Release notes

Release notes v0.1.2

Choose and reset the element you fight as, elemental armour, a new character select, brighter nights, a new daily quest on the docks, and a pile of fixes from your bug reports.

This update is about elements and about fair fights. You can now choose the element you fight as, reset your points when you want a fresh start, and wear armour that stands up to an element. Fights keep to the level you stand on, nothing hits through a fence, and nights are easier on the eyes.

Thank you again to everyone posting in #bug-reports. You are named next to every fix you found.

Features, content and new systems

The Equipment Upgrade window: a sword with a Charge Dice chosen, showing what the next step would add and the chance of success
The upgrade window, where Charge Dice go on your gear. Elemental ones now go on body armour too.

Elemental armour

  • Elemental armour. Elemental Charge Dice now go on body armour too. Each level makes you tougher against that element, up to a limit, so fire armour is worth wearing where fire monsters live, and best of all if you fight as fire.
The harbour: a timber pier with lamp posts, barrels and crates, a ship's deck with its wheel alongside, and deep blue water round it
Wick is on the Central City docks, with crab pots to bait.

A new daily quest

  • Claws and Tails, a new daily quest from level 2. Wick the sailor on the Central City docks baits his crab pots with rat tails and ties lures from crow claws. Bring him three of each, once a day.

Improvements

A player striking a green slime on a forest path, a critical hit and its damage floating over them and the slime's health bar underneath
Your own element and your weapon's each show their own number.

Elements

  • Choose your element at the Element Master. The hooded figure in Central City now lets you pick which of your elements you fight as, for a fee. Your attacks carry it and monsters strike you against it, and the character sheet shows it in the middle of the ring. Putting a point in a second element no longer quietly changes the one you fight as. How elements work, and what beats what, is on the elements page.
  • Reset your elements at the Element Master. For a fee, the Element Master gives back every elemental point your class has spent, to spend again. The fee grows with the points you hold, and you are asked to confirm before anything is taken.
  • Your element and your weapon's element both count. An enchanted weapon no longer replaces your own element on your attacks. Each adds its own damage, shown in its own colour, so a fire player with a Water sword sees red and blue numbers. Match your weapon to your element for the biggest hits.
The character select: three characters side by side on cards, each lit with their class, level, where they are and how long they have played, the town behind
Every character on your account, side by side.

Character select

  • A new character select. Every slot on your account is a card side by side, each character standing in their own light with their class, level, title, where they are and how long you have played them. The one you played last comes up chosen, so Play, Enter or a tap on that card takes you straight in. On a phone it all fits on one screen and you can swipe between characters. Deleting a character is now in the ⋯ menu on its card.

Fighting and quests

  • Fights on walkways and bridges stay on their level. A sword, an arrow, a fireball or a meteor now reaches only what you could walk to, so you no longer hit, or get hit by, something on the floor far below a walkway. Loot dropped on a walkway lies on the walkway, where you can see it and pick it up.
  • A monster you chase away can still be hit. When a monster reaches the end of its chase it now walks back only five tiles, and you can hit it the whole way. It no longer heals when it stops. Found by WelchDigital.
  • Quests are worth doing. A daily quest now pays a tenth of a level and a story quest a fifth, with gold to match, on top of what its monsters give. Before, a daily was worth a minute or two of fighting.
The fountain square at night, the crystal on the fountain glowing blue and the street lamps throwing pools of light onto the paving
Night in Central City, lamps lit and the streets still easy to see.
A player swinging a pickaxe
Down the Central Main Shaft with a pick in hand.

The world

  • Nights are brighter. Night is still night, with the moon up and the street lamps lit, but you can now see the world around you, the forests most of all.
  • The mine's doorways look like doorways. The ways on into the rock in the Central Main Shaft, the Spider Drift's entrance among them, are now a timber frame round a real tunnel going back into the dark, with rails running in. Each stands on one tile, so you walk straight into the middle of it.

Bug fixes

Fighting

  • Nothing hits through a fence or an object. Attacks, arrows and every skill now stop at a fence, a rock, a crate or a wall between you and your target, and a skill aimed past one is refused before it costs anything. Monsters can't bite you over a fence either, and won't notice you through one.
  • Swords and fireballs work up staircases. A monster on the next stair up of a raised staircase, like those in the Central Main Shaft, could not be hit by a normal attack or a fireball.
  • Fireball shows on raised walkways. In the Central Main Shaft a fireball thrown along a walkway was invisible, though it still hit. Found by Number1.
A mine on several levels: torch lit earth floors, a turquoise stream falling over waterfalls, plank bridges, ladders and mine carts
The Copper Hollow, with its boarded doorway now shut.

The world

  • People, workbenches and chests only answer you on their floor. You could talk to Tam at the bottom of the Central Main Shaft from the stairs high above him, and use the tailor's benches from the floor over them. Now you have to be on their level. Found by WelchDigital and LettuceCatte.
  • No more walking into the wall by the Central Main Shaft door. In the Copper Hollow you could step through the boarded half of the frame beside the door and vanish into the rock. That half is shut now. Found by WelchDigital.
  • Shadows reach the edges of the screen on high ground. Standing on a plateau or a cliff top, trees near the bottom of the screen and the side the sun shone towards had no shadows until you walked closer. Found by WelchDigital.
  • No more spotlight in the middle of the screen. On some graphics cards, mostly on big and ultrawide screens, a hard-edged circle of light sat in the middle of the screen whenever colour grading was on. It is gone. Found by WelchDigital.

Accounts and gold

  • Starting gear is bound to you. The clothes, boots, scarf, weapon and shield a new character starts with can be worn, banked and upgraded, but no longer sold, traded, posted or dropped. Selling a new character's shield and starting again was a free gold farm. Found by 𓆝 𓆟 𓆞 𓆝 𓆟.
  • The leaderboards work. Total level and the class boards showed nobody, because levels were read from the wrong place. Staff and banned players are no longer ranked.
  • Signing in is harder to guess at. After a wrong password you are asked for a quick Cloudflare check before the next try, after a few you wait a moment between tries, and an account that keeps being guessed at is locked for longer each time. If it is ever your account, resetting your password lets you straight back in.

Phones, browsers and the site

  • The Google button fits on a turned phone. It kept the width it was first drawn at, so on a phone turned sideways or a narrowed window it could run past the edge of the form.
  • The title screen shows the right version. It still said 0.1.0 after the last update.
  • The game page sends each security setting once. The website and the game both set some of the same browser security settings, so the game page sent two that disagreed. Each one is now set in one place, the stricter choice everywhere, and the site's checks fail if two ever overlap again. Found by WelchDigital.