What changed
3 fixes2 additions1 change0 removals
- Balance
- UI and audio
- Gameplay
addedThis is a quick patch for two regressions that snuck into v0.5.0 - both of which made it to the live build because they only surface on saves that were created or migrated under the new resource economy, which my own dev save predated.
changedBug FixesResource economy was broken on migrated saves and fresh demo games. This is the big one. The v0.5.0 save migration moved resources out of a global counter and into proper inventory items (wood planks, stone chunks, gold nuggets, crystal shards). That’s the right end state, but around twenty-five places across the codebase were still reading and writing the old counter directly. On any v0.5.0-migrated save, and every fresh demo game, that counter is zero. As a result, every cost showed red even when you had piles of materials, and a long list of actions silently failed: Party recruit Scholar identify Boat repair Prison bribe Restitution turn-in Nudity-arrest bribe All crafting / rerolling / tier upgrades / affinage at the forge Shop buy / buyback The death penalty also exempted players because it couldn’t see their gold, and the wood-gather demo hint never fired for the same reason. Affordability checks and displays now read the same aggregate that powers the HUD top bar (inventory + nearby chests + stockpiles + legacy counter), and spend paths now route through the existing pipeline that drains those storage layers in priority order. Verified against a real player’s reported state (1578 wood planks, 1619 stone chunks, legacy counter at zero) - drains correctly now. With thanks to Merlin, Elfie, and everyone else who reported the different flavours of this in Discord.
addedBug FixesCheese commission and supply quests couldn’t be turned in via right-click. Both quest types atomically marked themselves complete and turned-in inside the bump-the-NPC path, which meant the right-click Turn In Quest menu - gated on completed-but-not-yet-turned-in - never recognised them. So the only way to actually hand them in was to walk up and bump the giver, which players reasonably had no way of discovering. The right-click predicate now recognises both types via their existing material check, and the same turn-in helper now services both routes. From older save files, where Maren’s cheese commission with eight Meadow Blossoms in the backpack only showed Inspect / Talk / Trade , the flow now works correctly. Eleven new test assertions guard it (let's hope that does the trick once and for all).
fixedBug FixesThat's it for today. Thanks for your patience as I iron out these emergent issues - the game systems have had some hefty refactoring over the past couple weeks.
fixedBug FixesHave a good weekend and if you haven't joined the Discord already, feel free to join the community on the link below.
fixedBug FixesTimmy
Roguefort changes
addedThis is a quick patch for two regressions that snuck into v0.5.0 - both of which made it to the live build because they only surface on saves that were created or migrated under the new resource economy, which my own dev save predated.
changedResource economy was broken on migrated saves and fresh demo games. This is the big one. The v0.5.0 save migration moved resources out of a global counter and into proper inventory items (wood planks, stone chunks, gold nuggets, crystal shards). That’s the right end state, but around twenty-five places across the codebase were still reading and writing the old counter directly. On any v0.5.0-migrated save, and every fresh demo game, that counter is zero. As a result, every cost showed red even when you had piles of materials, and a long list of actions silently failed: Party recruit Scholar identify Boat repair Prison bribe Restitution turn-in Nudity-arrest bribe All crafting / rerolling / tier upgrades / affinage at the forge Shop buy / buyback The death penalty also exempted players because it couldn’t see their gold, and the wood-gather demo hint never fired for the same reason. Affordability checks and displays now read the same aggregate that powers the HUD top bar (inventory + nearby chests + stockpiles + legacy counter), and spend paths now route through the existing pipeline that drains those storage layers in priority order. Verified against a real player’s reported state (1578 wood planks, 1619 stone chunks, legacy counter at zero) - drains correctly now. With thanks to Merlin, Elfie, and everyone else who reported the different flavours of this in Discord.
addedCheese commission and supply quests couldn’t be turned in via right-click. Both quest types atomically marked themselves complete and turned-in inside the bump-the-NPC path, which meant the right-click Turn In Quest menu - gated on completed-but-not-yet-turned-in - never recognised them. So the only way to actually hand them in was to walk up and bump the giver, which players reasonably had no way of discovering. The right-click predicate now recognises both types via their existing material check, and the same turn-in helper now services both routes. From older save files, where Maren’s cheese commission with eight Meadow Blossoms in the backpack only showed Inspect / Talk / Trade , the flow now works correctly. Eleven new test assertions guard it (let's hope that does the trick once and for all).
fixedThat's it for today. Thanks for your patience as I iron out these emergent issues - the game systems have had some hefty refactoring over the past couple weeks.
fixedHave a good weekend and if you haven't joined the Discord already, feel free to join the community on the link below.
Hi everyone,
This is a quick patch for two regressions that snuck into v0.5.0 - both of which made it to the live build because they only surface on saves that were created or migrated under the new resource economy, which my own dev save predated.
Apologies to everyone who hit either of these ones, and thank you especially to Merlin the Questioner and Elfie the Explorer on Discord who reported them with enough detail and data to track down quickly and fix.
Bug Fixes
Resource economy was broken on migrated saves and fresh demo games. This is the big one. The v0.5.0 save migration moved resources out of a global counter and into proper inventory items (wood planks, stone chunks, gold nuggets, crystal shards). That’s the right end state, but around twenty-five places across the codebase were still reading and writing the old counter directly.
On any v0.5.0-migrated save, and every fresh demo game, that counter is zero. As a result, every cost showed red even when you had piles of materials, and a long list of actions silently failed:
The death penalty also exempted players because it couldn’t see their gold, and the wood-gather demo hint never fired for the same reason.
Affordability checks and displays now read the same aggregate that powers the HUD top bar (inventory + nearby chests + stockpiles + legacy counter), and spend paths now route through the existing pipeline that drains those storage layers in priority order.
Verified against a real player’s reported state (1578 wood planks, 1619 stone chunks, legacy counter at zero) - drains correctly now.
With thanks to Merlin, Elfie, and everyone else who reported the different flavours of this in Discord.
Cheese commission and supply quests couldn’t be turned in via right-click. Both quest types atomically marked themselves complete and turned-in inside the bump-the-NPC path, which meant the right-click Turn In Quest menu - gated on completed-but-not-yet-turned-in - never recognised them.
So the only way to actually hand them in was to walk up and bump the giver, which players reasonably had no way of discovering.
The right-click predicate now recognises both types via their existing material check, and the same turn-in helper now services both routes.
From older save files, where Maren’s cheese commission with eight Meadow Blossoms in the backpack only showed Inspect / Talk / Trade, the flow now works correctly. Eleven new test assertions guard it (let's hope that does the trick once and for all).
That's it for today. Thanks for your patience as I iron out these emergent issues - the game systems have had some hefty refactoring over the past couple weeks.
Have a good weekend and if you haven't joined the Discord already, feel free to join the community on the link below.
Timmy