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Dev Blog #25 - Smarter Monsters: The Art of the Surround

Hello everyone,

If you didn't know, I have a Youtube channel on which I occasionally post dev blogs and my thoughts about game development and my work on The Doors of Trithius.

For the upcoming update, I've been working on a new kind of monster behavior to add an interesting twist to a new dungeon.

Enjoy and let me know what you think.

[previewyoutube][/previewyoutube]

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.