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v0.4.13 - Monster Sounds

This update sees the addition of monster sounds, improved display scaling options, and various other changes and bug fixes.

Save files from v0.4.12 are compatible.

[h2]Monster Sounds[/h2]
We've extended our engine to support a variety of sounds for monsters and enemy units, creating a new layer of immersion.

Monsters will now produce sounds during various actions, such as being attacked, attacking, dodging, moving, dying, starting their turn, or announcing themselves when first spotted.


  • Added death sounds to all monsters.
  • Added a variety of special sounds for specific enemy types. For example, spiders will make insect noises when nearby, bears will growl, and gremlins will grunt, chatter, and laugh when you miss them! The quantity and variety of sounds depend on the enemy type.
  • Added options to mute specific monster sounds. Players can now mute "Death Sounds", "Talk Sounds", "Defensive Sounds", and "Announce Sounds". Disabling all of these will result in a completely silent monster experience.
  • To accompany the death sounds, monsters now have a death animation, fading away over the course of 1 second.

[h2]Display Scaling[/h2]
Two new scaling settings have been added: "World Scaling" and "Use OS Scaling".

"World Scaling" - adjusts the game world elements, such as tiles, creatures, and art, to improve visibility and gameplay experience on different screen sizes. This enhancement affects both zoom levels (zoomed in and zoomed out).

Although the pixel art was not designed for significant scaling, we understand that larger resolutions may require this setting. Please be aware that this feature is still being refined. Changing the setting may cause art in previously generated zones to appear misaligned. It is recommended to set this at the start of your game.

"OS Scaling" - In a previous update, we made the game ignore the operating system scaling. As it turns out, some users did need this option. Enabling "Use OS Scaling" allows the game to utilize your operating system's scaling settings. This may be helpful for users with TV displays but could result in a stretched, blurry appearance. For optimal visuals, consider using World and UI scaling instead.

[h2]Armor Art[/h2]
We've begun adding unique icons for all armor pieces. In this update, included are 12 new icons for the Banded, Bonesplint, and Heavy T1 armor sets.

Also included are small tweaks to several sets, new helmets, and matching undershirt colors to better differentiate the armor tiers.


[h2]Other Changes[/h2]
  • "Vengeful Defiance" ability - now stacks up to 5 times instead of being limited to a single stack; bonus crit damage reduced from 20% to 10%.
  • Clicking a monster now initiates pathfinding and automatically triggers a basic attack on the targeted creature, as long as the player's movement isn't halted and the monster doesn't move.
  • Added new game option "Enable Anti-Aliasing". Turn on anti-aliasing to smooth jagged edges in the game. This option is not recommended in most cases as it will cause blurriness. However, it is available for users who find it helpful, and as an alternative to relying on native OS upscaling.
  • Increased the amount of time it takes for a new dynamic quest to appear in a town after completing a quest.
  • Added elderberry wine to Blackwood Marauders loot chests.
  • Reduced price of all leg armor by 5% (mostly to differentiate it from the similarly priced glove items).
  • Reduced the average number of days for shops to restock their rare items by approximately 5 days.
  • Reduced Bee map event frequency as compared to other events.

[h2]Bug Fixes[/h2]
  • Fixed old quests not being cleared from the job board. Dynamic quests will now automatically be removed in 2-8 days.
  • Fixed the "Master Enchanter" passive not granting new enchantments as intended.
  • Fixed an issue where hamlets sometimes didn't spawn a job board.
  • Fixed a bug causing the player to sometimes spawn behind stalls when entering a town.
  • Fixed the issue requiring two clicks to talk to adventurers or town guards. Now, the player will automatically talk to the NPC once the path is completed, unless the NPC moves before the path end is reached.
  • Fixed an issue where opening a silver chest in a cave would incorrectly mark the cave as complete, instead of only marking it complete after opening the final chest on the bottom floor.
  • Fixed merchants displaying the incorrect message "I'll be here for 0 more days" when they were actually leaving soon.

Official Game Soundtrack Now Available

We're happy to announce the release of our game's OST, the "Gold Border Complete Master Ultimate HQ Edition."



This edition contains a total of 30 tracks, bringing together the "The Beginning" and "Enalia" albums, featuring the excellent work of our composer, Fogheart. Several of these tracks are for parts of the game still in development, offering you a sneak peek of what's to come. Additionally, we'll be extending the album with new music as the game progresses.

The album art is by the talented Maxwell Arch, who also crafted the character Tarot card illustrations in-game.

By purchasing this soundtrack, you're not only enjoying some quality music but also supporting the game's ongoing development. With 50% of the funds going directly to the composer and the other 50% dedicated to future game development, it's a meaningful way to contribute.

Stay tuned for more updates, and thank you for your continued support. We genuinely appreciate it.