Road to 1.13

I’d like to start by saying thank you to everyone for the response to 1.12. I’ve seen nothing but positive comments, which made the long gap between 1.11 and 1.12 feel worthwhile.

Of course, it wouldn’t be a major release without a crash slipping through the cracks. Should you encounter this, the guaranteed workaround is to defeat all the enemies on the map before trying to move to the next map. If I were to guess, I’d say most players do that anyway. Either way, the core issue has been fixed for 1.13.

My goal is to release 1.13 before the end of the year. If you’re interested in keeping track of development, have a look at the milestone issues for the engine and game data.


I’ve also given some pages on the website a bit of attention. The Other platforms & distributions section of the Download page was full of errors. Many of the links were either broken or pointed to an older version of the game. I was shocked to see that the Amiga OS4 port has a “recent” (version 1.09) build! Last time I checked it was still somewhere around version 0.18 or 0.19. I had thought our switch from SDL 1.2 to SDL 2 had killed that port, but I guess there’s no stopping Amiga fans.

Finally, the Other Mods page has been updated with links to the forum threads for the Heresy and Open Valley mods. Heresy is in more of a playable state than Open Valley, which is still very much in development. I do recommend checking out both if you’re curious as to what the community’s been creating with Flare.

Flare 1.12

Flare 1.12 is now available for download. In the two years since version 1.11, there have been many improvements to both the engine and the Empyrean campaign.

Interface improvements

The HP and MP bars have gotten a visual refresh. The goal was to make them easier to read when they are close to being empty. The HP bar is also now a more traditional red color instead of a red-to-green gradient.

The mini map has also gotten some new features. There is now a button placed below the map that allows easy access to the pause/configuration menu. In addition, various objects are now indicated with different colors on the map:

  • Red = alerted enemies
  • Yellow = player allies
  • Green = NPCs
  • Blue = map transitions

Inventory and action bar tooltips have had some improvements as well. Comparison tooltips are now displayed for items, which show the currently equipped items for a given slot. Useful for deciding which gear to use. But some players might find it a bit cluttered, so there is an option to disable these tooltips in the Interface configuration page.

While on the topic of item tooltips, a few things have been tweaked. If an item is part of a set, we now highlight which set bonuses are active based on the number of equipped set items. Also, the buy and sell prices now use the currency item’s color to make them stand out more.

Action bar tooltips now display more information about powers, such as the power description and MP cost.

New configuration options

In the Video section of the Configuration page, there are two new options: Maximum Render Size and Frame Limit.

The Maximum Render Size is the vertical resolution of the game’s drawing surface. With the addition of this option, we’ve increased the default maximum render size for the Empyrean Campaign to 768 pixels. If you find this to make things too “small”, consider decreasing this setting to the previous default of 600.

The Frame Limit controls the maximum FPS that the game will run at. Lowering it to 30 from the default of 60 can help get a more consistent experience on very slow systems (or save battery life). Conversely, increasing it can provide a smoother experience for players with high refresh rate monitors.

The Input section of the Configuration page now includes options for touch controls. These options allow enabling touch controls on non-Android devices, as well as changing the scale of the on-screen gamepad.

Expanded alchemy

Version 1.12 of the Empyrean campaign sees the addition of a new alchemy ingredient: Mushrooms. With this ingredient, four new potion recipes have been added. Drop rates for alchemy resources have been slightly decreased, but players should still have no problem finding what they need. Lastly, Florin in Perdition Harbor now gives a quest to introduce the alchemy system to new players.

Map and quest redesigns

There were a handful of maps in the Empyrean campaign that tried to trap the player in a specific area as part of their related quest: the Family Crypt, the Nazia Mines, and the Torture Chambers. Yet there was always the chance the player could use a Perdition Scroll, so we had to resort to resetting the quest when the player re-entered the map. So we decided to ditch the idea of trapping the player and redesigned the affected maps to allow free travel.

