Sternly Worded Adventures is a roguelite word puzzle RPG inspired by Bookworm Adventures where you travel through a forested peninsula with Yorkshire-sounding place names fighting monsters with the power of words to uncover whatever dark secrets may be lurking beyond.
So I wasn't expecting this update to take nearly [i]4 months[/i], but here we are. Thank you for your patience. The changelog has gotten so long, organising it has actually become somewhat of an issue. I'm writing this after the fact, and editing this took 6 hours.
The main features outside of the new content and background architectural changes that took a good portion of the dev time I guess are [b]controller/direction key support[/b], a pile of [b]accessibility options[/b], [b]explorable forests and villages[/b], balance changes including heavy modification of the 'overkill heal' system; now requiring the 'well rested' status, the ability to drag-rearrange tiles and consumables in combat, the ability to drag items onto your avatar in the player screen to use them, and a bunch of other polish and quality of life changes.
AND the game is now published by [url=https://store.steampowered.com/publisher/2leftthumbs]2 Left Thumbs[/url]!
[h2]General:[/h2]
[list][*] Fixed a stats migration related crash outside of Steam.
[*] Fixed a crash if you manage to trigger two screen transitions in a single frame.
[*] Fixed the build time issue that was preventing Linux builds from using Love version 11.5.
[*] Fixed the Linux-native Steam version not correctly loading Steam-API libraries.
[*] Moved the save directory, renamed a bunch of important stuff around that, and created a migration script for the important stuff.
[*] Saving now uses the string buffer so truly massive saves now serialize significantly faster.
>>> You will likely not notice a difference, but on the off-chance that you had a save with a few hundred thousand entries, it will now save in a few seconds instead of a day.
[*] Changed the default user config and added a selection of default colour swatches.
[*] Removed the option to hide the options button.
[*] Added the option to disable automatic moving of 'stash after combat' items to the end of your inventory after combat.
[*] Made numerous sections of UI look a bit fancier.
[*] Renamed the options screen tabs to 'world' and 'combat' instead of 'overworld' and 'adventure'.
[*] Item selection screens now go on two rows if there's more than 5 items and can no longer show more than 1 of a given item.
[*] Fixed two-button dialogues with hardcoded hotkeys being able to activate a disabled option.
[*] Fixed a minor draw issue where blurry parallax backgrounds that haven't been otherwise used that session sometimes have tiling issues near the left edge of the screen.[/list]
[h2]Accessibility:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/4a2dbbc8153c01c0c30e58ed18f2fcd907dd335f.jpg[/img]
[list][*] Added directional key support and moved some minor UI elements around so they're easier to navigate around with directional keys.
[*] The shrine minigame now use an off-white stone textured tile, and the lettering is no longer colourised with the rest of the tile.
[*] Added the ability to change the colours used on the shrine minigame.
[*] Added the ability to add a pattern to the colours in the shrine mini game.
[*] HSV sliders now have coloured backgrounds showing what the sliders do.
[*] The number keys are no longer hard coded as activating consumables, and can be configured to activate consumables or equipment or nothing along with the numpad.
[*] Added the ability to disable the standard attack particle effects.
[*] Added an arachnophobia/philia slider to change the graphics of spiders.[/list]
[h2]New game options:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/1ca01cf1e8d7cd9a81c35db04087659d45bb9312.jpg[/img]
[list][*] Restructured the customisations into tabs.
[*] If a new class is unlocked upon checking the new game screen, it will now actually tell you.
[*] Changed the random colour button icon to something more indicative.
[*] You can now press escape to back out of selecting a curse or boon, instead of it opening the options screen.
[*] You can now select an arbitrary number of curses and boons to start with.
[*] Having a curse/boon selection of a negative total gold value now gives you -10% to gold drops from defeating enemies and chests per 100 gold.
[*] Renamed the world option 'adventures length' to 'enemy count'.
[*] The enemy count option now has 2 additional intermediate options. The options and their mean values now being Pocket:3, Abridged:6, Complete:12, Extended:18, and Definitive:24.
