Roguefort Playtest · published
Roguefort Playtest — 0.12.1 Hi everyone, it has been a wild couple of days with so much happening in the Roguefort community and in the development process.
This is another behemoth update, which not only addresses a host of bug fixes and suggestions, all thanks to YOU the community, but also adds some big new features and changes.
A special thanks to the pixel art team for the new sprites that are now also in the game - thanks to ArkHaven, DatSheepDoe, and Merlin in this round of work. It's honestly amazing what you are able to do so quickly (and with the 16x16 pixel and PICO-8 palette constraints no less).
I want to also thank Macbigicekeys for the Game Discovery video of Roguefort. I just can't get enough of it - I've watched it three times now and really enjoy the pace, the edits, and the perspectives it offers (especially to me as the dev, who lost all objectivity long ago for the game). It's like seeing it again for the first time. If you haven't seen the video, please check it out and like and subscribe to Macbigicekeys' channel: Without further ado, take a deep breath, here it is: ADDED 4 Player Co-op - Co-op now supports up to four players instead of two. Each joiner gets their
own slot for the session, so reconnecting returns you to your own character.
A fifth caller is turned away rather than left half-joined.
- The co-op panel lists one row per member showing health, latency and whether
they have gone quiet.
- Player names, off-screen bearing arrows and sleep marks are drawn per player.
- Party members now appear as dots on the minimap.
- Area attacks hit every player standing in them, not just the first one found.
- A party wipe is declared when all players are down, rather than when the
player who acted goes down.
- Revive now reaches the nearest fallen party member. Co-op turn model — thanks Geno for suggesting this - Three new settings, all off by default. A session that does not open the panel
plays as it did before.
- Strict mode is a round lock: nobody takes a second turn until everyone has
taken their first. It turns itself on when something hostile is nearby and off
when the fight ends.
- The host can cap the turn rate so one fast player cannot set the pace.
- A player who does not act is passed after a deadline, a player who disconnects
releases the round immediately, and a downed player is never waited on.
- Hunger and thirst intervals now scale with party size. Previously they ran on
the world clock, so in co-op each player drained twice as fast per action. Level cap raised to 100 — thanks Elfie the Explorer - The level cap was 60. Experience earned past it was discarded. The cap is now
100.
- Levels 1 to 60 are unchanged. Past 60, a level grants a Reserve Mark instead
of a perk pick.
- A Reserve Mark plus gold recasts a perk you already hold: it is set aside and
you draw a fresh slate at the same rarity. A level 100 character is not
stronger than a level 60 one, but can reshape their build.
- Marks come off a flat paragon bar rather than the level curve, so they keep
accruing at any level including 100.
- The recast price rises with every recast you have done — 400, then 540, then
729 — up to a ceiling of 25,000 gold. Reserve Cellar, patronage and retinue - New permanent gold sinks. The only one previously in the game was the
Homestead Ledger at 16,500 gold total.
- The Reserve Cellar: rent a niche, lay a wheel down and pay an affineur to turn
it. 2,000 turns for a Season, 18,000 for a Grand Reserve. It pays out Reserve
Marks, and a Grand Reserve also produces a wheel with your name on the rind.
- The stake rises with every wheel you have laid down, and you hold one niche
until you buy another.
- Falling behind on dues stalls a wheel rather than destroying it. It resumes
when you can pay.
- Patronage: give money away and your standing climbs, continuing past the
twelfth named rung. A retinue (herald, cellarer, standard-bearer) costs 39
gold a cycle. Wheels of War rebuilt - The card game has an entirely new ruleset. The old one was I humbly admit too close to an
existing commercial card game that we shall not name. It was meant to be a love letter to it, but I probably went way too far
- So, the new rules: set wheels into a three-shelf cellar, let them age toward a
peak, and read them for Renown before they sour, across a twelve-turn season.
- Every wheel is worth nothing when fresh, ramps to a peak, pays in full for a
time, then sours to zero and blocks the shelf it sits on.
- Conditions replace weather and change how fast time passes rather than card
values. Damp ages a cellar at double rate, which can help your opponent.
- A sealed wheel is hidden and cannot be targeted, but its hold is halved.
- The five factions are the five cheese families. Win rates measured between
48.8% and 51.9% over a thousand simulated matches.
- Beating a guild wins one of their signature wheels. Hold enough of their cards
and you can field their deck — previously won cards went to a collection
nothing read. Endgame - A lot of changes here thanks primarily to Elfie the Explorer, but which I won't comment on further due to spoilers :-) New tutorial — thanks Matt - Each of the five guilds now sends you off differently, and your pack starts
empty.
