Alpha Testing Notes
5.3.2
Build 16
Notes posted
What’s New Since Build 15
Oddwater’s dice have visited a forge, a forest, and a very expensive jeweler. The roads have been tidied while they were away.
Highlights
- Three Special Sets join the roll: Wood Burn, rough Pewter, and glossy Peridot now dress both native d20s and d6s. On each special 3D d20, the Oddwater eye means 20—classic dice keep their numbered faces.
- Dice get room to roam: choose 75%, 100%, 125%, or 150% Dice Size, and optionally let combat and ordinary-challenge dice land freely across the game display. Moonbones and bonus chests keep their proper tables.
- Dawn Stones see more clearly: ten illustrated parchment visions, separate reading and answer pages, fresh hint art, and kinder-to-read feedback deepen the Forsaken Woods’ cycle of returns.
- Old roads wear new paint: Forsaken Woods groups, packs, crest, pool scene, grounded props, combat reward art, and three owner-updated backgrounds bring more life to the journey.
- The Company has learned a few practical lessons: controller triggers inspect allies, text holds a readable shape, Backstab respects a natural 1, Shield Wall holds for two enemy cycles, and the Guild handles every level-up.
Availability
These notes are posted for the selected Build 16 source; they do not announce an app release. The source is ready for Athena, but no native Apple Build 16, physical-device pass, upload, or TestFlight availability has been established. Product version remains 5.3.2; only the iOS counter advances to 16.
Special Sets, Dice Size, and Free Dice
Wood Burn brings grain and burned markings; Pewter brings a rough cast surface, dark recessed pits, and deeper shading; Peridot brings a mottled green body, white markings, and bright face-and-edge reflections. Each Special Set replaces the native d20’s 20 face with the Oddwater eye, but the eye is still simply a natural 20. Existing themes and saved selections remain available.
Dice Size is now saved at 75%, 100%, 125%, or 150% for both native and classic dice. Free Dice is a saved optional setting for combat and ordinary challenges: dice can roll and settle across the game display while staying inside its edges. Dedicated Moonbones, chest, and embedded-game dice always remain in their own positions. Theme or size changes, rerolls, skips, pauses, overlays, and restored outcomes all retain the committed result and its once-only effects.
Normal pace, settlement-before-feedback, d20/d6 mapping, skip-once behavior, and the saved 3D Dice OFF fallback are unchanged. The Special Sets are visual finishes, not new dice rules, a physics system, or a new runtime package.
Forsaken Woods and Dawn Stones
Old Road, Briar Crossing, Mossy Glade, and Fallen Bridge now show their actual compact enemy groups. Required Confront fights cannot be walked through, but defeated groups disappear normally. Briar Crossing has a new abandoned traveling pack, Forsaken Watchtower has a large royal dawn crest, and Mossy Glade gains a dedicated pool-reflection scene. The campfire, travelers, crest, and sealed door sit more naturally against the ground.
All ten Dawn Stones vision paintings now appear as ragged-edged parchment with a centered anecdote and the heading “A vision forms in the Dawn Stones”. The reading, answer, retry, reward, and save flow is unchanged; clear thematic messages replace red-or-green glow feedback. The Broken Cart chest can be passed or closed without opening, while returning later and legacy paid receipts remain safe.
More adventure artwork and reward scenes
- Heart of the Forest gives the spared-cub mercy and +20% XP message full bold emphasis, while its torn heart-root is larger but still grounded.
- In Burning City, the first unrecruited Kobol meeting blocks travel until Talk; Skip still completes the recruitment, and recruited Kobol does not return. Blacwin’s Pack now opens to show its letter.
- Owner-updated Briar Crossing, Forsaken Watchtower, and Town Hall Square backgrounds are included unchanged. Combat reward pages consistently use the encounter’s first authored creature; Arena rewards keep their venue behind the first opponent.
Combat, items, and advancement
- Xov’s Backstab now misses on a natural 1 with normal critical-miss consequences. Natural 2–20 still bypass armor, and natural 15–20 still gives maximum damage-die behavior.
- Thoradin’s Shield Wall now lasts two completed enemy cycles. Recasting refreshes without stacking, saved cycles persist, and older active walls preserve their original remaining duration.
- Missed strikes display MISS without target hit, elemental, skill, or swoop effects. Hit sounds wait for the dice result and play only on hits; critical-miss consequences remain separate.
- Angel Feather joins the shop and chest pool. It costs 60 base gold before discounts, holds up to 10, and revives one fallen active ally in combat for d6+3 HP—spending one item and one action, with no mana cost. Healing amplification does not change it.
- Every level-up, including level 2, is now chosen at the Guild and costs 60 times the current level in XP. Existing levels and XP are preserved; fresh early-game balance needs testing.
Reading, controllers, and polish
Role-based typography keeps body copy, labels, headings, and display messages within readable bounds instead of growing wild on ultrawide screens. Compact cards retain complete resource rows, long reading pages scroll at a readable minimum, and combat history measures real glyph height while retaining its reading position.
On a controller, LT/RT cycles friendly combat targets without spending an action, including fallen allies for revival; LB/RB keeps enemy and menu behavior. Character Sheet triggers cycle inspected heroes without changing combat targets. Modal, held-input, and startup controller gates are tighter. The acting hero’s blue-white ground ring is brighter, map names use cleaner warm-white lettering, cursor filtering improves UHD downscaling, and lobby textures preserve more of their supplied wide/tablet resolution.
Compatibility and status
Existing campaigns, artwork references, theme IDs, adventure progress, paid receipts, and dice preferences are preserved. No save wipe or new completed adventure is intended. Moonbones remains unlimited for this internal testing cycle; its production target remains three wins. Black Tundra remains a development preview, and tvOS remains local development only with its existing purgeable-cache save warning.
What We’d Love You to Test
- Roll every Special Set: try Wood Burn, Pewter, and Peridot on d20 and d6 at all four sizes. Verify the special d20 eye means 20, classic dice remain numbered, settings survive restart, and small markings, bright edges, shadows, and safe areas stay readable.
- Let Free Dice loose: use it in combat and ordinary challenges, then skip, pause, resize, restore, and reopen overlays. Results and rewards must stay once-only. Moonbones, bonus chests, and the Little Die reroll must remain on their dedicated tables.
- Walk the polished adventures: inspect Woods groups and Confront, packs, crest, pool scene, grounded props, Broken Cart behavior, all Dawn Stones paintings, creature reward art, Heart’s mercy/root, Burning City’s Kobol Talk/Skip, and Blacwin’s letter pack.
- Exercise combat and progression: look for a natural-1 Backstab miss, two-cycle Shield Wall through save/load, MISS-only target feedback, delayed hit sounds, brighter turn ring, Angel Feather purchase/revival rules, and Guild-paid level 2. Please report early-game difficulty.
- Check reading, controls, saves, and performance: test phone/tablet text, history, menus, labels, controller trigger cycling, modal return, lobby clarity, launch/resume, quick/manual saves, interrupted rolls, and repeated combat. Include device model, OS version, build, location, party, difficulty, dice settings, and reproduction steps; screenshots or short recordings help.
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