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Alpha Testing Notes

5.2

Build 12

Notes posted

What’s New Since Build 11

Every road needs a little more room to breathe—especially when it is viewed through a phone-sized window.

Highlights

  • The road now fits in your pocket: a broad phone and tablet presentation pass gives combat, Town, dialogue, saves, and controls room to breathe without abandoning desktop travelers.
  • Maps have traded their old signposts for stones: clear Question, X, Plus, Check, and Here markers make the state of each road easier to read.
  • The Company can finally shuffle its boots: reorder active heroes from the Guild with direct Move Up and Down controls.
  • Combat keeps a steadier ledger: cleaner badges, three readable history rows, natural-roll flourishes, resistance labels, and reward totals frozen into victory reports.
  • Oddwater’s lights are on: refreshed lobby art and ambience bring bats, stone eyes, and Juniper’s staff into better view.

Build Status

Build 12 is deployed. These notes cover the completed Build 12 update since Build 11. All four adventures remain available under their existing unlock rules; no fifth adventure is included.

Adventure Library, Maps, and Exploration

  • Choose Your Adventure supports touch swipes and mouse drags with smooth book transitions; paging remains bounded and drags do not open a preview.
  • The bookshelf now favors the most recently launched or resumed unfinished expedition for its default page and soft-blue rear glow. Other unfinished books keep their own IN PROGRESS markers.
  • Maps use clear icon states for unrevealed, blocked, unlocked, completed, and current locations. Locked destinations cannot be selected or previewed, while the current location keeps Travel visible but disabled.
  • Destination panels are roomier and clearer, with larger thumbnails and better map use of the safe middle column. Difficulty moves into the breadcrumb for non-Basic runs.
  • Several exploration props, encounters, dialogues, and character placements have been refined, including Heart and dungeon encounters, Juniper’s recruitment, and City scenery.

Company, Town, and Controls

  • The Guild Company page adds compact Move Up and Down controls for the selected active hero. Reordering saves immediately and preserves hero state and Initiative.
  • The Eye toolbar icon now toggles the latest combat report open and closed; Escape, Back, and controller Back close it without a Continue step.
  • Conversation text fits more generously where space allows while remaining stable during a conversation. Challenge layouts, launch preparation, contextual help, and Character Sheet details receive clearer spacing and labels.
  • Artwork inspection is available for combat enemy frames and Character Sheet portraits through the existing inspect gestures, with safe input return and no change to combat state.

Combat and Rewards

  • Heroes and monsters use pale-stone status badges, with up to two visible effects ordered by remaining duration. Combat history always displays three stationary, readable rows.
  • Natural 1 and 20 flourishes gain matching outlined d20 silhouettes. Resistance-halved damage now says (resists) where appropriate.
  • Attack kinds now distinguish melee and ranged contact more explicitly, so contact retaliation follows the intended rules. Dread Bell uses its named artwork consistently.
  • Victory reports freeze the rewards actually granted to surviving heroes—gold, provisions, XP, consumables, and artifacts—without recalculating or paying anything again.
  • Chest bonus receipts share one stable layout across rolling, reveal, settlement, and restored saves. Challenge and trap receipts name each affected hero’s actual committed losses and conditions.

Phone, Tablet, and Lobby Presentation

  • Phone combat uses larger target portraits and a two-by-two action layout with existing icons beneath clear ink labels. Save previews, combat history, challenge receipts, and dialogue reflow for compact screens.
  • Text fitting now protects long save slots, Character Sheet rows, Blacksmith labels, combat status, and map controls across narrow through ultrawide layouts.
  • The lobby receives refreshed wide and tablet artwork, a staff-tip hand effect, a blue-white stone-eye pulse, and doubled bat passes—without changing gameplay, saves, or random outcomes.
  • Combat target viewers, scrolling cues, modal dismissal, bookshelf, chest, and mixed-input paths received additional verification and input-safety refinements.

Suggested Tester Focus

  • Try phone and tablet layouts in Town, combat, maps, dialogue, saves, the Guild, Character Sheet, and combat reports.
  • Resume an unfinished expedition, test book paging and map markers, then confirm locked and current destinations behave correctly.
  • Reorder active heroes, inspect portraits and enemy art, exercise spell/item targeting, chest receipts, challenge results, and report reward totals.
  • When reporting a problem, include device model/OS, installed build, adventure/location, party, difficulty, and whether it survives reload.