Patch Notes: Spawned dungeons stay off the shore
Fixes
- Spawned dungeons (normal and Elite) no longer appear on beaches or out in the sea. Before, a dungeon could stand on a square of sand jutting into the water off a coast.
- A spawned dungeon now only appears where its ground is dry land, above the beach line. Coastal land well above the water still gets dungeons.
- The Overworld no longer marks a far spawned dungeon at the water's edge that was never really there.
Notes
- Every player still sees the same dungeons in the same places. Pixels that used to hold a shoreline spawn are now empty land (or sea) for everyone.
- Offline play is unaffected (spawned dungeons are online only).
Patch Notes: Armour at a glance, the map's key, and roads in first person
Your pack (enhanced interface)
- Your armour at a glance. Each body part's armour shows on its panel of the worn map, the same numbers the classic paper doll shows. At the figure's head, one Armour figure: the armour a blow meets on average, with each part weighed by how often blows land there. Hover it for the weights.
- Compare before you wear. Hover over or click a piece in your pack and its card says what it would replace. It then shows the piece's damage against the weapon it replaces, the overall figure, and each body part it changes, now → after, with the difference in green (better) or red (worse). What the card says is what wearing it does.
- An unidentified piece keeps its enchantments to itself until it is identified.
The map (enhanced interface)
- The map has a key. At the lower left of The Bay are the classic map's four filters: Dungeons, Temples, Homes and Towns. Click one to hide or show those places. The classic map uses the same switches, and your save keeps them. Beside each is the mark of every kind of place it covers.
- Places wear their classic colours, inked into the parchment: dungeons orange, graveyards red, and the rest as the classic map dots them. Keeps and ruins share the dungeon's orange, so they are never mistaken for a graveyard.
- Zoomed all the way out, the map still shows cities only, and the key greys out the rest.
Travel
- First-person journeys can follow the roads. Travel Options' tile in the Features menu has a new switch, First Person Travel Follows Roads (off to start). With it and First Person Travel both on, a journey you pick on the travel map takes the Overworld's route, onto the road and round the mountains, walked in first person.
- A place the roads cannot reach is refused, with the reason, instead of being walked to in a straight line.
Shops
- A book split off a stack stays that book. Putting some of a stack of books on the counter no longer shows another title, and a split book sells for its own price. Potions keep their recipe when split, and conjured arrows keep their time limit.
- Taking something back off the counter puts it back on its stack instead of in a row of its own.
- Online, a better haggler is never paid less. A shop still pays at most half of what it would sell the piece for, but the half is now taken from what it would ask its best customer. Raising Mercantile or Personality can no longer lower a sale. At most shops every character is now offered the same price, a little less than most were offered before.
Water
- Water walking no longer drops you out of the world. Swimming or water walking into a flooded doorway, or under a low beam, stops you instead of lifting you up through the ceiling.
What's Changed
- FIELD BUGS 2026-09-29c: books, water walking, Mercantile; roads in first person, armour at a glance, the map's key by @Lattymoy in #439
- SPAWN-SHORE: spawned dungeons stand only on dry ground, never the sea's edge by @Lattymoy in #441
Full Changelog: app-v0.1.4768...app-v0.1.4788