Wizdom Academy Demo · build 24595706 · published
Greetings, Headmasters! 🧙♂️
Hotfix 0.7.3 is now available for Wizdom Academy!
This update is a big one. It fixes several serious issues that could affect saves, main quest progression, trials, recruitment, storage capacity, damaged rooms, multi-floor academies, and interface behavior.
We also made large performance improvements for late game academies, improved memory usage, added new feedback to the UI, and introduced new academy events tied to unpaid wages and professor wellbeing.
Let’s dive in!
The opening tutorial now teaches you about doors.
The first time a ground floor room becomes cut off from the corridors, Elara now opens a window and offers a side quest asking you to build a door and reconnect every isolated room.
This new door tutorial includes blue guidance arrows pointing to the Navigation tab and the door itself.
Completing this side quest rewards 10 Glyphites, with no time limit.
Students who reach a rank of study your academy cannot teach can now speak up about it.
When a student first complains about unavailable studies, you can either commit to building the required classroom within a deadline or let them leave immediately.
If you commit and miss the deadline, the student will open a short dialogue, then leave the academy for good.
These student study complaints and deadlines now survive saving and loading.
Leaving your teachers unpaid now has consequences.
After three cycles in a row without paying staff a single coin, a professor may confront you with a timed request.
You can promise to pay every wage from now on, starting a commitment to avoid missing staff payment for ten cycles.
You can also pay a steep sum on the spot, with a minimum of 5000 Gold.
Breaking your payment promise makes the professor confront you one last time, leave for good, and causes a heavy hit to the Directorium’s Trust.
Once a professor has confronted you this way, no professor will do it again for fifty cycles.
Professors whose wellbeing reaches rock bottom can now take it out on the room they work in.
When this happens, they may speak up first and give you three options: promise them somewhere to unwind, pay them Gold, or send them back to work.
Sending them back to work makes them wreck the room immediately.
Promising them somewhere to unwind requires a working Wiz Lair within ten cycles.
Building a working Wiz Lair satisfies every professor currently waiting on that promise.
Missing the deadline makes the professor speak up, then leave the academy for good.
A professor can only trigger this event once every fifty cycles at most.
The workshop where your builder works can never be wrecked this way.
Bringing a graduate back for another year now warns you when your academy has nothing left to teach them.
If the student cannot study any subject after returning, an Are you sure? window now appears first.
Hovering the come back for another year button now lists the subjects the student will actually be able to study, up to seven of them.
Rare destinies now look rare.
When a graduating student is offered one of the fifteen one-of-a-kind destinies, its button now uses a distinct silver frame instead of the usual blue one.
Room panels now have a Move button.
Clicking the Move button starts the same move flow as holding the mouse on the room directly in the academy.
The room panel steps aside, the camera settles on the room, and the cursor lands on it.
Moving a room this way costs nothing to place, and right click still returns the room to its original position.
The Move button is greyed out when the room cannot currently be moved.
Professor character panels now have a Grab button.
Clicking Grab moves the camera to that professor, centers them on screen, and starts the same move flow as holding the mouse on them in the academy.
The Grab button is disabled when the professor cannot be moved, for example while away on an expedition.
The mouse cursor now tells you what can be picked up.
Hovering a professor you can grab or a room you can move now turns the cursor into an open hand.
Holding click turns it into a closed hand.
Carrying a professor or moving a room ghost now turns the cursor into a move icon with four arrows.
Selecting a building type in the construction menu now highlights every existing building of that same type in your academy with a cyan outline.
This helps you see at a glance whether you already own that building, how many you have, and where they are.
The outline disappears when selecting another type or leaving construction mode.
The interface now pulses to point you toward things that need attention.
Empty professor slots on building panels now pulse their portrait.
Professor wellbeing and energy gauges now blink when they hit zero.
Resource storage gauges in the top bar now blink when that resource is full.
New main quests now give their title banner a brief shine.
A level 2 mana drought now announces itself on the cycle bar with a pulsing pink edge.
Resource storage buildings now visually fill up as you hoard resources.
Gold, Glyphite, Golem Shards, and Golem Core reserves now show their contents in stages, from barely filled to overflowing.
The student row of the recruitment bar can now unfold like the professor row.
This student breakdown shows how many students are sleeping, recovering motivation, studying, taking a trial, or idle.
The management panel can now chart your Prestige over time.
Every management chart now displays a cycle icon on its horizontal axis.
