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Sternly Worded Adventures News

V47: A timely hotfix

[p]First a small string of fixes that went live immediately after v46, but weren't posted directly.[/p][p][/p][h3]V46.1 hotfix[/h3]
  • [p]Fixed a rare crash to desktop on trying to start a new game if one or more rolled two board-size altering items.[/p]
[h3]V46.2 hotterfix[/h3]
  • [p]Fixed the V46.1 fix rendering the function that's supposed to filter starting items down to one board-size-altering inoperable.[/p]
[h3]V46.3 duckfix[/h3]
  • [p]Fixed inns crashing the game if they rolled an inkeeper wearing a duck hat; a 1 in 52 chance.[/p]
  • [p]Fixed a crash with the variant of the beggar follow up event; implying you didn't or couldn't pay 10g; where you pass with gear/passives.[/p]
[h2]
V47[/h2][p]The majority of this update is bug fixes with a few tweaks based on feedback.[/p]
  • [p]Fixed 'Better than a master of one' not being awarded.[/p]
  • [p]Added backdating for 'Better than a master of one'.[/p]
  • [p]Fixed a typo in the gain hint for the small poison.[/p]
  • [p]Fixed changing the keyboard layout while in combat causing the keyboard to open for combat, preventing you from closing it, putting the combat UI in an error state, and crashing if you had the means to trigger closing it again.[/p]
  • [p]Fixed the quill items glowing as if active on 'turn 0'; during the start-of-combat effects turn phase.[/p]
  • [p]The cursor now halves in size if the resolution is ~720p or smaller.[/p]
  • [p]Fixed being able to trigger the adventurer intro events multiple times.[/p]
  • [p]Area progress bars now have headings indicating their meaning.[/p]
  • [p]Added well graphic layers to village parallaxes so that they can be used in the background of well water gathering instead of the old method which reportedly caused frame rate issues on some machines.[/p]
  • [p]Tiles now move twice as fast while a timer is active.[/p]
  • [p]The board shaker shuffle effect is now significantly faster while a timer is active.[/p]
  • [p]Fixed corrupted forests not marking as complete.[/p]
  • [p]It now saves after every word input with express mail.[/p]
  • [p]Fixed submitting words with express mail not checking if you have any valid words left afterwards.[/p]
  • [p]Fixed death state behaviour of the express mail when running out of tiles.[/p]
  • [p]Fixed the tile-destroy particle effect particle cap not being high enough for refreshing away a 5x5 board.[/p]
  • [p]Fixed the hair of the jack of all trades clipping head items.[/p]
  • [p]Fixed the highwayman event being able to happen at out-road nodes.[/p]
  • [p]Fixed a hard lock when having enough reward count reduction items to have the game try to offer you a negative amount of items.[/p]
[h3]V47.1 Jackfix[/h3]
  • [p]Fixed a crash with the backdating for 'Better than a master of one'. Affected only people who should have earned it.[/p]
  • [p]Added overworld location screen data with verbose logging.[/p]

