Full notes
Full Guild of Hunters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Compatibility
- Balance
- Maps
Guild of Hunters changes
- Update UI labels and translationschanged button and label texts from 'Back'/'Exit' to 'Continue'/'Give Up', updated translations for all supported languages, refactored [c]CityScene[/c] settings logic, adjusted battle result scaling logic, and updated font files to support new characters (version bump to 1.0.5).
Handle null weapon in equipWeapon: [c]equipWeapon[/c] now correctly handles null weapons by removing the current weapon and updating weapon/shield states only when a weapon is equipped.
- Add [c]InitialSettingsQuest[/c] and update battle exit logicintroduced [c]InitialSettingsQuest[/c] into the quest/dialog flow; [c]BattleScene[/c] now handles forced defeat when exiting via the pause menu; added a migration stub for version 1.0.6 in [c]GameSave[/c]; localization files updated for 'Give Up' and 'Retry'.
- Add game save versioning and migration supportadded [c]savedGameVersion[/c] to [c]PlayerProgress[/c] and created [c]PlayerProgressMigrations[/c] to apply migrations on load, improving cross-version save compatibility.
Reset [c]upgradeItemRarityIndex[/c] on upgrade scene entry: set [c]data.upgradeItemRarityIndex = -1[/c] when transitioning to [c]UpgradeScene[/c] to ensure consistent behavior with storage and craft scenes.
- Add source tracking to status effectsstatus effects now record the source character that applied them so DoT effects (Bleed/Burn/Poison) attribute damage correctly; updated the [c]FireBall[/c] skill and status-application methods to support this.
- Improve Steam startup handling and update output pathsthe game attempts to auto-start Steam if it’s not running and exits if Steam starts successfully; clearer error messages added for failure cases; updated project output/publish paths to point to the main 'Guild of Hunters' folder.
- Simplify progression event label formattingremoved the map label from progression event strings in [c]ControlBattleResult[/c] and [c]BattleScene[/c]; event labels now include only location and index for clarity.
Fix last-hit detection in Character damage logic: replaced the health-based check with a [c]lastHit[/c] flag so last-hit logic triggers only when incoming damage exceeds current health, improving accuracy for death-related events and rewards.
Source
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