This update is about how the game feels. You can now walk into shops and other buildings, and each room matches its town's people and its craftsman's skill. Level-ups, rewards, danger and small achievements each get their own moment, and items, coins and sounds land where they belong. It also fixes guild cultivation, survey and delving jobs, and your max HP after a level-up.
New
- Walking into a shop or other building now takes you inside: the town zooms in on the door, you talk to the keeper in their own room, and you zoom back out when you leave.
- Level-ups, new spells and guild ranks now get their own moment on the map, showing exactly what grew. They wait until a fight or minigame is over, and several at once share one screen.
- When you trade, bought goods now fly into your bags, sold goods onto the shop's shelf, and your coins into your purse. Equipping from your bags flies the piece onto your body.
- Danger now has one clear signal: a short red glow at the screen edges when you're ambushed, the enemy strikes first, a flee fails, or you step into a high-danger region.
- After you pay off, talk down or scare away a creature, a dashed ring around it on the map shows how long it will leave you alone.
- Reading a tome shows the spell you glimpsed on the top ribbon. Click it to see the spell in the Field Guide.
- When a quest's goal is reached, a ribbon tells you it's ready to turn in.
- Finding an ancient ruin or a dungeon entrance shows a ribbon and adds it to your Journal.
- Each new season is announced on the top ribbon.
- A finished road or path now shows a ribbon with the experience it earned.
- Joining the Adventurers' Guild now has its own moment, with your new license.
- Guild ranks have new seals, one per rank from stone to evarium. They show on the guild board and your character sheet, and a rank-up shows the old seal giving way to the new.
- Building interiors now match the people who built them, with human, dwarf, elf and lizardfolk rooms, and a better craftsman or a bigger town gives a finer room, from humble to grand.
Changes
- Every star on the spell practice board is the eight-pointed gold star again, at every stage: the pattern you watch, the stars your threads tie to, the wave's glints and the marks on your result.
- Delving jobs now ask you to make it through a floor rather than reach it. A job for floor 2 is done once you reach floor 2's exit, and the dungeon's top bar counts the floors you have cleared, so floor 1's loot room reads 1 / 2.
- Mining now ends on a new result card: your haul lands one item at a time, your experience counts up, and a level gained shows right on the card. Click once to see it all, again to carry on.
- Short system messages (saved, turned away at the gate, no route there, a guild board refusal) now appear as a slim ribbon under the top bar, so the bottom bar is kept for conversations and the story.
- Shops, benches, boards and other panels now open and close with one gentle fade, and yes/no prompts pop in.
- Coins, experience and level gains on result cards and level-ups now count up to their new value.
- Fishing, Attune, dungeons, bridges and magic practice now zoom in from your spot on the map and back out to it. Crafting benches, the map room, the rune setter and parry trials close in with a soft vignette instead.
- Sounds now land on the moment: a minigame's sting plays on its own end word, a sword is drawn and sheathed around each fight, benches sound like their craft, and towns and caves have their own ambience.
- Getting away from an encounter now says so on the top ribbon, and a failed flee shows "Cut off!" before the fight starts.
- A finished building now settles onto its tile, and a ribbon shows the Builder experience it earned.
- Learning a spell from a perfect practice now ends with the spell's own page, and a ribbon takes you straight to it in your spellbook.
Fixes
- Max HP now goes up the moment a level raises your Endurance, and your current HP rises by the same amount. Before, it only caught up after your next fight.
- Guild cultivation jobs count the ground you work for each job on its own: fields you tended for an earlier job count again, and two jobs at once each get their own fields.
- Survey jobs and map commissions no longer send you to open sea or to land you can't reach on foot or by ferry.
— DAB Vibe Gaming