Hello everyone!
A smaller update after the last few, and mostly a corrective one. Two of these have been quietly wrong for a while and one of them has been costing people gold, so they're worth explaining properly rather than listing.
The Changes
Typing part of a skill name now resolves the same way on every character.
An ambiguous name asks you which skill you meant instead of picking one.
The Attunement Stone's preview and confirmation now show the level it will actually apply.
Tab completion offers only skills a command would actually accept.
Fixed:
The Slick shop labelled items with the wrong level.
The portal-sync notice appeared in one zone where nothing had synced, and stayed silent in another where it had.
help titled the article with the word you typed rather than the skill it found.
Typing part of a skill name
If you type cast crack rather than the full name, the game finds the skill you meant. That has always worked. What it did not do was find the same skill every time.
Your classes are stored in the order you learned them, and the search walked them one at a time — so a partial name that matched skills in two different classes resolved to whichever class came first on that particular character. A Warrior who later took Paladin and a Paladin who later took Warrior would type guard and cast two different spells. Neither was wrong, exactly; they just disagreed.
There is now one rule, applied across all your unlocked classes at once. An exact name always wins. Otherwise the game matches from the start of a word in English, or anywhere in the name in Chinese, since Chinese has no word breaks.
And when a partial name genuinely matches more than one skill, it now tells you. Previously it picked one silently. Now you get the candidates and nothing is cast:
'guard' could mean more than one skill: bastion_guard, halo_guard, prism_guard. Type more of the name.
Nothing is spent — no mana, no action, no turn. Every shorthand that worked before still works; only the ambiguous ones changed, and they changed from a guess into a question.
The Attunement Stone
When I reworked progression, I failed to consider how that would affect the Attunement Stone.
The stone rescales a piece of equipment to your level, and it still did. What changed was which level counts as "your level." Progression now keys off your highest single class level rather than your total level — the sum of every class you have levelled. For a character with one class at 100 those are the same number, so nothing ever looked wrong. For a character spread across several classes they are not: ten classes at level 10 is a total level of 100 and a highest class level of 10.
The stone itself was applying the correct level. Its preview and its confirmation prompt were still reading the old one. So a broadly-levelled character was shown level 100, asked to approve level 100, and received the level 10 the stone was always going to apply.
Both surfaces now show the level the stone will actually apply.
Nothing was ever lost to this. The stone could not lower an item's level, and it was not consumed when it declined to act — the refusal always came before anything was spent. What was wrong was the number you were shown before deciding, which is bad enough on a 100,000 gold consumable.
The "this item is already attuned" check was reading the same old number, so it was too permissive. It now correctly declines gear between your highest class level and your total level, which is exactly the range it was getting wrong.
Also
The Slick shop's preview line said "scaled to your current level 100" while the item it was labelling was level 10. Both now read from the item itself, so they cannot disagree.
The portal-sync notice was asking a different question than the scaler. In Dread Catacombs it announced a sync that was not active; in Royal Keep it stayed silent when one was. Both now match.
Tab completion offered skills that the cast command would then reject. It now uses the same rule.
Thank you all, as always. A few of you have been generous with your time in the discussions lately, and it genuinely matters more than I can easily put into a patch note.
There's more coming.
