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(Roadmap 1.99: remove Dungeoney rename (reverted), game stays "Lootbox RPG")
 
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=== What will come with 1.98? ===
=== What will come with 1.99? ===


* more fishing loot
'''Companions (Pets)'''
* more recipes that require the Campfire Crafting Station
* 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? ===
=== 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