Patch Notes
Dev Updates & Changelog
Ashveil is built in the open. Every release is logged here with its version. We're in alpha: expect frequent changes, balancing passes and the occasional rough edge.
v0.1.12
Quality & comfort
Polish pass
- Fix Combat death no longer spoils itself: the top-bar health drains blow-by-blow with the fight (combat & Arena) instead of snapping to DEAD on entry; it only reads DEAD at 0 HP.
- Balance Over-levelled foes hit harder: the level-gap penalty was steepened, so an under-levelled hero can't grind out a win against a much higher foe (a +5 skull is now a real wall). At-level fights unchanged.
- New Faster travel: every inter-region journey is now under a minute (was up to 20).
- New More shop food: five premium-priced ready-meals (Baker's Bun → Gilded Banquet Box, 90–660 HP); cooking your own stays the smarter play.
- New Country flags: pick your home country in Settings and your flag flies by your name on your profile & hero card.
- Fix The Settings cog now fills its canvas and matches the other menu icons; Auto-eat's "None" label matches Auto-drink's style.
v0.1.11
Raids on the move
Feature pass
- New Raid assault cinematic: raids play out on an animated stage: your hero charges the rival's gate and trades blows under screen-shake until it breaches (win) or you're beaten back (loss). Skippable; instant under reduced-motion.
- New Defeat draws blood: losing a raid now costs 14–30% of your max HP (never lethal) on top of the wound lockout. A failed assault is a real setback.
- New Agility comes alive: the Agility screen shows your hero running and vaulting obstacles across a parallax grassland, sprinting while a course runs and easing to a jog between laps.
v0.1.10
Late-game crafting
Content pass
- New Grand enchanting tier: a third, apex enchant joins Minor and Major. Inscribe Grand Runes (Enchanting 70) and roll one of five build-defining affixes (of Cataclysm, of Immortality, of the Tempest, of Annihilation, of the Void) - the strongest in the game, each with heavy ability synergy.
- New Alchemy: three new top-end draughts: Supreme Mana Elixir (75), Voidtouched Elixir (100) and the Titan's Healing Potion (110, 700 HP).
- New Jewelcrafting: cut raw Voidstone into two apex sockets: Cut Voidstone of Ruin (offence) and of Warding (bulk).
- New Fletching & Smithing: the arrow ladder extends to Titanium and Star-Iron arrowheads & arrows for high-level archers.
- New Leatherworking: the Voidweave Cape (78), a legendary/mythic-rolling cape above Drakehide.
v0.1.9
Combat honesty & polish
Bug-fix pass
- Fix Fights start at your current health: combat, bosses, quests and the Arena begin at the HP shown in your top bar. The Arena no longer heals you to full when you bring no food.
- Fix Top-bar health animates with the fight (rises/falls blow-by-blow) instead of snapping to the result; 0 HP now reads DEAD.
- Fix Boss fights now show health changing - your top-bar HP falls with the fight and the boss has its own HP bar that whittles down (it was static).
- Fix Town tab icons (wall / watchtower / gatehouse) were rendering as solid squares - fixed on the Town and Raids tabs.
- Fix The Town XP bar now ticks in real time while you labour.
- Balance Archaeology finds are now rare: a dig still earns XP, but a fragment turns up only ~1 in 8 digs (was nearly every dig).
v0.1.8
Friends, familiars & rivals
Collection, FOMO & PvP
- New Menagerie / Pets: collect familiars that perch on your hero card and lend a small gather boon. Hatch a Mystery Egg (shard gacha, dupes refund half); a couple of legendaries are exclusive to events/bosses.
- New Limited-time events: a timed event (Voidtide, Emberfall, Aurora Night) hands out an exclusive pet/cosmetic you can only claim before the clock runs out, surfaced as a FOMO chip in the dock + a Daily-screen card.
- New Revenge: a "Raids on you" panel shows who beat you; one tap to raid back for bonus renown.
- New Weekly raid ladder: top raiders by wins + plunder this week, with your rank and a reset countdown.
v0.1.7
Keep coming back
Engagement pass
- New Daily login streak with milestone rewards at 3 / 7 / 14 / 30 / 60 / 100 days (the 100-day reward is the exclusive "the Devoted" title), plus a countdown-to-reset on the Daily screen.
- Change Offline cap raised to 24h (was 12h) - a sleep + workday no longer forfeits idle progress.
- New Juicier moments: rare drops, boss kills and raid wins flash a full-screen banner + screen-shake + fanfare (respects reduce-motion).
- New Urgent nudges in the dock - wounded/dead → Temple, capped stamina → go spend it.
v0.1.6
Hall of heroes
Hero cards & profiles
- New Hero cards: tap any name on a leaderboard (or your own profile) to see a player's public card: styled name, class · level · rank · region, a headline stat grid, feat badges, showcased achievements and their town fortress.
- New Showcase: pin up to 3 of your claimed achievements to your card.
