News & updates
Every balance change, new feature, and fix as it ships. This page is generated
straight from the game's changelog, so it always matches the latest build.
Version 1.0.13
- A character's **equipped gear and money are now private**. The armory still shows any hero's class, level, guild, and professions to everyone, so a profile link can still be shared, but gear and the gold, silver, and copper a character carries are returned **only** to that character's own account. The game server decides this by comparing the reader's signed-in account id to the character's real owner, so a crafted link cannot see another player's kit or bank, and an older client or page cannot leak it either - the private fields are simply left out of the response.
- **My account -> View armory** now shows **your** character's kit and purse. Open your own character and the profile adds a **Your money** panel (gold, silver, and copper broken out) and a **Your equipped gear** panel with the game's rarity colours. Open someone else's and those are replaced by a short note that gear is private. The owner's view is decided from your signed-in character list as well as the server's own signal, so it shows correctly even if the game server is briefly running an older build.
- The website now has a **Games** page in place of the bounty board: a professional **coming soon** showcase for the daily web games that will pay in-game gold, mailed from the Starblood Team. The reward machinery they will use already exists and stays idle until there is a game to call it. Signed-in players are greeted as such rather than being told to create an account they already have.
- Fixed console 404s on every page. The header loaded `assets/img/logo.png`, which was never generated, so each page view logged a failed request. The brand mark and the favicon now use the game's real UI icon, and the generator copies it with its true `.ico` extension (the file was previously saved as `icon.png` while actually being an ICO, which lied about the format).
- The leaderboard's class filter now reads as a filter: it sits in a labelled bar ("Filter by class") with the pills styled as buttons, so it is obvious they are clickable, and the duplicate **Who's online** button that pointed at a page already in the top navigation is gone.
- Hovering (or clicking/focusing) a piece of gear in your armory now opens a **stat card**: damage and speed, armor and magic armor, the six attributes, crit, haste, accuracy, penetration, and any level or strength requirement. It uses the same lines and wording as the game's own item tooltip, and closes as soon as the pointer leaves.
- The armory's item stats now come from the website's own **item catalog** rather than the game server, generated from the game's content by `updatewebsite.bat`. The armory stays a public read that never touches the game host, and a hover card fills in even when the game server is offline or briefly older.
- Fixed a caching trap that was leaving readers on a stale stylesheet: the site's CSS and JS are now requested with a content-hash key, because the host caches them for a week and an edit would otherwise not reach a returning reader.
- Armory money now reads as labelled coins - **26 Gold, 17 Silver, 50 Copper** - instead of run-together numbers, and your equipped gear is listed head-to-toe with the weapon last, the way a paper doll reads.
Version 1.0.12
- The website now has a live **Who's online** page and a **Realm pulse**: the heroes in the world right now with their class and level, the day's peak headcount, the realm's uptime, and a sparkline of players over time. The history records itself as a side effect of any page reading the server status, so it needs no cron job, and one sample a minute is kept for a day.
- The website now has a public **Armory**. Look up any character by name to see their class, level, guild tag, and professions. Equipped gear and money are shown only to the character's own account when they open their own profile, so the public armory never leaks another hero's kit or purse.
- The website now has **Leaderboards**: the highest-level heroes, ranked by level then experience and filterable by class, each linking to that hero's armory page.
- Two new read endpoints back these pages - a character profile and the leaderboard - and the read pages draw on their own, larger rate limit, so browsing the armory cannot lock a player out of signing in.
- The front page now shows the realm pulse above "What awaits you", so the headcount, the day's peak, and the activity sparkline are visible at a glance.
- Gathering-node art. Ore deposits and herb patches can now be drawn from `.glb` models dropped in `assets/professions/<profession>/`, named for a tier (`copper_1.glb`, `silverleaf.glb`, ...). Several files for one tier mix across the map, and a tier with no model keeps its procedural shape, so art converts one deposit at a time.
- A model exported with its object's last Blender position baked in (which every ore export was) is re-grounded on load: its lowest point sits on the ground and its footprint is centred on the node. Previously such a model rendered up to 2.3 units off its node - underground or out of view - so a placed deposit looked invisible.
- A model whose material wired no texture picks up the single loose image in its own folder as a palette, so a shared-atlas export reads correctly with no re-export.
- The build-mode placement ghost now shows the real node model instead of the procedural shape, so a preview matches what gets placed.
- Mining nodes match their art by item id (`copper_ore`) as well as tier name, so a dropped `copper_1.glb` reaches the copper deposit.
- Scene editor: profession gathering nodes (ore and herb) are now placeable, with the real model as the ghost and full undo support. They were missing from the palette entirely before.
- Scene editor: bound node art on startup, so the editor shows the same ore and herb models the game does.
- Local `run\` folder builds in Release, not Debug. The Debug server could not hold its 20 Hz tick (the monster simulation alone took ~90 ms of a 50 ms tick), which made the whole world run in slow motion - spells crawled and aggroed monsters drifted. Release runs the same tick in about 20 ms.
- Failing a gather now says why. Pressing Interact at an ore or herb you cannot work prints "You do not have the Mining profession." or "Your Mining skill is not high enough. Mining 75 is required." to the log. Before, a node whose profession you did not know was not even selected, so the keypress produced no message at all and the node simply felt dead.
- Scene editor: the palette now lists every ground kind and terrain tool, so it matches the in-game builder catalogue. Towns was empty because those entries are all built-ground paints; Terrain showed only two of its kinds. Both are now complete (Towns 13, Terrain 35), and a "Ground list" toggle hides them again when only placeable objects are wanted.
