1. The Doors of Trithius
  2. News

The Doors of Trithius News

v0.5.20 - Bludgeons & Maces

[p]The Bludgeons & Maces skills have been reworked into a skill tree format with new abilities, icons, and improvements.

Also included is a healthy serving of bug fixes.

Save files from version 0.5.19 are compatible, however it is recommended to back up your saves just in case. If you'd like to continue playing 0.5.19, you can select it in steam options under betas.

[/p][h2]Bludgeons[/h2][p]This rework introduces 9 new unlocks to the Bludgeons tree.


As the parent tree to Maces, Staffs, and Flails, it was important to include bonuses that contribute to a variety of builds while maintaining thematic coherence.

So, what defines the Bludgeons playstyle? While Blades focus on attrition through blood loss (DoTs) and avoidance (Parry/Dodge), Bludgeons excel at crowd control, defense reduction, and chaotic bursts of massive damage.

Conceptually, the tree contains two distinct paths:


On the left path, you will find debuffs and utility, such as "Head Trauma" and "Pest Control":


The right path embraces chaos, featuring abilities like "Smasher's Delight" alongside a new set of passive upgrades that buff all stances.


At the peak of the tree sits the capstone: Ripple Devastation. This grants a chance to trigger a cascading ripple on all Bludgeon abilities. The resulting "Vibration" is a powerful debuff that spreads to adjacent enemies, continuing the devastation even if you leave the fight.

Need to reset your skill tree?

The Bludgeons and Maces skills should reset automatically upon loading any v0.5.19 save, refunding your focus points.

If necessary, you can manually reset these (or any other) skills using cheats:[/p][p]
  • enable debug mode in Options -> General.
  • open console commands using F8 or ~, and enter the command "skillreset " (e.g., "skillreset blades") to refund your spent focus points.
  • it's recommended to turn off debug mode afterwards.
[/p][h2]Maces[/h2][p]Alongside the Bludgeons rework, the Maces skill has been updated to a skill tree format.


Maces are the kings of on-hit mayhem, capable of dealing double-hits with "The Beatdown" and gaining massive bonuses to stuns and cripples.

7 new ability upgrades have been added, reinforcing this theme while introducing new mechanics. Take Heroic Slam, for instance:

Love sending enemies flying?
-> Turn walls into AOE damage with Concussive Echo.

Need to fuel for your follow-up?
-> Refund energy for every enemy hit with Heroic Return.


Likewise, the High Grip stance has been revitalized with two new upgrades, allowing you to specialize it into a defensive "Blurring Speed" buffer or a "Swift Economy" engine for relentless attacks.

With a total of 58 focus points to spend, Maces is now one of the most expansive skill trees in the game. We'll let you discover the rest in-game!