v46: A Matter of Time

[h3]First off, thank you to Mooncube games for including us in the Back to School Game Celebration![/h3][p][/p][p][/p][p][/p][p]Hello. It's been a while. You might be wondering where I've been, oh.. no? Well I've been cooking. This update has been in the oven so long it's hard to remember what even went into it, but I'll try to summarize the really important parts, because lets be real, if you've not seen below, you're probably not reading all that.[/p][p][/p][p][/p][p][/p][p]Well lets see, there's three new classes, if you include the priest, which has been in the game files since like V17, but not finished or unlockable; in addition to them, joining the roster are the scribe, who is mechanically complete, with two arcade challenges, but not animated; unlocked with one of the afore mentioned arcade challenges, and the jack of all trades, who requires unlocking all other classes, and is like a cross between a 'random class' option, and an 'every class' option; they have a random sprite, and access to virtually all drops, but get 1 less option in combat rewards, and lose access to anything not selected for the rest of the run. Additionally, the apothecary is now animated, and a few other classes have been re-animated.[/p][p][/p][p][/p][p]The new game interface has been overhauled, presenting you with 3 pre-rolled heroes to choose from, rogue legacy style, rather than the options and choice overload of the old method. That UI is still available, but has been moved and renamed to the story sandbox in the arcade. You can even save and share the pre-rolled heroes for others to try; they come as PNG datacards that you can drop into the arcade hero card screen. The data is inserted in the PNG as a compliant data chunk, so only the most agressive re-encodings will strip it, like photoshop. Sharing on discord, and even doodling on it in MSPaint preserves the data. For the data-security savvy amongst you; the data is plaintext lua tables with the chunk type code swAg, which the game imports in a sandbox with no access to any functions.[/p][p][/p][p]There's now rebindable key functions, and proper, fully rebindable, controller support, not like last time where it expected keyboard emulation from the controller; blame the Steam Deck being my primary testing platform for that before; this time it's whole hog direct x-input, analogue input support for some functions, mouse emulation if you desire, and even comes with dynamic button prompts. About the only hard-coded inputs now are for mouse. One downside is now if you want to change if numpad/number keys refer to consumable shortcuts or gear shortcuts, you have to rebind each instead of just dragging a slider, but you now have the option to add modifier keys so you could have numbers refer to consumables, and shift-number refer to gear, and so on.[/p][p][/p][p][/p][p]There's a few new enemy types, and the usual selection of new items and curses and such. There's new parallaxes, redrawn sprites and art, interiors for village buildings, day/night cycles, different board sizes, a biblically accurate O, a new foreshadowing dream sequence minigame, a million fixes for various issues and edge cases, balance changes, new effects, new sounds, new title music (more new music coming soon), new words, UI reworks, better information and player feedback, more stat tracking, and many, many more things.[/p][p][/p][p]There was also an undocumented 45.1 release which fixed a few of the very obvious issues with that one; that's most of the saves & migration section.[/p][p][/p][h3]Misc:[/h3]
  • [p]Fixed a shader related crash on Android.[/p]
  • [p]Added the launch commands --verbose and --2verbose2queuerious for additional logging when combined with the --console launch command.[/p]
  • [p]Various game aspects, including classes, spells, effect tiles, ligatures, and the suffix item tile generation effects are now defined in separate files and loaded dynamically to make future mod support easier (and also to pull ~1-2k lines worth out of the one file that originally defined them).[/p]
  • [p]Added title music.[/p]
[h3]Saves & migration:[/h3]
  • [p]Fixed a first-time-launch save mismatch crash.[/p]
  • [p]Fixed a migration crash if a player had a pre-V40 save and never played V40-45.[/p]
  • [p]Fixed a potential migration error if a player had only a single pre-V40 stats entry to migrate.[/p]
  • [p]Crashes in save loading now give more descriptive error messages. I could have made it not crash, but I feel like this one should crash.[/p]
[h3]Classes:[/h3]
  • [p]You can now, finally, actually unlock the priest class; by visiting a church.[/p]
  • [p]Added a work-in-progress scribe, unlocked by completing a new arcade challenge.[/p]
  • [p]Added the jack of all trades, unlocked by unlocking all other classes.[/p]
  • [p]Which classes are available is now defined in the class data. Only the adventurer is available in the demo still, but this could matter if you mod in a class on the demo.[/p]
[p][/p][h3]New game:[/h3]
  • [p]The new game UI now presents you with a 'choose your champion' screen that presents you with 3 randomly rolled characters.[/p]
  • [p]Added some class-specific intro quotes, mostly for the cultist and demonkin.[/p]
[h3]Arcade:[/h3]
  • [p]Added a physics minigame which must be unlocked in story mode first.[/p]
  • [p]Added 'boggled' and 'boggling anxiety'; a pair of challenges that include the linked tiles curse, the latter with time pressure.[/p]
  • [p]Added the old class selection screen as a sandbox story challenge button.[/p]
  • [p]Renamed the 'challenges' section to 'single combat challenges' to differentiate them from story challenges.[/p]
  • [p]The random arcade single combat challenge will no longer give you more than one consumable of the same 'craft group'. Most notably this means you will no longer get served 6 bottles of differently shaped water.[/p]
  • [p]The random shrine challenges now give you random items to augment the experience.[/p]
  • [p]The rarity of words presented in the arcade shrine is now based on if you're given the 'rarer words' curse rather than just full random.[/p]
  • [p]Changed the minigame icons to be larger and faded behind the titles.[/p]
[p][/p][h3]Story sandbox:[/h3]
  • [p]Fixed the curse/boon UI doing a file read operation every frame.[/p]
  • [p]Fixed the hotspots of the curse/boons being 18px offset to the side.[/p]
  • [p]Character colours start randomised, unless it's your first time playing.[/p]
  • [p]You now have horns options as the demonkin.[/p]
  • [p]Fixed the world seed/session seed item drops option referring to the wrong config value for the initial slider display.[/p]
  • [p]The world seed/session seed item-drops save-scum option is now set to default to world seed.[/p]
  • [p]Unhighlighted classes now have their default hair/horns, instead of none.[/p]
  • [p]Re-introduced the old 'breath-glow' effect on the selected class, that was previously incompatible with colour customisations.[/p]
  • [p]The curse/boon selection UI is now more explicit about costs.[/p]
  • [p]The start button text is now defined by the selected class.[/p]
[p][/p][h3]Minesweeper:[/h3]
  • [p]The minesweeper now has grey 0 grids instead of beige, and the small time displays no longer have spaces in.[/p]
  • [p]Fixed losing minesweeper in the same interaction as triggering a 0 grid causing a stats entry to be saved per iteration of the 0 tile clearing.[/p]
  • [p]Clicking on the time or number of mines on now takes you to the mines tab on the all-stats page, rather than just the last state it was in and/or default state.[/p]
[p][/p][h3]Tiles:[/h3]
  • [p]Tile textures are now only loaded when needed.[/p]
  • [p]Mostly implemented hirigana tiles. Yoon unsupported.[/p]
  • [p]Fixed tiles visually scaled to unusual sizes, such as on the stats UI, sometimes having magenta lines visible down the sides.[/p]
  • [p]Recreated the braced wood tile graphics to fix the border emboss shading being applied twice.[/p]
  • [p]Idle bomb tiles now flash slower.[/p]
  • [p]Fixed bomb tiles that are about to explode not flashing.[/p]
  • [p]Fixed tiles being unable to settle if the framerate is around 20 or less.[/p]
  • [p]Added bronze, silver, and gold variants of the serrated toxin and bleed tiles that were previously exclusively bronze for toxin and silver for bleed.[/p]
  • [p]Added multi-ocular O (ꙮ). Using one gives you attack immune 1.[/p]
  • [p]Bronze inlaid wooden tiles that have been upgraded to gold bordered no longer count as bronze.[/p]
  • [p]Fixed tile 'source' and 'modified' icons using the wrong blend mode if the tile is burning or burnt.[/p]
  • [p]The 'source' and 'modified' icons now draw over tile hover effects instead of below.[/p]
  • [p]Added a new shine effect for some tile upgrade effects, now used by the bastard swords, scales, gild teabag, and some new items.[/p]
[p][/p][h3]Tile board:[/h3]
  • [p]Tile generation now considers the whole board when choosing letters for most tiles.[/p]
  • [p]You can now hover over tiles made unselectable by an effect, such as from short and from amnesia, to see its tooltips.[/p]
  • [p]Fixed the tile board death shatter effect also fading.[/p]
  • [p]Removed the solid black rectangle from the shadow graphic for the tile board.[/p]
  • [p]The shatter shader now blurs the edges of shadows, rather than reddening them.[/p]
  • [p]Fixed the tile board still having defined direction hotspots during and after the death shatter effect.[/p]
  • [p]If you have a tile board hotspot active when combat ends in a way that hides said board, it will now snap to the nearest still-active hotspot. It wont do this for mid-combat hiding like boss reveals.[/p]
  • [p]Reworked the tile board to functionally support arbitrary sizes of 3-5 columns and any number of rows.[/p]
  • [p]Created border graphics for 1x1, 2x2, 3x3, 5x3, and 5x5 tile boards.[/p]
  • [p]the full tile queue will now render on the rest screen tile board as per your queue visibility items.[/p]
  • [p]the full tile queue will now render on the player tiles screen tile board as per your queue visibility items rather than if you have enough tiles at the time to use it.[/p]
  • [p]You can now see tiles in your queue regardless of if you have a preview effect active. Notable for item effects and attacks that forcibly queue extra items.[/p]
  • [p]Having a preview effect active now gives you the ability to see the full tile queue beyond what the board width would allow.[/p]
  • [p]Tiles no longer wait for the previous row to land before falling.[/p]
  • [p]Added tooltips indicating the direct meaning of tile 'source' and 'modified' icons.[/p]
[p][/p][h3]Combat:[/h3]
  • [p]Removed the hard limit on submitting words of length greater than 16 tiles.[/p]
  • [p]Base chest rewards now start slightly higher and have less variance, but scale slower. Gold from excess damage on chests unaffected.[/p]
  • [p]Enemies with more armour than max health no longer render weird when using the bar format.[/p]
  • [p]Fixed the cast overlay triggering as soon as you released if it was the second time you'd opened it that session and you had buttons function on press enabled.[/p]
  • [p]The cast overlay now respects the 'buttons function on press' option.[/p]
  • [p]The "!!YOU DIED!!" text now re-uses tile code instead of being its own thing, so it can be affected by your items, and so you can interact with it like tiles, like drag-re-arrange them. You can live out your fantasy of dying to the words "YO DUDE!!!!!".[/p]
  • [p]The enemy tracker no longer shows unless you have a preview effect.[/p]
  • [p]Fixed the gold health bar filigree almost never showing, when it's supposed to appear for all bosses.[/p]
  • [p]Fixed a crash if the start attack function is fed a nil attack.[/p]
  • [p]Added a 200ms pause after an enemy dying before proceeding to the next enemy/phase so that in cases where the next enemy is a boss and it does the fast pan it doesn't look like the drops are coming from them.[/p]
  • [p]The 'boss pan' now centres, zooms, and holds on them for a second while they do an intro taunt displaying a title card for them, rather than just kind of centering them for a moment while it continued moving to the final screen position and they just walk.[/p]
  • [p]Your turn now only starts once the 'boss pan' has finished, mostly only affects timings for when you can use items, and when some effects triggers, but is very important for effects that add a timer to your turn.[/p]
  • [p]Sound effects now have falloff, mostly only currently noticeable on the slimiest slime arcade challenge during the boss pan.[/p]
  • [p]Fixed a crash if the player had no avatar sprite when their turn started, which was generally not possible without save editing.[/p]
  • [p]Fixed passives not applying if you have a nil equipment table, which was generally not possible without save editing.[/p]
  • [p]Fixed a crash if the player chose to fight on in a dungeon then quit and restarted the game before leaving the dungeon.[/p]
  • [p]The enemy burn attack tooltip no longer makes reference to 'letter value' since that's not really how things work anymore.[/p]
  • [p]Enemy cultists and mages now do the cast animation instead of the hit animation when doing the fireballs attack. Demonkin are assigned to use it too for when they get that animation.[/p]
  • [p]Enemy sound effects are now pitch modulated up to +/-5%.[/p]
  • [p]The fire spell fire status estimation given with the player info now correctly takes spell power bonuses into account.[/p]
  • [p]Poisoning your attack no longer disables the effect of the exsanguination dagger for that attack.[/p]
  • [p]Added sound effects for spell casting.[/p]
  • [p]Fixed fleeing from and returning to a combat in a forest potentially leading to an enemy with more health than its natural max if the initial conditions were slightly different, such as if a random event triggered the combat one of the times.[/p]
  • [p]Enemy word resistances and immunities are now multiplicative of the overall score rather than additive with player multiplier bonuses.[/p]
  • [p]The higher pitched 'best word' ding now takes into account if you submitted a spell with spell bonus.[/p]
[p][/p][h3]Status effects:[/h3]
  • [p]Having burning tiles now increases the life cost of refresh by half of the count, rounded down, and increases the max refresh cost by the same.[/p]
  • [p]The dying status, and statuses for tile immunity and status-attack bonuses now persist after combat.[/p]
  • [p]The dying status now also affects tiles given by enemy attacks.[/p]
  • [p]During combat, the icons of status effects that have just decayed now stick around and fade out for a second rather than suddenly disappearing.[/p]
  • [p]Whenever you're prevented from getting one or more tile by a status effect, said tiles now fall from the status graphics and fade out.[/p]
  • [p]Standard regeneration now triggers at the end of your turn, after your attack, instead of at the start, and no longer decays early if you were on 0 health when it triggers.[/p]
  • [p]Added a spell power bonus status effect.[/p]
  • [p]Created icons and UI for regen decay and regen weak; that is regeneration ticks down faster and regeneration hurts instead. Both have long been implemented, but unused.[/p]
  • [p]Added regeneration immune; prevents the health affecting aspects of regen.[/p]
  • [p]Long status values now shrink rather than word wrap.[/p]
  • [p]The 'fruit eaten' tracking stat now lists that it resets on rest.[/p]
[p][/p][h3]Sprites & particles:[/h3]
  • [p]Animated the priest and apothecary and gave them customisation and gear layers.[/p]
  • [p]Completely redid the treant stump sprite.[/p]