You can now cap the frame rate from the Video options.
Frame Rate options are now Unlocked, 24, 30, and 60, with 60 as the default.
Choosing a frame rate now turns vertical sync off so the cap can actually apply.
The world map shortcut can now be rebound from the options screen.
The loading screen now displays helpful tips.
Loading screen tips change automatically about every ten seconds, and left click skips to the next tip.
Graduating students now decide their future on the spot.
Choosing come back for another year now immediately replaces the student with their older self, one year further on, with a fresh look and a new set of subjects.
Choosing come back as a teacher now immediately adds them to your staff as a normal professor with the usual per-cycle wage.
Choosing to leave remains unchanged.
Each graduation choice now displays its cost or gain next to the button.
The recruitment gate now only sends brand new students.
Village influence now controls recruitment speed instead of deciding whether a recruit appears at all.
A village at full influence recruits at the normal pace.
Lower influence now slows recruitment down, to roughly ten times slower at zero influence, but a recruit will always eventually appear.
Every village now uses the same base recruitment pace as your starting village.
Buildable ground is now much less cluttered.
The construction rule is now simpler: water, mountains, and raised ground block construction, and nothing else does.
Standing next to a cliff, rock, or slope no longer blocks the cell you are standing on.
Objects floating above a cell no longer make it unbuildable.
Large indestructible scenery no longer blocks construction.
Students no longer wreck rooms.
Frustrated students can still get up to mischief with each other, and the scripted early accident is unchanged.
Damaged rooms can no longer be demolished, moved, upgraded, or customized until repaired.
The game now explains why those actions are unavailable instead of silently ignoring the click.
The bulldozer now leaves damaged rooms standing and tells you why once for the whole selection.
Repairing a room immediately makes it demolishable, movable, upgradable, and customizable again.
Assigning a professor to a damaged room is still allowed, but they will wait for the room to reopen.
The A student is up to no good wellbeing event now appears roughly ten times less often.
Automatic save slots are now named after your progress.
After the date and time, auto saves now show the name of your latest main quest instead of a plain autosave label.
Panning the camera with the middle mouse button now scrolls continuously.
The further the cursor moves from the center of the screen, the faster the camera travels.
The cursor now disappears while holding the middle mouse button and returns to the center when released.
Middle mouse panning still works while the game is paused.
The Learning Tree view can now be dragged with the right mouse button or middle mouse button, in addition to left click drag and the scrollbar.
Hovering a building no longer draws its highlight outline when the camera is very close to it.
Characters and decorations still keep their hover outline at any distance.
The event log kept on each student and teacher now stores the 100 most recent events instead of 300.
A dead UI Scale option has been removed from the General tab of the settings.
The UI Scale slider is temporarily hidden from the Video options while we sort out issues with it.
The interface will display at its normal size in the meantime.
Players who had already changed this setting keep their choice saved for when the option returns.
Several overflowing texts have been shortened, including the Rite of Continuance upgrade description and several ambient character remarks.
Large late game academies should now run much smoother.
Physics checks now run a few times per second instead of repeatedly across each frame.
Placing buildings, clicking, selecting, and game clock progression remain unchanged.
The academy now draws far less of itself each frame.
Detailed walls, windows, roof tiles, and beams no longer cast extra shadows on top of the simplified building shadow shapes.
On very large late game academies, this removes roughly half of what the game draws each frame.
Corridors, towers, Mana Storage, the Order’s Lounge, the Alchemy room, and several other buildings now use the same shadow shortcut.
Loading a saved game now properly reapplies shadow optimizations to buildings that were hidden when the save loaded.
The game now runs noticeably faster when the whole academy is shown with roofs on.
Objects hidden inside rooms are no longer drawn while roofs cover them.
Shadows and background scenery no longer render far beyond the edge of your academy.
The Medium graphics preset now runs lighter than High.
The lowest graphics setting is now much lighter on exploration maps such as Badlands, Castle Hill, Crystal Rift, and Lillac Grove.
On the lowest graphics setting, shadows are now switched off entirely on those maps, and trees and ground detail draw at a shorter distance.
Particle effects now follow the graphics quality setting inside the academy, not only on exploration maps.
The five heaviest rooms and all student effects now scale down as graphics quality is lowered.
Effects remain visible and recognizable at every preset, including Potato.
The academy now uses noticeably less graphics memory.
Several large baked texture sheets are now capped at half resolution when full resolution is not needed at normal gameplay camera distance.