[/p][h2]Other Changes[/h2][p]
  • Updated Cave Wyrm attack sound to make it less annoying and sound more like water.
  • Added sound effect for entering a stance: battle trance, fancy footwork, hold firm, mortar stance, unleash fury, street sweeper.
  • The travel skill can now also be discovered by entering a desert biome.
  • Introduced price scaling for the Chivalry rewards purchased from Altars of Ahnais. Prices now scale up based on the number of times this type of reward was already purchased. This prevents easily raising maximum health by a large number. When stacked, these purchases were more powerful than intended.
  • Significantly increased chance of starting town Nerton being connected to the Greenhaven road network (in some cases, due how the map generates, it's still possible to start isolated).
  • Changed ranged attack behavior: clicking to attack a distant enemy will now stop movement and attack as soon as the target enters range, rather than walking all the way to the target.
[/p][h2]Bug Fixes[/h2][p]
  • Fixed issue related to how harvested plants display in Fog of War. Before the adjustment, when harvested plants or other map features were refreshed (becoming harvestable/ripe again) while in the fog of war, they would vanish from the map until rediscovered.
  • Fixed energy bar in some circumstances not refreshing immediately.
  • Fixed weight adjustment (e.g. from Grit enchantment) not shown in storage and shop UI.
  • Fixed hotbar ability icon not refreshing when stance is deactivated.
  • Fixed game crash due to destruction of larger multi-tile entities such as spider nests or FireStorms. In certain circumstances, these entities could spawn partially out of bounds of the map, which would cause a crash when the entity is later removed or destroyed.
  • Fixed enchantment scrolls not being marked as studied when learning the enchantment.
  • Fixed books in the inventory not marked as studied if the inventory pane was not open when a book study finishes.
  • Fixed item Ayin's Plate having wrong art.
  • Fixed numerous female armor items, displaying with male arm, instead of the intended female arm sprites.
  • Fixed archery ability "Power Draw" not having any effect when Power Draw was already active. Before the fix, when you activated Power Draw with its effect already present from a previous usage, it did nothing, essentially wasting the activation. Now the effect's duration is refreshed.
  • Fixed visual bug related to how leg armor was layered on top of other sprite components, causing the hands or arms to become obscured.
  • Fixed upgraded renew ability not showing text "Cures Mutation" as intended (yes, Renew can cure mutation).
  • Fixed quest "Blooming Dread" quest log displaying out of order.
  • Fixed quest "Item Delivery" quest log missing the location name.
  • Fixed quest "Advertising Assistance" quest log missing details for non-english languages.
  • Fixed quest "Gremlin Terror" quest log missing the next entry after killing the Gremlin Chief.
  • Fixed 6 different quests not showing in the quest log as completed, despite being non-repeatable (our intent is for dynamically generated quests which repeat to not show as completed, to avoid spamming the quest log with repeats).
  • For quest "Oracle's Lure", added recently added items as another possible solution to the puzzle (since they made sense).
  • Fixed upgrade "Unstoppable" not upgrading the base ability "Wild, Wild Swings" as intended, if the ability was upgraded.
  • Fixed upgrade "Unstoppable" issue, causing the the damage received amount to calculate incorrectly.
  • Fixed upgrade "Unstoppable" stacks accumulating indefinitely, carrying over stacks from previous battles.
  • Fixed unable to sleep if player only had magic skills unlocked and no other skills.
  • Fixed unable to sleep when you have travel weariness but hadn't discovered or unlocked any skills, you couldn't use a bed to rest to get rid of the travel weariness.
  • Added scrolling to fix skill options going off the screen on the level-up window.
  • Fixed buffs from abilities "Second Wind", "Renew", and "Surge of Replenishment" acting on the player for one less turn than intended. The reason was, player's health gain is processed at the start of the player's turn, while status effect turn refresh happened on the end of the player's turn, and status effect were removed before they could act one last required turn. This was fixed by marking these status effects as effects to reduce on start of turn.
  • Repeat attacks will no longer trigger if the target is killed on the first attack. This prevents attacking of already killed targets (Note, for multi-target ability attacks there can still be spurious repeat attacks).
  • Repeat attacks will no longer trigger when the target is knocked back out of range by the initial attack.
  • Fixed combat log reporting a target's death twice if they were killed by a repeat attack.
  • Fixed upgrading a Stance ability triggering its exit effects (e.g., Exhausted) even if the stance was not currently active.
  • Fixed inaccuracies in systems that rely on time tracking (weariness reduction, study gain) when moving with modified movement speed. Previously, moving faster or slower than default speed could result in the game calculating time passed incorrectly for these systems.
  • Fixed previously added character perk "Spot Weakness" inaccessible.
  • Fixed interface issue where sub-panes (such as the Mastery Details view) would not properly reopen after loading a quick save.
  • Fixed negative resistance values not functioning as intended. Negative resistance (e.g., on Faydes) now increase incoming damage, as intended.
  • Fixed an issue where abilities with zero energy cost would incorrectly gain cost if the player possessed ability cost reduction stats.
  • Fixed map generation issue causing spider nests to sometimes spawn in inaccessible locations.
  • Fixed several map generation algorithms to prevent disconnected rooms or cut-off entrances (affecting Gremlin Fortresses, Auditoriums, Grand Hallways, and Inner Core layouts).
  • Fixed an issue where stairs to the next floor could fail to generate in the Gremlin Fortress (Floor 2) due to blocked placement.
  • Fixed the treasure gate in the Gremlin Fortress not properly blocking passage to the reward room.
  • Fixed forced movement (Ctrl+Click) on the overworld stopping unnecessarily when enemies are visible, even if configured to ignore them.
  • Fixed an issue where interactable features in caves (chests, crystals, harvestables) could spawn in inaccessible locations.
  • Weight from the Grit enchantment is now also affected by Quartermastery's equipped item weight reduction bonuses.
  • Fixed escape key order of operations. Now when escape key is pressed, the side-pane closing before open windows (such as the workbench).
[/p][h2]Hotfix v0.5.20b[/h2][p]
  • Fixed a potential crash related to a negative height exception occurring when alt-tabbing or resizing the game window.
  • Fixed an issue with the ability picker where it would sometimes display an empty row or fail to appear when right-clicking hotbar icons.
  • Fixed the creature info box sometimes displaying an empty "Status Effects" section when no effects were present.
  • Fixed several Bludgeons and Maces abilities applying in unintended circumstances.
  • Fixed pathfinding when interacting with map features to prefer directly adjacent tiles, as was always intended. Pathfinding will now only fallback to diagonally adjacent tiles if no directly adjacent ones are available.
[/p][h2]Hotfix v0.5.20c[/h2][p]
  • Fixed energy bar UI sometimes not updating immediately when maximum energy changed.
  • Fixed negative movement energy cost not resulting in energy gain on movement.
[/p]