  • [p]Partially redid the graphics of the assassin and paladin; splitting out their layers better so they can share more graphics, giving them additional animation sets, redrawn weapons, more colourable layers, and hair customisations.[/p]
  • [p]Partially redid the sprite graphics of demonkin; giving them additional animation sets, redrawn weapons, new customisations, new variations, and the ability to blink.[/p]
  • [p]Redid the fire elementals based on the new demonkin and apothecary sprites.[/p]
  • [p]Redid the weapon sprite graphics of the adventurer for the exsanguination dagger, vampire dagger, sacrificial dagger, both bastard swords, the mindfog dagger, serrated dagger, werewolf dagger, and the upgraded serpentine dagger.[/p]
  • [p]Fixed the bottom row of pixels of chests disappearing when opened.[/p]
  • [p]The bleed status particle effect now falls more naturally rather than fading out.[/p]
  • [p]Individually defined the rate at which most sprites produce blood particles so it's more visually consistent across all of them, and more readily obvious things are bleeding.[/p]
  • [p]Increased the particle cap for blood and for explosions.[/p]
  • [p]Added burn particle maps for most burnable sprites, and set the default behaviour to burn the whole of it instead of just the top visible pixels.[/p]
  • [p]Reduced the number of calculations made for status particles that aren't going to be created.[/p]
  • [p]The position of the cast sigil effect now uses data provided by the sprite, rather than being at a hard coded position on screen.[/p]
  • [p]Spells now have a cast sigil on the ground beneath the target, except fire which makes them explode in a fireball. These effects are all disabled by the disable attack effects option.[/p]
  • [p]The profane spell sigils are now a deep thick red instead of a slightly naff red glow.[/p]
  • [p]Player and enemy fire spells now share visual effect code.[/p]
  • [p]Shaded the smear frame of opening chests.[/p]
  • [p]Fixed enemies with sprite variants and layered sprites always being the first indexed variant; affected mages and cultists.[/p]
  • [p]When enemies do the "fireball" attack animation they now also get a cast sigil like players do.[/p]
  • [p]The fireball spell animation now has a trail.[/p]
  • [p]Finished the death animation of large spiders.[/p]
  • [p]Enemies can now have multiple 'taunt' animations.[/p]
  • [p]Fixed characters taunting while in a states that are flagged as ones they shouldn't taunt from, notably sitting.[/p]
  • [p]Fixed the sprite test screen not listing overlay layers that lacked grouped lower layers; affected the axe and face buckler for of the adventurer, warrior, and woodsman.[/p]
  • [p]Completely overhauled the sprite test screen, cleaning up the UI; breaking everything into tabbed lists, including allowing selecting sprites from a list instead of cycling through them, adding the ability to recolour layers, and adding FX status particles, and basic background settings.[/p]
  • [p]Slimes are now brighter coloured.[/p]
  • [p]Reduced the number of layers required to draw slimes.[/p]
  • [p]Lava slimes no longer have a white highlight dot like other slimes, and have more colour variations between shades of red and yellow.[/p]
  • [p]Explosion effects now spew less particles downwards.[/p]
  • [p]Removed the lag frame from the start of the peasant, halfling, cultist, mage, and skeleton hurt animations.[/p]
  • [p]Fixed bald warriors and adventurers gaining a patch of hair when wearing the bonnet.[/p]
[p][/p][h3]Enemies:[/h3]
  • [p]Chests are now weak to fire, mostly to remove a tell for differentiating them from mimics.[/p]
  • [p]Enemy demonkin now have horn variation which considers if they're a boss or miniboss or not.[/p]
  • [p]The second sequential enemy demonkin fire spell attack is now a curse spell, and deals extra damage and !!! tiles instead of fire.[/p]
  • [p]Enemy cultists now have a curse spell, like the demonkin now do, and can no longer start on one of their rest phases.[/p]
  • [p]The boss demon at the anomaly now has an appearance that regular demons can't generate with.[/p]
  • [p]Increased the health of the bosses and minibosses at the anomaly.[/p]
  • [p]Damage estimations now consider enemy regeneration.[/p]
  • [p]Fixed damage estimations not considering armour-piercing when calculating if the enemy dies from the hit.[/p]
  • [p]Treants now have a unique attack particle of branches that reach up from the ground.[/p]
  • [p]Rainbow slimes now have a 5% chance to be trans.[/p]
  • [p]Potion slimes now have a 30% chance to give a fragile ironskin potion, and a 10% chance to give a mysterious potion on death.[/p]
  • [p]Potion slimes are now 25% less opaque than other slimes so it's easier to see the potion in them.[/p]
  • [p]Skeleton-type enemies can now also have the names: Ace Ventibia, Bone Burnham, Felicity Bones, Heisenbone, Kate Beckonskull, Pelvis Costello, Pelvis Presley, and Queen Latibia.[/p]
  • [p]Changed the skeleton name "Bag O’ Bones" to "Bag O' Bones" (replacing the unicode single quote), and "Arhuritis" to "Arthuritis".[/p]
  • [p]Demon-type enemies can now also be called Samael, Abaddon', Beelzebub, Asmodious, Mazikeen, Lilith, Lamashtu, Azazel, Satan, Stan, Santa, Raziel, and Kain.[/p]
  • [p]Death effects of enemies now happen as soon as their death animations have proceeded far enough instead of waiting for their designated phase after the player attack phase.[/p]
  • [p]Slimes and the spider nest now have particle effect splat/explosion effects when getting hit/dying.[/p]
  • [p]Enemy assassins and paladins now have a thrust attack animation for some attacks.[/p]
  • [p]Added sound effects for spider nests getting hit/dying.[/p]
  • [p]Skull slimes are now 20% weak to bone words.[/p]
  • [p]Lava slimes are now 20% weak to fire words.[/p]
[p][/p][h3]New enemies:[/h3]
  • [p]Added mimics. A mimic can replace the last two enemies of a combat, if those last two are a chest and either a regular boss or a medium strength or stronger miniboss, of a level 3 or higher combat, with increasing odds of 2% per level above 2 to a limit of 20%, or can replace individual lone chests at a rate of \[area level]/30.[/p]
  • [p]Added aciniform cocoons: They have a high chance to appear alongside spider nests and contain good amounts of gold and can contain the same sort of potions rare slimes can have.[/p]
  • [p]Halflings can now appear as enemies amongst villagers, yes, they get immunity on even turns.[/p]
  • [p]Priests can now appear as enemies amongst villagers.[/p]
[p][/p][h3]UI:[/h3]
  • [p]Added a time-of-day indicator to the overworld UI.[/p]
  • [p]Added a classes tab to the almanac, and moved the Discord/Patreon links to the start menu to make space for it.[/p]
  • [p]Added a representation of the almanac to the start menu.[/p]
  • [p]Added a battery indicator if there's a device battery and power is below 75%.[/p]
  • [p]The 'player' button now uses the characters first name if defined, and shows the first equipped gear or consumable, if available.[/p]
  • [p]Replaced the last few instances of 'adventure' when referring to combat.[/p]
  • [p]Fixed a crash on trying to auto sell if some of the items it tried to sell were off screen.[/p]
  • [p]Added floating button shortcut indicators if you're using a controller.[/p]
  • [p]The previously hard-coded tooltip shortcut indications now dynamically pull from current binds and only show if you're not using a controller.[/p]
  • [p]Changed many UI elements to draw directly to the screen instead of via a canvas, and improved the memory handling of elements that are recreated rather than reused. Notable beneficiaries of this are minesweeper if you restart a lot, and the arcade screen if you scroll a lot.[/p]
    • [p]Elements that now draw directly now include: buttons, the shrine UI, crafting UI and lens flare, inventory and inventory avatar, arcade reward indications, awards, bestiary, class selection class avatars and items, keyboard editor, footer text, healthbars, upcoming enemies, progress bars, combat UI for bonus words, casting, item drops, and passives, the options screen spider, rest screen elements, the colour palette, and sliders.[/p]
    • [p]Elements with cleanup scripts now include: buttons, stats entries, large footer text, and blurry backgrounds.[/p]
    • [p]The Lua garbage collector would naturally handle all these, but not always fast enough.[/p]
  • [p]Animated the publisher splash.[/p]
[p][/p]
  • [p]Opening the options screen from the overworld, combat, or a shrine, now takes you right to that tab on the options screen instead of the last selected or general.[/p]
  • [p]Changed the tab buttons on the class selection, options, and player screen to look more 'tab' like.[/p]
  • [p]Removed the 'drag-drop use tutorial' on first opening the player inventory in favour of flashing up 'drop here to use' or 'activate from the tiles tab' over the player avatar when picking up something marked as usable.[/p]
  • [p]Attempting to use an item that requires the tileboard on the player screen now takes you to the tiles screen instead of telling you to go there.[/p]
  • [p]Removed the screen transition from in between the inventory screens and the tiles/use screen.[/p]
  • [p]The hotspot graphics no longer overlap when the object they're surrounding is particularly small.[/p]
  • [p]Removed the enemy type-names when there's more than 8 enemy types on the preparations screen to sidestep the ugly wrapping issue in that case.[/p]
  • [p]Reduced the spacing between the enemy attack type icons on the preparations screen.[/p]
  • [p]Made the location of back buttons on screens accessed from location interaction buttons (mostly?) consistently on the bottom left.[/p]
  • [p]Re-arranged the preparations screen, and made it fancier.[/p]
  • [p]Made the unlocks screen fancier.[/p]
  • [p]Going to the inventory from preparations screen now has them share background images.[/p]
  • [p]The inventory sort function now groups alike items, biggest first, and is no longer 'unstable' with identically named items, like empty glassware.[/p]
  • [p]You can now click anywhere on a slider to set the value right as if you'd just dragged the widget right there.[/p]
  • [p]Fixed the tooltip hitbox on the players info (health/armour/statuses ect.) on the player screen, event screens, and the class selection screen, if the resulting health value was large enough that it was displaying as text.[/p]
  • [p]Heathbar armour icons are now correctly fully opaque.[/p]
  • [p]Fixed the tooltip hitbox on attack character-info attack values not taking UI scale into account horizontally.[/p]
  • [p]Fixed the hotspot hitbox for the overworld map not scaling with mid-game screen resolution changes.[/p]
  • [p]Shrank the hotspot hitbox of the overworld map, so you can cursor key navigate from player button to the options/minimap buttons without using the wrap-around option.[/p]
  • [p]Fixed being able to snap to off-screen hotspots.[/p]
  • [p]Internally reworked the UI body text, increasing the average kerning, and lowered the weight of the lighter text.[/p]
  • [p]The player stats on the player screen are now once again tied to the left side of the screen rather than an offset from the centre, fixing ultra-wide issues.[/p]
  • [p]Defined hotspots for some elements previously missing them, meaning you can navigate through them with keyboard/controller and see their tooltips. Affects: player/character info (health, status ect.), shrine stats, combat stats.[/p]
  • [p]The status icons and tooltips now use the multiplication sign (×) instead of x.[/p]
  • [p]The item almanac now shows item type and source information and in some cases a gain hint for unknown items.[/p]
  • [p]The item almanac now groups some item types like food and potions, ect.[/p]
  • [p]The item almanac now lists some event-sources for items, and now handles text overflow by scrolling.[/p]
  • [p]The item almanac is now more explicit about if items are temporary or permanent crafts.[/p]
  • [p]The item almanac now lists extra source detail such as if it's on a rare table or a loot table.[/p]
  • [p]The item almanac now pre-loads the first image variant of each item on opening.[/p]
  • [p]The item selection screen now scales down icons if there's too many and they would overlap.[/p]
  • [p]The item selection screen now has an icon of the selection on the button, and a background glow effect of it as well.[/p]
  • [p]Fixed the item selection screen not respecting the 'buttons function on press' option.[/p]
  • [p]The item selection screen now shows player health if an item that directly affects it is on offer.[/p]
  • [p]The rest screen now uses the 'estimated health gain' UI to show how much resting will heal you.[/p]
  • [p]The rest screen now uses a multiplication sign (×) for wood/charcoal count instead of an x.[/p]
  • [p]Fixed character info with attack details that only have a fire component not having a tooltip for the fire component.[/p]
  • [p]Added a notification for items gained or lost without direct player selection, mostly relating to events, and items consumed on combat end.[/p]
  • [p]In-game notifications (as distinct from platform notifications), for screenshots, achievements, and for item gains, now wait until after event screens and lore screens to display.[/p]
  • [p]Notifications now draw direct to the screen instead of to a canvas then to screen; a mild memory optimisation.[/p]
  • [p]The refresh button now actually displays costs out of your price range, so it's easier to work out how much water it'd take to make it affordable/free.[/p]
  • [p]Removed the slight bit of kerning after the attack icon when followed by bleed or toxin on character info. It was nice but it was getting increasingly complicated to maintain, and nowhere else I could do similar does, for the same reason.[/p]
  • [p]Fixed the continue button on the colourful language arcade challenge having the inactive tooltip 'Not available in the demo.'; even on the demo the condition is if there's anything to continue.[/p]
  • [p]The tooltip for the refresh button now mentions that it'd be lethal if you tried while on 0 health, instead of saying that it's too expensive.[/p]
  • [p]Added to the credits a visual representation of the assets created by Jesse Munguia.[/p]
  • [p]The "What is this?" button tooltip now says "OwO What's this?" if you have the book of UwU.[/p]
  • [p]Fixed the word definition overflow issues on the dictionary and shrine screens.[/p]
  • [p]The options and how-to buttons in combat are now positioned relative to the centre of the screen rather than the corners.[/p]
  • [p]Item use hotkeys now function on-press instead of on-release.[/p]
  • [p]Re-arranged the sound test page to use a scrolling list of sounds rather than buttons.[/p]
  • [p]Fixed the warp transition screen having letterboxing on narrower than 16:9 resolutions, and set the background to be black instead of the map.[/p]
  • [p]The 'demo end' screens now have a button to return to the main menu instead of quit.[/p]
  • [p]The minimap screen now has cloud coloured clouds instead of black.[/p]
  • [p]The FPS/version display now downscales with lower resolutions.[/p]
  • [p]Fixed very long tooltips cropping off.[/p]
  • [p]Added extended character support to the title and button fonts, allowing render of additional special characters and diacritics.[/p]
  • [p]Location headings with level representation now use an em-dash instead of a hash.[/p]
[p][/p][h3]Bestiary:[/h3]
  • [p]Added detailed attack cycle information.[/p]
  • [p]Added info tabs for detailed gold drops, and flavour text, when available.[/p]
  • [p]Added semi-placeholder flavour text for several bestiary entries.[/p]