- Scene editor: added Clear, Fill, and Eyedropper to the Terrain tools. Fill repaints a connected patch of one ground kind using the exact cluster walk the server's fill uses, and the Eyedropper copies the ground under the pointer (including bare biome floor) into the brush.
- Staff can now send in-game mail with money attached from the website. A GM or admin signs in at crojam.com, opens Staff mail, names a character, and attaches gold, silver, and copper; the mail lands in that character's mailbox whether they are online or offline, and the recipient claims the money in game. The page is hidden from players, and the game server re-checks the sender's live role before it sends, so the rank cannot be spoofed from the browser.
- The website can grant in-game money as a reward, wrapped in a mail from the Starblood Team, with an id that makes each grant pay exactly once. This is the seam the daily web games will call.
- Mail is now shared safely between the game loop and the website. Before, only the game touched the mailbox file; now that the website can send too, every read and write is serialised and a sender's message reaches an online recipient through a queue the game loop drains, so two threads never rewrite the file at once.
- New game Launcher! No more bland launcher.
Version 1.0.11
- Blender asset pipeline. Any weapon, armor piece, NPC, monster, prop, building, or tree can now be drawn from a `.glb`/`.gltf` file (or a simple `.obj`) exported from Blender, instead of the built-in procedural geometry.
- Drop models in the `assets/` folder and point a definition at one with a `modelPath` (relative to `assets/`). Nothing breaks until art exists: an empty or missing path keeps the original procedural shape, so objects convert to real assets one at a time.
- New "Model" field in the NPC editor, enemy editor, item designer, and the prop/building select panel, so a path can be typed and saved in game. Hand-edited content JSON works too.
- Textures embedded in a GLB are decoded and used automatically, including alpha. A material with no texture draws as a flat colour and keeps its biome tint.
- A bad or misspelled path is reported once and remembered, so it never costs a disk probe every frame.
- Added the `assets/` folder with per-category subfolders, a sample model, and `ASSETS.md` documenting the Blender glTF 2.0 export settings, material conventions, scale, triangle budgets, and troubleshooting.
- The server `--check` smoke run now parses a committed sample model through the same loader the client uses, so a broken glTF fails the check instead of silently falling back.
- Sprint. Hold the Sprint key (default `Shift`, rebindable in Settings → Controls) to move 10% faster on foot. It does not stack with a mount or flight, so a rider or flyer is unaffected, and the speed is applied by the server and mirrored by client prediction, so there is no rubber-banding when you press or release it.
- Sharing a quest no longer stacks two floating messages. Only one reason per ineligible party member is shown; the generic "No one in your party could accept that quest." line is added only when nothing else was named, so the text no longer doubles up over the player.
- The Professions window no longer draws "No professions yet." and the "0/2 professions" footer on the same line, which made the empty state look scrambled and overlapping.
- Adding items to trade window is no longer limited to 1 item. You can give stacks now
- Target memory fixed. You walk away, Your target gets lost
- Hover skills trained by trainer now show details
- Quest item reward selection screen now shows item stats when you hover the reward
- Huge update overhaul of balancing
- Huge update to performace
- Fixed the server running the world at roughly half speed. The monster simulation was over its whole 50 ms tick budget by itself, so the loop fell permanently behind and input (including a spell cast) waited in the queue behind the catch-up. Target selection was scanning every body on the map twice per monster per tick to look for pets; monsters and pets are now indexed directly. Server tick time dropped from about 89 ms to about 10 ms, so the world now keeps real time and casts resolve on the next tick instead of seconds later.
- Added a server performance benchmark (`Starblood.Server.exe --bench`) reporting tick time and a per-phase breakdown, so a stall like this is visible without a live repro.
- When trade window is open while character panel is open (not sure why you'd have both open at the same time) Your paperdoll doesn't land above the layer of the trade panel.
- You can now interact with npcs and objects by left clicking when close enough (Interact Key F by default still works
- When hovering objects, it now shows "F to interact"
- New settings added for camera (Invert, FOV, Sensitivity, Camera shake toggle, Camera Smoothing, Camera Distance, Camera collision toggle)
- Level up sound adjusted to not blow your speakers or ear drums
- Item icons now snap to mouse cursor on click and drag
- Removed dedicated cooking panel since it alraedy exists in the professions panel
- Slash commands no throw an error instead of posting to chat
- NPC messages disappear when the quest is accepted
- Clicking off an NPC chat box now closes it
- "Return to quest giver" should now name the quest giver.
Version 1.0.10
- Completely revitalized Aggro system!
- Rangers can now own pets to assist them in combat Ashen Wolf - Chance to slow enemy on hit Spider - Chance to poison enemy on hit Imp - Heals player Raptor - Chance to cause bleed to enemy on hit Tiger - Faster/Slashing Gorilla - Tankier/Taunts
- Pets earn experience and level up.
- Purchase food for pets and feed them! (New pet food items)
- Player vs player duels. Right-click a player's health bar, either the overhead nameplate or the target frame, to open a menu with Invite to Party, Trade, and Duel.
- A duel must be accepted by both players. It can be fought anywhere, with or without a PvP zone, and neither player can die: the fight ends the moment one of them reaches 1 health.
- When a duel starts a tall flag is planted between the two fighters. The loser drops to one knee for a few seconds while the winner salutes, then the flag is torn down.
- Left-clicking a player's overhead health bar or target frame now targets them, matching the world click.
- Auto attack is off by default: clicking a hostile or cycling targets only selects it. Turn it back on with the new Auto-Attack option in Settings, Interface / HUD, or start a swing with the Toggle Auto-Attack key.
- The quest complete banner now moves above the quest tracker panel whenever the two would overlap, so it no longer blocks it.
