patch notes


v145the village that grew too tall

"sometimes the play window gets bigger and creates a scroll bar that doesn't reset when you change windows"

  • FixEntering a village could make the page taller than your browser window and force an unwanted scroll bar — happened every single time you visited a village, not randomly. The layout math was off by a fixed amount; it's corrected now, and the game also double-checks its own sizing afterward so this class of bug can't quietly creep back in.

v144look-alikes and the silent spellbook

  • FixThe sealed vault (color-code puzzle) and the corrupted chest used the exact same icon and the exact same color, so they were nearly indistinguishable on the map. Vault is gold now; corrupted chest stays purple.
  • FixThe spellbook never supported the number keys — every other menu (shop, inventory, alchemist...) lets you press 1–9 to pick something, but casting a spell only ever worked by clicking. Fixed: press a number in the spellbook to cast, same as everywhere else in the game.

v142–143spells that actually hurt something

"spells dont do any meaningful damage at all... it should be like 300 damage"

  • BalanceDamage spells now scale with your character level instead of staying flat the entire game. Your best spell at level 20 now hits for hundreds of damage — genuinely dangerous against boss-scale HP, not a rounding error.
  • BalanceAC and Attack buff/debuff spells (Shield of Faith, Bless, Ray of Enfeeblement, and every spell like them) now last 10 rounds instead of 5.

v141torchlight and a real garrison

  • VisualVaults, corrupted chests, exits, thrones, altars, banners, runes, graves, and ore deposits all got proper icons in place of the plain text characters they used before.
  • NewWall-mounted torches now appear in dungeons — and they actually light up the room around them, revealing more of the floor than your own vision alone would.
  • BalanceCastles now field noticeably more monsters. It's a garrison, not just a dungeon wearing a crown.

v140corruption stops bleeding out

"corruption is resetting after changing floors in dungeons it seems"

  • FixCorruption was draining −5 on every single floor change, which meant it almost never got the chance to build up over a real dungeon push. It no longer decays from descending — it only drains when you deliberately spend it at the tavern shrine.

v139dwarves get their mountain back

"dwarven village has forest tile instead of mountain tile"

  • FixDwarven villages built near mountains were rendering with plain forest terrain instead of stone & rock.

v138a village knows where it belongs

  • NewA village's name and race are now displayed right at the top of its map.
  • NewVillages now spawn in terrain that fits their race — elves in forest, dwarves near mountains, humans on open plains.

v137no more hidden shopfronts

"the peddler and blacksmith should be above the buildings and make sure no name is covered by trees"

  • FixPeddler and Blacksmith labels were awkwardly placed and could get hidden behind trees. Repositioned, and trees now steer clear of every building's name.

v136buildings finally introduce themselves

  • NewEvery building in a village now shows its real name directly on the map.

v135villages take over the screen

"village should be full screen and zoomed in we dont need the player screens in them"

  • VisualVillages are now full-screen and zoomed in — the HP/spell panels (nothing to track while browsing shops) get out of the way entirely.

v134a village with a pulse

"all village look the same we need to differentiate them by race and graphics"

  • VisualVillages now look genuinely different depending on which race built them, with wandering villager NPCs bringing each one to life.

v133a deeper, wider world

  • NewMythic, individually named monsters can now appear as bosses.
  • NewTowns and cities have a race identity — dwarf, elf, human, or orc — with their own flavor.
  • NewSite history now runs deeper, with connections between locations.
  • NewWorld size selection when generating a new world: Small, Medium, Large, or XLarge.

v132every ruin has a story

  • NewEvery dungeon, castle, tower, temple, graveyard, and mine now has a short generated backstory, shown as you approach it.

v131unstuck from the help screen

"when clicking on the question mark you cant back out of the next screen with backspace or clicking the question mark again"

  • FixThe help (?) screen could get permanently stuck open — Escape, Enter, and clicking ? again all did nothing once it happened.

Files

depthcrawl Play in browser
20 days ago

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