Devlog #4: combat is now more solid, more fair, and more yours

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.

Badge for the fourth Mysteries & Perils development diary

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.

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