v0.28.0 The Seal Road
- The Seal Road: quests are rebuilt from the ground up. Each act is a road now: light its wayshrine, open its doors in order, gather the three things its last door wants, and take the road back from whoever sits on the Seal. The Journal draws every act with each step, each side job and what it pays before you earn it, and townsfolk with a job for you wear a gold mark. A Journal button in the top bar counts what is waiting for you, and lights up when the road has moved.
- Vows: at every Seal you swear one of three Vows, and each is a rule that changes how you fight rather than a number: a dash that drags foes in, a pet that copies your last affliction, a killing blow you walk away from. Swear a different one at the Temple whenever your build changes.
- Runes on the road: every Seal you break lifts the highest rune that can drop. Each act's three key pieces pay the three runes of that act's runeword for your class, and the Seal hands you a plain base with the right sockets, so every act ends with a runeword of your own. Compendium
- Alarms and Wakes: once an area's wayshrine is lit, the road starts to ring. A gold ring appears on the map with a countdown: hold a beacon, light three braziers, walk a wagon home, break three totems or run down a thief, and a Heroic one pays a better chest. Answer enough in an act and the map counts it up, Wake 3 of 4, over as many evenings as you like. Then a horn sounds and the act's Wake rises on its ring, fighting and paying at your level.
- Three new lands: the road runs on past Morvaine into the Rotting Fen, the Fallen Fortress and the Infernal Descent, three areas each. The fen is crossed on boardwalks, and it fills back up as you put back the plugs. The Ridge climbs terrace by terrace to the Order's wall, with arbalesters on the tier above. The Order's stair goes down, shelf by shelf, across lava on chains and bone. Each has its own foes, dens, doors and Wake.
- A world worth walking: every dungeon is a place now, not a door in a field: a walled churchyard under the gallows tree, a goblin warcamp behind its palisade, a tomb sunk in a dig, a keep inside the curtain wall, a gate of fused bone on the lava. Camps sit in ruins and stockades, cottages and farmsteads line the roads, and the shells you can walk into hold something. Only buildings, walls and other structures stop you; rocks and branches don't, and water is crossed on bridges and boardwalks.
- A new opening, and the story told properly: you come to Hearthold by the south road, answering a notice the Mayor has pinned up every spring for forty years, and the road falls in on the way. The Sinkhole is out on the south road now and the square has its well back. From there Bram, Nibbet, Tamsin, Sister Maren, Osric, Ottilie, Mazzy and the Last Squire each speak as themselves, and the road asks you to choose: who passes in the Barrows, the hot wells, an oath on the Ridge, and what you say to the fire.
- Twenty-four mounts: Ada's Riding Yard keeps a Mount Journal now. Side jobs on the road pay Dusk, Bonny, Reedback, Oathbear and Scorchmaw, the Watch sends a destrier once you're Honoured, big deeds bring Ravenmare and Marrowback, and a few only come out of the dark: Gloomfang from any act's final boss, the Ashen Gryphon from Vhoruun on Pyre IV. Better mounts run faster, from +60% speed up to +100%, and the rarest carry a gift of their own. Tap Ride in the Journal to choose yours.
Fixes
- New option: run game logic on its own thread, in Settings → Graphics → Performance.
- It is on by default and helps very large fights most.
- Party fights in classic view stall less when drawing gear glows and speech bubbles.
- The Brand has new high-res sigils, sockets and Bond icons.
- The bag, journal, hero, menu and zoom buttons in dungeons use the town Menu's high-res icons.
- Before you meet other players, the game asks when you were born. Only an age group is kept, never the date.
- Players under 13 get the whole game, with chat, friends, trading, guilds and party chat switched off for the account.
- Chat lines are now cleared after 12 hours everywhere, including quiet channels.
- Reporting someone from a chat line now sends that line to the moderators, with its channel and time, even after chat clears.
- Path descriptions wrap inside their cards on phones.
- Choosing a wayshrine takes you there at once; no second tap on the portal.
- Notices wait until you close the wayshrine panel instead of covering it.
- Casting Town Portal takes you home at once; no stepping into the portal.
- Travel shows a loading screen with art and tips.
- Flip through tips with the arrows while it loads.
