This update rebuilds how your family carries on. You now retire at a town's manor, and handing the line to an heir is a journey you play through, from choosing who takes over to what they inherit. Towns look different too: the wandering NPC sprites have been updated with more polish, and now reflect the NPCs' individual look. All 228 NPCs now have distinct portraits, with no more placeholders.
New
- Passing on the line is now a full journey: choose your heir, review what passes on and what's lost, say farewell, shape who your heir is, and share out what they inherit.
- Your heir arrives to a short account of the years that passed, and can go straight to what was left in the Legacy chest.
- Every handover is written in your journal and among the deeds of your line.
- A new page for your family: who you are now, every generation before you, the record of the line, and its deeds. Open it from the character sheet or the pause menu.
- You now pick your heir's backstory: three for your child, three for a protégé and three for an ally, each with its own small strength.
- Character creation has separate given and family names. Your family name passes to every heir after you.
- The Legacy chest has two more upgrade levels, holding 10 and 15 items, and each new generation of heir raises it too.
- People in towns are now drawn as figures seen from above, in their own colors and build, and lizardfolk with tails swish them as they walk.
- Your own figure in town stands on a marker. Choose a breathing ring, a pool of light or a turning reticle (the default) in Settings, under Appearance.
- About seventy more townsfolk now have their own portrait and faces in conversation.
Changes
- Your character's age now depends on their species and grows as the years pass.
- You now retire at a settlement's manor, for 500 coins, and your character lives out their years in that town. The Retire button is gone from the pause menu.
- How many years pass depends on who takes over: 18 for your own child, 5 for a protégé, none for an ally. The available protégés and allies are based on the NPCs that you have the highest reputation with.
- The manor's family business (seat, elders, heirs) is grouped under one choice.
- When you can't retire at a manor yet, the steward explains how retiring works instead.
- You name your own child when they take over; a protégé or an ally keeps their own name.
- Every inherited spell fragment is placed during the handover, and the table shows what each spell needs to be learned.
- A town where an elder of your line lives regards your family more highly, and each town takes only one elder.
Fixes
- A character who falls in Family Heir mode is remembered by the family instead of waiting at the hall to teach.
- Quitting after a fall in Family Heir mode no longer brings the character back.
- Buildings near your family seat and your roads are kept up through the years before an heir takes over.
- An heir begins at the family seat even when it's on another map.
- An escort or a hired mercenary no longer follows your heir.
- The Legacy chest shows exactly as many slots as it holds.
Balance
- An heir now keeps three quarters of every path's progress and of each craft's skill, and half of your coins.
- Spell fragments passed to an heir are weighed by spell level: a fragment of a level 3 spell costs 3 points to place.
- Elders now teach once a season and say what each lesson gave.
- Fewer paths become roads while an heir grows up, and only the ones your family travels.
- Making a town your family seat now costs 200 coins, down from 500.
— DAB Vibe Gaming