v0.5.19 - Cave of Dreams

Hello! Today's update extends the main quest with a new dungeon and adds new legendary enchantments.

Save files from v0.5.18 are compatible, but it's always a good idea to back up your saves just in case.

[h2]The Cave of Dreams[/h2]
Stories tell of a cave where all the roots in the world come together and are there nourished by dreams.

Continue the main quest, entering the Cave of Dreams to remove the Corruption and helping the Leafborn heal their sacred trees.



The Cave of Dreams features 13 new enemy types, new items, and is generated using a new map generation algorithm.

[h2]Location Images[/h2]
All 22 location images have been replaced with hand-designed art. These beautiful images were digitally painted by Drixxel, who customized the look of each to match their associated in-world locations.



[h2]Legendary Enchantments[/h2]
6 new legendary enchantments have been added. These enchantments offer unique and situational benefits that go beyond simple stat boosts.



You can find them in the world (very rarely), or as part of the new Cave of Dreams gain access to one enchantment.

[h2]Other Changes[/h2]
  • Support trading with the shop's owner if they are in the shop, even when they are far from the counter.
  • Treat neutral creatures that visibly aggro to the player (with exclamation mark icon shown) or attack the player, even when player dodges, as a hostile enemy for the purposes of giving skill XP.
  • Mute music when game window loses focus, e.g. on alt+tab.
  • In the dream pane and level up pane primary, confirm, or confirm alt (keyboard E, Enter, Space by default) key presses initiate the continue action.
  • NPC Dialogue - When there's only 1 dialog response, allow selecting it with primary [E] or confirm [Enter] / [Space] keys, so that the player can plow through longer dialog sequences by mashing [E].
  • NPC Dialogue - Pressing numbers also continues NPC dialogue so that the you can continue through longer dialog exchanges after selecting the response by repeating the same key, e.g. [1].
  • Localization - large number of language support improvements & fixes, adding localization coverage and translations where they were missing.
  • Localization - Updated Chinese translation, which has now been 100% human reviewed (shout-out and big thank you to Rico).

[h2]Bug Fixes[/h2]
  • Further improvements to dungeon generation, reducing completely already miniscule probability of dungeons having disconnected rooms.
  • Fixed possibility of an array out of bounds exception on farm dungeon generation.
  • Fixed Blooming Dread quest generating quest location on an overworld tile with already existing settlement or dungeon.
  • Fixed reflected damage (e.g. from attacking hardened Lamassu) not being processed, despite the hit splash being shown.
  • Fixed possibility of War Plans quest breaking due to inability to acquire one or more Gremlin War Plans.
  • Fixed small chance of exceptions on dungeon generation, in particular, with Gremlin dungeons.
  • Fixed possibility of cave dungeons being impossible to fully traverse due to stairs not spawning.
  • Fixed Gremlin Generals not dropping crowns, contrary to their sprite and their description.
  • Fixed player placed campsites removed if Sagohai's stolen staff happened to be placed in the same tile.
  • Fixed misaligned or floating objects caused by world scaling interaction.
  • Fixed possibility of some creatures and NPCs spawning in inaccessible positions. Before the fix it was possible for an innkeeper, governor, civilian, Leafborn civilian, cave hideout bandit, cave snake, cave golem, an enemy in a crypt, an enemy in a central room of Arallu temple, adventurer Durk or a generic adventurer in Trahasis temple, magic mushroom or a farmer to spawn in such a way as to be inaccessible to the player. Now such is no longer possible, all these cases should spawn in an accessible way
  • Fixed towns doors remaining locked after a battle. Additionally, added "battle_unlock" console command to fix saves where this bug already happened with doors in a permanently locked state.
  • Fixed issue to do with how the bonus Damage stat was calculated, causing some abilities to do less or more damage then intended.

[h2]What's Next?[/h2]

We know many of you are waiting the Tempest Order faction, which we foreshadowed in the latest dev blog. This update's main quest extension is the final story prerequisite before adding the Tempest Order faction.