[*] Fixed the anomaly opens drumroll starting during the opening quote when starting as the demonkin.[/list]
[h2]Classes:[/h2]
Added a work-in-progress [b]Alchemist[/b] class.
[h3]Adventurer:[/h3]
[list][*] Updated the sprite to give animations for shielding, death with recoil, casting, casting on self, drinking, and sitting, and added additional layers.
[*] Will now blink at random.
[*] Added hair options.
[*] Added sprite for using the tower shield.[/list]
[h2]Overworld:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/0f6a63885a535e7cbd5bd09d352c1bca2b9b9000.png[/img]
[list][*] Added sub-worlds for villages and forests, which contain new location types, including different types of shops for villages.
[*] Added a 3rd village icon, for rare tiny villages that have no upgrades for sale.
[*] Completing locations now has variable time costs for the hidden world time tracker, particularly for sub-world locations.
[*] Added a world map button while in a sub-world.
[*] Shrines now go yellow/orange-ish after the anomaly opens before being consecrated or desecrated.
[*] You can now teleport between wizards towers.
[*] Map reveal effects like from wizards towers now make affected nodes glow cyan for a few seconds.
[*] Slightly increased the area revealed by the anomaly opens event.
[*] Fixed the anomaly opening not forcing a cloud update after marking that area as visible in cases where you didn't start near there.
[*] Fixed sometimes having to select off and back on a location for the selection to work correctly.
[*] The selection boxes of the anomaly and the capital are now a bit better.
[*] Clicking in between the area buttons no longer closes that part of the UI.[/list]
[h2]Map generation:[/h2]
[list][*] Fixed occasional boxy-grid artifacting on the world map near coastlines.
[*] Fixed cases where multiple roads that all intersected each other would create several crossroads in very close proximity.
[*] Fixed non-road-defined coastlines always using the same random seeding.
[*] Nodes will now only initially try to connect to the nearest ~10 nodes with initial rules.
[*] Mildly optimised tile placement on overworld for less overlapping.
[*] Oak forest will now also have 'forest names' instead of just pine forest.
[*] Slightly improved the coast visuals when burned.
[*] The node connecting to the anomaly now always has its level set to 7 even if its somehow out of the increased level area.
>>>There was code to force it to be set incomplete regardless, but it'd still be level 0 so it was meaningless as a penultimate dungeon.[/list]
[h2]Pathing:[/h2]
[list][*] You can now path through incomplete nodes if they would complete on visit as if they already were complete.
[*] Fixed an occasional bug where it will ignore move orders given in the middle of another move order.
[*] You can now travel from an uncompleted location to another uncompleted location if either of them is a sub-world with a completed sub path to/from that direction.[/list]
[h2]Events:[/h2]
[list][*] Replaced the old 'village is under attack' event with half a dozen based on which part is under attack, where you arrived in relation to that, if you teleported in, what class you are, and if you're wearing paladin armour.
[*] The dying paladin event can no longer trigger in or at villages.
[*] The assassin and demonkin now have an intimidate option on the highwayman event.
[*] The highwayman event can no longer happen inside villages, but can happen outside of them, and is no longer guaranteed to trigger.
[*] Merchant events that would have happened outside of villages now happen inside them instead.
[*] The demonkin no longer gets merchant events.
[*] Event options are now all disabled for the first third of a second that the screen is visible.
[*] Replaced instances of 'eachother' with 'each other' in event texts.
[*] Updated the tutorial event.
[*] Added a random combat event if you're off-road in a forest with encounters remaining.
[*] Added an event if you commit a murder after crafting the scales of justice.[/list]
[h2]Rest:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/0857ecbf2d680b1b492b0a0ef98141dc71992a70.jpg[/img]
[list][*] Added a rest screen for better representation of its effects.
[*] Removed 'skip rest confirmation' as an option, since it's now redundant.
[*] Fixed the listed rest heal values not including multipliers. You'd still heal the correct amount though.
[*] The dreamcatcher now specifies that it makes ! tiles 'fall off'.
[*] The wild ruby now affects ! tiles that fall off during resting due to the dreamcatcher.
[*] Resting at an inn now gives +1 to you the 'well rested' status. You need a tent or bedroll for campfires to do the same.[/list]
[h2]Shops:[/h2]
[list][*] Shops no longer clear out sold-out items on swapping pages.
