
The headline of this update is scripting: you can now teach your companion how to fight, and automate your own quality-of-life actions, either in code or visually. No code is required to enjoy it: ready-made examples are included for every archetype.
Program your companion, and yourself
- Scriptable companion AI: write a small JavaScript file to drive your companion's tactics, and assign a different one to each character from the inventory screen. Ready-made examples are included for every archetype.
- Utility scripting: automate comfort actions on your own character, self-buffs, potions and gear management, with strict safety limits (no targeting, movement or offense).
- Visual scripting (flow-graphs): if you would rather not write code, a node-graph editor (Blueprint style) drives the exact same behavior. Wire nodes together, reuse your own functions, watch the live execution path in a debugger, and hot-reload while you play.
- In-game editor: syntax coloring, autocompletion and a full API reference, and you can share your scripts and graphs on the Steam Workshop.
Combat
- New "Sticky target" option (in the Camera settings): hold the attack button and chain to the next enemy when your target dies.
- Closed several exploits: monsters now retaliate to ranged and area damage (Thunder) and see through invisibility; right-clicking a spell with a panel open no longer skips its cooldown; and aimed spells cast from the HUD bar now cost mana and animate.
Monsters and companions
- Teleporting monsters (Wizards and friends) no longer teleport nonstop just because you aim at them (5-second cooldown), and their teleport is readable now instead of an instant blink.
- Companions using slow weapons (bows, thrown) actually fire now instead of interrupting themselves; Mage and Sorceress companions switch element when their current one is not ready; and companions stay closer to you.
- NPCs are no longer sped up by the difficulty setting (town moves at a constant pace), and idle monsters no longer all drift toward the same corner.
Sound
- New 3-band SFX equalizer you can tune yourself.
- Fixes: audio saturation in dense fights, random pitch on long sounds, and a nasty bug where the game's volume was hijacking your Windows system volume (which left some players in total silence).
Startup and performance
- No more black window at launch: a waiting screen shows while the game loads.
- Faster level loading, plus particle and rendering optimizations for smoother heavy fights.
Fixes and polish
- Quitting to the menu no longer overwrites your autosave (abandoning now uses its own slot).
- Keyboard quick-spell slots (1-8) are saved correctly, and stray "phantom" number-key inputs are gone.
- The Journey in Uma bonus quest is rebuilt and localized, with its NPCs back.
- The quest journal shows the current difficulty in its header, plus assorted crash and text-rendering fixes.
Free Early Access update. Full API ships in game. Questions and ideas? Join us on Discord.