- Class proficiencies are now strict and enforced on every item, gray starter gear included. Mage and Cleric wear Cloth and carry Staves, Wands, Daggers, and Swords with a Book, Tome, or Orb in the offhand. Ranger wears Cloth and Leather with a Bow, Dagger, or Sword, and holds a Totem or Effigy. Warrior wears everything and carries a Dagger, Axe, Mace, or Sword with a Shield or a second weapon.
- A class that cannot use an item is told so in the tooltip, not only on a loot roll, and the server refuses the equip.
- New offhand-weapon flag in the item designer and the GM panel. A flagged one-handed weapon is dual-purpose: a dual-wielding class may wear it in either hand. An offhand weapon adds its stats and a share of its damage to your swing, and shows in the left hand on the model.
- Warrior dual wields. Equip two flagged one-handed weapons, one in each hand, and both render.
- New bind-on-pickup flag in the item designer and the GM panel. A bind-on-pickup item is soulbound the moment you obtain it, and the tooltip reads "Binds when picked up".
- Rangers gain 50 totems and 50 effigies as offhand gear, required level 3 through 25.
- New Totem, Effigy, and Tome icons, and a tome paints with the book layout.
- The Cleric's starting mace is replaced by the one-handed Acolyte Staff, so the starter kit keeps its offhand Prayer Book.
- Using a mount item again now gets you off your mount. Right-click the mount in your bags, or press its action-bar slot or hotkey, and you dismount. This works from the main inventory, from inside an equipped bag, and even while the mount is still loading.
- Action-bar slots for mounts and consumables now find the item inside equipped bags too, so a bar slot keeps working when the item lives in a bag.
- Items are now soulbound once you equip them. Wearing a piece binds it to your character for good, and it can no longer be given away: no player trade, no mail attachments, no auction listings, and no guild bank deposits. Vendoring it, destroying it, and storing it in your own bank all still work.
- Items can also be soulbound on pickup
- Gear you are already wearing when you log in binds the first time you load in, so old characters are caught up automatically.
- The item tooltip now says "Binds when equipped" on an unbound equippable item and "Soulbound" once it is bound.
- Party Loot settings added (Round Robin, Need before Greed, Free for all)
- Weapons and Armor are now class based. No more warriors wearing robes!
- Water volume increased
- New Water and Flying enemies!
- Off-hand equipment is now limited to each class
Version 1.0.9
- Unit mouseover popups no longer show through mountains, walls, or placed objects. A name and level only appear when there is a clear line of sight from the camera to the body, so a unit hidden behind cover gives away nothing.
- Talking to an NPC, looting, and working a gathering node or campfire now needs you to stand closer.
- Casters and rangers cannot loose a damaging spell or shot when a foe is right on top of them. Standing too close shows "Too close to use a ranged attack" until you back off.
- Players and enemies can no longer shoot through walls, hills, or placed objects. A cast is refused with no line of sight, and an arrow or bolt already in flight stops where it hits cover instead of passing through.
- NPC builder appearance upgrade. The Customize panel now scrolls, so every option stays reachable on any screen height.
- NPCs can be authored as a creature: pick a Model (skeleton, wraith, brute, wolf, bear, and more), override its Shape, and set a Height, exactly like the Enemy tab. A colored creature now works as a quest giver or a vendor and still opens its dialog.
- Skin, Hair, Top, Pants, Boots, and Hat colors are now full RGB with one-click swatches, so a color is a click away and can then be fine-tuned.
- Two new pant styles: Baggy Pants widens the leg with a cuff, and Shorts leave the shins bare and tinted with the skin color so the legs match the face.
- Players and all existing NPCs keep their current appearance; the new controls are purely additive.
- players now load into the game rather than being froze for a few seconds while the world loads
- Deep enemy creator implemented.
- Enemies can now Poison, Burn, Root, Mana Drain, and Weaken
- Small rewards mark each step: Kevin's Whistle, Bobbi's Ribbon, Stephen's Ledger, and Pillsworth's Signet, ending in the Blade of the Frontier.
- Nothing existing was changed: side quests, chains, and NPC dialogue are untouched, and the new quests are purely additive.
- Dropping one partial stack of an item onto another now fills the target up to its maximum and leaves the remainder behind, instead of swapping the two slots. Works across the inventory, equipped bags, and the bank.
- Stack splitting: shift-click a stack to open a "Split Stack" prompt, choose how many to take, and the split lands in your first free slot—just like World of Warcraft.
- Stuck button in the escape menu, between Party and Exit to Character Selection. Confirm the prompt, stay still for ten seconds, and you are moved to the nearest safe ground. Moving or taking damage cancels the countdown.
- Split stacks with shift click
- Every spell icon has been redrawn. Weapon skills, holy magic, arcane, frost, and flame each read as what they do, and no two spells share a picture any more: Whirlwind spins while Cleave sweeps, Sunder breaks armour while Execute finishes, and Scorch, Frost Nova, Rain of Arrows, and Snipe now have their own art instead of borrowing another spell's.
- Sound effects added
- Vendor panels now scroll vertically, so merchants with large inventories can be browsed all the way to the last item.
- Trading added. Trade with other players by targeting them and pressing T by default.
- Bag slots and bags! 4 bag slots and 4 new bags. carry more!
- Crafted Tailoring gear now has an equip level for each cloth tier, rising with the cloth: Linen 1, Wool 4, Silk 7, Mageweave 10, Runecloth 13, Felcloth 15, Netherweave 18, Frostweave 21, Embersilk 24, Windwool 26, and Bloodcloth 28. The tailoring skill needed to craft each tier is unchanged.
