Item Supply, Click-to-Travel, and a Rules Version That Moved Three Times
· playtest, combat, items, ui
Three separate RulesVersion bumps landed this week, one new movement feature, and a long tail of UI fixes. If you're certifying runs, anything recorded against last week's build (RulesVersion 145) will not replay clean against this one — that's expected, not a bug.
Priority this week
RulesVersion moved 145 → 148 across three separate fixes, click-to-travel is a brand-new interaction surface, and Resume the Descent now has a hard build check. These are the four things most likely to hide a regression.
- Weapon/item supply pass (GH #472, RulesVersion 148) — descend through depths 2–7 on a couple of fresh seeds and check whether you're finding depth-appropriate weapons by depth 5–6, not still carrying your starting gear.
- The wendigo trim (GH #471, RulesVersion 147) — find a wendigo (any pack-spawn depth) and trade melee blows with it; its HP should now go down over the fight, not hold steady or climb.
- Spear and war spear pierce (GH #456, RulesVersion 146) — line up two enemies at your weapon's exact maximum reach and confirm the pierce hit does NOT carry through to a third tile; it should still pierce normally at shorter range.
- Click-to-travel (GH #457) — left-click tiles across a cleared floor, including through closed doors and around corners; confirm it refuses to route through unexplored fog and cancels instantly the moment anything hostile comes into view.
- Resume the Descent build gate (GH #458) — suspend a run, then try resuming it from a different build (last week's zip, if you kept it) and confirm it refuses instead of silently loading.
Fixed
Wendigo out-healing your damage (GH #471). Wendigo stacks Frenzy, Lifedrain, and Pack together — no other body in the game, bosses included, carries all three. That combination made its Lifedrain drain more than a straight melee trade could out-damage, so a reported run showed its HP climbing mid-fight. lifedrainPermille 500→300 and frenzyDamagePermille 1500→1300; its speed-up-when-wounded, faster-in-a-pack identity is otherwise untouched. RulesVersion 147. Test: melee a wendigo one-on-one for several rounds. Watch for: its HP total should trend down over the fight, not flat or rising.
Spear/war spear pierce overreach (GH #456). A reported spear hit was landing on two AND three tiles at once. The pierce block never checked the weapon's own reach, so every reach-pierce weapon's real footprint was one tile past what it should be — a spear (reach 2) was piercing to a 3rd tile, a war spear (reach 3) to a 4th, which is meant to be the war spear's own upgrade over the spear, not something the spear does for free. Pierce is now capped at the weapon's declared reach; a legitimate pierce also narrates as its own line now instead of reading like a duplicate hit. RulesVersion 146. Test: strike at your weapon's exact max reach with two enemies lined up behind each other. Watch for: the pierce should stop at your reach limit; striking from a shorter distance should still pierce as before.
Facing lagging or snapping ahead of the beat (GH #469). On Measured or Deliberate combat pacing, an enemy due to act later in the round could spin to face you instantly on your keypress instead of waiting for its own turn, then stand still, then glide into position. Facing now rides the same beat clock as the rest of the round. Test: fight on Measured or Deliberate pacing with multiple enemies visible. Watch for: an enemy should hold its old facing and position until its own beat, not snap early.
Settings checkboxes invisible, memory wipe unclear (GH #430). Checkboxes drew as a long flat bar with no visible check state; the memory-wipe confirm button didn't read as armed. Checkboxes are now a proper bordered box with a visible mark, and the wipe button spells out "Click again to wipe — this cannot be undone" while armed. Test: open Settings, toggle any checkbox, and start (don't finish) a memory wipe. Watch for: the checkbox should visibly show checked/unchecked, and the armed wipe state should be unambiguous.
End-screen submission text clipped (GH #466). On all three endings and the death screen, the Hall of Fame ranking line and the "no ranking without a challenge" note could cut off mid-glyph. Both are now measured before layout instead of assumed to fit a fixed height. Test: reach any ending or die on a normal (non-challenge) run and look at the submission column. Watch for: both lines should render in full, uncut.