It’s also worth noting that it is now possible to store all of the game’s quest items in the player’s private stash.

Player and enemy power changes

The Cleave power has received some new artwork, and has had its effective hit circle reduced to match. This change applies for both the player and enemy versions of the Cleave power.

Rakk’s close-range ice attack was vastly over-powered, so both its strength and hit circle have been reduced.

The Goblin Thief’s potion steal ability has been fixed so that it can’t steal from the player’s Summoned Zombie.

Spike traps have also been rebalanced. Instead of dealing a large amount of instant damage, they now deal less instant damage while inflicting a strong bleeding effect. They have also had their hit circle slightly reduced. This all should result in less surprise deaths by giving the player time to react and heal.


  Windows

 Linux

 Mac OS


Changelog

Engine features

  • NPC interactions are now canceled when the player is attacked. ‘combat_aborts_npc_interact’ has been added to engine/misc.txt to control this setting.
  • Added ‘bar_fill_offset’ and ‘bar_fill_size’ to MenuStatBar and MenuEnemy properties.
  • Added support for fading out combat text. See the ‘fade_duration’ property in engine/combat.txt.
  • Added ‘save_oncutscene’ property to engine/misc.txt. Saving before a cutscene was previously controlled with ‘save_onload’, which caused issues with cutscenes when set to false.
  • Added ‘save_anywhere’ property to engine/misc.txt. This allows for saving via the pause menu. (m7600)
  • Added display of enemies, allies, NPCs, and intermap teleport events to the minimap.
  • Added support for defining the colors of tiles and entities on the minimap.
  • Added ‘show_on_minimap’ event component. Currently, this only applies to intermap teleport events.
  • Added ‘show_on_minimap’ property to NPCs.
  • Properties that take an alignment can now be aligned to the menu frame.
  • Support multiple images in animation definitions. (bloodhero)
  • Expanded slot widget configuration in engine/widget_settings.txt. Quantity text color can be changed, as well as label settings for displaying hotkeys.
  • Re-implemented displaying hotkeys on action bar slots.
  • Support for ‘item:quantity’ syntax for Event properties: ‘requires_item’, ‘requires_not_item’, ‘remove_item’, and ‘reward_item’.
  • Added ‘show_randomize’ property to new game menu configuration.
  • Added ‘disable_equip_slots’ property for passive powers.
  • ‘Block’ powers can now use post_power to trigger a power when taking damage.
  • Power descriptions are now displayed in action bar tooltips. This can be controlled with the ‘tooltip_length’ property in menus/actionbar.txt.
  • A dialog box is now displayed instead of a log message when the player dies, giving the options to exit or respawn (if applicable).
  • Added movement input type dialog box. It is displayed for new players to easily select between keyboard, mouse, and joystick movement.
  • Added ‘–safe-video’ command line option. For troubleshooting purposes, this feature is displayed as an option when starting after a potential crash.
  • The ‘categories’ property has been extended to the player character. The Power property ‘target_categories’ can now be used for the player as a result.
  • The ability to stash quest items can now be controlled with the ‘no_stash’ property.
  • Added a button for opening the pause/configuration menu as part of the minimap.
  • Added ‘script’ property to items. This removes the need to create a power in order to execute a script via activating an item.
  • Player ‘melee_range’ is now configurable in engine/stats.txt.
  • Added comparison tooltips for items. These can be disabled in the Interface settings. (r-a-cristian-93, Justin Jacobs)
  • Added ‘parallax_layers’ property to Events. This functions exactly like the Map property of the same name.
  • Added ‘visible’, ‘visible_check_locked’, and ‘visible_check_status’ to powers and upgrades in power trees.
  • Added ‘requires_status’ and ‘requires_not_status’ to powers and upgrades in power trees. ‘visible_requires_status’ and ‘visible_requires_not_status’ have been marked as deprecated.
  • Added ‘on_interact’ as a possible value for Event types. Essentially the same as ‘on_trigger’, except the event can ONLY be activated through the hotspot.
  • Support an arbitrary number of Stash tabs. Each tab has a display name and an ‘is_private’ flag.
  • Added ‘save_onstash’ property to engine/misc.txt, so it is now possible to disable the automatic save when modifying stash contents.
  • The player’s last used Stash tab is now remembered across sessions.
  • Added the ability for NPCs to join the player’s party. (Igor Paliychuk)
  • Added support for the ‘delay’ property used by Events contained in script files.
  • Added ‘Frame Limit’ option to Video settings.
  • Added ‘Maximum Render Size’ option to Video settings.
  • Improved visual indication of which item set bonuses are active.
  • Support enabling touch screen controls on non-Android systems.
  • Added ‘Touch Gamepad Scale’ option to Input settings.
  • Support fullscreen mode in the Emscripten port.
  • Added scrollbar.bg_color to engine/widget_settings.txt.
  • Updates to package_osx.sh, including usage of Homebrew for dependencies (ludoza)