With the Cave of Dreams in place, our primary focus shifts to the Tempest Order, which is planned for the v0.6.0 update. In addition, new weapon skill trees are also in active development. We're excited to get this new content to you as soon as possible. Stay tuned!

v0.5.18 - Language Support

This update adds support for eight new languages:
  • Chinese (Mandarin)
  • French
  • German
  • Japanese
  • Korean
  • Portuguese (Brazilian)
  • Russian
  • Spanish

You can set your language under game options. This will change all text, including the user interface, tooltips, dialogue, everything.



Please note that these translations are in alpha and should be considered an early build. We ask that you please report any typos, grammar issues, or odd phrasing you encounter. Some minor UI issues, such as text going out of bounds, still exist and will be fixed over time.

Thank you for your patience and support.

(To those waiting on a new content update, this update is focused only on the new translations. Another update is coming soon)

Save files from v0.5.17 are compatible, but it's always a good idea to back up your saves just in case.

[h2]Translation Process[/h2]

For those who are interested, this section outlines our translation process. We want to be as transparent as possible about our use of Large Language Models (LLMs).

This is a detailed and somewhat technical explanation, so feel free to skip if you prefer.

When it came to translating The Doors of Trithius, we faced several significant challenges:
  • The amount of text: around ~103,000 words to translate.
  • Unique vocabulary: hundreds of unique terms related to the game's lore or specific gameplay mechanics.
  • Maintenance over time: since the game is under active development, we needed process to ensure translations are kept up to date every update as new content is added.

For our approach, we created a comprehensive glossary of unique terms and lore, used automation (Gemini Pro 2.5), and developed highly specific, context-rich prompts.

For example, when translating a quest, we included not only the dialogue but also quest details, character descriptions, and other related text to ensure tonal consistency. We did not want to fall into the trap of over-reliance on Gemini, which for all its impressiveness, like all LLMs, can produce inconsistent results unless given specific surrounding context about the text it is translating.

[h3]Context Clues[/h3]
Our first step was to add context clues directly into the games data files. We added these wherever we thought they would be useful. This was especially important for character dialogue, which is often unclear when taken out of context.

These clues are not visible to players. Instead, they are collected by our later extraction script to be included in the prompts we send to the LLM.



[h3]Initial Glossary[/h3]
To ensure consistent usage of the game's large and unique vocabulary, our next step was to build a comprehensive glossary.

We started by manually defining terms based on our lore documents and knowledge of the game:



[h3]Glossary - Extraction[/h3]
Next, we used Gemini Pro 2.5 to scan all the 103k words of the game's text for additional unique terms that we may have missed in our manual pass. This was necessary for identifying abbreviations or jargon, for example "2H" (meaning two-handed), that will require consistent translation everywhere they appear.



[h3]Glossary - Disambiguation[/h3]
The next challenge was disambiguation. A single English word can have multiple meanings that requires different words in other languages. For example, "Chest" can refer to a storage container or a piece of body armor.

For any of these words we were able to identify, we separated them explicitly in the glossary.



We then went through the game's text and replaced the original generic word (like "Chest") with the new, disambiguated term (like "Chest_::_storage") so that during the later translation process the LLM would know exactly which meaning is intended in each context.



[h3]Glossary - Translation[/h3]
With the glossary finalized, the final step was to translate every term into our target languages. To ensure maximum accuracy, we provided the LLM with deep meta-context, including detailed descriptions of the game's lore.



We started with Russian, as our programmer, Myrix, is a fluent speaker and could directly review the output. This allowed us to judge the translation quality and iteratively tweak our process for better results.

[h3]Text Extraction[/h3]
The next step was to create a script to extract all the text from the game files (there are mountains of text!). The script pulled everything: combat log messages like "X creature dealt Y damage", UI strings, quest updates, lore books, item descriptions, stat names, and more.

The extraction script also gathered metadata alongside every piece of text. This provided context for the translation, such as knowing whether a word was part of a quest, an item description, or a UI element. The resulting file was 242,000 lines long with a file sizeof 11.4 MB.



With this step complete, we had two key pieces ready: the finalized glossary and the complete list of text to be translated.

[h3]Lemmatization[/h3]
This left one more technical hurdle: how do to reliably match the words in the game's text against the terms in the glossary.

A word in the text isn't always an exact match for its glossary entry. For example, a phrase might contain the word "activated" but the relevant term in our glossary could be the root word, "activate".