[*] Removed the 'drag to sell' option in favour of 'ignore first tap'.
[*] Activating 'auto sell' now creates coin particles like selling them individually.[/list]
[h2]Inventories:[/h2]
[list][*] You can now use items on the inventory screens by dragging them onto the player.
[*] Renamed the 'Tiles/use' tab of the inventory to just 'Tiles', because you can use on any of them now.
[*] Fixed the player Tiles tab crashing if you've not gone into combat already that session.
[*] The inventory screens now update for screen width changes without requiring backing out and going back in.
[*] Fixed a slight misalignment in the item hover graphic in the inventory when the screen has been arbitrarily resized.
[*] The players health bar on the inventory now stays in the same position relative to other UI elements regardless of screen aspect ratio.[/list]
[h2]Items:[/h2]
[list][*] The bonus from the infinitives gauntlet and its components no longer counts for the words 'ING', 'ES' and 'ED', only words ending in them. LY isn't a valid word.
[*] The infinitives gauntlet related items now refer to 'score' rather than saying 'are worth'.
[*] Profane book now only deals double damage, and the number of ! tiles you get is now also affected by spell power bonuses.
[*] Fixed the green worm idol resetting X Y and Z tiles to their default material regardless of what it should have been.
[*] Changed the graphic of the gear item slot upgrade to include the wood thingy that backs the item screen UI.
[*] Fixed the gilded pommel effect. For reals this time.
[*] Fixed random gild effects only being able to affect the bottom left tile if it was the only choice.
[*] The basic book of four-heal description now includes an example.
[*] The wooden idol buckler and its components now only highlight if the attack is estimated to kill the enemy.
[*] The wooden idol and things it crafts into now heal 4 instead of 8.
[*] Fixed some overly complicated maths processes for the mindfog dagger and safety matches, that were causing weird unintended effects with spells.
>>> It was getting added as 'score' in the calculation, then removed from the damage and converted into the relevant status for the damage calculation. Problem was for spells, this second step either wasn't happening, or was happening after spell multipliers, resulting in the additional/bonus status getting counted as 'base score'.
[*] Reworded the bastard sword and beige thumb descriptions to make it clear that they add score that's converted into status if it's an attack.
[*] Reworded the shortsword to make it clear that it affects score.
[*] The tinderbox can now also be activated to create a temporary campfire in some locations.
[*] The pyrite cookie now stacks up to 4, and the tiles it gives are now gold and gold-bordered silver.
[*] Fixed pyrite cookie not indicating when an effect has modified one of the tiles.
[*] Firewood now stacks up to 3.
[*] The stained paddle now refers to 'combat' rather than 'adventures'.
[*] Activating the wedge shield and tower shield now cause a shield animation where available.
[*] The bookkeepers bassoon now gives +2 per repeated letter rather than +3.
[*] The descriptions of the salt- and ruby- line items have been tweaked to more closely represent how they function, especially with respect to the calcinatory, and also refer to the tile board rather than tileboard.
[*] Redid the shading on the silver cup icon.
[*] "Two material stages" for the voiceless rough stone charm now includes gold-bordered silver.
[*] Fixed tiles from the monstrous jade not displaying modifier icons if they were modified.
[*] Replaced the graphics for the adrenaline shot, also internally reworked it, but externally it functions about the same.
[*] You can now use any type of item outside of combat by dragging them onto your player avatar.
>>> For consumables and alchemy pieces this adds only convenience over what could have been accessed from the tiles tab, previously the tiles/use tab.
>>> Changed the description of the alchemy pieces to more generically indicate this.
>>> Consumables that affect the tile board still require you to be on the tiles screen, and will tell you as much if you try to use them without it.[/list]
[h2]Alchemy:[/h2]
[list][*] Added a sound and particle effect for the alembic and retort effects.
[*] The copper retort now affects any potion, not just health potions, but prioritises health potions, and now costs 450 instead of 350.
[*] The calcinatory effect chance for turn burning tiles into gems is now based on how many alchemy pieces you have, up to 100% with 4.