  • [p]Added a button to open the relevant sprite in the sprite viewer screen.[/p]
  • [p]Changed the sorting so more common enemies are first.[/p]
  • [p]The 'randomise colour' button now also cycles variant graphics.[/p]
  • [p]The fire particle on fire elementals no longer resets to nothing on selecting them.[/p]
  • [p]Enemies now look towards the centre of the screen.[/p]
  • [p]Enemy titles now use their full name, differentiating subtypes like skeletons.[/p]
  • [p]Fixed enemy type names line wrapping instead of shrinking when too long, left aligned them instead of centre.[/p]
  • [p]Fixed the arachnophobia/philia setting changes not getting respected in the bestiary if you already opened it that session.[/p]
  • [p]The character info/status/attack details now draw over the sprite instead of under, preventing the sprite from sometimes obscuring the info if the info is scaled up.[/p]
[p][/p][h3]Stats:[/h3]
  • [p]Added filters to the stats browser.[/p]
  • [p]Fixed combat stats entries not displaying the blood drained statistic.[/p]
  • [p]Moved the 'era length' value on stats to the main stat body instead of the date header, and fixed it not representing days.[/p]
  • [p]Stats entries for dead/retired characters created before they tracked items no longer try to guestimate that data by reading the previous entry and hoping it was a both a combat stats entry created with said character.[/p]
  • [p]Doubled the number of all-time word stats that get recorded to the top 40 instead of 20, and increased the number displayed from 15 to 31.[/p]
  • [p]Times rested, and amount healed and armour gained while doing so is now tracked.[/p]
  • [p]Gold gained/spent/lost is now tracked, including per-enemy-type drops, and gold bonus breakdown.[/p]
  • [p]Minigame stat totals are now tracked.[/p]
  • [p]Fixed persistent data not getting saved on new stats entries getting added, potentially leading to lost all-time stats if nothing else triggered it before quitting.[/p]
  • [p]All-time stats is now rebuilt when generating the stats index, which will fix any missing all-time stats entries, since the index didn't exist before V46.[/p]
  • [p]Optimised and simplified the in-combat stats display to not need to loop through every word when updating the averages.[/p]
  • [p]The hover hitbox for showing definition tooltips on the in-combat stats is now the full width of the UI element rather than the word, to simplify hotspot implementation for it.[/p]
  • [p]Fixed a crash/migration error if stats is fed a 'word' entry without a word included.[/p]
  • [p]Fixed shrine stats using the old colouring system that didn't correctly account for duplicate letters.[/p]
  • [p]Shrine stats now tracks and displays relevant items.[/p]
  • [p]Fixed combat stats without defined colour data falling back to a nil value for the defaults.[/p]
  • [p]If you got a gameover but met the completion criteria, it now says you 'Achieved a Cadmean victory'.[/p]
[p][/p][h3]Options:[/h3]
  • [p]Refactored tabs, adding controls/language as separate tabs rather than sub to general.[/p]
  • [p]Fixed changing the arachnophobia setting not updating dead and dying on-screen enemies.[/p]
  • [p]Added additional informational tooltips describing the context of some options.[/p]
  • [p]Added icons to the options tabs.[/p]
  • [p]Added the option to disable the new screenshot notifications.[/p]
  • [p]Now refers to the pre-combat preparation screen as 'combat prep' instead of 'preparation'.[/p]
  • [p]Added the option to disable the new item wiggle.[/p]
  • [p]Added the option to show an icon on items in the shop/reward/item selection screens not yet in your almanac.[/p]
  • [p]Added the option to always drag-select/deselect across multiple tiles. (On by default, and always enabled if you have a boggle-rules effect)[/p]
  • [p]Added the option to disable texture displacement on parallax backgrounds.[/p]
  • [p]Added the option to just sip water, like before this update.[/p]
  • [p]Added the ability to add and remove spacers to custom keyboard layouts without manually editing the config.[/p]
  • [p]Removed the explicit option to disable hotspot mode, this functionality is still technically available by unbinding all its functions. If you're in hotspot mode you're unable to save a config that is missing binds for any hotspot function so you can't softlock yourself in the options screen.[/p]
  • [p]Removed the option to set if your number keys and numpad keys activate your consumables and/or equipment or not, in favour of manual binds. A little more annoying to set, but more configurable. Defaults to consumables on numbers and equipment on numpad.[/p]
  • [p]Added the option to disable typing input.[/p]
  • [p]You can now rebind the default keyboard hotkeys, and also bind things to x-input control. The system allows for multiple and overlapping binds, and up to 1 modifier key each.[/p]
  • [p]Added the option to disable tile 'source' and 'modified' icon tooltips.[/p]
  • [p]Added the option to define the windowed launch resolution without editing the config.[/p]
  • [p]Added the option to disable the blur/glow effect on class selection slider and item selection background. They are pretty but they tank the framerate on my MacBook.[/p]
[p][/p][h3]Bindable functions:[/h3]
  • [p]These are the bindable functions, their current default keys, and usage notes.[/p]
  • [p]Navigate selection UI hotspot: Cursor keys (Previously hard-coded)[/p]
  • [p]Select highlighted UI hotspot: Return (Previously hard-coded)[/p]
  • [p]Go back or to options: Escape (Previously hard-coded)[/p]
    • [p]Contextually 'goes back' or to the options menu, whichever is available.[/p]
  • [p]Go back: Backspace in default[/p]
    • [p]Goes to the previous screen, or closes the combat cast UI or wildcard keyboard, or backs out of hotspot-mode map-pan on the overworld if active.[/p]
  • [p]Next/previous tab: tab, shift-tab[/p]
  • [p]Options:[/p]
    • [p]As above, when available.[/p]
  • [p]Backspace: Backspace, unsurprisingly (Previously hard-coded)[/p]
    • [p]Removes/deselects the last input thing.[/p]
    • [p]Newly affects the start menu.[/p]
  • [p]Affirmative: Space, return, keypad enter (Previously hard-coded in some cases)[/p]
    • [p]Confirm, accept, submit, next, enter, send it, do it; do the contextual 'thing'.[/p]
    • [p]Affects most screens.[/p]
  • [p]Fight on: (Previously hard-coded to return & kp-enter)[/p]
    • [p]Continues after the end of a combat in dungeons.[/p]
  • [p]Refresh:[/p]
    • [p]Does the combat refresh option.[/p]
  • [p]Drink water & refresh:  ctrl-r[/p]
    • [p]Drinks water until refresh is as cheap as water can make it, then refreshes.[/p]
  • [p]Inventory:[/p]
    • [p]Opens the player screen/inventory/sell screen, as available.[/p]
  • [p]Use item in slot \[1-10]: 1-0, keypad 1-0 (Previously hard-coded, but configurable between consumables, equipment, and off)[/p]
  • [p]Screenshot: F12[/p]
  • [p]UI-free screenshot: rctrl+F12[/p]
    • [p]Saves a screenshot to the saves directory.[/p]
  • [p]Toggle full-screen: F11 (Previously hard-coded)[/p]
  • [p]Zoom in: +, ], =, kp+ (Previously hard-coded)[/p]
  • [p]Zoom out: -, \[, kp- (Previously hard-coded)[/p]
    • [p]Zooms the map in or out.[/p]
  • [p]Pan map faster (toggle or hold): (left shift)[/p]
    • [p]While in UI hotspot map pan mode, pan the map faster.[/p]
  • [p]Copy: ctrl-C, command-C (Previously hard-coded)[/p]
  • [p]Paste: ctrl-V, command-V (Previously hard-coded)[/p]
    • [p]Previously just for the dictionary.[/p]
    • [p]Newly affects: shrine, combat, the start menu, & text input.[/p]
  • [p]Clear: rshift-delete[/p]
    • [p]Clears the input on combat, shrine, dictionary, craft, the start menu, & text input.[/p]
  • [p]Analogue map pan:[/p]
    • [p]Moves the map using analogue input.[/p]
  • [p]Analogue mouse:[/p]
    • [p]Emulates mouse movement and input with analogue input.[/p]
  • [p]Play musical note \[F3-E5]: Used by the bookkeepers bassoon. I apologise to anyone that binds all 24 of these.[/p]
[p][/p][h3]Overworld:[/h3]
  • [p]Added basic day/night cycles.[/p]
  • [p]You can now double click on a location with only a single 'use' button to 'use' it. Enter it, rest at it, loot it. Whatever. This was already, and still is, true for travelling to it.[/p]
  • [p]Village attacks/defends no longer have a boss every single node. Attacks now only have bosses at the guard posts, defends now have a boss at the attacked entrance, and a potential randomly placed second.[/p]
  • [p]Added a new location type; church. You can heal, buy some limited supplies there, and leave donations for blessings or for forgiveness.[/p]
  • [p]Added a new structure type in large villages; chapel. Like a church, but smaller.[/p]
  • [p]Added an interior for inns and apothecaries.[/p]
  • [p]Village wells now visually have a canopy.[/p]
  • [p]The collect water background is now a parallax of the well instead of the map.[/p]
  • [p]Added new location types in some forests; woodland shrines, and wishing wells. Woodland shrines have the same minigame as regular shrines, but only exist as additional opportunities for additional blessings. Wishing wells you can throw coins down and use the old village well graphics.[/p]
  • [p]Fixed a rare nil multiply error.[/p]
  • [p]Fixed the crosshair not scaling with screen resolution.[/p]
  • [p]You can now zoom in/out during the anomaly cutscene.[/p]
  • [p]The anomaly cutscene can now be skipped by going to the main menu and continuing, however doing so skips the cultist unlock and anomaly opens achievement trigger.[/p]
  • [p]The anomaly is now always lit up as if completed during the cutscene, even if you were never there, such as with capital travel.[/p]
  • [p]Visiting the anomaly after completing combat there now has you wearing your passives still.[/p]
  • [p]Fixed the particle effect on the anomaly being visible and awkwardly static during the animation of the spikes appearing if it's not the first time you've seen it that session.[/p]
  • [p]Fixed the capital location selection function failing to count how many connections a node has.[/p]
  • [p]The movement tolerance for starting click-drag-panning when the mouse start position was over a location now caps out at 10 pixels instead of whatever distance it'd take for you to no longer be mousing over that location, which felt increasingly bad on very large locations like the church.[/p]
  • [p]Added a compass wheel graphic to the corner of maps with water in the bottom right.[/p]
  • [p]When at and selecting an area with no buttons, it now has an inactive expand arrow button, mostly as an anchor for hotspot navigation.[/p]
  • [p]Travelling to a place with no area buttons whilst using hotspot mode to navigate now updates the highlight to the new inactive expand button instead of lingering where a button was.[/p]
  • [p]Locations are now actually Y-sorted, so in the rare cases that they overlap they always do it the logical way round. They are still drawn on top of noninteractive parts of the maps.[/p]
  • [p]Using the depart option at a capital now clears the 'placed gear' list so that it's possible to get previously seen but unpurchased shop-only gear in the new world.[/p]
  • [p]Spawning in on a new island after using the depart option at a capital now instantly clears the clouds so that you can actually see the sailing animation.[/p]
  • [p]Added a sound effect for teleporting.[/p]
  • [p]Halved the growth rate of apples.[/p]
  • [p]Fixed orchards and bandit camps not having the subworld double movement speed bonus of other subworlds.[/p]
  • [p]Finishing attacking or defending a village now records the date using regular time instead of shop time, meaning the shiny obol no longer affects it.[/p]
  • [p]Looting all the shops of a village now gives it the old wrecked icon, from using a village as a campfire pre-V40, on the overworld.[/p]
  • [p]Fixed the game not saving after trying to loot a shop that had no stock remaining to loot.[/p]
  • [p]You now have a chance at gold if there's no stock to loot.[/p]
  • [p]You can now loot houses.[/p]
  • [p]Added a particle effect if you loot a structure and there's no scene change for it.[/p]
  • [p]Villages and bandit camps caught in the wall of fire will now become ghost towns if left alone for too long. 'Too long' is longer for bigger village.[/p]
  • [p]You now no longer need to be in a subworld to view the global map.[/p]
  • [p]Fixed the fog skipping the clear animation if you trigger it twice, cut the number of draw calls it made from 4 to 1, and replaced the fade effect with a pixel animation.[/p]
  • [p]Removed the "can't fill a full potion" craft warning for everything other than fragile potions. It was there to prevent accidentally 'unsealing' potions, but[/p]
  • [p]Fixed the pan limit being based on a fixed value rather than the map size, and allowing a lot of over-scroll on subworlds.[/p]
  • [p]Fixed the camera going weird if you try to zoom while the map is auto-focusing on something (by preventing it from updating zoom while doing that).[/p]
  • [p]Fixed completing a node from within its subworld failing to correctly find its on-completion data, including time increment values.[/p]
[p][/p][h3]Time:[/h3]
  • [p]Time was previously a hidden mechanic; tracked and used for shop restocking and some events, but otherwise obfuscated. With the introduction of ways to visualise time passing, it became obvious some 'time costs' were out of whack.[/p]
  • [p]Combat turns now take 0.0035 of a 'day' from 0.[/p]
  • [p]Travelling between nodes now 0.02 in the overworld, 0.0035 in generally peaceful subworlds, and 0.004 in generally not peaceful subworlds. From 0.[/p]
  • [p]Resting now 0.35 from 0.4.[/p]
  • [p]Defeating an enemy now 0.01 from 0 in overworld nodes and from 0.1 in subworlds.[/p]
  • [p]Subworld node first visit/completion time changes:[/p]
  • [p]Crossroads 0.01 from 0.1.[/p]
  • [p]Campfire 0.01 from 0.1.[/p]
  • [p]Roads 0.01 from 0.2.[/p]
  • [p]Misc nodes 0.01 from 0.2.[/p]
  • [p]Spider nests 0.015 from 0.35.[/p]
  • [p]Chests 0.015 from 0.1.[/p]
  • [p]Apple tree 0.01 from 1.[/p]
  • [p]Burned tree 0.01 from 0.2.[/p]
  • [p]Overworld node first visit/completion time changes:[/p]
  • [p]Nodes with subworlds 0 from 1.[/p]
  • [p]Crypt 0.02 from 1.[/p]
  • [p]Capital 0 from 0.5.[/p]
  • [p]Shrine 0.02 from 0.3.[/p]
  • [p]Wizard tower 0.02 from 0.5.[/p]
[p][/p][p][/p][h3]Shops:[/h3]
  • [p]Fixed selling an item to a shop that it was already tracking stock for, but wasn't displaying because the count was 0 or less, not displaying that item until you left and re-entered.[/p]
  • [p]Changed behaviour on selling an item to a shop for which they had negative stock; which is how it tracked when to start stocking late(r) game items. Now it sets their stock to the amount you just sold to them instead; fixing them potentially still having 0 or less of that item on the books after selling them some. This technically means you can accelerate the availability of some items ahead of what was intended, but you clearly already had access to them, and also means that "playing merchant" promotes a limited form of "economic growth".[/p]
  • [p]Selling items to shops now temporarily inserts them into the top of the current page your on, so it's more readily visible that/if you can buy them back.[/p]
  • [p]Shops now display pending stock as greyed-out "coming soon" entries.[/p]
  • [p]Fixed shop pending stock instantly becoming available on leaving and re-entering, instead of waiting a day.[/p]
  • [p]You can now hover an inactive shop item, one with no available stock, to see its description.[/p]