- Mouse steering (World of Warcraft style): hold both mouse buttons to walk the character forward and steer by moving the mouse left and right. The camera and the existing click-look behavior are unchanged, so the buttons still work exactly as before when used one at a time.
- Auto-run: tap the new "Auto Run" keybind (default `=`) to keep moving forward until you tap it again, press a movement key, or open a window. The key can be rebound in Settings, Controls.
- The Settings panel now scrolls vertically, so every keybind and option stays reachable on any screen height.
- You can no longer climb mountains. Ground steeper than 40 degrees refuses every uphill step, so no approach angle works: running straight at it, strafing across it, or zig-zagging up a diagonal are all stopped.
- On a slope you cannot climb, you slide along it instead of stopping dead, so brushing a steep face does not freeze your movement.
- Standing on a slope steeper than 40 degrees now slides you gently downhill, and the steeper it is the faster you slide, so you cannot hold position on a near-vertical face.
- Walking, roads, town entrances, hills, and stairs are unchanged; gentle ground is fully walkable.
- Jumping and falling are now real physics. A jump leaves the ground with an upward velocity, gravity slows it on the way up and speeds it up on the way down, and the body traces a smooth arc instead of a fixed hop.
- Walking off a ledge no longer snaps you to the ground below. You hold your altitude and fall, and fall speed builds the longer you drop, so a long fall feels very different from a short one. Fall speed caps at terminal velocity so an enormous drop does not get out of hand.
- Fall damage now comes from how fast you hit the ground, not how far you fell. A normal jump and a step off a kerb are free. Landing between 10 and 15 m/s hurts lightly, 15 to 20 m/s hurts about three times as much, and 20 m/s or more is a heavy hit that can kill. Drops beyond roughly 8 m start to hurt.
- Deep water breaks your fall: landing in water you can swim in costs no health. A shallow puddle does not, so shallow water is still a hard landing.
- Walking on gentle hills, roads, and stairs is unchanged; slopes stay glued under your feet and only a real drop starts a fall.
Version 1.0.8
- Thirteen new grounds for painting town and city streets. Find them in the build palette under a new "Towns" category, beside the usual Terrain floors.
- Cobblestone, Flagstone, Slate, Marble, Sandstone, Brick Road, Gravel Road, Wood Planks, Packed Earth, Mosaic Tile, Basalt, Limestone, and Paved Stone.
- Each ground is textured, not tinted. Cobblestone bakes rounded setts and dark mortar, flagstone broad slabs with wide joints, brick a red running bond with mortar, wood planks boards with seams and grain, mosaic little coloured tesserae with grout, marble soft grey veining, basalt hexagonal columns with lit facets, and limestone and paved stone their own coursing, so a painted street reads as real material on the ground rather than a flat colour.
- Newly generated towns now pave their streets and squares with a material that matches their identity: cobblestone crossroads, brick merchant quarters, slate mining holds, sandstone ruins, basalt and mosaic in the endgame city, plank boardwalks in logging camps, and packed earth on the farms.
- Party Loot Rights: looting is now party extensive, no longer a first hit, first loot policy.
- Female Character Creation: girls ... or weird guys can feel comfortable playing now!
- Improve Mouse Targeting: click players to buff/heal easier.
- Improve Target Range Restrictions: no longer target enemies in a different zone.
- Neutral Mob Aggro Reset: neutral mobs are not heroes.
- Corpse Recovery System: gravestone marker on the map.
- Party Member Tracking: dot on the map (hoverable).
- Invisibility Potion Fixed: hide from human players.
- Advanced Quest Objectives: kills this AND that.
- Loot particles added to enemies upon death
- Some fun new commands added
- Bug fixes
- Quest compendium created for admins to know where they left off
- Several Loot items corrected
- 50 New loot items added
- Quest tracker now automatically displays a quest when accepted
- Database migrations.
- Update networking packets as needed (player movement).
- Update UI components.
- More quests added.
- Game masters and admins can now travel the world by double-clicking the map. Open the world map (M) and press the new "Teleport" button to arm the tool, then double-click anywhere on the map to jump there. The "Teleport" button on the Areas tab of the map builder arms the same tool so a builder can jump to the spot they are editing.
- The teleport confirmation appears as a banner at the top of the screen, so it does not scroll away in chat.
- The map footer tells you when the tool is off and how to arm it, and the double-click window now matches the Windows default, so a normal double-click registers.
- The tool is off by default and must be turned on from the map, so ordinary map clicks still pan and place as before.
- Cooking profession added with 100 cooking recipes
- Several new placement items
- Upgraded Professions Panel (n)
- Mounts are cheaper. +30% mounts now cost 20 gold (down from 50) and +45% mounts cost 50 gold (down from 100).
- Ten new apex mounts at +60% movement speed, level 30, for 100 gold: Ashen Drake, Glacial Mammoth, Void Serpent, Thunder Roc, Solar Phoenix, Runed Colossus, Spirit Elk, Dread Bat, Crimson Chimera, and Starborne Charger.
- Each new mount has its own hand-drawn icon.
- Finding a dungeon: the GM "Dungeons" tab now has a **Find door** button that drops you on the dungeon's overworld entrance, and **Enter to build** sends you inside. The panel shows the door's real coordinates and flags a dungeon that has no door yet.
- Placing a dungeon door: **Place door here** (GM Dungeons tab) puts the dungeon's overworld entrance where you are standing and links it in one click. **Unlink door** detaches an existing door so you can drop your own `dungeon_entrance` from the Build panel and pick the dungeon from the dropdown.
- Dungeons on the world map: the Areas tab of the map builder now marks every dungeon door with a red diamond and its name, so you can see where each dungeon sits and use the existing teleport tool to travel to it.