[*] Crafting UI now has fill level text on not-obviously-full or empty potions items as they sit in your inventory.
[*] Fixed a crafting screen crash if the potential recipes list was never created somehow.[/list]
[b]Magic alembic changes:[/b]
[list][*] Now refreshes every 12 words instead of per-combat.
[*] No longer auto activates at the end of combat
[*] Can be used in crafting for a non-random version of the effect.
[*] Fixed it highlighting like you could activate it outside of your turn.
[*] Fixed being able to magically repair ceramic shards into a potion.
[*] Changed so it now gives 'open' versions of bottles rather than 'sealed', when differentiated.[/list]
[h2]Potions:[/h2]
[list][*] Empty potions no longer move to the end of your inventory on activation during combat.
[*] Fixed the potion of clueless wisdom not clearing ligature data and leaving unusable tiles that still look like the originals but behave half like wildcards.
[*] Tweaked the graphics of the refreshing water bottles so it looks like the bottom rim is diffracting through the water.
[*] The gold leaf potion now is 4 uses of gild-1 rather than 1 use of 4, and costs 41 instead of 40.
[*] The gold leaf potion now gives you a notification when you have no tiles that can be gilded.
[*] The potions of four- and eight- sight are now 4- and 8- stage bottles and can be intermixed. Eight-sight now costs 85 instead of 75.
[*] The angel tears potion now has a slightly different graphic and partially full variants that only have a chance of working.
[*] The tile repellent potion is now 4 uses of 2-turns of protection, rather than 1 use of 8, and has new graphics.
[*] The potion of clueless wisdom now also affects ! and number tiles, costs 100 instead of 90, and will only be partially consumed if it doesn't affect a full 16 tiles.
[*] The insight potion now has do-nothing partially full variants.
[*] Greater and lesser regeneration potion changes:
>>> Both have new graphics and are now compatible with each other in crafting.
>>> Greater:
>>>>>> Now lasts for 16 turns instead of until end of combat.
>>>>>> Remaining regen at the end of combat is now applied the same way lesser regen is.
>>>>>> Costs 25 instead of 55.
>>> Lesser:
>>>>>> Costs 15 instead of 10.
[*] Added 'sealed' graphics to most multiple-stage potions.[/list]
[h2]New passives:[/h2]
[list][*] Tent
[*] Bedroll
[*] Fire builder
[*] Pyromaniacs curse
[*] Lactose dependency
[*] Arbitrarily hard brick
[*] Arbitrarily expensive brick
[*] Explosive temper[/list]
[h2]New consumables:[/h2]
[list][*] Scroll of mark
[*] Scroll of recall
[*] Scroll of flame aura
[*] Scroll of turn undead
[*] Calming potion
[*] Onigiri[/list]
[h2]New equipment:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/72dd36a9a92283b71bf619d59e8e8fa7f111f46c.png[/img]
[list][*] Pocket book of flora
[*] Pocket book of anatomy
[*] Sturdy belt
[*] Phoenix feather
[*] Ostrich feather
[*] Heart of gold
[*] Comparative scales
[*] Thorned mirror
[*] Iron charm
[*] Book of turn undead[/list]
[h2]New permanent crafted:[/h2]
[list][*] Unbalanced scales (comparative scales & heart of gold)
[*] Imbalanced scales (comparative scales & ostrich feather)
[*] Scales of truth (comparative scales, heart of gold, & ostrich feather)[/list]
[h2]Temporary crafted:[/h2]
[list][*] Scales of justice (Infinitives gauntlet & scales of truth)
[*] Braced buckler (Wooden idol buckler & targe)
[*] Vampire dagger (Exsanguinating dagger & vampire pendant)[/list]
[h2]Item availability:[/h2]
[list][*] The adventurer, warrior, assassin, demonkin, and woodsman now start with the bedroll.
[*] The assassin can now pick the exsanguinating dagger as a boon.
[*] The woodsman now starts with fire builder.
[*] Lowered the cost of the left hand figurine from 1000 to 650.
[*] Lowered the value of spicy blood from 500 to 250.
[*] Highwayman event can now also drop the serpentine dagger.