- The campfire is no longer placed for you. The new sequence is: chop the marked
tree, mine the marked rock, raise the fire (which also sets your home), then
forage, drink and cast.
- Each guild orders those stages differently and adds one signature lesson:
Wheylan's palate, Sorrel's remedy, Halda's fortify, Imbry's ledger, Perle's
listening.
- Mentor gifts are staged against the beats: a hatchet when you chop, a pickaxe
when you mine, a pouch when you drink, and your guild kit and lockpicks
returned at the charter. Skipping a beat still backfills what it would have
given you.
- Eight things had no in-game explanation and now have hints: torches at the
second nightfall, being well fed, unspent level-up points, sleeping in a bed,
treasure maps, mythic sightings going to Legends, the journal, and boiling
murky water before carrying it.
- A tutorial already in progress migrates to the new one rather than breaking. Whey-drawn weapons — thanks Briarios for the request, Merlin for seconding it,
and SamV for the related report - A new weapon stat that returns manna on a kill.
- The trade-off: a whey-drawn weapon loses a point of damage for every few
points of manna in your pool, so it is strongest when you are empty and
weakest when you are full.
- Four authored weapons carry it: The Curdknife, The Whey-Press, Rennet Fang and
The Affineur's Last. The more manna a weapon returns, the faster it blunts.
- Ordinary weapons can roll the stat modestly as "of Rendering", and there is a
level-up perk for it. Enemy pursuit and senses - Creatures pursued in four directions while the player moves in eight, at one
turn per step, so running diagonally opened a one-tile gap every turn against
anything in the game. 129 of 152 creature definitions chased in four
directions and the other 23 fled in four.
- Sight and reach were measured with one distance metric and the give-up
distance with another, so running diagonally inflated the measured distance at
double rate and broke pursuit in half the expected turns.
- Line of sight was checked when a creature first noticed you and when it fired,
but not while it chased, so creatures tracked you through walls. Losing you
now sends a creature to your last known position, after which it rolls each
turn to reacquire or give up.
- 173 creature types now have a defined movement style and sense. Wolves, foxes
and jackals track by scent, which ignores walls and crouching. Wyrms sense
through the ground and cannot find you if you stand still. Ghosts use other
means.
- New signature manoeuvres, each with a counter. A charger locks its heading on
the telegraph turn and does not re-aim. A burrower travels underground and
aims ahead of your movement. Flankers spread out. An ambusher holds while you
approach and moves when you retreat.
- Every signature manoeuvre telegraphs with a badge over the creature rather
than a log line. A locked-in charge shows red and pulsing; one merely off
cooldown shows amber.
- Random movement removed from 74 creatures. Thirteen keep it as a deliberate
trait: oozes, constructs, mindless undead and erratic fliers.
- Escapes were simulated at 200 trials per creature per strategy. Every creature
now has at least one reliable escape. Cover works universally, water answers
scent and heat, standing still answers tremor sense, and crouching beats sight
but not scent. Two creatures failed this bar and were fixed: a ghost that
could not be escaped by any strategy, and archers, which became uncatchable
once they could flee properly and now must stand after four retreats. Smaller additions, but not less big in some respects - Shift+D cycles the view mode (ASCII, tiles, 2.5D, first person). On a
gamepad, hold the View button.
- [ and ] ready the previous and next spell on your belt when no build is armed.
Alt+1 to Alt+8 still works.
- Trees you walk behind become see-through in 2.5D, scaled by how much of you
they actually cover. A four-deep stack was hiding the player most of the time
even with each tree faded, so the fade now solves for the whole stack. Thanks
Macbigicekeys.
- New hand-drawn terrain: a boat, a forge, a watchtower and three mushrooms.
- New community sprites: silk weavers, loomspinners, a hoarfrost spider and the
fire phoenix.
- Thirty more painted item sprites from the community submission queue — food,
tools, armour and treasure that were previously glyphs. CHANGED Defensive stats now curve — thanks R1 - R1 reported that with 0% resistance you need 50% more to survive twice as
long, but at 98% you only need 1%, so the same perk was worth 50 times more to
an already-stacked build — and reaching 100% meant immunity.
- Armour and evasion already curved. Damage reduction and status resistance were
straight sums against a 95% and a 100% cap, and stacked builds reached them.
