v0.4.0
- introduced combat stances, talk with village guard to unlock (ask him for tips if you already met him earlier); lots of names were suggested by Varian on our discord channel
- some combat related skills now gain xp even if their original condition (e.g. succeeding in some action) is not fulfilled, although at half the efficiency
- the rat saga continues
- a bit more content after leaving the village
- added some background "sounds"
- new skills and activities (check training options in village and cave, they might be instantly unlocked if you are far enough)
- rebalance; changes to some displayed texts
- modified changelog and help page to a form easier to navigate
- regeneration when sleeping now scales with "Sleeping" skill
- trade all button + another trade bugfix (plz let it be the last one)
v0.4.0a
- balance changes
- switching weapons now won't make dead enemies suddenly start attacking again
- CSS fixes
- dialogue text fixes
- level bonuses from "Presence sensing" skill, expanded bonuses for some other skills
v0.4.0b
- more balance changes
- changed some background 'sounds'
- bugfixes
v0.4.0c
- fixed bug with doubled stamina usage when some attacks would one-shot an enemy wave
- reduced frequency of background 'sounds'
- raised max level of presence sensing but reduced initial xp cost
- fixed rounding of displayed health
- fixed doubling of some skill bars
- fixed a bug where if reading a book inventory would get sorted every irl second
- 'broad arc' stamina cost raised to 4
v0.4.0d
- hitcount of multi-target stances now properly updates in their descriptions when needed
- 'suspicious wall', 'village guard' and 'suspicious man' are no longer 'small' targets
- 'broad arc' dmg multiplier reduced to 0.4
- 'cave depths' location is now a tiny bit harder
- location types now how their stage displayed (e.g 'dark III')
- fixed 'quick steps' skill's too low xp cost
v0.4.0e
- stabilized enemy attack timers (based on expected time vs actual time) to hopefully fix the issue with enemy attacks firing slower than expected
v0.4.0f
- fixed issue with xp multiplier rewards from skill levels not working properly after reloading the game
v0.4.0g
- fixed stance skills having no effect
- stamina efficiency in 'Data' is now shown with 2 decimal places
- minor CSS fix
v0.4.0h
- fixed wrong stance names in some skill descriptions
- crit rate / crit power breakdown is now shown with 2 decimal places
v0.4.0i
- fixed a bug where when entering activity with a maxxed out skill, xp% would be NaN
- CSS fixes for inventory
v0.4.0j
- fixed multi-trade buttons that were broken by previous patch
v0.4.0k
- simplified some code
v0.4.0l
- CSS fixes for inventory
v0.4.0m
- fixed skill-specific xp bonuses not working
- added a few more skill level rewards
- slightly reduced xp multipliers and crit rate from skill levels
v0.4.0n
- another CSS fix for inventory
- another bugfix for trade (displayed value vs actual value sometimes differed)
v0.4.0o
- equalized base xp costs for stance skills at 60, modified how they gain xp
- added parent skill for stance skills
- added some more names to existing skills
v0.3.5
- reworked economy (drop rates no longer go down, instead price of enemy loot goes down as more and more is sold, they also slowly recover over time; solution suggested by 10mart10 on our discord channel)
- added quick travel to [last combat location] and to [last location where player slept]
- xp multipliers are now displayed - for skills in their onhover tooltip, for hero in data tab
- shield blocking skill now increases max dmg than can be blocked; block chance reduced by 5% points (goes from 75% to 95%)
it also has 30 levels instead of 20 now
- combat areas now have their descriptions available as tooltips when hovering over their name
- added more entries to the "help" section
- nerfed xp rewards for clearing both cave areas, added xp rewards for both forest areas
- buffed wolves (probably not enough, you guys are too strong)
- some other balance changes for skills, hero and items
- enemies in combat now display their chance to hit hero and to dodge hero's attack, instead of AP/EP
- some style fixes, styling for money
- fixed parent skill xp gain (now they will keep up in xp with their most leveled child)
- added skill sorting (by name and by level); fixed inventory sorting; you can now also click button again to reverse sort direction (switch between ascending and descending)
v0.3.5a
- minor CSS fix
v0.3.5b
- equipment display fix
- trade bug fix
v0.3.5c
- fixed skill rewards being added twice
v0.3.5d
- some values wouldn't refresh properly
- added consolelogging of some warnings in case of unexpected results
- fixed some rounding issues
- some balance changes
- another trade fix
v0.3.5e
- xp bonus from parent skill is now included in xp gains in skill tooltip
- minor balance change
- fixed some styling