Engine fixes

  • Fix memory leak of tab control in stash menu (MiroslavR)
  • Fixed stat bars not having any fill when the value they were representing was non-zero. Now they will always show at least 1 pixel of the bar’s fill graphics.
  • Fixed a bug where the game window could be resized below the minimum size after exiting fullscreen mode.
  • Removed the default resolution scaling when virtual_heights is undefined.
  • Improved performance when checking map event hotspots.
  • Fix Windows-style paths with backslashes not working on non-Windows systems.
  • Prevent allies counting as attack targets when using mouse movement.
  • Fix needing to press the ‘Cancel’ key twice to exit the vendor menu.
  • Fix unintended key presses being registered when quitting the game via an OS keyboard shortcut.
  • Fix divide-by-zero crash when using the dev HUD with a game that uses orthogonal rendering.
  • Fixed a memory leak in Loot copy constructor.
  • Fixed ‘resist_percent’ property of engine/combat.txt not working when targets had 100% resistance.
  • Support attack_speed effects with a magnitude less than 100%.
  • Fixed bug where dead entities could steal HP/MP.
  • Fix broken parsing of engine/default_keybindings.txt.
  • Fix Effect animations not being synced properly in some cases.
  • Removed hard-coded restrictions on using items from the inventory. Now any item that has a power and is not equipment can be used.
  • Fix crash when fonts are missing. The engine will try to fall back to the next available font for the current language.
  • Background color when using sdl_hardware renderer no longer fills entire window, instead only filling the drawing surface as it should.
  • Fix crash when loading a cutscene from a book event.
  • Fix infinite transformation loop when dying in a transformed state that was activated by a passive power.
  • Fix bug where the player wasn’t returned to their normal state after dying in a transformed state.
  • Prevent combat text from overlapping.
  • Improved performance when handling many status effects.
  • Improved performance when an entity is repeatedly unable to find a path to thier target.
  • Fix bug where killing an enemy with return damage would not set defeat status or reward XP/loot.
  • Fix check of item requirements when a power requires an item but doesn’t consume it.
  • Fix ‘respec’ events to no longer remove item-based powers from the action bar.
  • Fix log message when gaining more than one level at once.
  • Fixed excessive memory usage when using Items, ItemSets, and Powers with high-value IDs.
  • Fix bug where power upgrades that didn’t require power points would not automatically upgrade if other requirements were met.
  • Fix infinite loop bug when a power’s list of upgrades contains the base power ID.
  • Fix infinite loop bug when locking power upgrades.
  • The executable directory is now used when trying to find PATH_DATA on Linux. (r-a-cristian-93)
  • Fix ‘corpse_timeout’ in engine/misc.txt being parsed incorrectly (r-a-cristian-93)
  • Reworked camera speed curve to prevent graphical “wiggle” during slow movement.
  • Fix missing effect description text in power tooltips when using built-in types.
  • Fix static events not executing on the same frame as on_load events.
  • Fix parsing bug in power trees that would save base power properties to an upgrade power.
  • Fix on_load events with requires_class not working in maps/spawn.txt
  • Fix timing of Effects so that the first “tick” happens immediately.
  • Fix “Press button to use” prompt no showing up for some items.
  • Fix loud loot drop sound effect when there are a large number of drops at once.
  • Fix incorrect HP/MP regen for high regen values and high frame limits.
  • Fix camera, parallax layer, and cutscene speeds when using alternative frame limits.
  • Fix not restoring fullscreen option when pressing Cancel or Defaults in config menu.
  • Smoother scrolling in WidgetScrollBox.
  • Fix click-and-drag behavior on WidgetTabControl, WidgetSlider, and WidgetScrollBar.
  • Fix dialog topics being auto-selected when they shouldn’t for non-vendor NPCs.