- All four now use one shared curve. Twenty points of resistance are worth the
same whether they are your first twenty or your hundredth, and no stack
reaches immunity.
- Low values are close to unchanged: 5 raw reads 5.9%, 20 raw reads exactly 20%.
What used to read as the 95% cap now reads 54.3%.
- The Character Panel shows the effective number, with the raw point total
beside it. Difficulty and rarity scaling - The bestiary stopped scaling at 180 tiles. Every spawn past that distance drew
from one five-creature table topping out at an 18hp wyvern, and a trip between
two villages is about 963 tiles. There are now two further bands, and distance
scaling is geometric rather than flattening out.
- Sea enemies had no distance ladder at all — the same table a tile off the dock
and a thousand tiles out. They now use the same ladder as land.
- Deep-tier enemies now cut through mitigation that heartland enemies do not.
Tier one is unchanged, so the heartland, the tutorial and the demo do not
move.
- Rarity previously only changed affix count, so at the same area level a
Legendary weapon could hit for less than a Common one. Rarity now multiplies
the rolled numbers. Fishing rods and harvest tools are excluded from the
combat weapon pool.
- None of the 178 perks had any unlock condition, so a level 2 character's first
pick could roll any of the 21 mythics. Rare and mythic perks now require one
of three routes: standing with a faction, a deed on your ledger, or a deep
delve. Any one of them is enough.
- Seven more damage-reduction perks were added; there were five.
- Damage intake now sits inside its intended band from level 10 to level 100.
Previously it fell out of band between level 20 and 40 and never returned.
Standing still against the deepest trash enemies killed a level 60 character
in 69 turns; it now takes 14. FIXED Saves — thanks Scarlet Fan - Water could appear inside a swamp home after a reload, drowning any storage
chest in it. The wetland biome emits its own water and re-derives rivers from
the world seed on every load, and the earlier pond and brook fix excluded
wetland entirely.
- A single player-placed container, bed, workbench or hearth now protects the
chunk it stands in. Previously protection needed an enclosure threshold that a
wall-less home never met. This applies to existing saves on load.
- Chests drowned by this bug are restored on load. Their contents were never
lost, only the tile underneath them. This is limited to the water case; chests
lost to fire stay lost.
- The cage tile had never been registered in the save table, so it round-tripped
through a save as ocean and rendered as water. Saves that failed silently - A save too large for the storage quota was dropped with no message. Play
continued and the next launch loaded an older copy, which is the cause behind
most reports of built terrain and stored items disappearing.
- A failed save is now written to disk anyway on the desktop build, and the next
launch prefers it. A save failure now shows a persistent banner above all
panels until dismissed, and clears on the next successful save. The previous
notice was a toast that appeared underneath every modal and then expired, and
the Save & Quit path used a system alert that does nothing in the desktop
build.
- A save larger than the entire storage quota now loads. Previously the larger
copy went to disk but every read still used the older, smaller one. All read
paths — load, the Worlds menu and export — now use whichever copy is newest.
- Furniture can no longer be placed on open water from a boat or while wading.
Standing on your own tile bypassed the terrain check. Dungeon maps — thanks RubberyChicken - Saving inside a dungeon wrote an empty fog map. On reload the floor was black
and > refused to descend ("You haven't found the stairs down yet"), while <
still worked because going up was never gated on exploration. Interiors store
fog separately from the overworld and the save checked the overworld store.
- Affected saves are repaired on load where the data allows.
- First visits to a floor also saved empty, because the live map was only
written back on a floor transition. Spells — thanks NalathniDragon - Cone spells fell about a third short along the diagonals and could miss the
tile you aimed at. They were truncated by a circular distance check while
every other range check treats a diagonal step as one tile. Cones now use ring
allocation, so coverage is the same at any angle, a diagonal aim's footprint
is an exact rotation of a straight one, and reach matches the listed range.
The report, the analysis and the replacement algorithm were all
NalathniDragon's.
- Zone spells could not create a second zone until the first expired. The turn
tick rebuilt the zone list from a snapshot taken before the new zone existed
and overwrote it. This affected every zone source: cone and burst masteries,
cloud spells, synergy zones, Affinage zones and rind walls.
- Molten Trail and Scorched Earth left their fire as a 3x3 burst on the aim tile
rather than in the cone described. Combined with the cone bug above, five of
those nine tiles could fall outside the cone. The zone is now the spell's own
footprint.