[*] Stock for non-event shops is now data-driven as defined within items, and as a result is now also listed in the almanac.
[*] Curse of greed is now selectable as a starting curse.
[*] Removed the wooden idol from the colourful language arcade challenge.
[*] Added a stack of 4 pyrite cookies to the colourful language arcade challenge.
[*] The priest no longer gets the charmed gambeson vest, armour necklace, gilded pommel, or upgraded bastard sword.
[*] Wizards towers are no longer guaranteed to have all scrolls in stock from the start.
[*] Safety matches are now available from general store and market stand random gear slots instead of adventure rewards.
[*] Black label courage potion is now available at inns instead of village general stores.
[*] Pyrite cookie is now available at inns instead of store rare consumable slots.
[*] Refreshing water is now available at general stores, inns, can be refilled at wells, and is no longer available from the endless potion bag or event store rare consumable slots.
[*] The random rare consumable slot in the woodsman and used-health-potion event shops no longer disproportionally favours multi-stage potions.
[*] Insight potion is now available from apothecaries and the endless potion bag instead of village general stores.
[*] Large poison is now available at apothecaries instead of village general stores.
[*] Antivenom is now also available at apothecaries.
[*] Ironskin potions are now available at apothecaries.
[*] Antiserum are now also available at the inn.
[*] Large health potions are now also available at apothecaries.
[*] Lesser regeneration potion is now also available at apothecaries.
[*] The following are now available at apothecaries in rare potion slots:
>>> Angel tears
>>> Potion of four-sight
>>> Potion of eight-sight
>>> Potion of toxin resistance
>>> Potion of coagulation
>>> Potion of clueless wisdom
>>> Gold leaf potion
>>> Thorns potion
>>> Acid armour potion
>>> Greater regeneration potion
>>> Tile Repellent potion
[*] Fixed item reward selections from fixed drop lists that restricted by the players current class always filtering out everything.
>>> This variation was never actually used, but it would have been a softlock if it was.
[*] Fixed being able to get locked-for-this-run gear items, which included anything used in a non-permanent craft, from event shops.
>>> There was previously nothing that met this criteria, but affected the magic alembic post-rework.
[*] Fixed scrolls not being available for buy-back once sold.
[*] The following items have different costs to start with than normal:
>>> Adept: 500 (usually not available for purchase)
>>> Rainbow shirt: 0 (Usually 42)
>>> Rainbow robe: 0 (Usually 42)[/list]
[h2]Status effects:[/h2]
[list][*] Added a visible status icon that explains the dying rules.
[*] Added an effect to the dying status that makes it so that spell effects give you fewer tiles based on how long you've been dying.
>>> This only affects tiles produced by the profane book and vowel movement spells; spells that give tiles as a core effect, not additional effects from things like staves and gauntlets.
>>> This is to prevent tile-spell feedback loops from making it impossible for you to die, while still allowing said loops.
[*] Ending combat with both regen and bleed now gives less health based on the number of turns you would have bled for. You still don't lose life for that bleed.
[*] The unused 'regen weak' status now causes regen to make you lose health instead.
[*] Damage estimations for burn now take into account tiles that are about to be removed because they're in the word.
[*] Fire spells, and the unused 'burn attack' effect, now add burn equal to the word length, rather than score, and no longer replaces in the case of burn attack.
[*] Fixed toxin weak only showing on the estimate and not actually applying during the damage tick.
[*] The 'toxin attack' effect now adds toxin equal to the word length to the attack, rather than replacing the whole attack with toxin.
>>> This affects the sacrificial dagger and poison.
[*] The exsanguinating dagger now makes all your attacks deal an additional bleed rather than being an activated ability that makes your attack deal bleed instead, and costs 126 instead of 75.
[*] Fixed status effect particles briefly persisting between combats.
[*] Fixed a potential rounding error with the damage halving of burning enemies.
[*] The status effect for tracking when you're eligible for the purpled heart necklace effect is now visible.
[*] Implemented regen and armour dependant armour for enemies.
[*] The icons for status decay now also include a clock graphic.
[*] Fixed a typo in the tooltip for enemy status decay.
