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The Doors of Trithius News

v0.5.6 (Hotfixes)

[h2]v0.5.6b[/h2]
  • Fixed quest markers not appearing up on the overworld map.
  • Fixed Gremlin Trapmaster appearing one tile north of where he is actually standing.

v0.5.6 - Towns: Part 1

This is a smaller update with some initial changes to towns and handful of other items.

Save files from v0.5.5 are compatible.

[h2]Aggression Indicator[/h2]
All creatures now show a red exclamation when they become aggressive towards the player.

If a creature loses sight of the player and sees them again after, the icon will show again.

[h2]Civilian clothes[/h2]
Added 30+ new clothing items for civilians and governors.


  • Civilians in each of the three human factions dress with their own distinctive look.
  • The new clothing types can also be found at Clothing shops.

[h2]Job Board[/h2]
Job Board visuals update based on the number of quests available.


[h2]New Items[/h2]
Added 15 new items covering jewelry and miscellaneous loot items which can be found in loot containers, as monster drops, and in shops throughout the world.


[h2]Other Changes[/h2]
  • Massively reduced the view distance of gremlins; Brute 7 -> 3, Experimenter 8 -> 5, Flinger 7 -> 4, Grunt 6 -> 3, Sergent 8 -> 4, Vile Gremlin 7 -> 5.
  • Added new creature: "Gremlin Butcher", along with their new dropped item "Bloody Cleaver".
  • Wild Turkey's are no longer aggressive by default. Instead, they have a small chance to become aggressive when a target is nearby, and will stop attacking if not being hit back.
  • Gold's item icon now changes based on how much gold you have.
  • Wild Turkey - increased chance to drop feather and raw meat.

[h2]Bug Fixes[/h2]
  • Fixed harvested plants not refreshing, even when enough time had passed for them to reset.
  • Fixed bones & blood not being removed from the ground over time.
  • Fixed jump ability allowing you to jump beyond the max distance.
  • Fixed rare crash which happens when the game window height resets.

v0.5.5 (Hotfixes)

[h2]v0.5.5b[/h2]
  • Fixed cooking stations not working when loaded from a save file from the previous version.
  • Fixed crash when upgrading or using an upgraded "jump" ability.
  • Fixed "Test Sword" item inadvertently spawning in shop inventories (if it's already spawned it will stay until the shop refreshes).

v0.5.5 - Keyboard Controls

Keyboard controls for all interactions with the game world including ability targeting, looting, and talking to NPCs.

Also included are bug fixes and improvements to how the game manages memory.

Save files from v0.5.4 are compatible.

[h2]Visual Effects[/h2]
Enhanced targeting visuals: Animations now clearly indicate which targets will be affected by an ability.


Player path animations updated:


[h2]Keyboard Targeting[/h2]
All abilities can now target using keyboard controls.
  • Use numpad directional keys to move the target cursor.
  • Press [Tab] to cycle through potential targets.

[h2]Keyboard Controls[/h2]
Added 3 new keyboard controls: [G]et, [T]alk, and [E] interact.
  • Use [T] to talk to any adjacent NPCs.
  • Use [G] to access any adjacent lootable containers.
  • Use [E] to interact with any object, such as workbenches or beds. Also can be used to loot.
  • If multiple options are available, target selection is activated. Use [Tab] to cycle through targets and [E] to select.

[h2]Quaff, Feed, and Medicine[/h2]
Introducing three new commands: [Q]uaff, [F]eed, and [M]edicine.


Press the corresponding key to open a quick-item menu, allowing you to quickly use an item without navigating the inventory.

These can also be accessed from the action menu.


[h2]List Navigation via Keyboard[/h2]
The loot window can now be navigated with keyboard controls, enabling you to take individual items without the use of the mouse.


Press [Up] and [Down] or numpad keys to navigate the list, and [Space] to take an item.

Use any of these keys to activate list navigation. Alternatively, select "List Navigation via Keyboard" in options to enable it automatically.


Currently, only the loot and quick-item windows support keyboard navigation. Future updates will extend support to other UI windows.