  • [p]Looting a shop now uses the shop-time when the village was first corrupted to calculate available stock instead of when the village was destroyed.[/p]
  • [p]Shops no longer passively gain stock during the period when the surrounding village is under attack.[/p]
[h3]Parallaxes:[/h3]
  • [p]Fixed a minor graphical issue with particle effects disappearing near the edges of the screen, mostly only visible on ultrawide.[/p]
  • [p]Leaves and water now wiggle.[/p]
  • [p]Light flicker now only affects highlights, not shadows.[/p]
  • [p]Fixed light flicker causing the background colour to show through. The background would generally be black unless you changed it in sprite view.[/p]
  • [p]Parallaxes now pre-simulate fire for a seconds worth so they don't start as single points.[/p]
  • [p]Renamed the old 'crypt' parallax to 'dungeon'.[/p]
  • [p]Randomly selected parallaxes are now chosen from different lists depending on if it's for combat or noncombat purposes.[/p]
  • [p]Being in a sub-world that is on the coast now always gives the ocean variant parallaxes without needing to be on coastal paths within the sub-world.[/p]
[h3]New parallaxes:[/h3][p][/p]
  • [p]Interiors for the church, chapel, apothecary, and inn.[/p]
  • [p]Crypt.[/p]
  • [p]Vaporwave cityscape.[/p]
  • [p]Added day/night support for all non-corrupt parallaxes.[/p]
  • [p]Added spider nest variants for all forest and corrupt forest parallaxes.[/p]
  • [p]Added graveyard variants to all oak. inland pine, and corrupt forest parallaxes.[/p]
  • [p]Separately redrew the pine and ocean pine parallaxes.[/p]
[h3]Parallax viewer:[/h3]
  • [p]Now shares the same layer movement code as the rest of the game.[/p]
  • [p]Fixed hotspot highlights not showing.[/p]
  • [p]Changed to use a list to pick from instead of requiring you to cycle through all of them.[/p]
  • [p]Changed to use a slider for defining scroll speed.[/p]
  • [p]Now scales image to the width of your screen, so you can view more. You will lose the top and bottom if the aspect ratio is wider than 20:9.[/p]
  • [p]Added the ability to toggle flags and define the daylight value for parallaxes. Notably lets you see the graveyard and spiderweb variants of forests, and activate the fireplace in the inn.[/p]
[p][/p][h3]Events:[/h3]
  • [p]Added a dream sequence minigame foreshadowing the burn that can be triggered by resting after visiting a major shrine before the burn.[/p]
  • [p]Giving a beggar money now gives you the beggars blessing.[/p]
  • [p]The beggar follow up event if you don't pay them now requires a sip of a foresight-type potion or similar effect instead of an entire insight-type potion or effect. Notably this means mages and cultists can pass this with their class passives.[/p]
  • [p]The spider warning event featuring the woodsman now closes with "You might be able to avoid them if you stay on the path."[/p]
  • [p]Replaced the visuals of the adventurer intro event with new animations.[/p]
  • [p]Fixed the adventurer intro event triggering and claiming you had half a potion still if you drank the potion and then rested.[/p]
  • [p]The adventurer intro event now places you directly on the combat preparations screen with the text from the old event choices screen and some extra tutorial text.[/p]
  • [p]Contextually flagged some event options for 'affirmative' shortcut bindings. In general, only in binary choice situations. If multiple choices qualify, only the first of them gets this.[/p]
  • [p]Fixed clearing a village as a demonkin resulting in that village getting refilled with enemies on visiting one of the entrances again.[/p]
  • [p]The pyromaniac "I have a way with wood." choice for the stump event is now presented as player dialogue.[/p]
  • [p]The highwayman event can now only happen at night.[/p]
  • [p]Long event titles will now shrink rather than extend off the edges of the screen. And are now also a bit fancier.[/p]
  • [p]Burying the paladin now also gives the paladins forgiveness passive.[/p]
[h3]Travelling merchant events:[/h3]
  • [p]Fixed shop choices not having \[Shop] tags.[/p]
  • [p]Can't be found after dark.[/p]
  • [p]Can no longer happen outside shops. Thinking the event was the shop was too common a reaction from players, even with dialogue explicitly stating otherwise.[/p]
  • [p]Can no longer happen at locations with follow up event flags. Technically wasn't previously an issue due to other overlapping conditions.[/p]
  • [p]Can now happen at previously 'completed' crossroads if other conditions are valid.[/p]
  • [p]The 'used health potion' and 'random gear' events can now also happen at shrines.[/p]
  • [p]The locations that merchants can appear at now cycle as the game progresses rather than being predefined.[/p]
  • [p]Changed the chance of crossroads being valid for the 'used health potion', 'rare potions', and 'random gear' events from 90%, 80%, and 10% respectively to 25%.[/p]
  • [p]Added a scroll merchant event added for non-apothecary non-demonkin classes.[/p]
  • [p]Added a second random gear merchant with a traditional store for non-demonkin classes.[/p]
  • [p]Most event merchant stocks are now primarily defined by dynamic list defined from item data rather than hard coded in the events.[/p]
  • [p]The 'rare potions' merchant stock and now gets 6-8 items from the its dynamic list rather than rolling on each specific potion separately.[/p]
  • [p]You can no longer get the same merchant twice in a row.[/p]
[h3]Items:[/h3]
  • [p]Added various pickup, gain, and use sound effects for a large number of items.[/p]
  • [p]Added cast effects for activating scrolls.[/p]
  • [p]Added and unified 'item category' display tags for categories of items that are referenced by other items. Affects: alchemy pieces, quills, scrolls, and spells.[/p]
  • [p]Fixed a crash when using the lid-topped version of the calming potion.[/p]
  • [p]Fixed the calming potion not being highlighted as usable from the inventory tile screen.[/p]
  • [p]Fixed visual flags for using items not getting cleaned up on the player inventory screen.[/p]
  • [p]Selling a bottle full of water that normally doesn't have water in it now has the shop add the original potion to pending stock rather than a standard water bottle directly to stock.[/p]
  • [p]You can no longer drink water if you have 0 health and therefor wouldn't be able to refresh.[/p]
  • [p]You now default to drinking enough water to lower the refresh cost to 0 life rather than by 1, with the option to go back to sipping 1 at a time. Reworded descriptions to account for this.[/p]
  • [p]You can now activate water bottles that don't normally have water in them in the overworld to empty them.[/p]
  • [p]Replaced the icon of the tower shield and the trapping kit.[/p]
  • [p]The gilded pommel has been renamed and re-themed as a quillon, because that's 7 letters long, and now sorts with the other parts of the sword on the almanac.[/p]
  • [p]The vowel movement spells cast with actual words instead of just the literal vowels alone now also give a power bonus to your next spell.[/p]
  • [p]Foresight items now specify they reveal the full tile queue.[/p]
  • [p]Potions of four-sight and eight-sight can now be swigged outside of combat to see expected enemies and to get the effect at 1 for the next combat.[/p]
  • [p]Partially full foresight potions: Fixed a typo in the item descriptions, and renamed to their fill level rather than max fill. E.g: An eight-sight potion that you've drank 'one' of is now called seven-sight, and so on.[/p]
  • [p]The bubble effect used by alchemy gear now creates bubbles in the shape of the item.[/p]
  • [p]Gold leaf and clueless wisdom potions now do the bubble effect instead of the pop effect to affected tiles.[/p]
  • [p]Antiserum now does the bubble effect instead of having no effect.[/p]
  • [p]A full clueless wisdom potion now specifies it converts 16 tiles rather than your full board, since that would no longer be true on non-16 tile boards, and already wasn't true in some situations.[/p]
  • [p]The clueless wisdom effect now gives the attribution icon like other effects.[/p]
  • [p]When the clueless wisdom potion effect triggers on selected tiles it now sets the scribble value as the first character of its original legend, or deselects it if that results in a non-letter value.[/p]
  • [p]    This fixes being able to submit blind wildcards that never get set if accepted.[/p]
  • [p]Bookkeepers bassoon and bonnet: Now track letters in the word instead of tile legends, this notably changes interactions with wildcard-heavy builds, and ligature heavy builds.[/p]
  • [p]Added a toot noise for the bassoon.[/p]
  • [p]You can now play the bassoon.[/p]
  • [p]Antivenom now only highlights when you could actually use it; IE: during your turn.[/p]
  • [p]Health potions now wiggle for attention if the enemy is estimated to put you on 0 or less, and healing looks like it'd change this.[/p]
  • [p]"Used" health potions now cost 5+half of fill level instead of 5.[/p]
  • [p]Antivenom potions now wiggle if you're inflicted with toxin, with intensity proportional to how much you're poisoned.[/p]
  • [p]Antiserum potions now sometimes wiggle if you have tiles it could affect.[/p]
  • [p]Water now wiggles when you mouse over the refresh button if refresh has a health cost and you have greater than 0 health, given current active effects.[/p]
  • [p]You can now use poisons and the tile repellent potion before combat.[/p]
  • [p]Tile repellent potion now wiggles if the enemy is going to inflict a non-wildcard tile.[/p]
  • [p]The passive version of the endless potion bag will wiggle if useable, since it's otherwise much easier to miss than the regular version.[/p]
  • [p]Tile immunity and tile resistance effects of the tile resistance potion and red protection charm now also affect the explosion effect of lava slimes, and make reference to "enemy attacks and effects" instead of just "attacks".[/p]
  • [p]Tile repellent is now 8 uses of 1 instance of prevention rather than 4 uses of 2. This is mostly a retort nerf.[/p]
  • [p]Giving the player the shiny obol, heart figurine, corrupt heart figurine, left hand figurine, sturdy belt, right hand figurine, enchanted hand, gear item slot, heart, rainbow robe, and rainbow shirt during combat has now been implemented. Those would have previously force-crashed the game.[/p]
  • [p]You can now activate the rainbow robe and rainbow shirt to toggle the effect, except for characters that got it before this update.[/p]
  • [p]Rainbow coloured things now colour shift on a fixed global timer offset by onscreen position instead of being tied to the current animation cycle and animation speed.[/p]
  • [p]The infinitives gauntlet, scales of truth, and the intermediate crafts thereof are now, outside of initial craft, are now gained partially inactive requiring prayer at a shrine to awaken.[/p]
  • [p]Fixed incomplete infinitives gauntlet variants including the charm of suffixes missing the full stop at the end of their descriptions.[/p]
  • [p]Jelly-filled doughnut now gives a random hirigana tile instead of ß.[/p]
  • [p]Fixed the jelly-filled doughnut not highlighting as usable outside of combat.[/p]
  • [p]Defined a use animation for the jelly-filled doughnut.[/p]
  • [p]Short: Reworded to "Can only reach the bottom 3 rows of the tile board.", which is more accurate to the actual function, and internally changed it from being unable to use the 4th row (counting from the bottom) to 4th through 10th.[/p]
  • [p]Fixed the trapping kit not functioning in the palisade forest parallax areas, and refactored it to use parallax categories instead of literal parallax names so this doesn't happen every time I add a new forest-type parallax.[/p]
  • [p]Black label courage potion: There is now an animation and visual effect for using it.[/p]
  • [p]The four-heal item descriptions now say "four of the same letter or ligature" instead of "four of a kind".[/p]
  • [p]Changed the description of the iron heart necklace line-items to include the detail that, like all other regen, bleed counters it.[/p]
  • [p]Added a status icon for the iron heart necklace regen-with-armour-effect.[/p]
  • [p]The thorny lisp now causes the death message to say "!!ÞOU DIED!!".[/p]
  • [p]The curse of wood now gives you the treant branches attack particle effect assuming no other item takes priority.[/p]
  • [p]Gave some items unique glow/highlight effects, affects: Crystal ball, calcinatory, book of fire, raven idol, safety matches.[/p]
  • [p]Fixed the fragile health potion not interacting with- and not respecting- the potion nausea effects.[/p]
  • [p]Fixed not being able to re-buy fragile health potions after selling them.[/p]
  • [p]The sprite animation for drinking the fragile health potion now looks more like the actual icon for it.[/p]
  • [p]The fragile health potion now has a value of 10 instead of 20.[/p]
  • [p]The board shaker now places the tiles across rows instead of up columns, so if the board isn't full tiles aren't all bunched up to the left.[/p]
  • [p]The charm of explosions now has a more explosion like effect instead of a fireball effect.[/p]
  • [p]Fixed using a flash bomb to leave a combat early meaning you never get an item reward from eventually completing it.[/p]
  • [p]You can now use recall scrolls mid combat.[/p]
  • [p]Using a recall or flash bomb to leave combat early now leaves a unique message on the stats.[/p]
  • [p]The potions of coagulation, toxin resistance, acid armour, and thorns are now affected by the alembic and retort effects. A side effect of this is that you can now uselessly pour a full one into an empty one in crafting.[/p]
  • [p]Fixed the copper retort applying it's affect to each carried potion rather than across all carried potions.[/p]
  • [p]The book of UwU description no longer mentions the 'blind wildcard' interaction. It's still there, but it's so niche it's not worth mentioning. The spell is slightly more powerful and might give you an extra random effect if you also have the blind eye charm and cast it with a wildcard in the middle than it otherwise might've been in that specific case? Big whoop.[/p]
  • [p]The tile material upgrade effect of the scales- line items and voiceless rough stone charm, can now affect the serrated tiles produced by serrated dagger- and serpentine-gem dagger- line items.[/p]
  • [p]Reworded the items that give serrated bronze and silver tiles to specify what they inflict.[/p]
  • [p]Gave the schwarz schwa shawl some slightly rambly flavour text.[/p]
  • [p]Added some colour to some very grey item icons to make it more obvious that they aren't inactive in some way. Affected: calcinatory, mortar and pestle, voiceless rough stone charm, armour necklace, iron heart necklace, rapier, werewolf medallion, and heavy tile bag and feather chain line- items.[/p]
  • [p]Shiny obol: now also halves the cooldown time for travelling merchants.[/p]
  • [p]Bronze bonsai: Reworded to say 'fancy bronze-bordered wood' instead of 'bronze inlaid wood', to better indicate that the tiles get upgraded to gold bordered, they no longer count as "bronze".[/p]
  • [p]Black inkwell: Now specifies it affects score bonuses of quills, since there are other quill-ish things, and reduced the bonus to 3 from 5.[/p]
  • [p]Alchemist: Fixed only ever offering the apothecary a single potion from combat rewards instead of up to 3.[/p]
  • [p]Magic-turbo snail: Now halves time costs for travel.[/p]
  • [p]Large poison: added a graphic for the "sealed" version of the item.[/p]
  • [p]Curse of greed: Changed curse value from -200 to 200 (Better for the player).[/p]
  • [p]Pile of gold: renamed to pile of 200 gold.[/p]
  • [p]Arbitrarily expensive brick: Now 0's your gold on gaining it.[/p]
