What changed
0 fixes7 additions0 changes0 removals
- Gameplay
- UI and audio
- Store
- Server
addedNew: Item & Gold System
addedDefeated enemies now drop items or gold after battle using an escalating pity timer Beasts and monsters drop consumable items; humanoids and bandits drop gold Items can be used during battle as a turn action (no MP cost, consumes the item) Inventory holds up to 5 items, forcing tactical rotation decisions Gold accumulates and is spent at town stop shops Loot overlay shows drops after each victory with discard UI when inventory is full Inventory and gold persist across save/load New: Town Stop Shops
added11 town stops across all 3 stories now have shops New rest stop added: S2_CoastalCamp (Story 2, post-Act III) New: Enemy Item AI
addedEnemies can carry and use items in battle Enemy AI updated to account for item usage New: Multiplayer Mirrors
addedNon-active players now see a disabled read-only view of shops, upgrades, and class selection instead of a generic waiting screen Focus syncs across the network so spectators can follow what's being hovered New: Class Info Panel
addedParty creation and town stop upgrades show a detail panel with class role, flavor text, and ability list on hover New: Role System Expansion
Parting Shadows changes
addedNew: Item & Gold System
addedDefeated enemies now drop items or gold after battle using an escalating pity timer Beasts and monsters drop consumable items; humanoids and bandits drop gold Items can be used during battle as a turn action (no MP cost, consumes the item) Inventory holds up to 5 items, forcing tactical rotation decisions Gold accumulates and is spent at town stop shops Loot overlay shows drops after each victory with discard UI when inventory is full Inventory and gold persist across save/load New: Town Stop Shops
added11 town stops across all 3 stories now have shops New rest stop added: S2_CoastalCamp (Story 2, post-Act III) New: Enemy Item AI
addedEnemies can carry and use items in battle Enemy AI updated to account for item usage New: Multiplayer Mirrors
addedNon-active players now see a disabled read-only view of shops, upgrades, and class selection instead of a generic waiting screen Focus syncs across the network so spectators can follow what's being hovered New: Class Info Panel
New: Item & Gold System
Defeated enemies now drop items or gold after battle using an escalating pity timer Beasts and monsters drop consumable items; humanoids and bandits drop gold Items can be used during battle as a turn action (no MP cost, consumes the item) Inventory holds up to 5 items, forcing tactical rotation decisions Gold accumulates and is spent at town stop shops Loot overlay shows drops after each victory with discard UI when inventory is full Inventory and gold persist across save/load New: Town Stop Shops
11 town stops across all 3 stories now have shops New rest stop added: S2_CoastalCamp (Story 2, post-Act III) New: Enemy Item AI
Enemies can carry and use items in battle Enemy AI updated to account for item usage New: Multiplayer Mirrors
Non-active players now see a disabled read-only view of shops, upgrades, and class selection instead of a generic waiting screen Focus syncs across the network so spectators can follow what's being hovered New: Class Info Panel
Party creation and town stop upgrades show a detail panel with class role, flavor text, and ability list on hover New: Role System Expansion
Added Caster, Hybrid, and Striker role classifications Inventory view added to pause menu