- The loading screen comes up before anything else and waits for the new place to load.
- On a computer the UI now starts at Medium size. A size you already picked stays.
- Your quest history carries over: every chain finished, dungeon cleared and request answered is kept.
- Anything the new road owes you waits in town under Kept for you.
- The leader can take a dungeon door from the wilds, and the whole party goes down together.
- Whoever stood with the party for a hunt, a clear or a Seal gets the credit on their own road.
- The old tavern board's dungeon errands are retired.
- The Watch's Board posts work on the road: a Heroic Alarm each day, a Wake each week, and jobs to run with a sellsword.
- The three reputations are one: your standing with the Chapel and the Guild counts toward the Watch.
- The town's quick nav names the Effigy again ("Effigy: Epic").
- If you were out in the wilds when this arrived, your next visit starts a fresh session.
- The Boneyard has a road south now, so its ground has moved.
- The Quest Journal opens each act once you reach it.
- Steps still ahead show as blank slots, and sides appear once someone offers them.
- Area skills you fire without aiming land on the foe you're fighting, not on a sleeping one across the room.
- Close Sky reaches out over a foe a few strides further away.
- Kiting with the mouse held down works again against foes that weave around you.
- When Hearthold is attacked, villagers run for the nearest door they can actually reach.
- The Fall plays the way it was tuned again: the new weaving footwork had made it too easy.
- The damage meter goes exactly where you drag it, at any UI size, and keeps that spot.
- Drop the meter on the action bar or the minimap and it slides clear.
- The loot feed, the quest list and the meter hold still while your mouse is on them.
- Cliffs, terraces, shelves and shores in every act wander and step instead of running in straight lines.
- The Infernal Descent's ways in no longer leave a gap in the edge of the map.
- On the Ridge, a shieldwall's arbalesters find the terrace above their camp.
- Quivers, shields and books sit against your hero again, even with long hair, a ponytail or a tail.
- Dens are proper caves: a winding way in, a few chambers of sleeping brood, and the mother on her nest at the back.
- Sellsword skills on the Party page have full tooltips, with their own numbers, cost, cooldown and how they use them.
- Your first visit: climb out of the Sinkhole and walk into Hearthold over the bridge before the bell rings.
- An arrow shows the way to the Tavern, out the north gate, to the wayshrine and to Bramble Hollow's door.
- The town's choices wait until you're back from Bramble Hollow.
- The opening is yours to walk: ride into Hearthold beside Mazzy's bread cart with the three sellswords the Mayor hired.
- A goblin scout bursts out of the spoil on the way in, and the south road gives way under you.
- Every new hero walks in with the caravan. The old opening is gone.
- Watch the opening plays the same walk.
- Mazzy says it as the caravan sets off: the Mayor hired the three sellswords to bring you in.
- Everyone in the opening and the Fall talks in speech bubbles over their heads.
- On a computer, Quillon's lines sit above your skills, not under the quest list.
- Acts III to V draw their own rocks, reeds, trees, stones and camps instead of Act I's.
- The Rotting Fen's orcs camp in black-hide tents under skull totems.
- The Fallen Fortress's north wall is the Order's own curtain wall.
- Pond shores wind instead of stepping.
- The Infernal Descent's stairs are cut into its basalt cliffs.
- Hearthold has a real Menu: Hero, Bag, Journal and Map stay on the bottom-left bar.
- The Menu button opens every place in town in four groups (Hero, World, Company, System), each with a new icon.
- Places you haven't unlocked yet show as a dim slot that says when they open.
- Each area of the wilds is itself again: the pause menu names the act and area you are really in.
- On phones the camera starts at its farthest zoom. A zoom you already picked stays.
- Phones get the zoom button back, top right: the magnifier's pips show the step.
- Pinch the world with two fingers to zoom, in the 2D view too.
- The four zoom steps all look different on phones; two of them used to show the same view.
- Each act's wilds play that act's music, fights included.
- On the 2.5D view the open world draws in classic 2D for now; 2.5D comes back the moment you step into a dungeon.
- Hold the sluice and the Rotting Fen's water comes back over the mud, and the plugs raise it the rest of the way.
- Quillon tells you when the fen's water has risen since you were last there.