To solve this, we first had to lemmatize the text. This process analyzes each line and generates a list of all possible forms and root words. This will allow us to accurately match all relevant words in the text to their corresponding glossary entries.

See below for an example snippet from the output:



[h3]Translation[/h3]
Finally, we translated all text into our target languages. This was done in multiple prompts, breaking our text into small word chunks.

The biggest risk in this process is inconsistency. For example imagine a character's tone and personality changing from one line of dialogue to the next, or referencing the same lore term using different words. To prevent this, every prompt was packed with information. For example, a single dialogue tree was translated with the benefit of the entire quest script, character descriptions, relevant glossary terms, and world lore.

Our testing process for the final text mirrored the one we used for the glossary. We started with Russian so Myrix could review the translations in-game. After refining the full pipeline, we moved to Spanish with the help of community testers (shoutout to "Beep Beep Im A Jeep"), and then expanded to the other languages once we were confident in the results.

[h3]On Using LLMs[/h3]
As a small team on a limited budget, hiring professional translators was not an option for us. Especially for a game that's constantly being updated with new quests and lore. Despite these constraints we still wanted to ensure the best quality possible, which is why this work has been ongoing since the start of this year.

We know there is some contention in the gaming community about using LLMs. However, in my opinion (Sineso), this is an ideal use case. These translations wouldn't exist otherwise, and this work is not related to the core creative work or vision for the game.

Like any tool, Large Language Models (LLMs) can be used lazily to produce slop, or used thoughtfully as one part of a wider human-guided process. In our case, we've used the best possible tools, as part of carefully planned multi-step process, with human oversight throughout.

[h3]Next Steps[/h3]
Once we've received enough community feedback we'll remove the "alpha" tag from the options menu and officially list these languages on our Steam page. From what we've seen so far, the quality is solid, but since we don't speak many of these languages, your feedback is essential.

Finally, a special thanks to Myrix for all his incredible coding work on this system, and a huge thank you to everyone in the community who has already helped us review the translations. We look forward to future feedback, and to continue working with the community to improve the quality of these translations.

[h2]Bug Fixes[/h2]
  • Fixed "Static Lance" exception when ability is used while completely surrounded by blocked tiles.
  • Fixed "Reinforced Quarterstaff" not two-handed, as everything about it implies.
  • Fixed Gremlin Totem still resurrecting Gremlins, even after being destroyed.
  • Upon donating to the governor of a settlement, player reputation is now increased with the settlement's faction (in addition to the prosperity increase).

v0.5.17 (Hotfixes)

[h2]v0.5.17b[/h2]
  • Fixed Pyromancy and Fulmination gaining XP much faster rate than intended.

[h2]v0.5.17c[/h2]
  • Fixed "Chain Lightning" ability causing game crash if the combat log was not enabled in options.

[h2]v0.5.17d[/h2]
  • Fixed "Knight's Challenge" ability not rewarding bonus Oaths.
  • Fixed issue with the "Combustion" ability, where stacks would get stuck at zero with the status effect still persisting, if ability when upgraded past level 1.
  • Fixed condition reduced of your equipped weapon when casting Pyromancy or Fulmination abilities (Magic spells are not intended to degrade the equipped weapon).
  • The "Illusion" status effect is now hidden, ensuring creatures spawned due to insanity are less obvious to detect.

[h2]v0.5.17e[/h2]
  • Druid characters ported from v0.5.16 or earlier will now have the newly introduced druid passive "Naturebound" automatically applied.
  • Fixed unable to unlock reading attunement bonuses, even if the necessary number of insight had been gained.
  • (Direct version only) The direct version of the game now displays a message on main menu if a newer version is available.
  • (Direct version only) To disable version checking, disable "Check for Updates" in the Options menu.

[h2]v0.5.17f[/h2]
  • Updated Fulmination active ability icons to have better contrast.
  • Fixed "Chain Lightning" ability causing game crash, due to targeting non-combat entities.

[h2]v0.5.17g[/h2]
  • Fixed storage bug. Previously, when adding or removing items from storage, if you already had a stack of the same item, weight limits were not checked and the inventory UI was not refreshed. Now, it works as expected.
  • Fixed ability upgrades "Perfect Finish", "Killing Momentum", and "Relentless Assault" not reducing cooldown if the child ability was also upgraded.
  • Fixed Chivalry health upgrades (purchased with Oaths of The fallen) lost on game save/load. This fix works moving forward, and also returns previously purchased health upgrades that were lost.
  • Fixed travel experience gained by passing turns in the overworld without actually travelling.
  • Fixed game sprite for Storm-Chaser Treads boots floating next to player head instead of displaying on the feet as expected.
  • Fixed pixel offset issue with with certain male chest armors.
  • Updated item stats for "Sagohai's Staff".