  • [p]Lucky and unlucky: Added subtly unique icons for both: Unlucky gets darker as the multiplier gets worse, lucky gets a glow as the multiplier gets better.[/p]
  • [p]Fixed items that have tiles fall off the board rechecking what words are available, and not triggering a gameover if it caused something important to fall off while on 0 health.[/p]
  • [p]Refresh-ends-turn effects now also apply to forced refreshes from having no valid moves while above 0 health.[/p]
[p][/p][h3]Item availability:[/h3]
  • [p]The shrine gear, heal staves and their components, heart necklaces and their components, calming potion, angel tears, iron charm, books of four-heal and their components, book of turn undead, and scrolls of four heal and turn undead are now available at chapels or churches.[/p]
  • [p]The book of turn undead is no longer available at wizards towers.[/p]
  • [p]The silver censer is no longer available from general stores.[/p]
  • [p]The woodsman spider warning event shop is now guaranteed to have a tile repellent potion instead of a random rare potion, and can also stock the tent.[/p]
  • [p]The apothecary can now have the rainbow shirt.[/p]
  • [p]Market stands and general stores now stock a limited selection of scrolls for non-apothecary classes, and extra for scribes.[/p]
  • [p]The 'rare potions' merchant can no longer stock water but can now stock lesser regeneration potions.[/p]
  • [p]Wizards towers are no longer each guaranteed to have all spellbooks, and instead have non-overlapping 1-3, but can stock more if they aren't placed elsewhere first.[/p]
  • [p]Combat item gear rewards can now rarely come with a free slot, 50 gold, or a 4 health heal.[/p]
  • [p]Firewood and jelly-filled doughnut can now be looted from houses and inns.[/p]
[p][/p][h3]New consumables:[/h3]
  • [p]Charcoal: Functionally identical to firewood, but stacks higher; given instead of firewood if the source is on fire.[/p]
  • [p]Fragile ironskin potion: Gain 5 armour; given sometimes by potion slimes.[/p]
  • [p]Mysterious potion: Randomly positively affects up to 5 tiles; given sometimes by potion slimes.[/p]
  • [p]Power potion: Increases the power level of your next spell by 25%. (Also a water-filled variation.)[/p]
  • [p]Holy water: Restart a shrine minigame.[/p]
  • [p]Tainted holy water: Pay one blood and restart a shrine minigame.[/p]
  • [p]Philosopher's stone: Converts all metal tiles into gold and all ! tiles into wildcards.[/p]
  • [p]Scroll of infernos: Sets the enemy on fire for 10 turns.[/p]
  • [p]Scroll of gilding: Upgrades 5 tiles to gold bordered, chosen at random if the selection is ambiguous.[/p]
  • [p]Scroll of vipers: For the next 5 turns: your attacks deal additional toxin equal to the word length, toxin deals double damage to the current enemy, and attacks that hit you deal that much toxin back.[/p]
  • [p]Weißwurst: Heals 1 and queues a silver eszett tile. It counts as SS[/p]
  • [p]Cheese oatcake: Heals 2.[/p]
  • [p]Blood-signed variants of all scrolls.[/p]
  • [p]Small clueless wisdom potion.[/p]
[p][/p][h3]New gear:[/h3]
  • [p]Itsy bitsy book of creepy crawlies: Activate to get an available spider-related word.[/p]
  • [p]Chain of thought: Submissions consisting of adjacent tiles score 25% more.[/p]
  • [p]Bloodletter quill: All submissions score 1 more, before multipliers, but inflict 1 bleed on you. Scrolls can be used twice. Activate and pay 1 life for each unselectable tile to have each fall off with a random replacement queued for each that does.[/p]
  • [p]Express mail: Submissions don't end the turn, but refresh does. Combat difficulty is three levels higher than listed.[/p]
[p][/p][h3]New passives:[/h3]
  • [p]Stout: The tile board is 5x3.[/p]
  • [p]Erudite: The tile board is 5x5.[/p]
  • [p]Beggars blessing: Fractional gold gains always round in your favour.[/p]
  • [p]Illuminated folio: In shrines your equipment and passives now give hints based on their effects if they relate to the word somehow.[/p]
  • [p]Scroll rack: Increases the number of scrolls you can carry by 3.[/p]
  • [p]Appley: Apples heal you for 1 more.[/p]
  • [p]Paladins forgiveness: Absolves you of one past murder, and gives you immunity 1.[/p]
  • [p]Fancy timepiece: Displays detail for the time of day.[/p]
  • [p]Drying pan[/p]
[p][/p][h3]New curses:[/h3]
  • [p]Overrighteous: Shrines will only ever have rarer words.[/p]
  • [p]Obsessive: You must use all information from the previously submitted word when submitting words in shrines.[/p]
  • [p]Cursed stopwatch: You have only 20 seconds to take your turns and your board refills on submitting instead of at the start of your turn.[/p]
  • [p]Chain of thought: Each selected tile has to be cardinally or ordinally adjacent to the previous.[/p]
  • [p]Insomnia: You can't rest.[/p]
  • [p]Excommunicated: Priests wont heal you or accept your donations.[/p]
  • [p]Woodworm: Around 10% of tiles, that would normally be regular wood, will be 0-scoring scrap wood.[/p]
  • [p]Limited resources: Unchosen equipment and passives from combat rewards are locked for the rest of the run. Combat rewards show you one fewer item.[/p]
  • [p]Broken treasure idol: Combat rewards show you one fewer item.[/p]
  • [p]Curse of exhaustion: Each random tile has a 25% to not generate per full day since you last rested, rolled separately.[/p]
  • [p]Fragile: Your max armour is half your max health.[/p]
[p][/p][h3]New ephemerals:[/h3]
  • [p]Pile of 50 gold[/p]
  • [p]Heal 4[/p]
[h3]Shrine:[/h3]
  • [p]Fixed an exploit where, in story mode, after submitting the first word, you could fill it up with any garbage letters, back out without submitting, go back in and it'd highlight as if that was a word you'd submitted.[/p]
  • [p]Praying at a shrine now awakens a random locked ability of an owned equipment if you have any, then gives the standard special tile rewards if not.[/p]
  • [p]Praying at a shrine is now available to demons, cultists, and murderers, but only gives a blessing if it's an item ability unlock.[/p]
  • [p]Blessings are now subtly animated.[/p]
  • [p]Fixed the on-screen keyboard still having hotspots after the ending animation.[/p]
  • [p]While in hotspot mode on resolving a shrine, it will now snap to the nearest still active hotspot.[/p]
  • [p]The 'wrong-wiggle' will now draw outside the regular bounds.[/p]
  • [p]The tiles now upscale slightly better on the 4 letter version at larger than 1080p resolutions.[/p]
  • [p]Re-arranged shrine buttons in story mode and made them a bit fancier.[/p]
  • [p]Combined the shrine options and how-to pages.[/p]
  • [p]The shrine-how to now doubles as an example of what the current colour/overlay settings look like.[/p]
  • [p]Shrines now have a UI for items.[/p]
  • [p]You can now see how much blood you have while at shrines.[/p]
  • [p]Fixed the lost-stats thing rendering over hotspots.[/p]
  • [p]You can now access stats from the shrine screen by clicking centre screen display on loss or win.[/p]
[p][/p][h3]Words:[/h3]
  • [p]Added dealy, dealies, envigorate, envigorated, envigorates, envigorating, floofing, floofed, floofiest, floofiness, floofer, floofers, grindy, grindier, grindiest, kazooing, kazooed, lexing, lexed, lexer, lexers, meeple, meeples, occultic, occultically, sarissas, sarissae, sarissophoros, sarissophoroi, spellbook, spellbooks, tainter, tainters, backshoot, backshooter, backshooting, backshoots, bloatier, bloatiest, bloaty, breastshot, cheatier, cheatiest, cheaty, foreshoot, foreshooting, foreshoots, futanari, geekily, nerdily, gifter, gifters, hexate, hexated, hexates, hexating, hexation, hexations, midshot, molde, pentate, pentated, pentates, pentating, pentation, pentations, poofed, porkily, radioplay, radioplays, rawr, septates, septating, tetrate, tetrated, tetrates, tetrating, tetration, tetrational, tetrations, uberblogger, uberchef, uberchic, ubercool, uberculture, uberdork, uberfan, uberfic, ubergeek, ubergeeky, uberleft, uberman, ubermodel, ubernerd, ubernerdy, uberwealthy, unbin, unbinning, unbins, undershots, vomitorial, vomitoriums, yoink, yoinked, yoinker, yoinking, yoinks, wellwater, minicape, minicapes, pellegrina, pellegrinas, flirtiness, softlock, softlocks, softlocked, softlocking, hardlock, hardlocks, hardlocked, hardlocking, scalpy, unscalped, morb, morbs, ney, neys, galaxial, burpy, exonerable, goonish, zoomy, zoomie, zoomier, zoomies, zoomiest, wokes, boaty, goated, miniboss, minibosses, grunkle, udderly, sojourneys sojourneyed, sojourneying, privating, derpy, derpier, derpiest, derpiness, geddock, geddocks, goader, goaders, goadman, gouted, gouting, girthier, girthiest, glazeable, glazery, lmao, rofl, roflcopter, roflstomp, roflstomped, roflstomping, roflstomps, dumbell, dumbells, looksmax, looksmaxes, looksmaxing, looksmaxed, looksmaxx, looksmaxxes, looksmaxxing, looksmaxxed, looksmaxxer, looksmaxxers, mille, permill, permille, unhighlight, unhighlights, unhighlighted, unhighlighting, dehighlight, dehighlights, dehighlighted, dehighlighting, girlcott, girlcotts, girlcotted, girlcotting, weisswursts, shooer, shooers, subtonal, copium, hopium, unpeppy, ghoti, uber, and ubers.[/p]
  • [p]Added some OED March 2025 words that meet my criteria and weren't already in; alamak, blaa, blaas, debses, kababayan, kababayan, kayas, ketupat, ketupats, kopitiam, kopitiams, makarapa, makarapas, morto, pinoy, salacots, salakot, salakots, sando, sandos, seshweshwe, tapao, tapau, tjoekie, tjoekies, videoke, videokes, yoh, zolls.[/p]
  • [p]Added unique behaviour for hardlock, hardlocks, hardlocked, hardlocking; the game will freeze for 2 seconds. Because I'm hilarious.[/p]
  • [p]Added crawlies to the regular and spiders dictionaries.[/p]
  • [p]Added eight to the spirders dictionary.[/p]
  • [p]Added framesaw and framesaws to the regular and wood dictionaries.[/p]
  • [p]Added intratibially to both the regular and bones dictionary.[/p]
  • [p]Added spiny, spinier, spiniest, kneecapper, kneecappers, kneecapping, and kneecappings, scalp, scalped, scalper, scalping, scalpless, scalps, scalpy, unscalped, crack, crackability, crackable, crackedness, cracking, crackings, and cracks to the bones dictionary.[/p]
  • [p]Removed octopi, octopodes, octopus, and octopuses from the bones dictionary.[/p]
  • [p]Added penisy, breast, breasted, breastie, breastless, slutteries, sluttery, sluttier, sluttiest, sluttily, sluttiness, sluttishly, sluttishness, slutishnesses, slutty, nonce, nonces, feces, faeces, goonery, goonicide, goonings, goonlord, shart, sharted, sharter, sharting, sharts, cuntier, cuntiest, cuntishly, dorkier, dorkiest, dorkiness, dorkish, dorky, sexier, sexiest, sexed, sexual, sexism, sexily, sexist, sexaholic, sexaholics, sexcapade, sexcapades, sexcite, sexer, sexhood, sexiness, sexinesses, sexisms, sexists, sexless, sexlessly, sexlessness, sexlike, sexperiment, sexperimentation, sexperimented, sexperimenting, sexperiments, sexpert, sexperts, sexploitation, sexploitations, sexploration, sexplorations, sexplore, sexplored, sexplores, sexploring, sexpot, sexpots, sexualisation, sexualisations, sexualise, sexualised, sexualises, sexualising, sexualism, sexualisms, sexuality, sexualization, sexualizations, sexualize, sexualized, sexualizes, sexualizing, sexually, sexwear, jobbie, jobbies, blyat, cyka, cykablyat, suka, sukablyat, kinkier, kinkiest, kinkily, kinkiness, kinkinesses, pedo, pedos, pedophilia, pedophiliac, pedophiliacs, pedophilias, pedophilic, pedophilics, klutzier, klutziest, klutziness, klutzy, trap, and traps to the curses dictionary.[/p]
  • [p]Added bourgeoisie and derived terms to the curses dictionary.[/p]
  • [p]Added backshot, backshots, clitties, clitty, cuntish, cuntishness, dorkily, eroge, futa, futas, futanaris, milfier, milfiest, milfy, enshittification, shittification and derived terms, jobby, brainrot, nussy, nussies, goonable, breasty, breastier, breastiest, cockmonger, cockmongers, jizzwad, jizzwads, dickride, dickrides, dickriding, dickrode, dickridden, dickrider, meatride, meatrides, meatriding, meatrode, meatridden, meatrider, sharter, clutz, clutzes, clutzier, clutziest, clutziness, clutzy, and sperg and derived terms to the regular and curses dictionaries.[/p]
  • [p]Removed caramba from the curses dictionary.[/p]
  • [p]Added asimmer, simmer, simmers, simmering, simmered, scorcher, scorchers, scorchingly, scorchingness, singe, singed, singeing, singeingly, singer, singers, soot, sooted, sootflake, sootflakes, sootied, sootier, sootiest, sootily, sootiness, sootinesses, sooting, sootish, sootlike, soots, sooty, sootying, outflame, outflamed, outflames, outflaming, flammation, charrings, infernoes, igneous, ignescent, ignescents, ignicolist, igniferous, ignified, ignifies, ignifluous, ignify, ignifying, ignigenous, ignimbrite, ignimbrites, ignipotent, ignipuncture, ignitabilities, ignitability, igniter, igniters, ignitibilities, ignitibility, ignitive, ignitor, ignitors, ignivomous, oven, ovened, ovening, ovens, zol, zoll, zolls, and zols to the fire dictionary.[/p]
  • [p]Added reanneal, reannealed, reannealing, reanneals, albata, alfenide, alloyage, alloyed, amalgamatize, calin, cuprosilicon, electre, eliquation, eutectoid, eutexia, ingot, karat, latten, metallography, niello, occamy, orichalcum, oroide, osmiridium, paktong, platiniridium, potin, quartation, silicomanganese, silumin, similor, superalloy, superalloys, tinfoil, tinsmith, tinsmithing, treadplate, zircalloy, zircalloys, zircaloy, and zircaloys to the metals dictionary.[/p]
  • [p]Added derust, derusts, derusting, derusted, deruster, derusters to the regular and metals dictionaries.[/p]
  • [p]Removed parody from the metals dictionary. The irony.[/p]
[h3]Definitions:[/h3]
  • [p]Added parsing for HTML line breaks.[/p]
  • [p]Added parsing for the anchor template. Affects: gens, institutionalization, offset, parse, and slab.[/p]
  • [p]Stripped file links. Affected apophyllite, calender, iroko, mug, seedpod, shrike, spout, tankard, tastevin, and tun.[/p]
  • [p]Changed the definitions of oatcake, quid, coat, seedy, pawned, ok, ethel, trump, moggy, gusle, phil, and poo.[/p]
[h3]Achievements:[/h3]
  • [p]Changed references of 'outside of the arcade' and 'in the overworld' to 'in story mode'.[/p]
  • [p]Clarified that 'the forests sacrifice' requires the event woodsman.[/p]
  • [p]'Stop, my UI can only take so much': Now requires using 16 or fewer tiles, which wasn't previously otherwise possible.[/p]
  • [p]Fixed long achievement names text wrapping, and shrank them instead. Except for with "Stop, my UI can only take so much", which got an exception to that fix because it's funny.[/p]
  • [p]Fixed achievement (and now screenshot) notification layer ordering. Previously older notifications would slide down over newer ones then disappear, now they slide behind and disappear while obscured.[/p]
  • [p]Fixed the achievement notification shadow being cropped off on the left.[/p]
  • [p]Achievements now refer to 'combat' rather than 'adventure'.[/p]
[h3]New achievements:[/h3]
  • [p]'We are the priests': Start a new game as a priest.[/p]
  • [p]'Of the temples, of Syrinx': Complete a combat at the anomaly as the priest.[/p]
  • [p]'Inkwell has run dry': Start a new game as a scribe.[/p]
  • [p]'Fill it with blood of the scribe': Complete a combat at the anomaly as the scribe.[/p]
  • [p]'Master of none': Start a new game as the jack of all trades.[/p]
  • [p]'Better than a master of one': Complete a combat at the anomaly as the jack of all trades.[/p]
  • [p]'It's all connected': Complete a combat at the anomaly with the direct thinker curse.[/p]
  • [p]'Boggled': Complete "Boggled" in the arcade.[/p]
  • [p]'Boggling anxiety': Complete "Boggling anxiety" in the arcade.[/p]
  • [p]'Honeydew': Get a gold tile in the physics dream.[/p]