- Fixed the GM Dungeons tab: the scrolling item browser was drawn on top of it on every tab, hiding the dungeon fields behind a wall of item buttons and stealing the mouse wheel. The Dungeons tab now takes the whole panel, and its own list scrolls.
- Dungeon authoring in game: the Build panel and a new GM "Dungeons" tab list every dungeon, create new ones (a blank, walkable map is laid out automatically), edit levels, transfer points, music, and loading art, travel into a dungeon to lay it out, and delete a dungeon with its doors, spawns, and NPCs.
- Link dungeon props by id: a `dungeon_entrance` or `dungeon_return` can be pointed at a specific dungeon from a dropdown in the Build panel, instead of matching coordinates by hand.
- Zone-aware building: placing a prop, spawner, or NPC inside a dungeon tags it to that dungeon, and the Build panel only lists spawners for the map you are standing on, so dungeon content is authored in place.
- Offline dungeon management: the Admin tool gains `dungeons`, `dungeon <id>`, `validate`, and `dungeon-delete` console commands plus a Dungeons window to list, edit, validate, and delete dungeons without logging in.
- Live-world seeding: a newly shipped dungeon's entrance and its spawns are folded into an existing live world on the next start, without overwriting world edits.
- Fixed a crash when the server restarted over an existing dungeon map file.
- Dungeon Zone System: dungeons are now their own isolated maps, loaded from data so a new dungeon is added with content files alone, no code changes.
- Dungeon entrances: placeable `dungeon_entrance` props in the world. Interacting opens a popup showing the dungeon's name, description, required level, and recommended level, with Travel and Cancel.
- Travel flow: a fade to black, a reusable loading screen with artwork, the dungeon name, a random tip, and a progress bar, then the player spawns at the dungeon's spawn point.
- Return portals: a `dungeon_return` prop inside each dungeon asks "Return to the outside world?" and sends the player back to the entrance.
- Zone isolation: dungeon actors, combat, aggro, and projectiles never interact with the overworld, and an empty dungeon costs nothing to simulate.
- Map and mount restrictions inside dungeons, shown as floating text above the player: "Map is not available here." and "Mounts aren't allowed here".
- Dungeon respawn: a player who falls inside a dungeon returns as a spirit at the dungeon entrance, and their body waits where they fell. A ghost may also leave through the return portal.
- Persistence: the zone a character logs out in is saved, so relogging inside a dungeon returns them to it. Disconnecting inside a dungeon is safe.
- Shared dungeons now, with the transfer keyed on (zone, instance) so private per-party instances can be enabled later per dungeon.
- New demo dungeon: the Crypt of Ashes, a level 1+ dungeon near Millhaven with a spawn room, corridor, and a boss chamber, plus its overworld entrance prop.
- The dungeon portal is now a Minecraft-style nether gate: an upright obsidian frame with a glowing, swirling portal sheet you walk through. The old stairs inside the gate are gone.
- Hovering a dungeon entrance or return portal now names it: the tooltip shows "Dungeon" and the dungeon's name, so you know where a gate leads before you step in.
- Dungeons no longer grow trees and other outdoor foliage, so they read as stone interiors instead of forest clearings.
- Dungeon building is fully zone-aware: a game master standing in a dungeon edits that dungeon's map, not the overworld. Walls, buildings, terrain, water, flats, paths, props, gather nodes, workstations, and profession nodes all place, edit, and erase inside the dungeon they are standing in.
- Fixed removing walls and other long buildings: removal and selection now measure to the building's footprint instead of its center, so clicking anywhere along a long wall removes the wall you clicked.
- Fixed path removal to respect the dungeon the builder is standing in.
- Fixed wall and building textures disappearing after leaving and re-entering build mode. Applying a texture now saves to the map you are standing on (the dungeon when you are inside one) instead of only the overworld, so the change survives the layout re-sync that build mode performs.
- Applying a texture to a long wall now measures to the wall's footprint instead of its center, so aiming at any point along a wall skins the wall you clicked.
- Fixed painted terrain (ground, roads, water, flatten) not persisting: each paint stamp is now written to its map immediately, and the world save also rewrites dungeon maps, so in-dungeon terrain survives a restart.
- Fixed spawners resurrecting after a restart. A deleted spawner is now remembered (removed_spawns.json), so the startup merge of shipped dungeon spawns no longer folds a spawner you deleted back into the world — the same protection NPCs and quests already had.
- Dungeon/gameplay lookups are now zone-aware: gathering, collecting, profession nodes, workstations, campfire cooking, and sign posts inside a dungeon now find the dungeon's own content instead of only the overworld's.
- Dungeons no longer run the day/night cycle. Entering one now holds a single fixed light setup, so a crypt stays gloomy at noon and a hall stays lit at midnight.
- Dungeons have their own lighting controls, in the Game Master panel's Dungeons tab: overall **brightness** (0 dark .. 1 bright), a **light tint** (hex, e.g. `b07a44` torch or `7d92b8` moonlit), and **haze** (0 clear .. 0.05 thick), with one-press presets for each. The same values are editable in the Admin tool's dungeon editor and shown by `dungeon <id>` on the console.
- Changing a dungeon's lighting takes effect at once for anyone standing inside it, and the demo Crypt of Ashes ships with a dark, hazy torch-lit look.
- Fixed item edits made in the Game Master panel reverting after a server restart. An item you author or edit is now marked as hand-edited, so its typed level requirement is no longer recomputed from its stats on the next boot, and the code-generated gear (the 300 dropped-gear pieces plus the profession and cooking items) no longer overwrites your tuned values at startup.
