What’s Changed

Dungeon Crawler — since the alpha of September 1

Everything below arrived after the first alpha went out. Newest first. Starred lines are the big ones.

This is still a playtest: numbers are unbalanced on purpose, and some of what you find has no mechanic behind it yet.

September 13 alpha 3

  • Several kinds of special cell — the dungeon itself can now do things to you, and keep things from you, square by square. Walk carefully
  • A party that falls is no longer stranded. There is a way back from a wipeout.
  • Fighting with no light costs you — every roll is a die short until somebody strikes a torch
  • [X] searches the square you are standing on. You get one look
  • Lucky characters get a quiet second chance at a roll that would otherwise have come up with nothing at all. (Accidentally left off the last release).
  • Creatures have additional fighting methods.
  • An [i] in the corner of the log opens the menu, so the keys are no longer a secret
  • Fixed: walking into a fight was quietly handing everyone their stamina back on the way in, which made arriving tired mean nothing
  • Fixed: finishing a fight underground could offer you a door straight out to town that should never have been there — and taking it walked away from the whole expedition. A fight that starts in a corridor now ends in that corridor, every time
  • Fixed: writing a note could leave you with no way out of it — clicking [Enter] did nothing, and once you had clicked anywhere the keys stopped answering as well. Both work now, and so does clicking either line
  • A wiki, at /wiki — how the dice work, what your numbers buy you, and what everything costs

September 12

  • Dungeons are served from the server, and each keeps its own map — leave one, walk into another, come back, and both are as you left them
  • The Journal — [J] opens the map you have drawn by walking it, and [N] writes a note on the square you are standing on
  • The minimap turns as you turn, so forward is always up
  • Every dungeon decides for itself what wanders its halls, how many arrive at once, and how often anything finds you
  • The parchment that prints as you explore is the log; the map and notes you keep are the journal. Two different things, and they are named that way everywhere now

September 11

  • Spend your experience — the guild will train attributes, skills, and things worth knowing that a skill alone will not teach you
  • Opening a skill you have never had costs considerably more than the next dot, and needs a real attribute behind it
  • Training that raises a pool raises what is currently in it, on the spot — you do not have to rest to feel it
  • A character who has spent so much as a single point can no longer be rebuilt
  • Added hotkey for users without "escape" key (primarily Mac, I think)

September 10

  • The game stopped handing your browser the full list of everything in it. You are told about what you have actually met
  • Rewrote dungeon viewport in HTML5 canvas (previously used DOM) -- much faster! Built a new pipeline to convert DOM assets as needed for canvas.
  • Authoring tools created/updated. Maps, mobs, etc.

September 9 alpha 2

  • Items tell you about themselves — hover one for a quick look, Inspect to pin the full readout
  • The Wooden Buckler now actually protects you (+1 armor)
  • Rowan starts out knowing Flare Bolt and Mending Current — the rest are yours to find
  • The character sheet refuses to change anything mid-round in a fight or a camp
  • The victory screen reads cleanly and closes with [D]
  • The cast menu shows the spell code as you type it; [Enter] casts
  • Every order now shows what it will cost before you commit
  • Using an item in a fight or a camp costs 1 stamina, flat
  • Make Camp and Rest moved to [T], matching Rest in combat

September 8

  • Camp orders — step through the party before each turn at the fire, and review the whole slate before it happens
  • Fixed: leaving a fight unfinished used to stop random encounters happening at all, silently, until the server restarted
  • Containers are real — a quiver holds arrows, a pack holds things, and capacity means something
  • Implemented "toasts" (notices) instead of shoving the page around to tell you things
  • Health, stamina and mana bars carry marks at a quarter and a half; hover for the numbers
  • When something refuses to equip, it says why
  • Rations cap at 50

September 7

  • Random encounters — the corridors are dangerous now, whether you walk them or stand still in them
  • Running is a real gamble: a Perception and Survival check, and failing it costs you the round
  • The dungeon remembers — your map survives a fight, and survives going home and coming back
  • Cast spells while exploring, not just in a fight — [C]
  • Implemented Sunspot spell effect
  • Click any portrait, anywhere, to open that character without leaving the screen — or press [1][5]
  • A Grimoire tab on the character sheet listing what each caster knows
  • Loot after a victory: drag the spoils onto whoever should carry them
  • The Dwarf’s Ward reworked — your ally defends first and the Dwarf absorbs what got through; two Dwarves take turns rather than stacking
  • Ward and Riposte are only offered when you’ve chosen to Unleash
  • You can no longer cast a spell your character never learned
  • The dungeon starts dark and lights up to what you’re carrying

September 6

  • Light became real — carry nothing lit and you see nothing at all
  • Candle, torch and lantern each cost you something different: vision, silver, or the ability to put it out again
  • Light sources burn down as you walk, and a fight burns ten turns of one
  • In the dark, the map fills in by touch — one bumped wall at a time
  • Use an item without leaving the dungeon
  • Sign back in from any browser with your username and character ID

September 5

  • Camping — pitch camp underground, rest as many turns as you dare, and break camp before something finds you
  • A camp costs one ration each and can be ambushed; how well you set it up decides the odds
  • Anyone below half health is hurt past what a night by a fire can mend
  • The Escape menu — a pause screen that also does things, so no key is a secret

September 4

  • Your silver shows on the character sheet
  • Moving between places zooms and fades instead of cutting

September 3

  • The minimap no longer draws walls you haven’t actually seen
  • Signing up asks for a username rather than an email
  • Tidier web addresses throughout

September 2

  • Mana rebalanced — much larger pools, and every casting skill you invest in raises them, not just Focus
  • Racial abilities cost mana as well as stamina, and a held stance costs it every round
  • Choose your starting spells while making a character — one per skill dot
  • A minimap, and a way to ask where you are
  • Stairs out of the dungeon and back to town
  • The journal survives moving between screens instead of starting over
  • Floors and ceilings render properly down a corridor
  • Rebuilding a character returns their equipment to the pack, since the new build may not support it

September 1 alpha 1

  • Where this all started: character creation, a party, a town with a guildhall, one hand-carved dungeon to walk, and a combat simulator (without saving PC state).