Patch Notes
Every update to Aldmarrow, newest first. Dates are the day each build was made, or the day its files were saved where no build date was recorded. Tap a version to expand it.
Version 1.0.35 was a test build only. Its changes were released in 1.0.36.
Released updates
v1.0.38 Controller support, Runestone, map landmarks and new spell sounds
New and improved
- Soul Trap marks last until the monster dies instead of timing out. Leaving combat, retreating to safety or a boss reset clears the mark. Capture odds and shard rules are unchanged.
- Rune gear is renamed Runestone, with new black, brown and red inventory icons. Existing saves and items carry over.
- New inventory icons for the dragon gear sets. Equipped character art is unchanged.
- Holy and Dark Dragon gear gains 5 extra Constitution per piece, and their weapons roll +20 to +25 damage. Runestone and Void stay above them.
- Taverns and the Archdemon now get world map and minimap markers once discovered, alongside dungeon entrances. Unexplored secrets stay hidden.
- PC controller support: movement, targeting, combat, all 24 hotbar slots, inventory, menus, the world map and on-screen text entry. Defaults are in Help, Controls. Keyboard, mouse and touch still work.
- Recorded spell casts, impacts and boss spells replace generic dings, along with the stat, buff, loot and notification beeps. All original music is unchanged.
- Faster inventory refresh and map loading.
- An Updates panel for Windows builds, groundwork for downloading smaller updates in the future. Android keeps updating through the full APK.
- The in-game Help Guide covers controller controls, Soul Trap, Runestone, landmarks, audio and Updates.
Compatibility
- Saves carry over, and the Android update installs over the old app.
v1.0.37 Top-tier Dragon and Rune gear, set masteries, and side-by-side compare
New
- Dragon and Rune gear is now top tier. Frost and Fire Dragon weapons always roll +15 to +20 damage, and Rune weapons +20 to +30, so even the weakest roll beats the best crafted legendary. Dragon and Rune armor starts at legendary strength, and crafting can still add extra stats. Gear you already own is upgraded.
- Void weapons now add 4% of their damage as each of the seven elements (down from 20%), making them roughly 30% stronger than any other weapon at weapon skill 120 (about 11% at skill 100). Rune is the best armor set.
- Set masteries: wear a full set to keep its bonus on and learn its own ability for 100 AP. Elemental sets give +5% resist, dragon sets +7%, and the other sets +5 armor.
- Inspecting an item shows it side by side with what you have equipped, with gains in green and losses in red.
- Glacite can be socketed for Frost resistance and Bloodstone for Fire.
- All 16 soul shards have their own art and no longer look like gems.
- A first-time tutorial, a highlight on things you can Use (E), a clearer AP bar, and monster HP in the info popup.
- Bigger, shorter text across the game.
- The Lord of the Black Tower is much tougher: double HP, harder hits and stronger spells.
Fixed
- Carpets no longer draw over your character.
- A warning sign now stands at the Haunted Isle pier.
- Infused gems were removed. Any you have turn into gold.
- Saves from 1.0.36 load normally, and the Android update installs over the old app.
v1.0.36 Void weapons, a pier to the Haunted Isle, and the 1.0.35 changes
New
- A long plank pier runs from the Desert of Tombs' south coast to the Haunted Isle. The isle's spirits are level 40 to 52, so come prepared.
- Void weapons add 20% of their damage as each of the seven elements, each resisted separately. Against an ordinary monster that is +140% damage per hit. This replaces the old dark element and the Void Bolt proc.
- Infused gems are now weapon materials. Crafted Poison, Earth, Storm, Holy and Dark dragon weapons take one infused gem of their element instead of 3 bars. Fire and Ice weapons keep their bars.
- New Infused Void Gem for Void weapons, made at the jeweler from 1 Cut Voidstone and 8 Void Shards (Jewelcrafting 60).
- The Archdemon of the Rift drops 3 Void Tokens, enough for one full trade.