- Fixed a created or painted item losing its icon. A fresh item carries a full-size paint that is entirely blank until you actually draw in the canvas; that blank paint used to be treated as a finished painting and filled the bag tile with empty space. An undrawn canvas now falls back to the item's icon, both in the bag and on the worn character model.
- A created item now always shows its chosen Shape icon in the bag, the equipment slots, and every other item tile (bank, mail, auction, trade). Painting only one face, such as a helmet's top, used to leave the bag tile blank because it drew just the item's front face; the tile now shows the icon while the painted look still appears on your character.
- Item level is no longer recalculated down to a tiny value when you save an item. The field was derived from only a handful of the editable stats, so a pure armor piece collapsed to level 1; it now keeps its existing level and only rises when the new numbers justify it.
- A "Min Level" of 0 on an existing item now means 0 rather than being treated as "no value given", so a requirement can be cleared again.
- Eating food now heals only while you eat. A meal's health and mana are spread across the ten-second eating channel as accelerated regeneration instead of arriving as one lump, and there is no lingering "+X/s for 15 minutes" regeneration buff afterward. Interrupting a meal keeps only the health and mana you had already regenerated.
- Brewed foods now restore both pools. Any cooking recipe that calls for spring water regenerates health **and** mana per second while it is eaten, so a hearty stew or broth is a real alternative to a potion for topping up both bars.
- Hovering a player, NPC, or enemy now shows a tooltip with its name and level, the way WoW reads a unit. Enemy names are tinted by how dangerous they are to you (gray, blue, green, yellow, or red), other players' names take their class colour, and friendly NPCs show a role subtitle such as Trainer, Banker, Merchant, or Spirit Healer. Mouseover reaches three times the click-targeting range, so you can read a unit from a distance.
- Hovering a pattern in a profession trainer's window now shows what you are buying: the pattern's name, its ingredients, and the stats or effect of the item it makes. A tailoring pattern lists "Linen Cloth 5/5, Linen Thread 1/1" followed by the boots' armor and bonus stats, and a cooking pattern lists its ingredients followed by "Restores N health while eating".
- Entering a dungeon (or riding a portal back to the world) now shows the shared loading screen with its artwork, destination name, progress bar, and a tip, exactly like an ordinary teleporter. The screen was being built but never drawn, so the transition used to snap straight to the new map.
- Fixed dungeon layout edits (raised ground, painted terrain, added or removed walls and props) not showing when you enter. The server now sends the live, edited map layout to the client the moment you travel in, instead of the client drawing the shipped default. The overworld worked before because its layout was already sent on login; dungeons now get the same push on arrival.
- Dungeons no longer run the day/night cycle. Entering one holds a single fixed light setup, so a crypt stays gloomy at noon and a hall stays lit at midnight.
- Dungeons have their own lighting controls, in the Game Master panel's Dungeons tab: overall **brightness** (0 dark .. 1 bright), a **light tint** (hex, e.g. `b07a44` torch or `7d92b8` moonlit), and **haze** (0 clear .. 0.05 thick), with one-press presets for each. The same values are editable in the Admin tool's dungeon editor and shown by `dungeon <id>` on the console.
- Changing a dungeon's lighting takes effect at once for anyone standing inside it, and the demo Crypt of Ashes ships with a dark, hazy torch-lit look.
- Fixed the Dungeons tab's lighting section drawing its labels and hints on top of each other. The Game Master panel now widens for the Dungeons tab, the lighting values sit on the left and their presets anchor to the right, so nothing overlaps at any panel width.
- Removed the per-dungeon Music and Loading art fields. A dungeon now uses the same loading screen and art as an ordinary teleporter, and the main world track simply keeps playing.
Version 1.0.7
- Guild banks are here. Find the Guild Banker beside the registrar in any town and open the shared guild bank.
- The guild bank holds both items and a guild gold vault. Members with the Manage Bank permission can deposit and withdraw items and gold; everyone else sees a "Manage Bank permission required" note.
- Members can only use the guild bank while standing at a Guild Banker; it is not accessible from anywhere.
- Unlock up to four extra guild bank bags, ten slots each, paid from the guild's own vault gold. Tiers cost 100g, 500g, 1,000g, and 2,500g, ten times the personal bank, so the vault must be funded first.
- Drag items between your bags and the guild bank, right-click a stored item to withdraw, and use the gold field to move coin into or out of the vault.
- Game masters can flag any NPC as a Guild Banker from the NPC panel.
- The guild bank, its unlocked bags, and its stored items and gold are saved in the world database and survive restarts.
Version 1.0.6
- Guilds are here. Find a Guild Registrar beside the banker in any town and found a guild for 100 gold. Names must be unique, and the founder becomes the Guild Master.
- Press U to open the Guild window. The Roster tab lists every member with their rank, level, class, and online status, and shows when offline members were last seen.
- The Information tab shows the guild's name, Guild Master, member count, founding date, description, and message of the day. Members with permission can edit the MOTD and description in place.
- The Management tab (Guild Master and Officers) lists the five ranks and their permissions. The Guild Master can toggle Invite, Kick, Promote, Demote, MOTD, Description, Bank, and Disband for each rank.
- Five ranks ship by default: Guild Master, Officer, Veteran, Member, and Recruit. The Guild Master always has every permission and cannot be demoted.
- Invite a player by name from the Roster tab or with /ginvite. The invited player sees a centered popup, "You have been invited to join <Guild Name>," with Accept and Decline.
- Guild chat uses /g or /guild and is seen only by online members. Guild members' local, yell, and whisper lines carry a [Guild Name] prefix.
- The guild name appears as a second line under a player's nameplate, on the target frame and tooltip, and beside your own name in the player frame.