Game updates

  • New graphics for HP and MP status bars
  • Reworked art for the Cleave power
  • Cleave power radius reduced to closer match its artwork
  • Reduced the strength and radius of Rakk’s freeze attack
  • Fixed the Goblin Thief being able to steal potions from a Summoned Zombie
  • Reduced the hitbox for spike traps
  • Greatly reduced the damage for spike traps. In exchange, the traps now inflict bleeding.
  • New alchemy ingredient: Mushrooms
  • Added 4 new potion recipes
  • Overall reduced drop rates for alchemy items
  • Added Alchemy quest
  • Added animations for immunity and ice-based slow status effects
  • Redesigned the Family Crypt map and quest
  • Redesigned the Nazia Mines maps and quest
  • Redesigned the Torture Chambers map and quest (again)
  • Mortar & Pestle can now be placed on the action bar
  • All quest items can be stored in the player’s private stash.

Translation updates

  • Belarusian (be) update (Źmicier Turok)
  • Catalan (ca) update (Maria Cano)
  • German (de) update (Wuzzy2)
  • Spanish (es) update (Agustin Ferrario)
  • Basque (eu) by aitzkora
  • French (fr) update (leø, Christophe Nemo, Bafy)
  • Scottish Gaelic (gd) update (GunChleoc)
  • Hungarian (hu) update (litoll)
  • Indonesian (id) by Kirim Saja
  • Korean (ko) by Kor_OfenTHource (team members: bnk159hair, kangdonghun1230, HunSeongPark and paparad0x)
  • Norwegian (nb) update (Elias Nykrem)
  • Polish (pl) update (Błażej Pęksyk, Grzegorz Szymaszek)
  • Portuguese (pt) update (Rui)
  • Portuguese (Brazilian) (pt_BR) update (Vicente Monteiro)
  • Russian (ru) update (Igor Polyakov)
  • Slovak (sk) update (MiroslavR)
  • Ukranian (uk) update (Sergiy Borodych)
  • Vietnamese (vi) update (Nguyễn Gia Phong)
  • Chinese (zh) update (dumaosen, sakura09123)
  • Chinese (Taiwan) (zh_TW) by RedBug312

Flare 1.12 Release Candidate 1

We’re back!

After, two years of no blog updates, I’m happy to announce Flare 1.12 Release Candidate 1. Version 1.12 brings many engine changes as well as new game content. The purpose of the release candidate is to do a final round of testing, and more importantly, initiate a string freeze. See the release page for the release notes and downloads.

IRC Migration

Before I continue talking about 1.12, I should mention our new IRC channel. With the recent exodus from Freenode, we also moved our IRC channel to FreeGameDev.net‘s server. You can join via web chat here, or connect manually to irc.freegamedev.net:6697/#flarerpg.

Translating 1.12

New content means there are several new strings that are in need of translating. If you’re interested in helping, be sure to read over the Translations page on the wiki. The string freeze begins today, July 3, and ends on August 1. However, I’m willing to extend this time period by another month if translators need more time.