- The area-of-effect cast summary quoted the spell's base damage rather than
damage actually dealt. Smoked Gouda Fog reported 0 next to a per-creature line
saying 1, and a hit into a frozen target reported 14 where 21 was dealt. The
summary now reports damage dealt, and says "total" when there is more than one
hit.
- Sweeping the targeting cursor over a foe you could combo with wrote the
synergy into the log in past tense, which read as a synergy that had already
fired and made the Codex look like it was not recording. It now reads "Synergy
ready — cast here to trigger...". A synergy that fires is shown as a bracketed
tag on the cast line. Lifesteal Overflow — thanks NalathniDragon - A hit fully absorbed by temp HP still reported a health loss in the log,
because the log subtracted damage from health and ignored temp HP, the RINDED
shield and cat_grace, all of which absorb first. The lifesteal calculation
itself was correct.
- Temp HP had no readout anywhere. There is now a TEMP HP badge beside RINDED,
and a row on both the character sheet and the inventory sheet.
- The character sheet showed the character's base maximum health while health is
actually capped at that plus gear and terroir bonuses, so +20 HP of gear read
"76/56" with the bar overflowing. It was the only display site not using the
effective cap. Large text — thanks RubberyChicken - Three elements did not grow with the font size: the unequip X in the spell
belt, which was fixed at 9px in a slot fixed at 52x56 while its neighbours
scaled; the Settings sub-tabs, where six labels overflowed the modal at the
large setting and put BACKUP outside the frame with no way to click it (the
row now wraps); and the Save & Title Screen button, which ran past its panel
border.
- The world map is drawn on a canvas and could not read the font setting, so
increasing text size grew the whole game except the map. Its markers and
labels now scale too. The proximity rumour marker was the smallest and
faintest glyph on the map and is now larger with a brighter pulse.
- Question marks appearing in open ocean were a separate bug. Rumour pins are
deliberately offset from the true location, but the offset was applied without
checking the destination, so a settlement on a headland had its marker placed
in the sea. 481 of 1157 locations are near enough to water for this to happen.
The offset is now walked back onto land, rotating around the true point before
shortening it, so the pin stays about as imprecise as intended. Buttons that did nothing - The seed entry keyboard did not respond to the mouse, including OK. Every key
was a styled box with no click handler, so it only answered typing and the
gamepad. Eight panels use that keyboard and all eight were affected. Thanks
Matt.
- The Bid button called a dialog that Electron does not implement, so the
handler failed on its first line with no error. Bidding now happens inline in
the row with steppers, and your bid is clamped to your purse. Thanks
thesquirrel.
- The Teleport Home and Salvage confirmations could not be driven by keyboard,
and the arrow keys went to the inventory underneath. Both are now proper
modals with the same keyboard and gamepad handling as every other
confirmation. Thanks SamV.
- Pressing Alt opened the menu bar on Windows and Linux and then captured the
keyboard, so the arrow keys drove the menu instead of your character. Windows
and Linux now ship with no menu bar. F11 and Alt+Enter work everywhere
including macOS, which Settings had already been claiming. Thanks
T-StalkerZero.
- Dropped items could only be picked up with the mouse, and the filter's own
advice said to right-click, which on a gamepad was rewritten to a button that
could not reach it. G now takes ground loot from every tile around you, C
reaches an adjacent one, and both work underground. Thanks SamV.
- A shop row you cannot afford now says so and shows the amount you are short.
It previously dimmed the row and beeped with no explanation. Thanks Dogchiho.
- Identify offered to identify quivers and water pouches, and confirming spent
the charge or the scholar's fee to reveal nothing. Only generated gear carries
the unidentified flag. Thanks SamV. Spells and bystanders — thanks thesquirrel - Reported as "at random times it just deals half my health when I cast a
spell". No spell damages its caster. The telegraphed enemy blast logged nothing
when it landed, leaving only a floating number, and it resolves on the turn you
spent casting. It now says who threw it.
- Chain hops and bursts picked any target with coordinates, including your own
companion, shopkeepers and the town crier standing behind an enemy. Both now
skip your own party and skip townsfolk until they have turned hostile. Aimed
spells remain free-fire by design.
- The Old Mouth's traders were protected from direct damage but not from burning
or the fire it leaves behind, so an igniting spell could set the bazaar alight
and kill the crier. The peace now holds everywhere a hub creature's health can
drop.
- A spell kill that healed you clamped health to your base maximum, erasing any
bonus health from gear or terroir. Melee kills used the correct path. Thanks
Dogchiho.