[*] The word bonus status effects have been renamed to 'word multiplier', to support less than 1 multipliers.
[*] The icons for word multiplier statuses now also include a book graphic.
[*] Added a fire word multiplier status.
[*] Added a profane word multiplier status.
[*] Added a 'well rested' status effect.[/list]
[h2]Excess damage:[/h2]
[list][*] You now need 'well rested' to heal from excess damage, which decays when by 1 each time you do.
[*] The curse of greed now gives you the same amount of gold as you'd have gotten health from the overkill, instead of double.
[*] Overkill on chests now gives you gold equal to the overkill rather than healing you.[/list]
[h2]Pre-combat:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/08c7621da05d87e5c00fa49c3539d12cd260d077.jpg[/img]
[list][*] Fixed the title of Þe healing light challenge not rendering the thorn.
[*] The headings 'more' and 'less' are no longer shown if the numbers are equal.
[*] The consumables UI no longer overextends if the previous time it was displayed was half behind the stats UI.
[*] The background is now a bit less blurry.
[*] Enemies displayed are now animated, including visually apparent status effects, notably being naturally on fire.
[*] Changed 'Adventure' button to say 'Start'.[/list]
[h2]Combat:[/h2]
[list][*] Combat level can now exceed 9.
[*] Fixed the full random arcade challenge not correctly randomising enemy set.
[*] If there are effects that trigger at the end of combat, it holds for a moment after pressing finish so you can see them play out.
[*] Fixed fire spells not being able to heal off of overkill.
[*] When you submit a word it now shows you the definition in place of the word averages until you select a new tile or interact with the stats bar in a way that wouldn't show more of the definition.
[*] Fixed row-restricted unselectable wildcards, such as those in the top row as the halfling, being selectable with keyboard input.
[*] Added the option to warn if you're about to commit your first murder.
[*] Fixed damage estimations for player attacks that would deal 0 base damage not showing the status components.
[*] The character information display now shows the total damage for the player, and the spell tiles you'll get, the same way it does for enemies.
[*] Damage representations on the character information displays now cap out at 10 before swapping to a number representation.
[*] Fixed mouse-release on the word board clearing to that point even if you didn't even initially mouse press on it.
[*] You can now drag-rearrange consumables mid-combat, and letters in words.
[*] The tile hover effect is now faster.
[*] Tile overlay layers now respect the drawn alpha of the tile. One result of this is burning selected tiles are now more readable.
[*] Fixed a minor issue where enemy health bars will be out of position for the first frame.
[*] Added an additional visual effect when items are activated and when certain effects trigger.
[*] The 'finish' button during arcade challenges now says 'give up' if you have 0 health and have more enemies to defeat, and 'eulogise' if you're dead.
[*] Attack effects now use the player character skin colour instead of white, if defined.
[*] Fixed loading a mid-combat save while on 0 health not having the player avatar be in the 'injured' state.
[*] Fixed player avatars getting stuck in the 'injured' state even after health was recovered.
[*] Fixed enemies and the player not randomly taunting.
[*] On completing combat at a shrine now puts you directly into the shrine minigame rather than the map.
[*] Passives are now visually represented when visiting a shrine without going there right from combat.[/list]
[h2]Enemies:[/h2]
[list][*] Immobile enemies can no longer run away.
[*] Enemies doing fire attacks now use the fireball effect from the book of fire.
[*] Enemy adventurers can now randomly wear a duck hat. Bosses are more likely.
[*] Enemies that'd run away when not on full life can no longer spawn as bosses if fleeing doesn't count for area completion.
>>> There are currently none, but the statuses are implemented. This was already true for enemies that run on less than half specifically.
[*] Using the free refresh from the heavy tile bag in front of an immobile enemy such as a chest gives you refresh fatigue preventing further refresh until either they die, run away (if they somehow become no longer-immobile), any enemy attacks you, or you make it to a wait phase.
[*] Fixed a case of enemies at the anomaly being dead on arrival and triggering the ability to escape combat seemingly at random.
[*] Enemy demonkin are now immune to words from the profane book.
[*] Enemy cultists are now 30% resistant to words from the profane book.