- Members are told when someone joins, leaves, is removed, logs in, or logs out, and when the MOTD, description, or a rank changes.
- Right-click a member on the Roster to invite them to a party, whisper, promote, demote, remove them, or view their character. The Guild Master can disband the guild; leaving, removing, and disbanding all ask for confirmation first.
- If the Guild Master leaves, leadership passes to the most senior remaining member, so a guild is never left without one.
- Guilds, memberships, ranks, and invites are saved in the world database and survive restarts and logins.
Version 1.0.5
- Enemies no longer look like the same model in a different color. Skeletons now stand as bleached bone with hollow skulls and ribcages, shamblers lurch and hunch, wraiths float as hooded wisps with a glowing gaze, and casters wear tall hooded robes and carry staves.
- Ogres, trolls, giants, cyclopes, ettins, minotaurs, demons, golems, and the other hulking enemies are drawn as broad, heavy brutes (or blocky stone golems) instead of ordinary humans.
- Every creature is painted from a full body palette, so the head, limbs, boots, and weapon each get their own shade instead of one flat color.
- Beasts look more like themselves: wolves have muzzles, pricked ears, and bushy tails; bears are bulkier with snouts and shoulder humps; boars and warthogs grow tusks and bristled spines; rats, bats, and hawks no longer share the wolf body.
- Game masters can set a creature's silhouette and height on the spawn tab, and the compendium lists each enemy's appearance.
Version 1.0.4
- Fixed the bags weight readout drifting to the wrong place when the bags window is dragged: the weight text now stays beside the coins inside the panel.
Version 1.0.3
- The character sheet and bags now show your money as gold/silver/copper with coin icons instead of a raw number.
- Removed the money readout from the name, level, and health panel in the corner.
Version 1.0.2
- Money is now gold, silver, and copper: 100 copper to a silver, 100 silver to a gold. Everything you own and every price in the world was rescaled so nothing changed in value, and old characters were converted automatically.
- Coin icons show next to the amount on your character sheet, bags, vendors, trainers, quests, loot, the auction house, mail, waygates, and item tooltips.
Version 1.0.1
- The auction house is open. Game masters can flag any NPC as an Auctioneer, and players can open the auction house by talking to it.
- List an item for 24 or 48 hours, set a starting bid and an optional buyout, and pay a deposit based on the item's value and the time.
- Browse listings by category (Weapons, Armor, Accessories, Consumables, Trade Goods, Quest Items, Miscellaneous) or search by name.
- Bid or buy out. Outbid bidders are refunded automatically, and the high bidder wins when time runs out.
- Won items, sale gold, outbid refunds, and unsold returns all arrive in your mailbox to collect.
- The house takes a small cut of each sale; deposits are returned on a sale but forfeited when a listing expires unsold.
Version 1.0.0
- First shareable release.
- Create an account, design a character, and enter the world.
- The launcher installs the game and downloads later updates from the server.
- Enemy experience is slower. Enemies more than four levels below you give none.
- Ranger shots are slower, skills cost more mana, and leveling up tells you to press C.
- Right-click starts auto attack. Quest text keeps apostrophes, and quests can be edited or deleted.
- Right-click drag still turns the camera. Right-click an enemy to auto attack. Quest items show a bag icon. NPCs have a chat line for each quest state.
- Each quest in a chain has its own pre-quest, in-progress, and completed lines.
- Nearby enemies join when you attack one of them, unless you are well above their level.
- Holding the right mouse no longer spins your character. Quests can offer a choice of rewards.
- The world is three times as wide. Named areas are drawn shapes, and each area can have rain, snow, fog, or a storm.
- Archers, mages, and creatures that spit or throw now shoot at you.
- The launcher uses the quest-log parchment. Updates say when port 7780 cannot be reached.
- The area map zooms and pans. Ground can be painted in discs, boxes, and lines, and steep hills stop you.
- Pebbles, cobbles, weeds, and wildflowers can be painted onto the ground.
- Num2 opens the world editor again.
- The launcher title sits clear of the version line.
- Stairs let you walk up a hill that is otherwise too steep. Your feet follow the steps, even when the hill underneath is slanted.
- Players and NPCs stand on the ground.
- NPC conversation uses the quest-log parchment.
- Stopping at the top of a stair no longer slides you back down.
- Linked stairs can be climbed where one flight meets the next.
- Waygates can be placed in towns. Unlock one for gold, then pay to travel to the others you have unlocked.
- Ground paint fills the disc, box, or line you draw.
- The camera stays above the ground and stops at solid obstacles.
- Game masters set how long day, night, and the change between them last, and can set the time to morning, afternoon, evening, or night.
- Torches, sconces, lamps, and campfires light the ground around them. Each one has its own range and brightness.
- Ground shapes turn a little with Q and E, and further while Shift is held. Paint sits on the shape you draw, without a flicker when you click.
- The terrain brush size is a slider, from a small corner dab up to a wide stroke.
- New accounts include an email. A forgotten password can be reset with a code sent to that email, and a new account sends a notice to the server mail address.
- The login screen asks only for the account and password. Email is on the register and password-reset screens.
- Accounts have roles. Admin can set them. GM can teleport, summon, give items and gold, and kick. Builders use the Num2 tools. Seers can look up who is online.
- Escape opens a ticket. Admin, GM, and Seer get a mail icon for open tickets, and the saved chat stays up so the next guide can answer. The player gets a mail icon when a guide replies.
- Build mode can set a piece on a table, a roof, or the top of a wall. Wall sconces and other wall pieces stick to the wall you click, and Select grabs that piece so it can move up, down, left, and right.