[h2]v0.5.17h[/h2]
Fixed issue with map generation occasionally producing disconnected rooms. All dungeons now guarantee valid connectivity between rooms.

While we've worked on dungeon connectivity issues in the past, this time the fix is thorough, having tested against 1000s of simulated dungeons and pinpointing the exact cause.

Other Fixes
  • Improved reliability of NPC selection for quest generation. Quests like "Bandit Hunter" now fall back to other NPC types if no preferred ones are available, preventing quest failure.
  • Fixed issue where certain items were missing from shop buy-lists. Armorers, clothiers, and blacksmiths will now purchase appropriate items they previously ignored.
  • Fixed ring duplication bug caused by equipping an already equipped ring.
  • Fixed crash when loading a save with a left-facing Duudahl.
  • Fixed "Coup de Grace" not correctly applying its bonus crit chance and damage to attacks.
  • Fixed item duplication and disappearance when moving enchanted and unenchanted versions of the same item between storage and inventory.
  • Fixed Silt Strider spawning with negative Turn Health instead of positive, causing him to slowly die over time.
  • Fixed Cave Spider using aggressive behavior instead of intended Curious behavior module (should follow but not attack unless provoked).
  • Fixed upgraded "Combustion" passive reducing its initial stack after 3-4 turns instead of intended 5 turns.
  • Fixed "Echo Current" passive incorrectly triggering while in the overworld.
Abilities & Balance
  • "Static Field" now requires Thunder damage to trigger.
  • Magic spells no longer include on-hit bonuses from non-magical sources.
    • For example, on-hit bonuses like lifesteal, knockback, crit chance, etc. from your equipped weapon will not apply when casting spells.
    • However, if the spell itself provides such bonuses, they are applied as expected.
  • Buffed "Static Lance" ability, adding knockback chance of +30|35|40|45|50% depending on level.
  • Buffed "Ignite" ability, increased range from 2 to 3 tiles.
  • Added icon for the "Flame Instinct” passive ability.
  • Increased fire resistance of the Golem, and Spire Golem.

[h2]v0.5.17i[/h2]
  • Added new icons for all character traits.
  • Fixed "Oath of the Fallen" not rewarding Oaths for kills, with or without "Knight's Challenge".
  • Fixed Sandscale Viper mirages dropping loot.
  • Fixed crash when asking about Sagohai's artifact of ascension from locations not connected to the overworld (e.g., the WeaponMakers shop).
  • Added fire and thunder resistances to: Thunder Spider, Lich, Moreld Rothk, Spirit Fire Elemental.
  • Fixed melee energy cost reduction stat not actually reducing energy cost.

[h2]v0.5.17j[/h2]
  • Added new trait "flying" to flying creatures (Bee, Dune Flyer, Sky Hunter, Fayde, Hawk, Null Bungler, Null Flyer, Spiritfire Elemental, sprite). Flying creatures take no damage from ground environmental damage (fire, thunder). Right-click a creature to see traits, flying is shown with an icon the same as other traits.
  • Converted all sound effects and music from 44.1 kHz to 48 kHz. This eliminates the extra resample + buffer delay that was causing a noticeable sync issue on some Linux systems.
  • Fixed a sound sync issue which could cause sound effects to skip, when using the "Java Clip" sound engine option.
  • Fixed issue where in some circumstances a zone's music would continue playing after leaving a zone.
  • Fixed crash when using a hotbar potion icon through a keyboard shortcut without having the potion in the inventory.
  • Fixed able to consume unlimited potions per turn via mouse from the hotbar (instead of the intended max 1 per turn).
  • Fixed able to consume unlimited unidentified potions (instead of the intended max 1 per turn).
  • Fixed certain statuses (e.g. steam vent, hexed) stuck permanently on summons.
  • Fixed incorrect item icon for tempest robe.

[h2]v0.5.17k[/h2]
  • Fixed hawks infinitely flying away when low health, and then returning later to attack again making them very annoying to kill. This move was only intended by usable once per hawk.
  • Fixed "overworldLocation null exception" game crash, triggered in some situations when a gremlin overworld army moved onto the player's tile to attack.

v0.5.17 - Pyromancy & Fulmination

Magic has arrived! This update introduces two new magic skill trees: Pyromancy and Fulmination, two magic-based character backgrounds, the attunement system, a reworked starting quest, and a host of other improvements and bug fixes.