- Buff durations grow with Intelligence and the matching skill, up to 10x. Recasting refreshes the timer without stacking.
- Vendors have a quantity box and a Max button.
- New art for all eight dragon armor sets and the Rune set.
Mining and ore
- Mining levels faster, especially in the high skill range. Ore per swing is unchanged.
- Low-tier ore was phased out of high-level zones. No iron in the winter zones.
- The Tundra has fewer sapphire geodes and more emerald and ruby geodes.
- Cut Glacite needs Jewelcrafting 75, down from 80.
Armor sets
- Armor sets are defensive only: stats, armor, health, mana, light, regeneration and resistances.
- Completing a set permanently teaches its resistance: +5% for elemental sets, +10% for dragon sets, all seven elements for the Rune and Void sets.
- Set helms and chests take ore instead of infused gems.
Combat and companions
- Damage-over-time spells and soul-shard summons work instantly in combat.
- Priest companions cast Greater Heal and Heal All. Older saves no longer lose these spells.
- Companions level on their own.
- Soul shards are sold by a mage in every town, including new mages in Bogwater, Sandmere and Cinder Camp.
Fixed
- Yellow lines across monster sprites.
- Bushes drawn cut in half.
- Black blocks over dungeon floors and the player.
- The anvil has its own sound.
- Frostforged and Hellstone bars show up when searching "frost" or "fire bar" in the crafting window, and the Help guide explains them.
- Bow companions face the right way. Level-up notices appear only for real skill and stat gains, with a new chime.
Unchanged
- The 1.0.34 difficulty curve.
- Saves from 1.0.34 and 1.0.35 load normally, and the Android update installs over the old app.
v1.0.34 Difficulty curve hotfix
Balance
- Monster toughness now rises steadily with monster level and zone, so later areas are much tougher than the Starting Island (at the 1x difficulty setting). XP rewards are unchanged.
- The difficulty slider still scales everything on top of this curve.
- Existing saves load with no changes needed.
v1.0.33 Smooth landscapes and castle redesigns
World and art
- Smooth, curved transitions between water, forest, rock and road everywhere. Houses keep their blocky look.
- Mountain and cave wall tops show a short visible band with a soft fade before line of sight cuts off.
- Cliff faces smoothed, up to 8 tiles tall. The starting mountain outline was cleaned up.
- Bushes beside paths no longer block line of sight.
Places
- The Void boss arena was redesigned with a jagged ritual platform, bridges, pillars and violet lights. The Black Tower now has different layouts and elites on each floor.
- Hoarfrost Keep and Pyrehold have new, winding layouts with natural moats and paths.
- A crafting workshop now sits near the starting spawn, with the furnace outside.
- Three overworld secret rooms stay dark until you open them, with loot and monsters inside.
Crafting
- All enchanting tables were removed from Home and the seven towns.
v1.0.32 Stability fixes
Bug fixes
- Fixed the potion cooldown display on the hotbar.
- Fixed errors in the crafting window.
- Fixed loading of the smooth-edge terrain art.
v1.0.31 Enchanting removed, combat and companion fixes
Crafting
- Enchanting was removed. Enchanting scrolls are now junk. Socketing at the jeweler remains.
Companions
- Companions no longer automatically match your level.
- Priest companions heal earlier, put you first, and use Heal All or Greater Heal when they know them. Wenna starts with these spells, and Heal All is a new spell.
Quests and world
- Champion kill quests spawn the champion near you when the quest starts.
- Town guards stay at their posts instead of patrolling.
- Monsters summoned at altars are always champions.
Combat and balance
- The difficulty slider now goes from 0.1x to 10x, with a rebalanced curve.
- The spell cooldown overlay on the hotbar now matches the cast timer.
- Soul summons can be used in combat. The summon panel and glow were cleaned up.
Items and audio
- Unique and set items can no longer be duplicated in the bag.
- New, shorter bow sound.
v1.0.30 Animations, windows and combat timing
Art
- Walk and attack animations in every direction for 90 monsters.
