Version 0.1.5
NPC AI & Behavior Added a new enemy, Wild Boar, now patrolling Belworn Forest — tanky for its level (50 armor) but hits with a plain Dagger Stab. ⚠️ Its only loot entry currently points at an item that has no matching row in the item database, so killing one likely doesn't dr
NPC AI & Behavior
- Added a new enemy, Wild Boar, now patrolling Belworn Forest — tanky for its level (50 armor) but hits with a plain Dagger Stab. ⚠️ Its only loot entry currently points at an item that has no matching row in the item database, so killing one likely doesn't drop anything usable yet; a properly set-up "Wild Boar Meat" item exists and looks like the intended drop.
- Every NPC now has its own dedicated loot table slot instead of falling back to a shared generic one — closes off a latent bug where killing a quest-giver or other named NPC (if ever made hostile) would have dropped that generic starter loot instead of nothing. No change to any enemy's actual drops other than the new Wild Boar above.
Multiplayer & Networking
- Fixed a bug where the hosted/dedicated server could silently stop reading any network packets partway through a session — a connecting client would join, but then never receive their character data and stay stuck.
- Fixed players joining while away from the rest of the group (e.g. after the party moved on to a new area) landing alone in an old room instead of appearing together with the group in the wagon.
- Fixed an NPC being destroyed at the wrong moment (e.g. during a room change) silently breaking several of the game's slower background systems for the rest of that session — including NPC mana regeneration.
- Fixed regrown trees/rocks (new in 0.1.4, above) showing their real health only to the player who caused them to grow back, but zero health to everyone else — the first person to hit one on their own screen would have knocked it straight back down, out of sync with the server.
- Fixed a joining client occasionally getting a stale, outdated view of the world's rooms and travel map if they happened to ask for it a moment before the host finished loading a save.
- Fixed several related bugs that could leave a joining client with a permanently broken view of the world: whole stretches of the map staying empty forever after traveling there, the server occasionally confusing one connected client for a different one (breaking their room/travel requests), and a client that missed a single early network message never receiving any world data at all for the rest of the session.
- Fixed NPCs still not actually keeping their health and position across a save/reload as intended (the feature added in 0.1.4, above) — the ID that ties each enemy to its saved data was silently discarded every time due to a Unity prefab quirk, so almost every enemy quietly reset on load anyway. Verified working now across all 114 spawners in the game's 11 rooms.
- Fixed hosting a second session in the same sitting (leaving a game and starting/joining another without restarting the app) breaking client logins outright — any connecting client's login would silently hang forever, because the server threw an internal error on their first status update.
- Fixed a related crash: for a split second after connecting (before you've picked a character), the game could throw every second trying to compute your stats, which also broke that second's auto-save.
- Fixed a client that logged out and back in (or reconnected) sometimes losing their bag and equipped-item contents entirely — the client briefly re-sent its still-empty starting inventory during login and that emptied the server's saved copy before the real data arrived.
Combat & Items
- Added two new mana-restoring items: Weak Mana Potion (drink instantly, restores 150 mana) and Mana Spring Water (a channeled drink — stand still while it restores 200 mana over 5 ticks). Both are now sellable, and Weak Mana Potion can also drop as a rare find from low-level enemies.
- Mana regeneration is now configurable per character and per NPC type instead of one fixed global rate — everyone regenerates mana at the same rate as before for now (a higher rate for Luriell was tried and reverted the same evening), but this opens the door to different classes/enemies regenerating mana at different speeds going forward.
- Selling an item back to a merchant now only pays out half of what it costs to buy, instead of the full purchase price — items sold to a vendor were previously worth exactly what you paid for them.
- The Branvale Brute couldn't actually hit you before (0 Strength meant zero damage on his basic attack) — he now hits properly.
- Owlsnifflers (all three types) now drop Soft Owlsniffler Meat noticeably more often (20% chance → 50%), and can now drop 2 pieces at once instead of always just 1.
- Firefly Sling hits harder: base damage raised from 6 to 15 and its Wisdom scaling bumped up slightly.
- The scripted bandit from the game's opening story beat at Nantwood Logging Camp is noticeably easier now — his health dropped from 400 to 160, though he does regenerate mana during the fight now.
- Several spell tooltips now show real information instead of a blank or copy-pasted description: Spores of the Forest (was showing nothing beyond a single damage line), Headbutt (stun duration), Smokeslam (range/cooldown), and Heal Explosion (healing formula) all got proper writeups; five other player abilities that were all sharing the exact same placeholder text ("Stab your Enemie with damage") now have their own descriptions. German spell names and tooltips — previously blank for every ability — are filled in for the first time.
- 90 more items now show their real icon instead of a placeholder "missing icon" — a broad mix of weapons, armor, food, and materials, including the Branvale Insignia/Bandana quest items and Frog Leg. Roughly 130 of the game's 323 items are still without a proper icon.
- Nearly all remaining items now show their real icon: shoes, gloves, jewelry, one- and two-handed weapons, and assorted consumables/quest materials all got their artwork wired up. Of the game's 323 items, only Acorn's dev-database entry still literally reads "missing icon" — though its generated code and Addressable registration already point at a real, dedicated Acorn icon, so this may just be a stale database entry rather than something actually missing on screen; worth a quick look in a live session to confirm.
- Windclaw, Sickleclaw, Sickle Slash, and Daring Swing now have their own distinct visual effect when cast — all four used to borrow Dagger Stab's slash animation as a placeholder and looked identical to it and each other.
Merchants
- Merchants are now sold as a property of the NPC itself, opened through a dialogue action rather than a separate standalone system — sets up more merchants being added as NPCs going forward rather than one-off standalone characters.
- Tillwig now sells all 15 character spellbooks (5 each for Ray, Luriell, and Davo) instead of just 5; the 10 newly-added ones cost 2000 gold each, the original 5 stay at 1000. He also carries effectively unlimited stock of everything he sells (potions, pouches, spellbooks, and the two new mana items).
- What a merchant has bought from players is now tracked persistently (survives a save/reload) instead of being reconstructed from the database in a way that broke when a merchant's item list changed — lays the groundwork for merchants with genuinely limited stock later.
Dialogue & Quest System
- The Dialog History panel shows the speaker's portrait again, alongside their proper localized (and now fully German-translated) display name instead of an internal placeholder name.
- Dialog History entries now show, right in the header, how many quests from that conversation are still open.
- Speaker names in Dialog History now appear on their own line above the dialogue text (e.g. "Tok:" / "You:") instead of running directly into it.
- Your own dialogue choices in Dialog History now show your own character's portrait instead of no portrait or the wrong one.
- Tillwig can now actually be talked to and browsed as a merchant in Belolinn — note his greeting/farewell lines are still placeholder text, not final dialogue.
- Fixed Harwin Veldwick's Horntoad Plague dialogue: one line could show raw, unfilled placeholder text, and a later line asked for a kill count where it was actually supposed to ask for a hand-in item. Quest dialogue can now also show a monster's proper localized name (e.g. "Junger Horntoad") instead of its internal English identifier.
Start & Menus
- Fixed a rare startup crash where the game could load the wrong start screen (or fail to load the main menu at all) after an internal asset list got regenerated in a different order than before.

