town.
Encounters placed at an adventure entrance now trigger correctly upon arrival.
The game clock now consistently uses AM and PM.
Dungeon rests no longer have to end after the first 60-minute Reprieve.
Players can continue resting in one-hour increments.
Wandering-monster checks still occur while resting.
Recovery can continue toward the full 24-hour Recuperation milestone.
Fixed several encounter-loot and continuation issues.
Fixed spell conditions inconsistently affecting defence and dodge.