- The fen's island shores wind instead of stepping.
- The Fallen Fortress's wayshrines stand under a terrace with its stair in sight, each with its own yard.
- The Infernal Descent's wayshrines sit at the foot of a shelf with lava all round.
- Each act's dens are its own cave: a drowned mire, an ice cave, black glass.
- In the Fallen Fortress's chapel yard the Last Squire asks for your oath, and you choose: swear it or refuse.
- A kept oath puts the white and gold Ridge-Sworn Mantle on your shoulders, and later lines remember what you chose.
- The Throne opens the moment the Last Squire's mark lands.
- Ottilie walks home with you from the ruin.
- Granny Bogwort is met once, in her hut.
- The hot baths' price now falls on the Ridge ahead.
- Packs in the Infernal Descent no longer take half a minute each to bring down.
- The road's big moments have achievements of their own: each Seal, the wells, the oath kept or broken, refusing the fire, and the Wakes of Acts III to V.
- The Ranger's Skirmisher talent now gives its +15% crit chance after every dash, the dodge roll and Called Shot included.
- Each act's wilds now fight like that act's dungeons, not like Act I.
- The wilds of every act are more open, with the cliffs, water and lava at the edges and wide ground to fight on.
- Less scattered clutter underfoot, and what's left sits in natural clumps.
- The Rotting Fen is wide peat round a few big meres now, still crossed on its boardwalks.
- The Fallen Fortress drops into its chasm only at the edges, with room to fight under every terrace.
- The Infernal Descent keeps its lava to the rivers and a few big lakes, with wide ground between the shelves.
- Roads keep to the middle of their ground, clear of cliffs and water on both sides.
- Wayshrines open a travel panel again: every lit wayshrine in every act, one tap away.
- Stepping back into the wayshrine you just arrived by opens it too.
- Wayshrines list every act on its own tab, in road order, with the ones you haven't lit greyed out.
- An unlit wayshrine tells you which land to light it in.
- Hearthold is always one tap away at the bottom of the panel.
- Standing by a lit wayshrine, tap Wayshrine · Travel to open it again.
- In co-op, guests gain the wayshrines the party travels to.
- Packs in the wilds of Acts II to V now carry their act's locks and Poise, as they do in that act's dungeons.
- Their leaders carry less health to match, so a fight in the wilds lasts as long as it did before.
- The Fall is a real first fight now. Its goblins and Ashmaw hit harder.
- Ashmaw takes longer to bring down.
- Lose The Fall and you wake at the landing crater to try again.
- You keep your level and everything you found.
- On phones, the opening's camera pulls back so you can see the whole caravan.
- Weapons no longer flip upside down when your hero faces up or down.
- On phones, speech bubbles use the HUD's smooth lettering, a little larger.
- The minimap is bigger on phones.
- The Adventure card has one Wayshrines button instead of a list of every wayshrine.
- Frozen foes are encased in ice and shatter when it breaks.
- Quest progress is saved as you go, so a reload or a closed tab keeps it.
- Cleared camps stay counted on an area's goal row, even after they come back.
- Someone you were walking out of the wild waits where you found them if you leave.
- A captive you freed but didn't get out waits to be freed again; the rescue keeps its first half.
- The Privacy Policy and Terms are updated, so you'll see the chat rules notice once more.
- They now say how moderation works: automated checks on public chat and names, plus our staff by hand.
- You can ask a person to review any automated mute or ban: tap Appeal, or write to Quillon.
- A third automated chat strike is now a 30-day mute that a moderator reviews, never an automatic permanent ban.
- Settings are regrouped by what you're doing, with a search box on top.
- Graphics and performance options have their own Graphics tab now.
- You can delete your account yourself: Settings, Account, Your data, Delete my account.
- Every skill and talent has a new high-res icon.
- Buff, status, aura and role icons on the party frames are new high-res art.
- Click Hearthold's gate in the wilds and your hero walks in and gets asked to go home.
- The gate's sign and button now read Return to Town.
- On Steam, Quit to desktop sits at the end of the title screen, the town Menu and the pause menu.
- It saves first, and it waits until you're out of a fight.
- Tavern Quests: the Watch's own postings no longer show a swap button that answered "Not enough gold."