On SteamNotes only · this build shipped before we watched the app
v1.7 (2025-06-11)
fixed: bug where a few magical items were disappearing from equipment / inventory, after save/load. Issue was that these magical items were wrongly handcrafted to use enchantments that are not allowed for these item types, which the game engine detected on loading and removed them. All such magical items were fixed on all dungeons, plus additional code added to protect against creating these handcrafted items (thanks @elenda*******, @BigSexy, @shafkhan2001)
fixed: bug where the "Wizard's Laboratory" entrance (on plaimere woods map) was causing log errors, when playing the demo. The game was trying to read data from maps not supported in demo. Event was updated so that now it now checks the build type (demo) and in this case just shows the warning about 'unsupported map in demo' rather causing any error logging (thanks @Orace)
fixed: bug where cursed items could be created / offered for sell through 'weapon shops'. These items were showing zero / negative values in their features (due to their curse). However, shops aren't creating cursed items. What happened was that prior cursed items that party found in dungeons were 'shared' with shops, when the shop was restocking, due a very nasty mishandling. One such example was the cursed 'long sword of cavalier', dropped in 'iron garrison' dungeon by Aberra boss monster (thanks @BigSexy)
fixed: bug where leveling up or skill leveling up sounds were played during an event sound, mixing the sounds all together. This happened when killing a monster that triggered an event and one of the characters was also gaining a level or a skill level
fixed: bug where side quest 'Drain the Old Sink' on 'Depths of Rivenglen' map couldn't be resolved through either by draining the sink or by killing the dragon, under 'Rivenglen'. Now, it's resolved by following any of these two actions (thanks @BigSexy)
fixed: bug where killing a monster and leveling up while completing a quest at the same time, was resulting to missing level / attributes advancing animation and notification (arrows, stats describing what was advanced etc.). This was happening because solving a quest was not respecting the data of an already running level advancing animation of any character
fixed: bug where completion of "Mad Wizard's Mansion" first level couldn't be completed at 100% because a square in SW section of 'Hall of Flame' trap room wasn't passable / fire trap. Now this fire trap became one of the fake ones, so can be passed, allowing 100% completion, although this doesn't play any role in clearing the dungeon. However, this also requires entering the dungeon for first time (thanks @shafkhan2001)
fixed: bug where some monster actions were causing a negative damage, obviously without showing blood, while their actions being non damage-based at all. A negative damage was converted internally to curing HP, so the monster action was effectively curing a character's HP. An example of such non-damaging action is 'Macabre Gaze' from 'Rotting One' miniboss (from 'Mad Wizard's Mansion'), which was curing HP (incorrectly) on a character while causing him fear as well (correctly). Negative damage issue is now fixed (thanks @gdpsnake)
fixed: bug where specific item variants evolved by name (i.e. rings, amulets), where generated / dropped in dungeon without their intended evolved number (i.e. +1, +2) associated to them, ending always as a +0 / no being evolved, thus their enchantments (if any) were always the lowest possibly. Shop items were unaffected by this
fixed: bug where wall features, such as banners and paintings, could be clicked through two neighboring walls, although the feature was showing on one wall only
added: new feats, 'Hunter's Reflex ' (for characters with technique 30+)
added: new monsters 'Skeleton Guardian' (can be found in new content)
added: new terrain type 'lava', along with its matching walking sound and features (i.e. constant damage when walked through), used in full desert maps (can be found in new content). More in "2.3. Environment" in RULEBOOK.pdf
added: monster minibosses can now override their vulnerabilities / resistances as well, if needed by scenario. For example, an 'ooze' miniboss may override its 'earth' vulnerability and make it a resistance instead, remove it completely or add a couple more resistances, ending up even stronger, along with its (usually) increased damage and hitpoints. This aims to improve even more the uniqueness of minibosses and make them more suited to current scenario / level
added: new maps 'The Sunken Abyss', 'The Sunken Abyss, Level 2', 'Celestial Clouds', 'Frosthollow' and 'Elderpine' (can be found in new content). 'Elderpine' specifically is a last entry to complete all missing 'Initiate' skill trainers. 'Frosthollow', which continues the main quest, is also only environment for now, make sure to have a save prior to the village
added: new monsters 'Caustic Lizard' (can be found in new content)
added: new graphic in dungeon ground for stone objects like statues, gems, runes etc.
added: new god 'Thamurel', god of sun (can be found in new content)
added: ship service in 'Crimson Bay' that takes you to new village 'Elderpine' and vice versa. However, a new visit of 'Crimson Bay' town is required to see/use the ship service (i.e. reloading a prior save game before visiting 'Crimson Bay' for the first time)