Guild of Hunters · build 21628125 · published
Update UI labels and translations: changed button and label texts from 'Back'/'Exit' to 'Continue'/'Give Up', updated translations for all supported languages, refactored CityScene settings logic, adjusted battle result scaling logic, and updated font files to support new characters (version bump to 1.0.5).
Handle null weapon in equipWeapon: equipWeapon now correctly handles null weapons by removing the current weapon and updating weapon/shield states only when a weapon is equipped.
Add InitialSettingsQuest and update battle exit logic: introduced InitialSettingsQuest into the quest/dialog flow; BattleScene now handles forced defeat when exiting via the pause menu; added a migration stub for version 1.0.6 in GameSave; localization files updated for 'Give Up' and 'Retry'.
Add game save versioning and migration support: added savedGameVersion to PlayerProgress and created PlayerProgressMigrations to apply migrations on load, improving cross-version save compatibility.
Reset upgradeItemRarityIndex on upgrade scene entry: set data.upgradeItemRarityIndex = -1 when transitioning to UpgradeScene to ensure consistent behavior with storage and craft scenes.
Add source tracking to status effects: status effects now record the source character that applied them so DoT effects (Bleed/Burn/Poison) attribute damage correctly; updated the FireBall skill and status-application methods to support this.
Improve Steam startup handling and update output paths: the game attempts to auto-start Steam if it’s not running and exits if Steam starts successfully; clearer error messages added for failure cases; updated project output/publish paths to point to the main 'Guild of Hunters' folder.
Simplify progression event label formatting: removed the map label from progression event strings in ControlBattleResult and BattleScene; event labels now include only location and index for clarity.
Fix last-hit detection in Character damage logic: replaced the health-based check with a lastHit flag so last-hit logic triggers only when incoming damage exceeds current health, improving accuracy for death-related events and rewards.