Patch Notes: Out of the pit, and quieter at the helm
Climbing
- Tall dungeon walls can be climbed again. Dungeon walls are built from stacked sections. Where the section above sticks out a little, such as the edge of a doorway or a pillar, your climb used to stop about 1.4 m up, under it. That's how a "two blocks" wall left you stuck in a pit. Now you shift along the wall past it, up to about half a metre, and keep climbing.
- Low Climbing skill gets you off the ground. Some large dungeon walls stopped a climber with low Climbing skill right at the floor. You now climb them at your normal pace.
- No more falling off at gaps in a wall. Some dungeon walls have a thin gap between two sections. The climb used to treat the gap as a ledge, grab it, then let go and drop you to the floor, again and again. It now climbs straight past it.
- Climbing past a step in a wall. Where the upper part of a wall sits a little further back than the lower part, you used to stop at the step, or grab it and fall off. Now you climb past it and carry on to the top. Climbing back down, you stop on the wall above the step, as you do above a window sill.
- Climbing in a corner. In a narrow shaft you can end up on the side wall instead of the one you're facing. When the wall you're turned towards has a top within reach, you now climb onto it, instead of carrying on up the side wall.
- Climbing down from just over a step or a recess in a wall no longer freezes you or makes you let go. You climb down to the floor.
- No more letting go near a sloping top. Where a wall's top leans back at a corner, you could let go and fall from high up. You now hold on.
- Turning your view while you climb no longer pulls you sideways onto a crate, a low wall or a fence beside the wall.
- Checked across 25 dungeons, including Ruins of Old Carololda's Farm, with a fully skilled climber: every wall the old climbing could get you over, the new climbing gets you over too. The exceptions are slopes steeper than 50° and a ledge with no room to land right behind it. You can't climb onto those, but you can always get down: press Jump to push off, Back to climb down, or Crouch to let go. Your grip still limits how high you can climb: with little Climbing skill and low Fatigue, you can run out before the top of a tall wall.
Travel
- Enemies near you end a hunt. When you're offered a hunt on the road ("You spot a set of animal tracks..."), an enemy that comes near (or a duel opponent) now closes the offer, or ends the search if you've already started, so you can turn and fight. Nothing is searched and no time passes. The result page itself stays until you close it, so close it quickly if an enemy is coming.
- No ambush while you read the result. The time a hunt takes now passes when you close the result, not while it's on screen. Before, a wandering enemy could appear and walk up while you were still reading.
- A hunt is no longer offered while an enemy nearby is still on its way in.
- Loading a save with a hunt open no longer charges the loaded game the hunt's time or puts its animal there.
Ships
- No fishing prompt at the helm. At sea, the "Open Water / Cast the net" prompt sat in the middle of the screen while you steered, and got in the way when you aimed the bow guns. It no longer appears while you're at the helm, aiming the guns or boarding. You can still fish from a deck you're standing on.
- The ship's sound no longer cuts out. Taking the helm and getting under way, or slowing down, used to restart the boat's sound from the beginning, so it cut out. The sound now carries on smoothly as you speed up and slow down.
- No more silent boats. With more than one boat nearby, one could be left silent until it started moving. Every boat can be heard now.
What's Changed
- FIELD BUGS 2026-10-02 part two: the dungeon climb, the hunt under foes, the net at the helm, the boat's loop; and its audit by @Lattymoy in #522
Full Changelog: app-v0.1.5451...app-v0.1.5461