Save files from v0.5.16 are semi-compatible. When loading an older save, you can either port your character to the latest version or continue your save. Note that continuing an older save may mean missing out on new content in areas you've already explored.

[h2]Pyromancy[/h2]
Pyromancy is our take on fire magic. It focuses on sustained fire damage and area control. It rewards aggressive casting and smart positioning, continually building up power as fights progress.



How to Play:
  • New Background: Choose the "Pyromancer" character background.
  • Discover In-Game: Find any Tyros-attuned item on any character to discover the skill. Then invest a skill point when you sleep.


Spells like Line of Fire and Ignite set the ground ablaze, creating zones of damage that can be used to layer on even more damage.



With Flame Aura you can absorb your own fire, converting it into a powerful aura.



When you've built up enough combustion stacks, unleash a FireBall for a devastating finisher.



[h2]Fulmination[/h2]
Fulmination (thunder magic) focuses on burst damage, crowd control, and energy-hungry spellcasting. Unlike Pyromancy which builds up damage over time, with Fulmination you hit hard, stun fast, and burn through energy quickly.



How to Play:
  • New Background: Choose the "Fulminar" character background.
  • Discover In-Game: Find any Tyros-attuned item on any character to discover the skill. Then invest a skill point when you sleep.


Use abilities like Static Lance and Galvanic Bloom to dish out damage and build overload stacks.



Magnetic Pull allows you to reposition, or to pull a group of enemies towards a single point.



Chain Lightning can jump to any number of targets. Use as a finisher or to handle large groups.



Jump into game to try out all the new abilities!

[h2]Attunement[/h2]
As we're now seriously getting into magic, it's time to introduce our long-term plan for the magic system: Attunement. It not only anchors the in-world lore behind magic, but also directly ties into the mechanics of spells and magic equipment.

What is attunement?
In the world of Trithius, every spell draws its power from a magical Realm. Attunement represents your body's ability to channel and align with that Realm. In terms of mechanics, this means each spell now has an Attunement requirement, shown directly on the tooltip with specific icons:


To cast a spell, you must meet its Attunement requirement. Most low-level spells need just 1 Attunement. Higher-tier spells may require 2, or even 3. Both Pyromancy and Fulmination draw their power from the same realm, requiring Tyros Attunement.

How to Gain Attunement? 1) Attuned Gear
Many new items have been added that grant Attunement bonuses. These items are not typically offered in city shops. If you're eager to find attuned gear the most reliable source will be the desert crypts dungeons.



2) Magebooks
A new item type, Magebooks, provide an easy to find source of Attunement. Unlike lore book or skill books, Magebooks can be equipped in the offhand.

To accommodate Magebooks, all mage staffs are now 1h, and have had their stats rebalanced to be 1h. You can find these books are scribe stores, general shops, or in dungeon loot.



3) Reading and Insight
There's also the reading route. Look for books which grant "Enalia Insight" or "Tyros Insight", which will open up a path to gain insight via the Reading skill.



As we continue to develop new magic, our design is inspired by classic color-pie philosophies. We want the trade-offs between specializing in a single Attunement type or splashing into multiple magic schools to be a strategic choice for mages.

Accessing multiple magic trees simultaneously is possible, but requires Attunement from a variety of sources. This creates a challenge: Do you commit fully to one magical path, or do you design a combination of gear and other bonuses to support a hybrid build?

[h2]Main Quest Update[/h2]
The main quest, "Ascension" is undergoing a significant rework. In this update, you'll find the first two stages of the revamped quest. Sagohai has moved from town to his new forest cabin, where your journey with him will begin.

This quest will eventually intertwine with the Stormbringer faction as we continue to expand the world.

[h2]Stealing[/h2]
NPCs will now react when you steal items in their line of sight, costing you reputation based on the price of the item. Lower priced items have less of a chance to be called out. Town crate/barrel/chest loottables have been updated to include some new items.



