Update log
Full Bark & Blade update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Security
- Balance
- Store
- Gameplay
- Performance
- UI and audio
What's New
Capes: your wolf can now wear a cape. You start with the Security Blanket; tattered, warm, the first thing he ever protected. Small armor and health bonus. Other capes show up in your inventory under a Capes section; click to wear, click again to take it off. Hover an icon for stat bonuses.
The King's Cloak drops from the lich: defeat the lich and the King's Cloak is yours. More armor, more health, plus melee damage, ranged damage, and a small speed bump. The wolf-king before you was, by all accounts, the goodest of boys.
Rescued pups live in the kennel now: every pup you carry home from the world shows up at your kennel, playing in their own fenced yard. Walk close and their name floats above their head; step away and it fades. They wander, sit, sleep, and get up to puppy mischief while you're off finding more lost siblings.
Improvements
Stats panel explains every number on hover: Health, Stamina, Armor, Speed, Scent, melee, ranged. Hover any of them and the tooltip walks through what built that number: base, bone-milestone bonus, weapon, helmet, cape, talents. Armor shows the actual damage-reduction formula and the diminishing-returns note.
Tooltips match the panel they belong to: inventory items get a small dark wooden card. Wildlife Friends and kinship perks get a mossy stone tablet. Stats and Talents get a clean medieval frame. Same info, different paper.
- Raven popup is tucked in the top-left nowDaily Challenges, "New Path Open!", "Found a Bone!", and every other raven message sits in a small framed card in the top-left so it stops blocking the middle of the screen. Title is cream-white instead of broken yellow.
Polished popups across the board: Daily Challenge announcements, raven messages, item tooltips, and combat callouts ("Blocked!", "Parried!") now render on hand-painted parchment and ironwork instead of plain dark rectangles. Same information, much closer to the rest of the game's theme.
Procedural dungeons stay lit at night: dungeons used to fall into near-pitch at night with long dim corridors between rooms. Lighting is now consistent regardless of surface time-of-day. Corridors get their own warm fill lights so the path between rooms reads cleanly. Smell-trail dungeons that are meant to be dark stay dark.
Enemy detection rings fix in proc gen dungeons: the visualization showing enemy vision used to draw a solid red disc on the floor. A few enemies in one room stacked into a glowing red carpet under your paws. It's now a soft ring at the edge of the detection range, with faint lines marking the cone for archers and others with directional vision. Step where the floor is clean and you stay unseen.
Dungeon run-summary card and "Dungeon Complete!" banner are framed: the post-run scoreboard (Time / Best Combo / Bones / Kills with personal bests) and the mid-screen completion banner now sit in the same medieval frame as the rest of the HUD instead of plain dark rectangles.
Bug Fixes
Kennel pup name labels actually show up: the floating names above your rescued pups were technically being drawn but were tiny, smeared, and sitting right at the dog's head where the model swallowed them. Bigger, cleaner, floats well clear of the pup. Cinnamon, Wilfred, Snowball, and more are all named and accounted for.
Raven popup title is readable again: the "Daily Challenge!" line had a heavy outline stacked on synthetic bold that was eating the insides of the letters. Outline gone, bold kept. Same fix applied
Source
