Update log
Full Afallon update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone!
Extracted changes
- Gameplay
- Store
- UI and audio
- Balance
I’m really excited to get Patch 0.13.1 into your hands. This update focuses heavily on refining the AI and combat feel, but the big news is that I’ve started implementing the framework for the Companion Group System. It’s still early days, but I really want to get your feedback on how it feels to run with a simulated party.
Just a quick clarification to avoid confusion: When I mention "AI" (Artificial Intelligence) in these patch notes, I am referring to traditional Game AI, the logic that controls NPC pathfinding, aggro, and combat behaviors. Not Generative AI or Large Language Models (LLMs).
Here is the full breakdown of what I’ve been working on:
New Feature: Companion Groups (Alpha)
I’m working toward a system where you can form full dungeon groups with AI that simulates real players. You can test the very first version of this now.
- RecruitingYou can now invite "Adventurers" to your party. Right now, I've added a Dwarf Tank , a Human Priest (Healer) , and a Human Mage (DPS) .
Where to find them: They wander the world randomly but hang out near dungeon entrances more often to make it easier to group up.
How it works: Walk up and ask them to join. They have a timer for how long they’ll stick around.
Future Plans: This is just the start. I’m planning to mimic MMO mechanics like XP splitting (more members = less XP per person) and a Loot Rolling system where the AI will actually roll on items they need.
Combat & Threat System Rework
I realized the threat mechanics needed a major overhaul to support the new party gameplay, so I’ve reworked the underlying systems.
- Threat LogicAbilities now generate specific amounts of threat. I’ve added dedicated Taunt abilities to the game.
- Threat MeterI added a UI element on your target showing your threat from 0% - 100% . If you hit 100%, you are the top target.
Necromancer: Your Skeleton pet can now Taunt enemies to keep heat off you.
Line of Sight (LoS): I’ve tightened up the rules here. You can no longer auto-attack or use ranged spells through walls or obstacles. You need a clear shot.
Aggro Fix: Pets and Companions are smarter now, they will attack an NPC as soon as it has aggro on you, rather than waiting for you to take damage first.
AI Improvements
Navigation: I did a pass on pathfinding. Roaming NPCs should no longer get stuck in their walking animations when trying to decide where to go next.
"Player" AI: The Adventurer NPCs (look for the Blue Names) now act more like players. They will interact with quest givers and merchants in the world.
Healer Logic: If you have a healer in your group, they will now prioritize healing the party member with the lowest HP.
- Boss ImmunitiesTo make boss fights tougher, I’ve made all Bosses immune to Stuns and Slows. Their HP has been increased as well.
UI & Quality of Life
- Manual TargetingI removed the auto-targeting that happened when you dealt damage. It felt too "hand-holding," so you’ll need to select targets manually now.
Cooldowns: Potions and items with cooldowns now show a countdown timer right on the icon.
- FeedbackAdded text alerts if your target is "Too Far Away" or "Not in Line of Sight."
Dialog Fix: The dialog panel won’t pop up anymore when you right-click friendly NPCs (like pets) that don’t actually have anything to say.
World & Talents
Source