2025 Publisher Sale

[h3]Today kicks off the big 2 Left Thumbs Publisher Sale![/h3]
Explore the full event page to scope out loads of discounts, free games, bundles and more!



[h2]How about a FREE game?![/h2]
Croak Crusader: Spawn of the Spore Spectre launched TODAY, and is available 100% for free!

https://store.steampowered.com/app/2997920/Croak_Crusader_Spawn_of_the_Spore_Spectre/

This free title introduces the general gameplay, protagonist and antagonists of the upcoming (paid) release, Croak Crusader: the Champion of Canada. Be sure to add that to your Wishlist!

https://store.steampowered.com/app/3152060/Croak_Crusader_the_Champion_of_Canada/

[h2]COMING SOON[/h2]
Very VERY soon! Novus Orbis is a combo-based roguelike deckbuilder, set to release into Early Access on February 10th. There's already dozens of hours of content, and the game will only be getting deeper and more varied from here!

https://store.steampowered.com/app/2437330/Novus_Orbis/

[h2]NEW UPDATES[/h2]
A collection of games have all timed free updates and big announcements for this event!

[h3]WizardChess[/h3]
WizardChess is a chess-like tactical roguelike with a near infinitely replayable amount of variety and depth. And today takes us a step closer to FULLY infinite replayability, with the addition of Daily Runs!

https://store.steampowered.com/app/1274210/WizardChess/

[h3]Starground[/h3]
At the end of 2024 Starground revealed a planned development roadmap. Today sees the Brewconomic Cropdate, adding animals, fishing, potion brewing, and an improved Space Hub.

https://store.steampowered.com/app/2793380/Starground/

[h3]Magenta Horizon[/h3]
In addition to making the awesome art for this sale, solo-dev Maddison Baek has crafted new community items for Magenta Horizon! Play the game to earn Trading Cards, and unlock awesome profile backgrounds and other Steam goodies.

https://store.steampowered.com/app/2109060/Magenta_Horizon__Neverending_Harvest/

[h3]Schism[/h3]
Schism has a new update dropping Feb 10th that adds some end-game content, and enhanced controller support. Keep your eyes peeled for that! But the BIG news here, is that Schism is leaving Early Access MARCH 10th!! There is no discount now, so as not to conflict with that launch discount.

https://store.steampowered.com/app/2084300/Schism/

[h3]Tower of Kalemonvo[/h3]
While this classic-style hack n slash ARPG isn't out yet, it did just receive yet another demo update. The name of the game right now is polish, preparing for our newly set released date of MARCH 28th!!

https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/

[h2]FOLLOW ALONG[/h2]
Follow 2 Left Thumbs on social media to stay up-to-date on all the latest games and news. 👇

[h2]LOGO UPDATE[/h2]
I'm burying the lead a little here. But as a part of this event, I'm also debuting a redesigned 2 Left Thumbs Publishing logo - made by Fiend Folio artist RedRachis!

V45: Apple Jacking

[h2]But first, v44[/h2]
You may have noticed v44 was never reported? This went live independently on itch, but is getting merged with v45 for Steam. This was mostly a hotfix, with a few small additions. I figured we'd better share those details now instead!

[h3]Items:[/h3]
  • Fixed not being able to get multiple lid ornaments from different calming potions.
  • Rapier: Regular damage from attacks that start and end with the same letter ignore armour.

[h3]Pregame:[/h3]
  • Shrank and lowered the 'More' and 'Less' texts on previewed enemies and appended 'of these:' to each.

[h3]Sprites:[/h3]
  • Added a 'button' to the waistband of the trews of the adventurer so they look more interesting without a belt.

------------------------------------------------------------

[h2]And now, v45[/h2]
It's been a long month, and with it, a new update! The main features of this update are a rework of the shrine dictionary, forests have a chance to contain non-spider content such as apples or bandits, the warrior and woodsman have had a sprite refresh with added hair options, leaving a dungeon unfinished then coming back (which mostly requires a flash bomb) will now save progress inside there, added additional options for world seed, save scumming, and listing completion times, as well as the usual word updates and new items and so on.

A warning on continuing pre-V45 saves: If you were in the middle of a forest, and that forest is now a bandit camp, you might be trapped.

[h3]New game settings:[/h3]
  • You can now see and define the world seed.
  • You can now enable or disable being able to save scum combat rewards.

[h3]Settings:[/h3]
  • Added the option to disable 'mouth noise' sound effects.
  • Added the option to enable showing how long between start and finish on stats.

[h3]Arcade:[/h3]
  • Full random can now pull from the 'bandits' enemy pool.

[h3]Overworld:[/h3]
  • Forests now have a chance of being replaced with:
  • >>>> Apple orchards: Instead of chests, spiders, and other enemies, they contain apples.
  • >>>> Bandit camps: Instead of spiders and other enemies, they contain bandits.
  • Fixed every Inn being called The Black Swan. As realistic as that is.
  • Fixed burned forests being marked as complete on resolving any combat in it instead of clearing it.
  • Removed 'Roman Bath' and 'Museum Street' as potential inn names and added over 70 new potential inn names.
  • Fixed an issue with pathing, where it sometimes wouldn't let you path over an incomplete forest unless you moved there first.
  • Fixed an issue where it wouldn't let you travel along a newly unlocked path because it was reading an out-of-date pathing cache from before combat. This would only occur if you clicked on said node(s) pre-combat.
  • Fixed player interaction not getting re-enabled if you quit to the main menu during the cutscene and then reloaded back in.
  • The sub-node-under-attack indicator floating skull now offsets more for larger nodes.
  • Slightly increased the selection box of inns.

[h3]Shops:[/h3]
  • It no longer saves your inventory on-sell. It would only save the shop inventory on leaving the shop (along with your inventory), so if you sold an item then closed the game, you would have no option to buy them back ever.
  • Fixed selling things to a shop adding a new button to their menu even if they already had something of that type.

