Feb 8, 2023
Patch Notes - v0.5.4
Factions summon armies, settlements can be attacked and turned destitute, and bandit hordes wander the
map. Gear up for a more engaging and challenging world.
This is a massive change! Expect continuing balance changes and fixes in the coming months.
Save files from v0.5.3 are NOT compatible.
Factions will now spawn armies reflective of their wealth and strategic interests.
These armies attack settlements to expand their territory and will patrol and defend their holdings, creating
a living world of conflict and conquest.
Join battles to defend cherished locations or tip the balance in factional conflicts.
Strategic window lets you know the time remaining until a battle is completed.
Your participation will be rewarded with not just loot and experience but also a tangible impact on the
game's evolving geopolitical landscape.
Enable the faction overlay while in the world map to see faction influence.
How it works:
- Factions spawn armies based on their wealth. Wealth is gained over time based on the number of tiles
controlled by that faction.
- Unless completely defeated, wounded armies will slowly regenerate their troops over time.
- Multiple armies can join the same battle, assuming they are allied with one of the sides.
- To join a battle, one of the sides must be your enemy and one must be your ally (no joining Bandits vs.
- If a town is under attack, fire will be visible on the world map, even if it's on an unexplored tile or
outside your view radius.
- The armies of enemy factions will chase the player, but tend to move slower than normal movement.
For more details, including information about how factions gain and spend wealth, see the recent
Previously, there was a single generic "human" faction. This has been removed and split into 3 named
Forest dwellers, who reside near where the player starts.
Empire loyalists, typically found in mountainous regions.
Fiercely independent desert dwellers.
Each human faction starts with its own territory and influence, which will shrink or grow based on the
influence of other factions.
Three new wandering bandit factions have also been added.
Small groups with strong units, the Eagle Clan prefers the mountains and forests.
A powerful, bloodthirsty bandit group, with a unique dual axes drop.
Ill-equipped but with larger numbers.
Wandering bandits do not control territory but will attack and wreak havoc on all non-bandit factions
(including the player).
To match the desert theme, Aridax towns have newly added building and pathway art.
Upon entering settlements (villages, cities, and towns), you'll notice a new feature: prosperity. Visible on
the location window, prosperity is represented with an indicator showing its current level and the trend of
where it's heading.
Prosperity is a direct reflection of the economic health of a settlement, influencing the availability of
shops, presence of adventurers and quests, frequency of traveling merchants, and the number of guards
The below screenshot is of a closed shop. As a town loses prosperity, shop owners will pack up and leave.
How it works:
- Settlements start with a hidden base prosperity amount. This amount is increased or decreased over time
based on the number of nearby tiles controlled by the faction.
- Completing quests for a settlement causes prosperity to go up.
- Defeating nearby enemy dungeons makes space for factions influence to spread, causing prosperity to
- If a settlement is attacked by a faction army, all local town guards and adventurers will team up to
fight the invaders. If the battle ends in defeat, the town's prosperity is reduced to 0 (Destitute).
- If a settlement is under attack, it can be seen with a burning fire, even if the settlement is in
fog-of-war or unexplored tiles.
- If a settlement loses shops, guards, or other NPCs due to low prosperity, they will return once
prosperity has improved.
- Inns will never vacate a town, regardless of prosperity. This means you cannot lose your belongings if
they're stored in an inn.
|The settlement is nearly abandoned. It exerts no influence on the world map.
|Limited resources and low morale.
|The average, everyday life of a settlement with basic amenities available.
|A flourishing settlement with abundant resources.
|The pinnacle of prosperity, featuring the best goods and services available.
Added 6 new room types to Gremlin Dungeons for more variation. These rooms have a chance to spawns in small
and large Fortresses.
This drastically speeds up combat when fighting in larger numbers. Instead of waiting for all enemies to take
their turn one by one, entities will attack and move in the smallest number of batches.
All combat now uses "Simultaneous Turns," allowing enemy units to take their turn at the same time.
Reputation is no longer per settlement but is instead per faction, meaning reputation gained in
one settlement unlocks bonuses for all settlements of that faction.
Time now passes in the overworld while in dungeons. For example, if being chased by a bandit
army, you can escape to a nearby town or dungeon. If enough time has passed, upon returning to the
overworld, the army will have wandered away. Note this is up to a maximum number of turns, to ensure
there is time to return to help defend nearby settlements while you are in dungeons.
- Added 2 new poisons: Jester's Toxin and Red Spigot.
- Added 8 new armor and weapon items: 3x Stonewarden Armor, 4x Dual-wielding axes, Furyforge Crown.
Feb 10, 2024
Patch Notes - v0.5.4b
- Fixed crash during faction battles
Fixed in some cases unable to re-enter a settlement after a battle had occurred there.
Feb 10, 2024
Patch Notes - v0.5.4c
- Fixed crash refreshing quests when leaving the inn.
- Fixed Altar of Ahnais statue health bonuses lost on save.
Feb 12, 2024
Patch Notes - v0.5.4d
- Fixed null exception when loading into zones, after a battle has taken place.
- Fixed duplicate shopkeepers spawning after battles.
- Fixed quests spawning for NPCs that do not exist either due to leaving from low prosperity, or death in
Feb 14, 2024
Patch Notes - v0.5.4e
- Fixed after entering the inn room, unable to reenter.
- Fixed crash when leaving inn room.
Feb 20, 2024
Patch Notes - v0.5.4f
- Fixed Grimjaw's defeat not marking fortress as defeated or removing faction influence.
- Fixed player unable to complete quests due to faction battles. NPCs required for a quest which have been
killed (from a battle or otherwise) will now automatically respawn upon reentering the town.
- Fixed all doors in a settlement are open and unlocked after a battle is finished, even doors that should
- Fixed issue where locations currently in battle would be invisible to the quest system, causing various
- Fixed killed npcs permanently disappearing after a battle is resolved. NPCs killed in battle will now
always respawn after enough time has passed, given the town has the required prosperity.
- Faction armies can no longer walk on top of locations. This fixes an issue where battles could
be started while standing on a location, which technically was not a siege (attacking from a city, or
attacking an army that happens to be standing on a city).
- Bandit armies will no longer chase the player while standing on a town (or other location).
- Fixed battles (in the case where the player is attacked by an army) taking place on the tile of
attackers, instead of defenders tile.
- Fixed bug allowing player to keep receiving rewards for a successful battle.
- Fixed crash "Attempt to enable respawn for NPC with respawn info".
Feb 26, 2024
Patch Notes - v0.5.4g
- Fixed summoned animals attacking guards in Aridax and Stonewarden towns.
- Fixed mail courier (part of "Gremlin's Grief" quest) stuck always following the player.
- Fixed quest "Confidental Matters" missing the dialog option for the Guard Captain.
- Fixed some parts of the character creation user interface not scaling correctly, according to the "UI
- Fixed array out of bounds exception to do with field of vision attempting to refresh partially outside
the map bounds.
- Fixed crossing paths with an allied armies will initiate a battle (against no one).
- Fixed shops not selling or buying some rare animal materials (beetle wings, spectral remains, etc).
- Ethereal Gremlins no longer can spawn decay roots.
- Removed text "World Turns: X" from overworld HUD, which was intended for debug mode only.
- Reduced speed and view distance of bandit armies to make them less punishing (more balancing changes to
- Speed up influence decay rate, so influence recedes faster when a location is defeated.
- Tweaked army compositions for more variety, reduced chance of armies comprised only of archers or melee