Roadmap: Difference between revisions
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=== What will come with 1.99? === | === What will come with 1.99? === | ||
* | '''Companions (Pets)''' | ||
* | * Multiple pets at the same time | ||
* | * Pets can be levelled up and get more health, attack and inventory space (via treats/trade items, kept per pet type) | ||
* | * Pets can be given equipment (weapons) that actually affects their combat (offense, defense, AC) | ||
* | * Pets cast support buffs (health/mana/stamina) on you | ||
* the | * Merchant pets sell their loot and auto-collect drops in generated dungeons | ||
* | |||
'''Character & Progression''' | |||
* New skillpoint-based progression (the old "Deed of Limit" items are gone) | |||
* Tier system: level cap = Tier x 10 (max 500); tiers earned from trainers and the story | |||
* New trainers 2-5 (Castle Dark, Dwarf City) with reworked training costs | |||
* Clearer stamina/exhaustion handling (rest-or-eat hint, smarter auto-eating) | |||
'''Combat''' | |||
* New Fear spell that repels enemies (bosses and undead are immune) | |||
* Enemies can cast debuffs (slow, stamina drain, ...) with line-of-sight and level scaling | |||
* Fireball now hits an area | |||
* Antidote grants a temporary poison immunity | |||
* Balance pass (no full heal on dungeon exit, skeleton poison immunity, several tweaks) | |||
'''Dungeons & World''' | |||
* Depth bands: deeper levels get their own enemies, tiles and auras - full Fairy Forest rework | |||
* Royal Mines switch puzzles with secret carved rooms and curated loot | |||
* Shallow water and boats (water you need a boat to cross) | |||
* New dungeon: Ancient Burial Ground (Vampire Lord boss + quest) | |||
* Drop shadows and new portals (Castle Dark <-> Throne Room) | |||
'''Movement, Camera & Teleport''' | |||
* Reworked teleport effect (smooth fade, no more flicker) | |||
* Autofight improvements (skips neutral blockers, no corner-cutting, smarter targeting) | |||
* Pinch, scroll-wheel and key zoom | |||
* Smoother camera follow | |||
'''Items & Inventory''' | |||
* Hotslots remember used-up items (a faint "ghost" that auto-restores when you get the item again) | |||
* Poison/leech weapon enchant titles, smarter recipe auto-learn | |||
'''UI & Saves''' | |||
* Loading screen overhaul (smoother fades, skippable) | |||
* Spell-cast particle effect | |||
* Packaged save backup: export/import with a file browser (iOS file sharing) | |||
* Respawn timer now pauses while the game is closed | |||
* General performance improvements (movement, fog-of-war, FOV) | |||
'''Fixes & polish''' | |||
* Fixed looting hang and long-press loot freeze | |||
* Fixed fog-of-war reveal glitches (Dizzyness, "FOV not ready" errors) | |||
* Tree/destroyable health bar no longer hidden by neighbouring fog | |||
* Mining limited to real destroyables; maze exit no longer loads an empty scene | |||
* Many smaller balance and UI fixes | |||
=== What will come with 2.00? === | === What will come with 2.00? === | ||
Latest revision as of 12:23, 23 June 2026
What will come with 1.99?
Companions (Pets)
- Multiple pets at the same time
- Pets can be levelled up and get more health, attack and inventory space (via treats/trade items, kept per pet type)
- Pets can be given equipment (weapons) that actually affects their combat (offense, defense, AC)
- Pets cast support buffs (health/mana/stamina) on you
- Merchant pets sell their loot and auto-collect drops in generated dungeons
Character & Progression
- New skillpoint-based progression (the old "Deed of Limit" items are gone)
- Tier system: level cap = Tier x 10 (max 500); tiers earned from trainers and the story
- New trainers 2-5 (Castle Dark, Dwarf City) with reworked training costs
- Clearer stamina/exhaustion handling (rest-or-eat hint, smarter auto-eating)
Combat
- New Fear spell that repels enemies (bosses and undead are immune)
- Enemies can cast debuffs (slow, stamina drain, ...) with line-of-sight and level scaling
- Fireball now hits an area
- Antidote grants a temporary poison immunity
- Balance pass (no full heal on dungeon exit, skeleton poison immunity, several tweaks)
Dungeons & World
- Depth bands: deeper levels get their own enemies, tiles and auras - full Fairy Forest rework
- Royal Mines switch puzzles with secret carved rooms and curated loot
- Shallow water and boats (water you need a boat to cross)
- New dungeon: Ancient Burial Ground (Vampire Lord boss + quest)
- Drop shadows and new portals (Castle Dark <-> Throne Room)
Movement, Camera & Teleport
- Reworked teleport effect (smooth fade, no more flicker)
- Autofight improvements (skips neutral blockers, no corner-cutting, smarter targeting)
- Pinch, scroll-wheel and key zoom
- Smoother camera follow
Items & Inventory
- Hotslots remember used-up items (a faint "ghost" that auto-restores when you get the item again)
- Poison/leech weapon enchant titles, smarter recipe auto-learn
UI & Saves
- Loading screen overhaul (smoother fades, skippable)
- Spell-cast particle effect
- Packaged save backup: export/import with a file browser (iOS file sharing)
- Respawn timer now pauses while the game is closed
- General performance improvements (movement, fog-of-war, FOV)
Fixes & polish
- Fixed looting hang and long-press loot freeze
- Fixed fog-of-war reveal glitches (Dizzyness, "FOV not ready" errors)
- Tree/destroyable health bar no longer hidden by neighbouring fog
- Mining limited to real destroyables; maze exit no longer loads an empty scene
- Many smaller balance and UI fixes
What will come with 2.00?
- the second chapter "Drowsy Dwarves"
- new maps
- continued storyline
- higher levelcap