[h3]Events:[/h3]
  • Woodsman event now says you should buy 'antivenom or antiserum', and always stocks 1 or 2 partially full antiserum replacing the 1/8-full antivenom, and now parts with "It's safer on the path" rather than "Maybe stay on the path".
  • The wandering merchant can no longer happen inside 'combat forest' subworlds unless they have been cleared.
  • The used-potions and rare-potions wandering merchants can now also appear at road and crossroads nodes.

[h3]Rest UI:[/h3]
  • Tile board now only appears if you have an item that could affect it. Added an option to overwrite this behaviour and force on.

[h3]Craft UI:[/h3]
  • Fixed drag-dropping an item into the craft over another item UI updating as if said item under it was still there.

[h3]Inventory UI:[/h3]
  • Changed on-release tooltip behaviour to fix item use tooltips on player screens, such as fail messages, being overwritten by the default item tooltips.

[h3]Parallax:[/h3]
  • Added 24 new parallaxes for roads and villages with palisade fences in the background (road, village × plains, oak, pine × corrupt × ocean).

[h3]Combat:[/h3]
  • Spider related words now give a 40% bonus against spiders and spider nests.
  • Stackable items given during combat now stack when given.
  • Loading a save to an already dead enemy no longer replays death animations/sounds.
  • Random combats that trigger at an already completed spider nest no longer give full spider nest enemies, and include an already dead nest.
  • Random combats that trigger at an already open chest no longer give chest-guardian enemies and chest rewards.
  • Progress for half finished combats is now saved if you leave, via the flash bomb, and come back.
  • Enemies that are dead-on-arrival no longer trigger death effects.

[h3]Combat UI:[/h3]
  • The submit-as UI now draws text over the icons when they would overlap.
  • Fixed the tile board freezing in place when it should slide off screen for scenes, like when you end combat at the anomaly or a shrine.
  • Fixed the tile board not doing the break up animation when you die.
  • Fixed tile estimations not updating when hovering over a non-spell on the cast-as view.
  • Increased the particle cap of the enemy coin drop effect to 300 from 100.
  • Fixed drag-rearranging tiles not updating the 'special tile effect active' glow effect.

[h3]Stats:[/h3]
  • Stats now tracks if enemies are dead-on-arrival, and no longer counts them as kills.
  • Stats now tracks the start dates.
  • Defeating the anomaly now gives additional stats.

[h3]Sprites:[/h3]
  • Fixed the class selection screen using stale data for the number of hair options the current class has if you selected hair then changed class.
  • Fixed the gambeson, tunic, and cuirass drawing over the long hair on the adventurer.
  • Sprites on stats that pre-date adventurer hair settings will now be updated to have the correct-for-the-time hair.
  • Added animation sets for the woodsman and warrior for shielding, casting, drinking, and dying from hit.
  • Added long hair and afro options for the woodsman and warrior.
  • Added bald option for warrior.
  • Added bonnet layers for warrior and woodsman.
  • Warrior and woodsman chain coif now hugs the top of their head tighter.
  • Random enemy warriors and woodsman can now have rimmed bucklers, and different hair.
  • Random enemy warriors can now have rapiers.

[h3]Items:[/h3]
  • Slime brooch: Now highlights if estimations indicate it's about to trigger.
  • Profane book: Number of ! tiles given now caps out at the length of the swear.
  • Vowel movements: Allowed words with all those vowels to also count.
  • Cookies: Reused the potion drink animation where available, with a new food layer.
  • Black label courage potion: Moved the description into flavour text, and gave a new, more descriptive description.
  • Turn undead: No longer inflicts a flee status unless it actually gets through the armour, and inflicts fear, not terror, on bosses and minibosses.
  • Wild ruby: Fixed not clearing ligature data, leaving a functionally useless tile that counts as a wildcard. Notably when combined with the calcinatory.

[h3]New gear:[/h3]
  • Snake rattle nephrite: An enemy succumbing to toxin status damage queues a serrated bronze tile.
  • Serpentine-gem dagger: Crafted from the serpentine dagger and snake rattle nephrite.

[h3]New passives:[/h3]
  • Magic turbo-snail: Overworld travel is snail powered.
  • Potion nausea: Drinking health potions makes you nauseous; you can only drink 5 health worth in as many turns.

[h3]New consumables:[/h3]
  • Apple: Heals 1. 5 a day max. Max item stack 4.

[h3]Achievements:[/h3]
  • Fixed pre-V40 migration achievement backdating not correctly checking for '"Pacifist"'.
  • Fixed not being able to get 'Taco', 'Thirsty', 'Hot lava', 'Mulder', and 'Got wood?'.
  • Updated the description of 'Got wood?' to no longer indicate that wood words give a bonus against treants.
  • 'Crowded statue' now comes up when filtering for combat related awards.
  • 'A fresher hell' now comes up when filtering for anomaly related awards.
  • Added 'Consecration' to the Steam demo, since it was possible but erroneously excluded.
  • Added 'Arachnology' for using a spider word against a spider.
  • Added 'Nope' for clearing all spider nests from a forest.
  • Dead-on-arrival enemies no longer count for 'Mathematical'.

[h3]Words:[/h3]
  • Removed 12444 words from the shrine dictionary, and restricted a further 30212 of them to the arcade, leaving 9139 in standard rotation.
  • Created a 'spider words' dictionary.
  • Added auriferously, auriferousness, germaniferous, magnesiferous, niobiferous, plombiferous, zinckiferous, autophilia, chiefed, clippy, culturism, culturisms, mommed, momming, moqueca, moquecas, pyrolizable, quiversome, spiffingly, bardically, bardics, boggily, boredly, costable, dayum, derangedly, eleventeen, eleventy, fakeout, fakeouts, fanclub, fanclubs, indoorsy, jinkier, jinkiest, jinky, kickees, larped, larps, oinker, oinkers, overfattens, overfattened, overfattening, overpush, overpushed, overpushes, overpushing, penknifed, penknifer, penknived, peopley, raviolo, rowless, twelfty, undershare, undershares, vetos, vinyard, vinyards, vtuber, vtubers, xrayed, xraying, sacrilicious, kwyjibo, kwyjibos, yeetus, creepypasta, creepypastas, shimmerer, sockies, demeaner, demeaners, dentophobia, baku, fenghuang, fenghuangs, kitsune, kitsunes, kodama, mujina, rokurokubi, shikigami, shinigami, tengus, tsuchigumo, and yokai.
  • Added calcate, daemonise, daemonize, flanderise, flanderize, boop, mald, omegalul, sadge, fivehead, wallcrawl, televize, meep, quaternise, reblog, and derived terms.
  • Added derived terms of recopper, and inflection forms of backseat, calcinate and skibidi.
  • Added bofa, ligma, sugma, sugondese, coomer, coomers, gooned, gooner, gooners, gooning, goonvana, jerkoff, jerkoffs, snusnu, pisswater, suckies, smeghead and smegheads, sexpest, sexpests, schmeckle, schmeckles, fuckiness, fuckyness, boingloing, and boingloings to the regular and curses dicts.
  • Added manwhore and whoreman and derived terms to the regular and curses dict.
  • Added goon, goons, coom, coomed, cooming, cooms, jerk, jerks, tosspot, tosspots, thot, and thots, to the curses dict.
  • Added masturbation, molest, fornicate, satan, and derived terms to the curses dict.
  • Added spitroast and derived terms to the regular, fire, and curses dicts.
  • Added over 70 words starting with 'pyro' to the fire dict.
  • Added emblaze, pyromancer, pyrokinetic, overburn, overheat, and derived terms to the fire dict.
  • Added calcinated, calcinates, calcinating, smokily, smokier, and smokiest to the fire dict.
  • Added pyrometallurgy, reforge, and derived terms of them to the metals and fire dicts.
  • Added metalliferous and over 30 hyponyms and derived terms to the metals dictionary.
  • Added aurify, natrium, metally, metallize, quench, and derived terms to the metals dict.
  • Added kalium, sodian, coin, coins, coppery, cupreous, unununium, zincic, and zincous to metals dict.
  • Added gaggers to the metals and iron dicts.
  • Removed selenium, seleniums, and quarterstaff from the metals dict.
  • Added alpine and derived terms to the wood dict.
  • Added decay, scoliosis, ulnar, and derived terms to the bones dict.
  • Added ribcage and ribcages to the bones dict.
  • Added 40 derived terms of tibia and/or femur to the bones dict, 23 of which were also new to the main dict.

[h3]Definitions:[/h3]
  • Almanac dictionary page now lists if a word has all vowels, and if the first and last letter matches outside of being a palindrome.
  • Fixed the dictionary almanac having a typo in the palindrome marker.
  • Fixed some half complete defs ending in a :. Affected: abura, acapu, achalasia, addible, aerodrome, air, anticlimax, cock.
  • Changed the definition of backseat to the video gaming def rather than alt-spelling of 'back seat'.
  • Added definitions for rib cage and QWERTY.
  • Corrected the definitions of cumming and ribbing, hamboned, and hamboning.

V43: Blinks & Bantz

This is mostly fixes, but it does include over 400 new words, which are mostly most of the new new additions to Collins Scrabble Words for 2025, including 'bantz', excluding about 190 new CSW words that failed my personal criteria for inclusion, with the rest being from missing word reports. Other 'content' additions include about half of the character roster being able to blink, and have the sturdy belt represented on them, and the adventurer being able to be bald and also having the runed gear be represented on them.

[h3]UI:[/h3]
  • Exposed windowed resolution to config.
  • Windowed resolution now set on launch to 90% of desktop resolution if it's the same size or larger.
  • Added a one time message about the fact that the game auto-saves.
  • Added a one time message that the demo ends when you get to a level 4 area on the demo.
  • Pressing on either item bar on the pregame screen takes you directly to the screen to re-arrange/re-equip them.
  • The craft button now has a glow behind it when it can be used.

[h3]Overworld:[/h3]
  • Fixed the music not restarting after combat until it would change.
  • Fixed the player wagon not turning into a raft if they manage to get on water.
  • Darkened the player wagon, and set the 'canopy' of the wagon to the player shirt/robe colour.
  • Fixed being able to trigger the anomaly event from inside a sub-world, causing a crash.

[h3]Items:[/h3]
  • Fixed not being able to take the arbitrarily hard brick multiple times. For reals this time.
  • Reworded refreshing water to remove the word 'cumulatively', and outright say that you can use it multiple times a turn on the 'water bottle' version of the item.

[h3]Enemies:[/h3]
  • Boss fire elementals no longer indefinitely sustain your life at the brink of death with legal but 0-scoring tiles.
  • Fixed hanging spiders giving untelegraphed attack tiles when knocked down from hanging.

[h3]Character sprites:[/h3]
  • Characters now blink on the start menu and class selection screen, if able.
  • Added blink and belt layers to halfling, woodsman, warrior, assassin, and paladin.
  • Fixed 'load' on the sprite test screen not correctly loading your hair if you're not in combat.
  • Adventurer:
  • Added layers for the runed bracelet and runed circlet.
  • Added bald layer.
  • Eyepatch now draws the full strap over the base hair and bald.
  • Belt is now a layer enabled by the sturdy belt.

[h3]Words:[/h3]
  • Added around 400 of the around 600 words that will be newly Scrabble legal in 2025.
  • UwU and OwO still requires the book of UwU item to use.
  • Added: fupa, fupas, slack-jawed, metagame and derived terms, awa, zouave and zouaves, squabbier and squabbiest.
  • Added fapper and fappers to the curses dictionary.
  • Removed umpteenth and related from the curses dictionary.

[h3]Definitions:[/h3]
  • Changed the definition of bruh from 'rhesus macaque' to the more commonly accepted interjection.
  • Changed the definition of cath to refer to inserting a catheter rather than a clipping of cathode.
  • Changed the definition of fap from an obsolete form of 'drunk' to the more commonly accepted one.
  • Changed the definition of nerf from the motor racing term to the video games term.
  • Removed the example from the definition of overbar.
  • Removed 'see appendix' text from the definition of my.
  • Improved the definition of un.
  • Fixed an issue if a 'form of' definition specified a subsection, rendering that subsection as part of the word. Affected 30 words.