- The Character Stats box read 112% evasion while the top bar read 58.3% on the
same character in the same frame. The defensive curve was applied to the
combat rolls, the top bar and the Shift+Y sheet but not the inventory screen's
box, and one live roll was still reading raw values, which meant a stacked
build dodged almost everything in scenario mode. Crit was also added to the
top bar. Thanks tee. Creatures and companions - Taming a boar left the wild boar standing next to its own companion. The
creature was removed, then the following turn rebuilt the world from a roster
that still contained it. Thanks Breves.
- A riding horse bought for 400 gold could not be mounted. The mounting code has
existed since mounts shipped, but the registry that use-verbs are built from
had no entry for it, so no button, hotkey or menu row could call it. Thanks
Macbigicekeys.
- Pack animals were never drawn on the map. They existed only as a HUD chip and
four inventory slots. Led animals now trail behind you, tinted to the animal
you bought. Thanks Macbigicekeys.
- Standing on a road turned a slow debuff into either a permanent stun or
nothing at all. Creature turns are paced against your speed, so anything that
divided your speed froze the "every other turn" check that MELTED and FROZEN
rely on. They now run on their own clock.
- Every Roquelle patrol guard was named Roquelle. Patrols were stamped with the
faction name where a person's name belongs, and the biography reader takes the
first word as a first name, so every guard's biography opened "Roquelle was
born in the scholars' quarters" — or "Veteran was born" at high danger, where
the rank is prefixed. Guards now have real names and houses, the faction reads
as "Roquelle Patrol", and the biography reader no longer treats a title as a
first name, so old saves read correctly too. Quests and the map - The first main quest sent you across the continent. Measured over 400 seeds, a
Thymerock character's opening objective sat a median of 34,947 tiles away, and
crossed the entire map on every seed, because the module choosing the target
did not know where you had spawned. One tile is one turn, and roads and mounts
do not shorten a journey by any turns. The first objective now opens nearby.
- Roads crossing water were silently severed — 4.1% of all road length — so the
map drew routes the world did not contain. Eight roads were doubled and drew
as parallel lines. 173 village connector paths were drawn on the map but
stamped nowhere in the world, which is why they had been hidden. Thanks
thesquirrel.
- Climbing out of a dungeon at midnight said you emerged into daylight. The
sentence was a constant while the line above it had already worked out the
real time of day. Thanks thesquirrel. Stolen goods — thanks NalathniDragon - The stolen item tooltip printed an internal location id: "loc_42161's vendors
will not touch this". It now names the settlement.
- That also explains the second half of the report. The item in question was
foraged inside a settlement's own grounds, which is tagged deliberately so
local vendors decline it, but with the town unnamed there was no way to work
that out.
- Saves made before this build fall back to the id, which is the same string
they showed before. Records panel — thanks DatSheepDoe - "Days survived" read 162 after a morning's play. The panel measured the raw
world clock against a day length that had drifted to a quarter of the real
one, and a new game does not start at turn zero. Every run read 161 before the
player took a step.
- "Furthest reach" read 53,327 on a run that had killed one enemy. Distance from
home was sampled every turn without checking where you were standing, and
dungeon floors, ships and the market city use their own local coordinates, so
one step inside a dungeon logged a number in the tens of thousands.
- That second one was not cosmetic. Furthest reach is what the raid system reads
to decide how hard your nights are. Simulated over 3,000 nights, a player who
had walked 100 tiles from home but had once entered a dungeon was getting
about fifteen times the raiders per night, plus siege towers. It only affected
players who had moved their home out of the starting region.
- Both figures are repaired on load. The other nine records were correct and are
unchanged. Sound — thanks SamV, Merlin and Dogchiho - Spell sounds ran long and inconsistently. Each spell picks a random variant
and the pools mixed short one-shots with swells up to six seconds. Combat
verbs are now capped in heard time; full swells remain for bosses, portals,
potions and enchanting.
- The same problem was found in five more places. Eating and drinking drew from
the magic healing bank, nine of whose twelve sounds are healing spells. The
two ways to eat also disagreed: the hotbar played a short click and the
inventory panel played a five-second swell for the same food.
- Also capped: vampire feeding, which played a nearly seven-second sound once a
turn for all three turns of a feed; sun exposure, every five turns
indefinitely; and identify, which played a six-second swell while the scholar
stays open so you can work through a bagful.
- Eating while already full destroyed the food, printed "You're too full to eat"
and floated "+20 hunger". Only the inventory panel had checked.