Downloads

Version 1.12 marks the return of the MacOS build! I’ve only been able to test it on MacOS High Sierra, so please do give feedback if you use another version of MacOS.

For the release candidate, downloads are only available on Github. The final release will additionally have them on itch.io and Sourceforge.

Flare 1.11

Flare 1.11 is now available for download. Not much in this release, but players now have access to both private and shared stashes. Permadeath characters will of course only have access to their private stash.

  Windows

 Linux

Changelog

Engine features

  • Players now have their own private stash in addition to the shared stash.
  • Expanded the ‘no_stash’ Item variable to account for having multiple stashes.

Engine fixes

  • Fix bug where items could be dragged from the vendor window and dropped in the opposite vendor tab.
  • Fix bug that caused item max_quantity to be reset when attempting to append an item definition.
  • Fix bug where Powers with ‘replace_by_effect’ would still use properties from the parent power, such as animation state.

Game updates

  • Items that couldn’t be stashed in the last update can now be put in the private stash.
  • Salted Field: moved chest to the south end of the map to prevent easy farming.

Translation updates

  • Belarusian (be) update (Zmicer Turok)
  • German (de) update (Wuzzy2)
  • Hungarian (hu) by bzt
  • Ukranian (uk) update (Igor Paliychuk)

Flare 1.10

Flare 1.10 is now available for download. The most notable new feature is the redesigned pause menu, which incorporates the configuration menu. The changes to the action bar from version 1.09 have been reverted, as all of those options (and more) are available through the pause menu.

Another new thing players might notice is the addition of a low health warning system. The player can choose to display a warning message, change the cursor, or play a sound effect when they are below a specified health threshold. The type of warning and the threshold can be changed in the “Interface” configuration tab.

As for the Empyrean campaign, a few small balance exploits were fixed. We are planning more content additions, such as expanding the alchemy system and utilizing some new tileset art. Stay tuned!

  Windows

 Linux

Changelog

Engine features

  • The configuration menu has been redesigned and is now used as the pause menu.
  • The interface features from version 1.09 have been reverted due to being accessible from the pause menu.
  • Added an Interface option to disable showing hidden entity markers.
  • Support floating point values for loot drop chance values.
  • Add ‘hide_timeout’ option to stat bar configuration to support auto-hiding. (Leszek Cimała)
  • Added an Interface option to disable stat bar auto-hiding globally.
  • Add ‘no_stash’ property to item definitions to prevent items from being placed in the stash.
  • Add low HP notification system. (Leszek Cimała)
  • Add ability to change the minimap zoom level by clicking on the minimap.

Engine fixes

  • Fixed event activation being tied to distance to the camera position. It is now correctly tied to distance from the player.
  • Mouse movement and mouse aim now calculate direction relative to the player instead of relative to the screen.
  • Fixed enemy AI so that enemies can now enter combat if a hero ally is in their proximity.
  • Fix –data-path command line flag on Windows.
  • Fixed dialog not being available if it lacked a topic.
  • Fixed loot drop rate bonus having no effect when loot drop chance was too low.
  • Fix bug where the wrong requirements were checked for passive powers that had been granted bonus points.
  • Items that can’t be stashed are now dropped on the ground upon opening the stash.
  • Prevent re-binding the primary Main1 binding, which could break many interactions.
  • Removed the ability to re-bind the Ctrl, Shift, Alt, and Delete keys, since they correspond to specific keyboard keys.
  • Fix crash when trying to load a mod that contained ‘engine/default_keybindings.txt’. (nwtour)
  • Display XP stat bar value as relative to current level instead of total XP. (Leszek Cimała)
  • Fix key bindings not working when switched to a non-US keyboard layout. (nwtour)
  • Fix segfault when NPC filename is invalid.
  • Fix inventory tooltips covering books when using no mouse.
  • Fix navigation of dialog menu when using no mouse.
  • Fix upgrading powers when using no mouse.
  • When using the sdl_hardware renderer on Windows, OpenGL will now be used instead of Direct3D. This fixes the loss of some textures when resizing the window.
  • Fixed the “level up” string to represent the ability to allocate multiple stat points. Also note if Power points can be allocated.
  • Refactored ‘requires_hpmp_state’ for Powers to check against both stats at once. See the attribute reference for syntax changes.
  • Greatly improved performance of loot tooltips.
  • Fix bug where high item find chance prevented the player from finding currency.

