On SteamNotes only · this build shipped before we watched the app
v1.71 (2025-07-11)
fixed: bug where the game couldn't be shown correctly on steam deck. The issue was the game engine by default tried to set 'letterbox' mode, causing issues. Now, the game engine sets the game on 'windowed' mode by default on steam deck devices, while also preserving the aspect ratio. You also need to force delete 'save.dat' file, then restart, if have a previous version or simply fully reinstall the game (thanks @lidstah)
fixed: bug where sometimes the event system didn't worked correctly, not redirecting to correct event options under some conditions. However, such conditions were not found in current content, so its a fix for future content
fixed: bug where clicking on a chest would cause the mouse to disappear, while no item would be set to mouse. This was caused by dynamic items no longer found in save.dat, as these items may be sold and lost forever. Only happens with random / non-special items. In such case, a new random item is created in its place. The same could happen to shops as well, which in this case the item is simply ignored / not shown in shops (thanks @gadjogadjo, @Phantasie)
fixed: bug where an advanced level, skill or feat of a player didn't showing the advanced features, after a save/load
added: new shortcut key 'Use / Interact', multi-purpose equivalent to mouse left-click, by default is set to 'Space'. In short, depending on what the party is facing it reacts as if the player clicked the mouse left-button, specifically: 1) in front of door with lever, opens/closes the door 2) in front of door with key and key on hand, uses the key against the door 3) in front of door in village/town, enters the building 4) in front of lever on wall, pulls/pushes the lever 5) in front of banners/paintings or anything associated with an event, triggers the event, 6) in front of chest, it opens the chest/takes an item 7) in front of item on ground, moves the item on mouse 8) in front of item on mouse, moves the item on inventory or on the ground again, if inventory is full 9) inside the events, when there's only one button/choice available (thanks @shafkhan2001, @elenda, @crpgnut)
added: the 'close / cancel' key (def: ESC) can now also be used to close shop events (showing a red 'Exit') or returning back from a page (showing a red 'Back'). This will reduce even further the use of mouse buttons (thanks @elenda, @shafkhan2001)
added: new weapon variant 'Greataxe', a 2-handed axe equivalent to 'Greatsword' belonging to 'Long axe' skill, best used by knights and barbarians (thanks @Asperger Berzerker)
added: thieves won't be able to equip 'greatswords' (previously able to) and 'greataxes' (new weapon variant)
added: the necromancer in 'Dry Plains' graveyard now simply ignores the party if they still don't have the 'Graveyard Wails' quest (given in Amphill). This way, you wont get suddenly into a battle that you know nothing about yet (thanks @BigSexy)
added: now all visited local maps can also be scrolled, in alphabetical order, regardless of the currently explored map. This way you'll know / remember the completion percentage of any visited map and also remembering the points of interest so you can revisit them. You can scroll them using the 'Map Scroll Left' and 'Map Scroll Right' keyboard shortcuts that were already implemented for panning the world map, in addition of mouse clicking the appropriate map symbols (as in world map)
added: now the maximum 'Effects' number shown on player 'Stats' page is set to 8, instead of 9, to avoid a bit of overlapping with the text
added: new feats 'Dual Wielder', 'Shield Fighter', 'Master of Soil', 'Body of Stillness', 'Pyromancer'. More in "8.1. List" in RULEBOOK.pdf (thanks @Neo007, @BobMorane)
added: now using two weapons at the same (dual wield) is not allowed, without the use of a feat such as a the 'Dual Wielder'. This ensures that early level characters won't be getting overpowered by using any two high-damage heavy weapons, twice in a turn, and investing in feats and abilities will be the only way to achieve this style of play. This also increases the value of using shields (along with the new shield-based Feat) and balance overall (thanks @SRoger)