Fourth development diary, and this one is packed. Most of the work went into combat, which is now far more solid and fair, and there's a big change coming on top of it. Let's get to what changed.
A new interface is on the way
I hired a game designer to make the game's interface prettier and easier to use. The budget here is very tight, so we work with what we have, but I'm genuinely excited: soon I want to show you the game's new look, and I think you'll like it even more. The estimate is about two weeks to design it and one more to ship it.
Combat is now more solid and fair
Fixed: rolls are 100% server-side. Every die is now rolled on the server, and your browser only animates the result. No more tampering of any kind.
New: two-weapon fighting. A fighter wielding a weapon in each hand can now attack with the off-hand as a bonus action, exactly as the rule says. To make it work I reworked the quick action bar.
New: a new playable species, the Goliath (D&D 2024), with the Stone Giant Ancestry: a reaction that reduces the damage you take by 1d12, twice a day.
Fixed: damage cinematics. Every monster that gets hit now reacts, showing it took the blow.
New: a "dead" condition. Defeated monsters get a dead marker, so there's no confusion with the ones still standing.
Fixed: cleave. Before, with the middle monster dead, the damage would "wrap around" and hit the ones on the ends. Now cleave only hits whoever is truly next to the target.
New: critical failure. Rolling a critical failure now gives you disadvantage on your next attack.
New: informative popups. Leveled up, got a new journal entry? A notice pops up so you don't miss anything.
Fixed: a cleaner combat log, with better information.
Fixed: the round marker sits in the right place now, at the top of the round rather than before your turn.
Fixed: critical hits and misses no longer show the math in your face; they go straight to the result.
Fixed: Fate Point. You now revive exactly at the point in the round where you fell.
New: better initiative. An instinct bonus (+3) was added to the roll, and on a tie between you and a monster, you get priority.
Fixes the testers asked for
Fixed: the belt potion no longer adds passive damage on hit (the infamous "+7 fire" bug).
Fixed: no more ghost attacks; the action only confirms when you click the die.
Fixed: the exhaustion penalty (minus 2) now shows on the attack line.
Fixed: text details on the character sheet.
Fixed: a bug that happened with a full inventory.
Fixed: equipping with a full backpack no longer loses the displaced item.
Fixed: the inventory's organize button is more intuitive now.
Outside combat
Fixed: the Journal finally has a legible font in entries and notes.
Fixed: mobile. Many tweaks to improve the experience for phone players, with much more on the way, including an app.
Fixed: collapsible log. If you'd rather not read the log, you can now hide it completely.
In the adventure
New: Act I. New narrative bridges at the end of the "night" path, to tie that stretch of the journey together better.
Closing the diary
That was a lot, and every one of these steps only happens because people are following along closely. If you want to play and watch Mysteries & Perils grow, join the waitlist and stick around, the next diary won't be long.