Game updates

  • Fixed an oversight that allowed easy farming of the Torture Chambers boss and loot chests.
  • Made it so that potions and scrolls can not be stashed. This fixes an exploit where players could utilize a low level character to get these items for cheap.
  • Added new attack and interact cursors.
  • Added sound effect and cursors for indicating low health.

Translation updates

  • Belarusian (be) update (Zmicer Turok)
  • Brazilian Portuguese (pt_BR) update (Vinicius Rech)
  • Catalan (ca) update (Marc Tormo i Bochaca)
  • German (de) update (Fyrenic)
  • Spanish (es) update (Agustin Ferrario)
  • French (fr) update (syl_)
  • Scottish Gaelic (gd) update (GunChleoc)
  • Japanese (ja) update (sujiniku)
  • Portuguese (pt) update (Rui)
  • Russian (ru) update (Andrey Kapitonov, Igor Paliychuk, nwtour)
  • Ukranian (uk) update (Igor Paliychuk)
  • Chinese (zh) update (dumaosen, neverwin)

Flare 1.09.01

Flare 1.09.01 is now available for download. This release is a quick fix to a crash that could occur in 1.09 when initiating dialog with an NPC.

  Windows

 Linux

Changelog

Engine fixes

  • Fixed assertion/crash when engaging in dialog.

Game updates

  • Fixed main weapon layer order when hero is facing east.

Translation updates

  • Ukranian (uk) update (Микола Франчук)

Flare 1.09

Flare 1.09 is now available for download. This release features several interface improvements, new options for mouse movement, and the introduction of alchemy.

Interface improvements

A handful of the options that were previously found on the “Interface” tab of the configuration menu have been moved to the in-game interface. The action bar now contains four small icons that control the following: loot tooltip visibility, mini-map display mode, stat bar label visibility, and combat text visibility. In addition, the option to auto-equip items has been moved to the inventory menu.

Some of these options are new to this version. The new default mode for loot tooltip visibility hides tooltips that would be obscured by the player and/or enemies. The mini-map display mode is an entirely new setting, allowing players to choose 1x zoom, 2x zoom, or hidden.

Please note that the options that previously existed in the “Interface” tab of the configuration menu are no longer there. Mods that aren’t based on fantasycore will need to be updated to present these options in game. Players that want to change these settings on a mod that hasn’t been updated will need to either load up a fantasycore-based game first or change them via Flare’s settings.txt configuration file (see the README for where this is located on your platform).

Another big change is to the way dialog choices are presented. Instead of being in a separate menu, dialog choices are now displayed inside the dialog window. The most notable change this brings is the ability to display dialog choices alongside the dialog itself for context. This makes it easier for NPCs to ask the player questions.

New options for mouse movement

Two new options have been added to the “Input” section of the configuration menu for tweaking the way that mouse-only movement works. The first option allows swapping the movement button. Typically, this means using left mouse vs right mouse for movement. The second option controls if the player can attack enemies by clicking on them with the movement button. Based on feedback during development, these two options cover a good variety of preferences when it comes to the way mouse movement behaves.

Introduction of Alchemy

The Empyrean campaign had a balance issue when it came to potions. Highly leveled players could easily farm potions from low level enemies. Yet they would still be just as effective because they heal a percentage of the player’s HP/MP. Without changing how the potions themselves worked, the next way to balance this was to change how the potions can be obtained. Enter the Empyrean campaign’s new alchemy system.

