What changed
0 fixes0 additions2 changes2 removals
changedHEXCRAWL — Patch 0.10.2Explored ground keeps its place on the map — including those island shores that used to fade as you walked away, and the strange bands of empty land that sprawled far out past a region's coast. Recipe lists show what you have stored in the Vault, Copper Rings stack, and a handful of sharp edges from the last week get sanded down.
removedHEXCRAWL — Patch 0.10.2The map remembers: Land no longer appears past a region's coastline — including the strange bands and shelves of empty ground that could stretch far out to sea, well beyond the region you were in. Nothing out there could ever be remembered, which is why ground you had walked on turned grey again once you left it. Every hex you have set foot on (or sailed to) now keeps its cleared map memory. Older campaigns tidy those leftovers away as you travel, and a save that left you standing on a phantom shore starts the next session safely ashore nearby. Dead bounties against places that never belonged, and outpost counts that blocked real settlements, tidy themselves up on load.
changedHEXCRAWL — Patch 0.10.2Crafting and reagents: Recipe lists count what is waiting in your Vault, not only what you are carrying, and show at a glance whether you can craft right now or need to open the Vault first. Copper Rings stack. Water Spirits can yield a second Water Shard, and Apothecary shelves stock a few when they have them.
removedHEXCRAWL — Patch 0.10.2Also in this build: Afterimage Charm, Glasseye Circlet, and Nullmantle Charm show their icons again. The notice about setting up a Bastion after clearing a region closes properly again. Journal → PROFILE → EXPORT CHARACTER writes a paper character sheet. Story and quest-proof items tip which town (and faction) might want them, and they still name that town once you have sailed on. Bison and Giant Ram use heavier beast sounds. Opening your sheet or Guide mid-fight no longer gives enemies a free second swing.
HEXCRAWL changes
changedExplored ground keeps its place on the map — including those island shores that used to fade as you walked away, and the strange bands of empty land that sprawled far out past a region's coast. Recipe lists show what you have stored in the Vault, Copper Rings stack, and a handful of sharp edges from the last week get sanded down.
removedThe map remembers: Land no longer appears past a region's coastline — including the strange bands and shelves of empty ground that could stretch far out to sea, well beyond the region you were in. Nothing out there could ever be remembered, which is why ground you had walked on turned grey again once you left it. Every hex you have set foot on (or sailed to) now keeps its cleared map memory. Older campaigns tidy those leftovers away as you travel, and a save that left you standing on a phantom shore starts the next session safely ashore nearby. Dead bounties against places that never belonged, and outpost counts that blocked real settlements, tidy themselves up on load.
changedCrafting and reagents: Recipe lists count what is waiting in your Vault, not only what you are carrying, and show at a glance whether you can craft right now or need to open the Vault first. Copper Rings stack. Water Spirits can yield a second Water Shard, and Apothecary shelves stock a few when they have them.
removedAlso in this build: Afterimage Charm, Glasseye Circlet, and Nullmantle Charm show their icons again. The notice about setting up a Bastion after clearing a region closes properly again. Journal → PROFILE → EXPORT CHARACTER writes a paper character sheet. Story and quest-proof items tip which town (and faction) might want them, and they still name that town once you have sailed on. Bison and Giant Ram use heavier beast sounds. Opening your sheet or Guide mid-fight no longer gives enemies a free second swing.
HEXCRAWL — Patch 0.10.2
Explored ground keeps its place on the map — including those island shores that used to fade as you walked away, and the strange bands of empty land that sprawled far out past a region's coast. Recipe lists show what you have stored in the Vault, Copper Rings stack, and a handful of sharp edges from the last week get sanded down.
The map remembers: Land no longer appears past a region's coastline — including the strange bands and shelves of empty ground that could stretch far out to sea, well beyond the region you were in. Nothing out there could ever be remembered, which is why ground you had walked on turned grey again once you left it. Every hex you have set foot on (or sailed to) now keeps its cleared map memory. Older campaigns tidy those leftovers away as you travel, and a save that left you standing on a phantom shore starts the next session safely ashore nearby. Dead bounties against places that never belonged, and outpost counts that blocked real settlements, tidy themselves up on load.
Crafting and reagents: Recipe lists count what is waiting in your Vault, not only what you are carrying, and show at a glance whether you can craft right now or need to open the Vault first. Copper Rings stack. Water Spirits can yield a second Water Shard, and Apothecary shelves stock a few when they have them.
Also in this build: Afterimage Charm, Glasseye Circlet, and Nullmantle Charm show their icons again. The notice about setting up a Bastion after clearing a region closes properly again. Journal → PROFILE → EXPORT CHARACTER writes a paper character sheet. Story and quest-proof items tip which town (and faction) might want them, and they still name that town once you have sailed on. Bison and Giant Ram use heavier beast sounds. Opening your sheet or Guide mid-fight no longer gives enemies a free second swing.
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