[h2]Other Changes[/h2]
  • Memory management improvements: the game now only loads the current dungeon floor into memory, significantly reducing overall memory usage and improving performance on systems with limited memory.
  • If an error occurs while saving a zone, it will now be logged and reported to the user. Previously save file failures would go unnoticed until an attempt to load a corrupted file was made.
  • Nerfed Gremlin Experimenter: reduced maximum health from 105 to 65 and burn chance from 15% to 12%.

[h2]Bug Fixes[/h2]
  • Fixed a bug causing ring duplication.
  • Fixed an issue where rings could get stuck and become unequippable.
  • Fixed player summons disappearing when entering a new zone.
  • Addressed several issues related to time simulation when entering a zone, which caused some entities to skip turns. This issue made them vulnerable to attacks without the ability to move or retaliate.

v0.5.4 (Hotfixes)

[h2]v0.5.4b[/h2]
  • Fixed crash during faction battles
  • Fixed in some cases unable to re-enter a settlement after a battle had occurred there.
[h2]v0.5.4c[/h2]
  • Fixed error loading into battles.
[h2]v0.5.4d[/h2]
  • Fixed null exception when loading into zones, after a battle has taken place.
  • Fixed duplicate shopkeepers spawning after battles.
  • Fixed quests spawning for NPCs that do not exist either due to leaving from low prosperity, or death in battle.
[h2]v0.5.4e[/h2]
  • Fixed after entering the inn room, unable to reenter.
  • Fixed crash when leaving inn room.
[h2]v0.5.4f[/h2]
  • Fixed Grimjaw's defeat not marking fortress as defeated or removing faction influence.
  • Fixed player unable to complete quests due to faction battles. NPCs required for a quest which have been killed (from a battle or otherwise) will now automatically respawn upon reentering the town.
  • Fixed all doors in a settlement are open and unlocked after a battle is finished, even doors that should be locked.
  • Fixed issue where locations currently in battle would be invisible to the quest system, causing various unintended effects.
  • Fixed killed npcs permanently disappearing after a battle is resolved. NPCs killed in battle will now always respawn after enough time has passed, given the town has the required prosperity.
  • Faction armies can no longer walk on top of locations. This fixes an issue where battles could be started while standing on a location, which technically was not a siege (attacking from a city, or attacking an army that happens to be standing on a city).
  • Bandit armies will no longer chase the player while standing on a town (or other location).
  • Fixed battles (in the case where the player is attacked by an army) taking place on the tile of attackers, instead of defenders tile.
  • Fixed bug allowing player to keep receiving rewards for a successful battle.
  • Fixed crash "Attempt to enable respawn for NPC with respawn info".
[h2]v0.5.4g[/h2]
  • Fixed summoned animals attacking guards in Aridax and Stonewarden towns.
  • Fixed mail courier (part of "Gremlin's Grief" quest) stuck always following the player.
  • Fixed quest "Confidental Matters" missing the dialog option for the Guard Captain.
  • Fixed some parts of the character creation user interface not scaling correctly, according to the "UI Scaling" setting.
  • Fixed array out of bounds exception to do with field of vision attempting to refresh partially outside the map bounds.
  • Fixed crossing paths with an allied armies will initiate a battle (against no one).
  • Fixed shops not selling or buying some rare animal materials (beetle wings, spectral remains, etc).
  • Ethereal Gremlins no longer can spawn decay roots.
  • Removed text "World Turns: X" from overworld HUD, which was intended for debug mode only.
  • Reduced speed and view distance of bandit armies to make them less punishing (more balancing changes to come).
  • Speed up influence decay rate, so influence recedes faster when a location is defeated.
  • Tweaked army compositions for more variety, reduced chance of armies comprised only of archers or melee units.
[h2]v0.5.4h[/h2]
  • Faction structures (Bandit Camps, Gremlin fortresses) now spawn in wilderness tiles, as they did prior to v0.5.4.
  • More improvements to simultaneous turns for faster gameplay. Enemies chasing the player now move simultaneously if out of attack range.