Florin in Perdition Harbor now offers an alchemy service, as well as selling a mortar and pestle for portable potion crafting. Crafting a potion requires an empty bottle, which can be purchased from all traders that sell normal potions. These empty bottles can be combined with one or more ingredients to create potions. These ingredients are Aloe Vera and Mana Crystals, which now drop from enemies instead of potions. Currently, the only potions available to craft are single ingredient ones. Use an empty bottle and Aloe Vera to create a Health Potion, or use an empty bottle and a Mana Crystal to create a Mana Potion. More ingredients and potion recipes will come in the future.

  Windows

 Linux

Changelog

Engine features

  • Redesigned mouse movement with better handling of non-melee attacks.
  • New mouse movement options to swap the movement button and/or restrict the movement button to be movement-only.
  • Loot tooltips can now be hidden when entities are near pieces of loot. The setting “hide_radius” has been added to engine/loot.txt to control this.
  • Overhead markers are now displayed for entities that are obscured by tall tiles.
  • Dialog options are no longer shown in a separate menu, but are instead part of the main dialog window.
  • Added support for dialog responses. For any line of dialog, a list of response topics can be given.
  • Add ‘save_pos_onexit’ to engine/misc.txt for saving the player’s current position upon exiting.
  • Added ‘colorblind_highlight_offset’ and listbox ‘text_margin’ to engine/widget_settings.txt.
  • Added a compass to the minimap.
  • Moved several interface options to the actionbar. Loot tooltips, combat text, statbar labels, and mini-map mode can be adjusted.
  • Moved the interface option for automatically equipping items to the Inventory menu.
  • Add ‘toggle_fps’ to the developer console commands.
  • Added a 2x zoom mode for the mini-map.
  • Add a video setting to disable parallax layers.
  • Add ability to use icons in books.
  • Add support for shadows on book text via ‘text_shadow’.
  • Add item property ‘book_is_readable’ to control displaying ‘read’ vs ‘use’ in item tooltips.

Engine fixes

  • Fixed shrinking tab widgets when widow was resized.
  • Remove broken ‘font_fallback’ from engine/font_settings.txt.
  • Add tooltips to language list to show language codes.
  • Make strings related to elements more translator-friendly.
  • Fixed a bug where looped map sounds wouldn’t play if the player entered the map with a sound volume of 0, but later raised the volume.
  • Fix buttons and checkboxes not handling clicks while the “Accept” key is pressed.
  • Fix incorrect descriptions of controls on mobile devices.
  • Add renderer support for batching calls to local pixel drawing. This speeds up the pre-render of the minimap.
  • Widgets that use custom images can now fall back to the default image if the custom image is missing (instead of exiting in failure).
  • Using consumables from the Inventory menu will now subtract from the stack that was clicked on.
  • Missing items now maintain their stack quantity when moved around.
  • Fix potential memory leak when redefining images in books.
  • Fix book open sound effect not being played in all cases.
  • Closing a book with the ‘Cancel’ key no longer closes all other menus.
  • Fix handling of disabled widgets when using keyboard navigation.

Game changes

  • Fix the “Locked Out” quest not appearing in the completed quests list.
  • Add interface option buttons to the actionbar.
  • Add auto-equip checkbox to the Inventory menu.
  • Added script font for Cyrillic languages.
  • Made changes to the Wizard’s Tower: Laboratory map to prevent attacking Metzger from outside the intended range.

New translations

  • Catalan (ca) by Marc Tormo i Bochaca

Translation updates

  • German (de) update (Fyrenic)
  • Scottish Gaelic (gd) update (GunChleoc)
  • Brazilian Portuguese (pt_BR) update (Rui)
  • Portuguese (pt) update (Rui)
  • Ukranian (uk) update (Igor Paliychuk)
  • Vietnamese (vi) update (Nguyễn Gia Phong)