[*] Enemy paladins now have a 30% weakness to words from the profane book.
[*] Enemy priests now have a 50% weakness to words from the profane book.
[*] Bosses and mini-bosses now have fancier health bars, and are briefly displayed centre screen, which hides the tile board.
[*] Lava slimes are no longer shaded like normal slimes, and emit more flame particles.
[*] Fixed all potion slimes in a single session being the same colour.
[*] Added an attack animation for giant spiders.
[*] Improved the status effect graphics for spiders.
[*] Spiders now have colour variations, and have 1 of 4 different colour schemes based on the location seed.[/list]
[h2]New enemies:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/798d3e17307cc52ab9b69feee33ebf001e954d5d.gif[/img]
[list][*] Alot (animated but currently unused)
[*] Fire elemental
[*] Hulking fire elemental
[*] Medium spider
[*] Spider nest[/list]
[h2]Tiles:[/h2]
[list][*] Exclamation mark and bomb tiles that get converted into wildcards now always maintain their original material.
[*] Gilding tiles now has a visual effect.
[*] Bomb tiles that are in the process of exploding now flash faster than others.
[*] Random tiles now have a 20% chance to care about the tile boards' vowel:consonant ratio, and try to balance it.
[*] Fixed tiles with non-standard materials not getting bonuses from borders.
[*] Non-number bomb tiles produced by effects like the ruby and the lactose dependency now behave like bombs when exploded by something else.[/list]
[h2]Almanacs:[/h2]
[img]{STEAM_CLAN_IMAGE}/44518885/69e5b72090a349c08ea4931c95d9d85825e7495b.jpg[/img]
[list][*] The almanac pages with spoilers now have orange tinted buttons.
[*] Added a one-time tutorial message when entering the almanac explaining that the orange ones are spoilery.
[*] Added discord and patreon links to the almanac.
[*] The dictionary page now lists which effect dictionaries the word exists in, along with some effects it counts for.
[*] Titles on the item almanac that were too long and would line wrap now shrink to fit.
[*] Item entries on the almanac now list if they're marked for automatically moving to the end of the inventory.
[*] Added a basic bestiary.
[*] The sprite test screen now has a button to show status effects, and the origin button now shows the axis planes instead.
[*] Shrunk the height of the stance and layer buttons on the sprite test screen.[/list]
[h2]Tooltips:[/h2]
[list][*] Fixed tooltip race conditions where a tooltip is defined the same frame as a different one is cleared, resulting in the new being cleared.
[*] Fixed the tooltip names of thorns and acid armour being inverted.
[*] Fixed the crafting screen supressing all of the button tooltips on that screen.
[*] Fixed score reliant tile tooltips crashing if you've not gone into combat, and relying on information at time of last combat otherwise.
[*] Fixed the tooltip hitbox on character info (health/attack/status) being offset by the height of the 'health:'/name heading even if it wasn't being shown.
[*] Fixed the tooltip of 0-scoring wildcards that aren't default having the tooltip of non-0-scoring wildcards.
[*] Fixed tooltips and achievement notifications being drawn 5 times and processing 5 times faster on the arcade screen.
[*] Fixed the on screen keyboard in combat removing the achievement notification layer, and duplicating the tooltips layer. This also made the tooltips faster each time.
[/list]
[h2]Stats:[/h2]
[list][*] Added all-time stats.
[*] Combat stats now track the combat settings, like the level.
[*] Finishing an arcade challenge on 0 health no longer implies you failed in a stats description, and now has a unique message for that situation.
[*] Fixed a stats crash if a player entry had between 1 and 4 words in it.
[*] Fixed the player stats entry longest words checking the length of the best word of the same index when deciding which font to render as. (Only mattered in cases with words longer than 16 letters.)
[*] Removed 'total tiles' from combat stats. It was wrong in the case of ligatures anyway.[/list]
Remaining patch notes (New achievements, words and definitions [url=https://the-balthazar.itch.io/sternly-worded-adventures/devlog/787820/v40-worlds-within]available on itch[/url])
https://store.steampowered.com/app/2562130/Sternly_Worded_Adventures/