[h2]Other Changes[/h2]
Gameplay & Systems
  • Fires on the ground are now more dynamic, coming in three sizes (small, medium, and large) with different damage and burn chances. Combining fires on the same tile will upgrade them to the next stage of size and intensity.
  • Creatures will now intelligently try to step out of fire during combat, provided a safe, adjacent tile is available that keeps their target in range.
  • Town Prosperity - Governors will now list which shops are closed due to low prosperity and you can donate gold directly to a town to help it flourish.
  • To prevent "stun-lock" situation's, knockback-induced stuns no longer re-apply if the target is already stunned.
Items & Loot
  • To accommodate the new off-hand Magebooks, all Mage Staffs have been rebalanced and are now one-handed weapons.
  • The final chest in the Desert Crypts is now guaranteed to drop an attuned item, ensuring players can engage with the new magic system.
  • Gold and Silver chests now have a small chance to drop attuned items.
  • The "Scroll of Discovery: Nature Magic" has been removed, as magic skills are now discovered by finding and equipping attuned items.
  • The libraries of Trithius have grown! Nine new lore books have been added to the world for you to discover: Adventurer's Creed, Philosophy of Magic, The Mother's Role, A Treatise on Realm Walkers (Part I & II), Walker Worship, The Roots' Riddle, The Crimson Soldier, and Tread Carefully Friends.
Balance Changes
  • Shops in towns with "Wealthy" or "Flourishing" prosperity levels now have larger gold reserves.
  • The variety shop in Leafborn villages now holds more currency, making it easier to acquire Polished Stones.
  • The chance Nyris seeds to spawn has been reduced. Furthermore, the Nyris Vine's growth now slows as more seeds become active and is capped at a maximum size. (Developer's Note: This should help with both balance and performance, but this is not the last word on the Nyris Maw!)
  • Many monster stats have been updated to include Fire and Thunder resistances where appropriate. For example, plant creatures have negative fire resist, null creatures have negative thunder resist, etc.
  • The Gremlin Brute's charge ability is now more accurate. Watch out!
Other
  • A new "Use last window size" option has been added for those who play in windowed mode. When enabled, the game will remember and apply your window dimensions on launch.
  • Looting piles of sticks now yields 2 wood instead of 1.
  • Added two new face options to character creation appearance options.

[h2]Bug Fixes[/h2]
Gameplay & Balance
  • Fixed an issue where attacking with an off-hand item equipped (like a shield or lantern) would incorrectly unlock the Unarmed skill.
  • Fixed the 'Terrifying Cleave' ability applying an incorrect dodge penalty (-3500 instead of -35).
  • Fixed the 'Curse of Greed' status effect incorrectly increasing move speed instead of decreasing it.
  • Fixed an issue where 'Martial Flourish' could cause an error if triggered at the very edge of the map.
  • Fixed the 'Terrifying Cleave' ability costing 0 energy if the 'Dreadful Impact' upgrade was not purchased.
  • Stairs will no longer produce a sound effect if the player is blocked from using them (e.g., due to nearby enemies).
UI & Tooltips
  • Fixed an issue that caused shops to not charge or pay for an item if it was filtered out of view in the trade window.
  • Fixed a visual bug where skill buttons in the "Discovered Skills" tooltip were rendered incorrectly.
  • Fixed an issue causing tooltips to sometimes be missing characters (e.g., "staggered for turns" is now "staggered for 2 turns").
  • Fixed the character appearance customization screen, which was not properly showing the last row of hair and beard options.
  • Fixed the 'World Scaling' option in the Options menu not showing the "restart required" pop-up when clicking 'Apply'.
  • Fixed an issue where mouse targeting could incorrectly highlight invalid tiles as grey.
  • Fixed a bug that could add extra, spurious spaces in some combat log messages.
Quests, NPCs & World Generation
  • Fixed the "Quest Failed" pop-up to report the actual amount of reputation lost and with the correct faction.
  • Fixed a bug that could cause multiple NPCs in the same town to have the same name.
  • Fixed an issue where female NPCs (such as guards) could sometimes be rendered with male sprites.
  • Fixed the dialog with the guard captain being unavailable during the "Confidential Matter" quest in newly generated worlds. (Note: This fix does not apply to existing saves where the quest is active).
  • Fixed a bug where quest stages could sometimes be listed in the wrong order in the quest log.
  • Fixed an issue preventing some farms from being placed correctly in the overworld during world generation.
  • Fixed the stairs down sometimes failing to spawn on the 2nd floor of the starting Ineo temple.
  • Added more fallback options for any situation where a stairs fails to spawn, to ensure dungeons can always be completed.
  • Fixed the character Torvin (from the Blooming Dread quest) from sometimes being generated with a female physique.
Technical Fixes
  • Fixed visual inaccuracies in the hotbar rendering that could cause 1-pixel gaps to appear at certain UI scales.
Console Commands
  • The 'apply' command now correctly applies status effects with a specific turn duration.
  • Added the 'port' command to allow porting characters (skills, inventory, etc.) from other save files.
  • Enhanced the 'spawn' command to allow spawning a creature at a targeted map position.