Merchant/trainer panel bottom clipping and stray scrollbar (GH #459). A fully-stocked Merchant (Buy+Sell+Mend all populated) could clip its own bottom row and the "Step away to leave" footer, and grow an unwanted horizontal scrollbar. Test: find a Merchant with a full inventory and scroll through every row. Watch for: no horizontal scrollbar, every row and the footer fully visible.
Boss banner and fragment card too small on a big window (GH #453). Both ink-art modal cards were a fixed 560px column regardless of window size, so at 1080p they read as small floating cards. They now scale toward the window instead of staying pinned to a floor size. Test: trigger a boss encounter or read a memory fragment at a large window size. Watch for: the card should fill a proportional share of the screen, not sit small in a sea of dimmed map.
Death screen leaderboard line could clip off-screen. A long run summary (many builds/bosses listed) could push the leaderboard submit button and ranking line past the bottom of the screen. The screen now measures its full stack before drawing and pulls the anchor up if it would overflow. Test: die with a long item/ability list. Watch for: the submit button and ranking line should always be visible.
Added / changed
Item supply pass (GH #472). The headline change. A floor-7 balance review found the median run reached depth 7 still carrying a starting-tier weapon, because weapons rolled uniformly across every unlocked tier instead of favoring the current depth (armor already had this bias; weapons never did). Four changes together: weapons now weight toward your current depth the same way armor does; item/chest/potion supply dials are all higher (chests especially at d4–d6); every healing potion now heals to full instead of a random partial amount; and the Chirurgeon's Band trades its old potion-boost for extra HP on every rest instead. Enemy density and Mood pacing are untouched by design — this is a supply fix, not a difficulty fix. RulesVersion 148. Test: run several fresh seeds to depth 6–7 and track what weapons you're finding and when. Watch for: you should be seeing depth-appropriate weapons well before depth 7, and healing potions should always restore to full.
Click-to-travel (GH #457). With nothing armed, left-click any tile you've already mapped and the hero walks there automatically — opening doors on the way, one move per tick. It only ever crosses explored ground, refuses to start (and stops mid-walk) the instant anything hostile is in sight, and cancels on any other player input or interruption. The run log records it as ordinary moves, so it's presentation sugar, not a new engine capability. Test: clear a floor, zoom out, and click a far corner; also try clicking an unexplored or wall tile. Watch for: it should refuse cleanly on unmapped/wall targets, and stop the instant something hostile appears — never walk you into a fight blind.
Resume the Descent gated to the build that made it (GH #458). Suspend/resume already required a matching RulesVersion and ContentHash; it now also checks a real per-build identity and refuses to resume a suspended run on a different build outright. Test: suspend a run, then try resuming from a different build if you have one handy (or just confirm the option behaves correctly on the same build). Watch for: resuming from a mismatched build should fail closed with a clear message, never silently load.
Event log L-toggle and wider zoom-out cap (GH #460). The always-on bottom log strip could block the southernmost rooms of the map even at full zoom-out. Press L to show/hide the log (persisted in Settings), and the zoom-out cap now accounts for the log's screen space while it's visible. Test: zoom all the way out near the bottom of a floor, then toggle the log with L. Watch for: the log should hide/show cleanly, and zooming out with the log open should no longer hide rooms behind it.
Story-screen art without a frame (GH #452), name-entry wordmark (GH #465), name/seed row reorg (GH #429). Name entry, the death screen, and all three endings now sit on ink art that fades into the background at the edges instead of ending inside a hard iron frame; name entry carries the game's own wordmark; and the Name/Seed rows on that screen are reorganized with a Generate New Seed button and better caret contrast. Presentation only, no gameplay effect. Test: look at name entry and any ending screen. Watch for: text should stay fully legible over the art in both cases; nothing here should feel functionally different.
Also landed
Shop-row labels no longer inherit unwanted word-wrap (GH #462, a defensive fix — the originally reported illegible price couldn't be reproduced against current next, so this closes the remaining latent gap); the tarnished-iron border on text fields (name entry, Settings sliders) is brighter and more legible (GH #455); the in-game and storefront Discord invite no longer expires (GH #442).
Found something? Esc → Report a Bug/Feature, same as always.