This update gives the game's big moments their own cards: fights, minigames, delves, guild jobs and level-ups now end on a summary of what you earned. Shops lay your trade out on the counter, and a new game opens with a glide over your home region. It also makes large maps and combat run much more smoothly, wakes up the creatures along long journeys, and fixes rank trials, guild jobs and a number of portraits.
New
- Turning in a guild job now shows a card for each job with its pay counting up, one after another.
- When a hired craftsman finishes your commission, its quality rim climbs from Crude and stops on what you got.
- Winning a fight now ends on a result card: your loot lands with the best find first, and coins, experience and any level count up.
- Every minigame now ends on the same result card, after its own closing word, showing exactly what you earned.
- Climbing out of a dungeon now shows a summary of the whole delve: your best find, floors cleared, coins and experience.
- Shops now lay your goods out on the counter in front of the keeper, with the shop and your bags side by side and Confirm showing exactly what you'll pay or receive.
- Shopkeepers now talk you through a trade in a speech bubble: the price of the deal, when they'll pay less for a big stack, and where to take goods they won't buy.
- A new game now opens with a glide over the map to your home region.
- Continue now sits at the top of the main menu and shows who, where and when you last played.
Changes
- Introducing a good to a town now shows a card, and its price counts up to the new bid when you close it.
- The Field Guide's "Before You Set Out" offer now waits until the world has loaded before it appears.
- The "Equip your new gear" panel now rises like a card, and your Defense and Attack count up as you swap pieces.
- "Word Spreads" now shows the goods that caught on, each with a rising price arrow.
- Being knocked out now drains the scene gray and shows what you lost and where you woke before you wake up there.
- A dungeon's loot room now shows its finds dropping in one by one, with the stamina cost of going deeper.
- Menus, character creation and world settings now fade and rise into each other, and your name follows you into the world.
- Walking into a town now zooms in from the map, and your first visit shows the town's name and the Explorer experience you earned for it.
- Entering a dungeon now pushes you into the cave mouth, and each floor greets you with its number.
- Ferry rides are now one smooth glide, with the fog lifting as you pass.
- Fights read more clearly: the turn and round show on the board, critical hits swell, and fallen enemies fade, glinting if they dropped loot.
- After a level-up, your Character sheet counts up each attribute that grew.
- Buying a skill now lights up the skills it opens.
- Mercenaries now show their faces when you hire them.
- Putting on gear now shows how your stats changed.
- Gathering jobs now tell you when the goods you need are in your Item Box, since only what you carry counts.
- If a delivery or escort job runs out of time, the next guild hall you visit settles it: the clerk takes the parcel back, and your traveler leaves you there.
- Shopkeepers now match the people of the building they keep, and characters run the kinds of shops that suit them.
- The rank trial's skill path now asks you to map the two regions next to the hall that gave you the trial, in opposite directions, and its pack waits near that hall.
- Ancient Inscriptions now show as Rare, as befits a find from the old ruins.
Fixes
- Fixed two small leaks that built up each time you entered a place or opened the character sheet.
- Clicking the narration line to clear it no longer also walks you across the map.
- Sleeping into a new season now wakes you at that season's dawn, so shops are open when you get up.
- Stone mines no longer offer to shatter stone for shards it doesn't have.
- Practicing a spell again no longer makes the stars jump back after they turn.
- Felling: the axe now glides back into its swing, clicks can't stack extra swings mid-cut, and the background trees stay inside the frame.
- Fixed a number of character portraits that were facing the wrong way or had parts cut away.
- The rank trial's quarry now waits near the guild hall that gave you the trial, and the quest log tells you which way to go.
- Creatures a guild job or trial sends you after now always appear in the region the job names, and no longer crowd out the region's other creatures.
- Fixed input lag that built up on large maps: moving the mouse over the world map no longer slows the game as you explore more of it.
- Mountains, dunes and desert rocks far from home no longer go missing from the map.
- Loading a save made in a town no longer pauses to save it again straight away.
- Combat runs much more smoothly, especially on slower computers.
- Creatures along a long journey now notice you and move as you pass, instead of standing frozen until you walk right through them.
Balance
- Cured Pelt and Tanned Hide are now made with Ashwood instead of Mountain Salt, so fur, leather and the armor built on them no longer wait on a rare trade good.
- Steel gear now uses Bone Powder in place of Quenching Flux, so you can craft it as soon as Steel is in reach. Quenching Flux is for Titanium only, made from Ironmoss and Glassgrass instead of Mountain Salt.
— DAB Vibe Gaming