v0.3.5f
- (hopefully) fixed issue with attack speed
v0.3.5g
- fixed unarmed attack speed bonus not being added
v0.3.5h
- fixed minor bug with loading older saves
v0.3.5i
- fixed attacks getting faster on 0 stamina
v0.3.4
- implemented books (only 2 available for now); both provide small bonuses to xp gains upon finish
v0.3.4e
- huge buff to shield block chance, other balance changes
- bugfixes (trade, loading, wrong values in bestiary)
- added console message on auto save
- added visual distinction to the book that is being read
- travel options in locations now don't get grouped if there's nothing other than travel available (e.g. the cave)
- modified function for inventory display so it can now not only refresh all items but also a single one
- compatibility for saves from older versions
- fixed that ugly display of "def" in combat
v0.3.4f
- fixed reward of "tight manouvers" skill
- fixed display of "stamina efficiency" reward
- fixed issue with area unlocks (didnt work if it was supposed to be unlocked by clearing some combat zone)
- minor balance changes
v0.3.4g
- fixed wrong rounding of dropchances in bestiary
- fixed lack of rounding in reading time
- fixed xp gains from harder areas
- removed underscores from some descriptions
- slightly nerfed some xp bonuses
v0.3.4h
- fixed shield block chance reaching 100% way too soon
- fixed block chance display in combat
- added game version to save file, for future usage
v0.3.4i
- now can take less than 1 dmg from an attack, if using a shield
- rounded some dmg numbers
v0.3.4i-2
- minor fix to CSS
v0.3.3
- rebalanced stat gains from skill milestones
- added another combat location between infested field and cave depths, to smooth the progression
- skill groups replaced with parent skills; now they only provide xp bonus and their child skills have their own milestones
- refactored calculations of stats from skills/milestones/equipment/level to a more manageable form
- refactored equipment stat calculations
- implemented xp bonuses (for now only from skill milestones)
v0.3
- drop chance now scales with how many of specific enemy were killed, down to 1/10th at 999+
- fixed minor bugs when trading stackable items
- changed the starting year to 1000
- location choices now get foldered only when there's more than two (used to be at more than one)
- equipment prices increased by ~50%
- introduced bestiary with list of all killed enemies (killcount, description, stats, drops their chances)
- rebalanced "sleeping" skill rewards
v0.3b
- fixed wrong milestone levels on weapon skills after loading game
- changed xp scaling of some skills
- fixed wrong calculations on shield blocking skill
v0.3c
- fixed a minor error when loading save with any skill having less xp than needed to be visible
- changed the way savefiles are loaded to avoid a bunch of issues
v0.2.9
- added "iron skin" skill that provides a tiny bit of def, xp is gained for fighting with no armour equipped
- evasion xp is increased by 50% when fighting with no armor equipped (let's call it an adrenaline bonus)
- changed the hit-chance formula to non-linear
v0.2.9b
- "iron skin" now works
- minor fixes to some formulas
v0.2.8
- message log can now be filtered for stuff related to combat/levelups&unlocks/events/loot
- now if there's more than 1 option in any category (work, train, travel, talk, trade),
it's available via separate list of choices instead of all being crammed together
- rounded displayed values for some skill effects
v0.2.7
- reworked the location type system
- payments for some jobs are now affected by related skill
- moved dialogue answers to dialouge box (instead of message log)
v0.2.5
- modified tooltip positioning so that they don't leave the screen
- rounded some displayed numbers
- slightly weakened first enemy type
- some minor bugfixes
v0.2.4
- introduced location types (for combat zones), that bring some additional penalties to hit/evasion chance
- added a new job, unlocked after clearing 2nd combat zone
v0.2.2
- fixed issue where multi-enemy locations required killing X enemies, instead of killing X enemy groups
- implemented stamina effects on character's attack speed and attack power
- number of [alive] enemies now has negative impact on character's hit chance
- number of enemies multiplies gained character xp by sqrt of group size
- new training activity
v0.2.1
- fixed two small problems when importing file
- fixed issue with combat being paused when area page is hidden
- rewrote the combat loops, made it work properly when tab is not focused
v0.2.0
- fixed all the bugs I managed to find;
fighting against groups now should work without any issues (other than balance)
- restructured a lot of code, mostly moved stuff to new places,
but also created some new methods for updating the display
- moved the page selection buttons to the top
- switched from fontawesome to google icons