The academy now uses less memory, especially once you have built many hallways.
Roof tiles that use your crest color now share materials instead of each creating a private copy.
Leaving a game, returning to the main menu, or loading another save now properly frees memory used by rooms from the previous game.
The management panel no longer rebuilds its rows every frame while open, which also fixes a slow memory leak.
The Academy Satisfaction and Directorium’s Trust panels now display their own icon next to the title and inside the text.
These panels now show the next milestone you have not reached yet and the bonus it will unlock.
The Headmaster’s Board now opens with your academy crest, academy name, and chosen colors at the top.
Hovering the graduates and wealth figures on the Headmaster’s Board now explains what each number counts and what the figure in brackets means.
What some screens called Global Satisfaction is now consistently called Academy Satisfaction.
Each stat now has one short description instead of two different paragraphs shown side by side.
On the Headmaster’s Board, changes since the last inspection are now colored green when the figure went up and red when it went down.
When the Emissary is not at the academy, the Headmaster’s Board now shows Elara instead of the Emissary’s portrait.
The Headmaster’s Board button now clearly says what it will do: pay the tax or close the ledger.
Four broken lines in the Satisfaction panel have been rewritten correctly.
Saves should no longer become impossible to write.
Fixed an issue where saving could fail every time with no message and no way back.
Fixed a related issue where the professor management panel could stop responding to clicks.
Departing professors are now removed from the staff list properly.
Saving and the management panel now skip and clean up any leftover staff entries instead of failing on them.
Affected saves that previously could not be written should save normally again.
Saves with incorrect professor counts now recount staff properly the next time they load.
Opening tutorial quests should no longer come back after loading a save.
Advanced games should no longer rewind the main story to earlier tutorial quests after reloading.
The main story now saves and reloads at the quest you are actually on.
Quest rewards can no longer be granted twice this way.
Saves whose main quest had already rewound before this fix cannot automatically recover their lost progress.
Students who fully mastered a subject are no longer locked out of their own trials.
Fully mastered subjects are no longer mistaken for diplomas already earned.
The trial panel now pre-selects those students correctly, examines them on mastered subjects, and lets them pass.
Existing games repair affected trial data on load.
The trial panel should no longer freeze when opened.
The student list and tick boxes now follow the school while the panel stays open.
Students who become eligible are ticked automatically.
Newly admitted students appear in the trial panel.
Students who leave disappear from the trial panel.
Subject gauges continue moving while the panel is open.
Manual selections are respected and never overwritten.
Students who have just graduated a subject are no longer offered for a trial in that same subject.
Already earned diplomas no longer count toward being ready for a trial.
A diploma can no longer be earned twice.
Existing saves are cleaned on load.
Encouraging a professor who is about to leave no longer locks up the game.
The fix applies to every choice window that opens another window as a result of your choice.
Pressing F12 no longer hides the interface permanently.
The Tab key still hides the interface for screenshots, and the interface now always comes back.
The interface now restores itself if something hides it without giving it back.
Opening the pause menu now always brings the interface with it.
Recruitment can no longer run dry in very long games.
Characters waiting forever after finishing every subject can now return as brand new first year applicants or fresh teacher candidates when other candidate sources are exhausted.
Storage capacity no longer grows every time a saved game is loaded.
Gold, Glyphite, Golem Shard, Golem Core, and mana battery capacity are no longer counted a second time on each load.
Mana stored inside a Mana Pool is no longer credited twice to the battery.
Tech tree capacity upgrades are no longer applied again every time a storage room is reactivated.
The mana storage upgrade now correctly raises the battery of pools that are already running.
A Mana Wellspring no longer leaves its bonus behind when removed.
Gold is no longer silently truncated when capacity drops.
Saves whose capacity was already inflated keep that figure, but the drift now stops.
Storage room fill gauges now show the actual level of the selected resource.
The liquid in a large Mana Pool now rises across its whole range.
Management charts now show correct values after loading a save.
Chart histories no longer get padded with empty cycles on load.
The gold chart now scales correctly to the amounts reached.
Mana chart values now match the mana scale used everywhere else.
Charts are no longer labelled one cycle behind.
Charts with no data now stay empty instead of drawing a meaningless line.
Loading a game with a damaged room no longer leaves that room both damaged and working.
Damaged rooms now reload exactly as they were when they broke.
Rooms damaged by wear now correctly show their wrecked furniture.