- Birdsong continued at midnight and started up inside the Old Mouth and on
ships, because those interiors reuse small local coordinates and the ambience
read them as an overworld position. Birds now taper off with the light, and
interiors are checked first. Thanks Dogchiho.
- Title screen tips arrived in a burst when returning from another app, and a
tip could last under a second. Chromium throttles timers in hidden windows and
the overdue one fires on return. Tips now pause while you are away and always
get their full eight seconds. Thanks DatSheepDoe. Performance and the HUD - Every step rendered the game twice. The companion tick forced a full
synchronous re-render inside the turn and the ordinary render happened anyway.
Measured over 120 steps with a pet out, this cost 568ms — more than every
other part of the turn combined. It existed to make four rarely-used lists
update in time, and all four are visible on the roster before the tick runs,
so the cost is now only paid on turns that need it. Thanks Burzz.
- Walking past your own chest re-tiled the entire screen. The "(+N stored)"
suffix appears when you step out of range of your storage, and at 1280x720
that was enough to wrap the top bar onto a third row, which changed the bar's
height, which resized the grid below it, which changed every tile size and
moved the camera. The badge now sits in a fixed-width box, present only if you
own a chest, and abbreviates past four figures. Thanks T-StalkerZero.
- The Event Log footer said the journal opens with Q when the binding is
Shift+Q, and the hint text failed contrast against the panel. Thanks SamV.
- On a controller the journal hint read "Your journal () pins the moments worth
keeping" because the keycap had no gamepad binding to render. Those now name
the real controller route, and hints naming keyboard-only keys are dropped on
a gamepad rather than rendering empty. Theft — thanks Mrmac23 - Reported as being arrested for theft after touching a barrel, which searched
it immediately with no prompt. Every other owned container opens a panel first
showing whose it is and the odds on each item. The barrel resolved the take,
the stolen tag, the crime and the witness roll on the bump.
- An owned barrel now asks first, names the owner, and shows the chance somebody
sees you and the chance you wake a sleeper. Cancelling costs no turn.
- The right-click row reads "Steal from barrel (38% seen, 12% wake)" rather than
"Search", and always shows the numbers, since hiding them at zero made safe
barrels read as unknown risk.
- Unowned barrels — wilderness caches, dungeon stock, your own homestead — are
unchanged. There is a setting to turn the prompt off entirely. Streets - A street lantern could block a one-tile alley and dead-end it. The lamp
spacing is calculated against the main boulevards and then offset, so a lamp
could land in an alley it never checked. Lanterns are now walk-through, like
torches and flower pots. Placement was deliberately left alone, because moving
generated scenery relocates it in existing worlds. Thanks RubberyChicken.
- Braziers could block a Dominion alley the same way and are now walkable too,
but they are open fire: standing in one costs 3 health per turn, more for
vampires and undead. Creatures never path into them, and none of the four
auto-path routes will route you through one. KNOWN ISSUES - Running away in the open no longer works against a committed tracker. This is
the intended consequence of removing the diagonal escape, and it is the change
most worth reporting on if it feels wrong. Cover, water and standing still all
still work depending on what is chasing you.
- Co-op shares one progression. There is no per-player deed ledger or reputation
in the data model, so a new player joining a late-game host has mythic perks
unlocked from their first turn.
- Co-op does not scale difficulty to party size. Four players face the same
world one player does.
- The four-player path has been verified through the test harness and over the
relay, but not on four real machines over Steam. I'll try get to that or if someone can muster 3 friends to play it, please go for it!
- The journal is saved per character and is not shared in co-op.
- The top of the difficulty curve may be slightly undertuned. Level 20 and level
100 both read a little below the intended damage band. This was left alone
rather than tuned twice in one patch.
- The cheapest route to unlocking mythic perks is currently seven petty thefts.
This is a design question rather than a bug, I guess?
- At 1280x720 with UI scale set to large, the top bar does not fit in two rows
once you own a chest, so it is permanently three rows there.
- Six spells declared as zero base damage still deal a floored 1. Making them
deal literal zero would also stop them provoking settlement hostility, which
is a combat change rather than a logging fix.
- 334 locations sit in water with no dry ground within a rumour pin's offset
radius — island and harbour holds. Their pins fall back onto the location
itself, so they are precise where other pins are vague.
- Hazard ticks in co-op only affect the player whose turn it is, so a partner
standing in a brazier or in lava takes no damage until they act. This matches
the existing lava and cloud behaviour.