- New Feat badges (Centurion, Slayer Lord, Boss-Bane, Fortified, Dread Raider, Completionist, Walked the Voidmaw…) and collection progress (titles / frames / tints / achievements owned-of-total) - new things to grind for and flaunt.
v0.1.5
All swagger
Wardrobe & Town polish
Wardrobe overhaul
- New Frames actually render: eight ornate profile borders (Iron, Thornward, Ossuary, Glacial, Gilded, Ember, Sovereign, Abyssal), the prestige ones animated, on your profile and every leaderboard.
- New Animated name tints: Ashfall, Spectral, Molten Gold, Astral, Voidlight and Aurora flow and shimmer.
- New Every piece has a unique icon and a live preview on your own name. New titles/frames/tints added; the first three titles repriced to a real early goal (12k–25k).
Town polish
- New Town Labour: an idle way to train Construction passively, even when you can't afford a build. Builds & labour now show in your activity tally.
- Fix A clear raid-defence breakdown unifies walls + Ramparts, and Town Defence was rebalanced so raids stay varied instead of flat-lining at the win-chance floor.
v0.1.4
Raise the walls
Town skill & raid rework
Construction is reborn as your Town: a build-it / defend-it skill that powers a reworked raid metagame.
- New Town skill: Construction moved into the Skills menu with its own XP bar. Build Defences (Palisade Wall, Watchtower, Gatehouse, Barracks) and Works (Workshop, Lodge, Training Hall); every build trains Construction, and the XP scales with the tier you raise.
- New Town Defence: your defence buildings add a rating that, with Ramparts and defensive companions, sets how hard you are to raid.
- Reworked Raids: scout a rival's walls before you strike (Wall Lv5 · Watchtower Lv3 · Town Defence), and every raid returns a building-aware battle report.
v0.1.3
A face for the realm
Branding, profile & tools
- New Official logo: the Cinzel Decorative "Ashveil" wordmark and a crowned-skull mark are now consistent across the homepage, the game top bar and the login screen, and the ember-gilded skull is the site/app icon.
- New Profile - equipment power: the Attributes page splits Combat Power into Base + Equipment, with a bar showing how much of your power comes from gear.
- New Staff console for admins - search players and grant gold / items / skill XP, set level, full-restore and moderate, plus an economy dashboard, live-ops controls and the integrity / reports queues.
v0.1.2
Quality pass
Polish & tuning
- Fix Mobile layout: the Skills and Combat pages refused to shrink below ~646px (a CSS grid blow-out held the main column at tablet width). They now reflow all the way down to phone screens.
- Fix Active-buff timers in the top bar now always count seconds - a 60-minute temple blessing read "1h 0m" and looked frozen; it now ticks "59m 59s…".
- Moved Spells out of Adventure into the Combat menu, beside Abilities.
- Fix Shop: removed the Chronos Hourglass, Phoenix Tear and Trail Rations from sale (and from daily deals). Any already owned still work and can be sold.
v0.1.1
Sharper Steel
Combat animation pass
The animated battle viewer now uses the full character animation set instead of one swing per fighter.
Combat viewer
- New Alternate attack animations: crits throw a heavier second swing; abilities and killing blows land a fighter's signature finisher (with a graceful fallback where the art doesn't exist).
- New Block poses - knights, templars, skeletons and orc-riders raise their guard when they turn a blow aside, instead of just flashing "Miss".
- New Heal channel pose for priests/clerics on a heal tick.
- New Four new fighter sprites - Armored Orc, Greatsword Skeleton, Lancer and Orc Rider: so warlords, risen footmen, war-band riders and void revenants no longer share a look with lesser foes.
v0.1.0
The Alpha
First public alpha
The first playable Ashveil - a complete dark-fantasy idle RPG loop, top to bottom. Highlights of what's in:
World & progression
- New Six regions (Embergate → the Voidmaw) with real travel, and content gated to where you stand.
- New 21 skills on a shared RuneScape-style XP curve to level 130; skilling also grows your character level and stats.
- New Character ranks (Novice → Eternal) shown on your profile, the leaderboards and at level-up.
Combat
- New Style triangle, slotted abilities through the level cap, dungeons, the Arena, and twelve regional bosses (two per region) with weakness / heal / enrage mechanics.
- New Skull difficulty: fighting far above your character level is genuinely brutal (+5 a wash, +11 near-hopeless).
Adventure & skilling
- New Timed quests with a self-narrating run - found loot, foreshadowed failure, and live HP loss when a run goes wrong.
- New Archaeology: dig regional sites for fragments, restore artifacts, and complete collections for permanent boons + lore.
- New Reworked spells: a tight mana economy with per-spell upgrades - plus temple blessings, both shown with live cooldowns in the top bar.
- New Standing Stones, seasonal ley-lines, rotating world events, Construction, an idle banner with a live XP bar, and a per-activity tally.
Meta
- New 37 achievements (early → late), per-skill & total-XP leaderboards, Orders (guilds), the Bazaar, and a season pass.
- New Installable PWA, offline-friendly, with a brand-new landing page and this wiki/changelog.
This is alpha - numbers will move as we balance. Found a bug or have feedback? It helps enormously: drop it in the
forum.