Closed rooms now keep their darkened overlay after loading a save.
The central square around the Mana Tree is usable again.
The Mana Tree safety area now survives loading a save.
Ruins and mana mines no longer block neighboring cells incorrectly.
A ruin now blocks exactly the footprint it occupies.
Empty cells next to ruins can be built on again.
Blue crystals on the Crystal Rift map can no longer prevent doors from appearing on newly placed rooms.
The academy can no longer grow beyond its intended five levels: the ground floor plus four upper floors.
Existing games that already reached six or more floors keep those floors and their buildings.
Staircases saved on upper floors no longer declare the wrong floor when reloaded.
Academy pieces should no longer follow the wrong floor after loading.
Upgrade tents, leftover scenery, and floor visibility should now behave correctly in multi-floor academies.
Corridor roofs are now generated consistently whether corridors are placed as an area, tile by tile, or loaded from a save.
Corridor roof shapes are now recomputed after layout changes.
The roof view button can now repair incorrect corridor roofs instead of preserving them.
Corridor eaves and corner pieces are now shown and hidden on the correct floor after loading a save.
Corridor windows no longer draw their far away version on top of the close up one.
Changing your academy’s crest color now recolors every roof, including buildings built before the change.
School colors now appear correctly on student robes again.
Student robe colors now update on mannequins in the crest screen and on students walking around the academy.
Construction quests that previously stayed silent now guide you to the building they ask for.
Blue guidance arrows are back on every construction objective of the main quest line and on the side quests asking for Mana Storage, a Dormitory, or a Teacher’s Quarter.
The new content marker in the construction menu now behaves consistently.
Opening the construction menu now always clears the marker on the Build button itself.
Category and item markers still remain until you open the category or hover the item.
Academy Satisfaction can no longer drop before the quest A Thriving Academy is completed.
Students can no longer complain about sleeping on the cold floor before the dormitories have been introduced.
Elara’s line announcing that the Trials Ground is available now plays immediately instead of after a three-second pause.
Clicking a quest bubble whose choice window had already been shown once earlier in the session should no longer do nothing.
The trial ready alert no longer disappears when you close a trial room by hand.
Clicking the alert still takes you to the closed trial room so you can reopen it.
Trial rooms closed for other reasons, such as lack of mana, corridor disconnection, or drought, still use their own red alerts.
A graduating student who comes back for another year or as a teacher no longer walks out while a duplicate enters through the arrival gate.
The change now happens where the student is standing.
Saving during the five-second transformation finishes the change instantly instead of capturing it halfway.
Graduation effects now clear at the right moments.
Studying particles no longer stay stuck after graduation.
Diploma sparkle now behaves correctly depending on whether a graduate leaves, stays, or is expelled.
Professors promoted from graduates now receive their welcome sparkle correctly.
Students turned into professors now receive a transformation effect when the change begins.
Constructors who finish repairing a room no longer stand there doing nothing.
Student trait badges now update correctly when browsing between students or when traits change while the panel remains open.
In the load game menu, the selected academy and save now remain visibly highlighted after clicking elsewhere.
The Controls tab no longer shows empty key name fields in non-English languages.
The world map tutorial dialogue now calls the recruitment building by its real name, the Recruitment Office, in all 14 languages.
Interface elements that only display information no longer capture mouse clicks.
Tooltips, cursor click animations, guidance arrows, and hold-to-move gauges no longer swallow clicks meant for what is underneath them.
The running message feed no longer floats on top of the Learning Tree.
Returning to the main menu from a game no longer flashes the welcome panel open and shut.
Camera zoom no longer freezes halfway when the cursor moves over a panel during zoom movement.
Clicking Continue from the main menu should no longer load unnecessary new game decor or reroll a village’s recruitment timer and traits.
Building placement sounds are now silenced on every loading path, including new game, loading a save, and retrying after Game Over.
The confirmation sound when clicking Load from the main menu is now heard in full before the loading screen silences sound effects.
In-game music now reaches its intended volume faster when a level starts.
Hotfix 0.7.3 brings important fixes for some of the toughest issues players could run into, including saves that could no longer be written, main quest progression rewinding after reload, and fully trained students being locked out of their own trials.
It also brings major improvements for late game performance, memory usage, multi-floor academies, graduation flow, teacher pressure events, and overall interface feedback.
Thank you for your feedback, bug reports, and support throughout Early Access.
See you in the next update, Headmasters!
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