What's new
Recent versions of the game, newest first, with what each one added, improved and fixed.
Everyday life costs less, a new career pays close to ordinary work, and you can see what a season costs before you choose.
New
- Before you choose how to spend a season, you can now see the living cost, the Study fee and the price of a journey.
- Season results now say how much of your wealth went on living costs.
Improved
- Living now costs 22 a season instead of 30. Plain work pays 8 less to match, so a season of work leaves you as much as before, and every other season, whether you rest, study, train, socialize or explore, costs 8 less.
- Careers pay their way sooner. A new Merchant, Mage or Adventurer now earns close to what ordinary work pays, rather than much less, and each rank still raises the pay, though by a little less than before.
- Work is a little less stressful, so you need to rest less often.
Characters with the Wildbond gift may now take in a hound of their own and look after it for the rest of its days.
New
- A lean grey hound may follow a Wildbond character home. Take it in, give it a name, and choose whether to call it she or he.
- Your hound has a place on your dashboard, showing how well fed it is and how much it trusts you.
- Feed it each season for a few coins, or take it exploring, where it hunts for itself. If it goes hungry while you skip ahead through several seasons, the game stops so you can feed it. A hound left hungry for too long can die.
- Trust grows with the seasons you spend together. A neglected hound may wander off, and a hurt one can be tended back to health.
- A trusted hound can help when a neighbour's child goes missing, and once your Wildbond gift reaches master, Pack Call brings it to your side when wolves come to the fold.
- Hounds grow old. In time a grey muzzle shows, a last season comes, and your chronicle remembers your companion.
- You keep one hound at a time, and once it is gone another may find you.