- A selected piece can be stretched wider, taller, or deeper in a very small step. Hold Shift for a slightly larger step. + and -, or the scroll wheel, size the whole piece the same way. Walls and buildings stretch too.
- The world editor places houses, shops, walls, furniture, lights, plants, and wall pieces. Builders can paint the ground, raise and lower it, place water, flatten it, and save a painted texture.
- The forge makes custom gear. An NPC can keep a shop. Plants and finds can be placed for collection quests, and creature spawners can be laid out on the map.
- The camera still stops at solid objects, and it can move over the top of them.
- Installing from outside the network retries a download that gets cut off, and can resume it. The game files also come as one package instead of hundreds of separate files.
- The launcher stays open after the game is installed, instead of downloading and restarting over and over.
- The spawn panel lists each drop on its own row with a chance box, and suggests items as you type a name or ID. Gear% sits with HP, DMG, and ARM.
- Clerics begin with Smite. Heal is learned at level 4.
- Press R to swing your weapon at your target and keep auto attacking by weapon speed, with no spell cooldown. Press R again to stop. Right-click an enemy still starts it, and the target frame shows an Auto-attack marker while it is on.
- Smite is now a lance of holy light, wrapped in a golden halo with a turning star and a trail of sparks, instead of a spinning block.
- Left-clicking or tab-targeting an enemy now starts your default attack, and right-clicking one begins it even if the mouse drifts a few pixels.
- Trying to cast a spell without enough mana now floats a "Not enough mana" battle text over your character.
- Collecting a quest item now shows a loading bar, like gathering in other games. Moving, casting, or being attacked stops the collection.
- When a quest is finished, a banner announces it, and you can no longer loot or gather more of that quest item than the quest asks for.
- The NPC customizer can set an NPC as male or female. Female NPCs keep a feminine shape, and choosing Female clears the beard.
- Hair now covers the scalp and is built from shaded layers, so every style reads with depth instead of a flat shell. Eight new styles join the list: Ponytail, Bob, Wavy, Side-Swept, Updo, Pixie, Curls, and Twin Tails.
- Idle enemies now patrol near their spawn, pausing at rest stops so they no longer stand frozen. A monster dragged far from home walks back before pacing again.
- NPCs, enemies, and your own character now breathe, shift their weight, and sway their arms while standing still, so idle characters feel alive.
- Clerics learn Heal at level 3. New blessings join the spellbook: Lesser Fortitude at level 5 and Lesser Wisdom at level 7, each granting an ally 25 extra health or mana for three minutes, and Smite II at level 10, a heavier lance of holy light on a six second cooldown.
- Potions can be dragged from your bags onto an action bar slot. Press that slot's key to drink.
- Players can send each other mail. Stand at a mailbox in town and press F to open it, then write a letter and attach gold or an item from your bags. Mail reaches offline characters, and the recipient claims the gold and items when they open it. An envelope badge appears when you have unread mail.
- The Areas tab now uses a wide panel with a large map. Scroll to zoom, click and drag to pan, and the sky and PvP badges sit over the map.
- A named area can be flagged as a PvP zone. Inside it, players may click each other to attack, and those players are named in red while attackable. Both fighters must stand in a PvP area, so leaving it ends the fight.
- Every new character now begins at the Millhaven square, the same spot for every class, no matter what order the world's towns are listed in. Reviving after a death returns you to the same place.
- An enemy compendium lists every creature's baseline HP, damage, and armor multipliers with the stats they produce at each level. Refresh it with tools/gen_enemy_compendium.ps1, which writes ENEMY_COMPENDIUM.md.
- The Game Master menu can set a player's level. Type a level and press Set level to raise or lower the chosen player, and Undo restores the previous level.
- A collected quest item now vanishes when picked up and returns after 60 seconds, so it can be gathered again until the quest's full quantity has been collected. Once you have enough, the node stays gone.
- The view distance is trimmed to a tight bubble with distance fog, so distant towns like Millhaven no longer show from Ashford. Terrain chunks, buildings, props, gathers, and characters are culled by distance, which also cuts the work each frame.
- Death now works like World of Warcraft. When you fall you become a translucent blue spirit at the nearest graveyard, and your body stays where you died. Run your spirit back to the corpse to revive, or press F at a Spirit Healer to be raised on the spot, at the cost of resurrection sickness. Clerics can also learn Resurrect to call a fallen ally back to life.
- Clerics can target another player and cast friendly spells such as Heal, Lesser Fortitude, and Lesser Wisdom on them, not just on themselves.
- Resurrect is now learned at level 10 and takes a ten second cast. When the cast finishes the fallen ally sees a "wants to resurrect you" prompt and must accept before they are raised.
- New cleric blessings unlock as you level. Mass Heal at 12 heals every nearby party member for a good amount on a long cooldown, Armor at 14 grants 25 armor for three minutes, Fortitude at 16 grants 50 health for three minutes, Wisdom at 18 grants 50 mana for three minutes, and Bubble at 20 shields an ally for 100 damage or one minute. Armor, Fortitude, Wisdom, and Bubble can all be cast on yourself or another player.
- The trainer list and the spellbook both scroll now, so every skill a class can learn is reachable. The spellbook shows only the spells you have learned.
- Every class skill from a trainer now costs gold, priced by the level it unlocks at and set in content/training.json so the whole table can be retuned. Heal's cooldown is 3.5 seconds.
- Buffs and curses now show an icon with a countdown beneath your character frame, so you can see at a glance what is on you and how long it lasts. Hover an icon to read its name and remaining time. The area name has moved to the top center of the screen.
- The game opens in full screen when you press Play in the launcher.