- New Arcane Dust and Spider Legs icons. Sand meets water cleanly, cliff caps are rounded, and roof eaves are fixed.
- Real plank drawbridges at the four castles.
Interface
- Windows can be dragged by their title bar or frame with a mouse or touch. Positions are remembered, and the Esc menu has Reset windows.
Combat
- Most spells now have cast times. Damage-over-time spells, Blink and Curse of Weakness stay instant.
- Taking a big hit pushes back or restarts a cast. Moving still cancels it.
- Short lockouts after melee swings and casts. Spark: 0.6 s cast, 1.4 s cooldown.
- Wands, staves and bows reach 9 to 10 tiles. Spells stay at 7.
Classes
- Vanguard talents cover every melee weapon except daggers. Archer talents cover bows and daggers.
- Archers can carry a bow and a dagger. The dagger comes out in melee range and the bow beyond it.
v1.0.29 Town redesigns
World
- Deepdelve, Frostwatch, Farmhold, Hunter's Lodge, Bogwater and Sandmere were redesigned with unique layouts in the new house style.
v1.0.28 Smoother terrain and Cinder Camp
World and art
- Smoother edges on water, chasms, cave walls, mountain rock, cliffs and dungeon walls across every zone.
- Cinder Camp was the first town redesigned in the new house style.
Help
- The Help Guide explains Export and Import Save.
v1.0.27 Combat stutter fixes
Performance
- Big fights run more smoothly: the minimap, hotbar, character window, companion logic, target panel, sounds and quest icons do much less work each frame.
World
- Every town house interior now fits inside its roof.
- Removed a grey grid from the Hallowed Reach ground.
v1.0.26 Lighting quality setting
Performance
- New Lighting quality setting, Low or High, to reduce lag on phones. High keeps the previous lighting.
Bug fixes
- Monster pathfinding no longer throws errors or leaves tiles blocked when a monster is boxed in by its pack.
v1.0.25 Smoother fights and party tools
Combat
- New 1.5x game speed step.
- New "Show Miss text" setting, off by default.
- Looping buff glows were replaced by a one-time ring when you cast. Buffs show time left in the buff bar.
Party
- Buffs you cast also land on your active companions.
- The Party window (Y) has Gear and Skills tabs and highlights upgrades for each companion. Weapons a companion can't use well are marked "Poor fit".
Map and movement
- The world map zooms properly on phones.
- New "Auto-move to target" setting, off by default.
Loot and spells
- Spell tomes you already know no longer drop or appear in shops.
- The spellbook colors spells by type and has a legend.
Art
- Tome icons are back. Town plazas, bridges, roofs, house floors, cavern and castle floors were cleaned up.
v1.0.24 A fresh hand-crafted look
Art
- New, more detailed pixel art for monsters, weapons, armor, spells and the hero.
- Monsters walk, idle and attack with animations.
- Helmets, armor, shields and weapons show on your hero, companions and guards.
- Spells have their own animated effects.
- Full walk and attack animations for the hero in all four directions.
Characters
- Character creation offers one look, Male, for now.
v1.0.23 Map of Aldmarrow and clearer routes
World
- New Map of Aldmarrow in the starting chest reveals the terrain and zones of the whole world. Existing characters receive one.
- Each zone now connects to the next by one clear walking route along the main roads. Off-road gates became cliff plateaus.
v1.0.22 Quest and shop fixes, forgeable sets
Quests
- The Hollow Below is now level 16 and The Elder Treant Stirs level 20, matching their bosses.
- Old Halla in Frostwatch tells you which level to come back at.
Items and crafting
- The War Axe is now an axe.
- Mountain Sage is sold in every General Goods shop. Earth Gems are sold at the Mountain Pass and Desert smiths.
- 12 new recipes make the smaller drop-only sets craftable.
Monsters
- The Elder Treant wakes from a shorter distance.
v1.0.21 Performance, traps removed, resist cap
Performance
- Monster spawners sleep until you are nearby, which greatly reduces lag in the Mountain Pass.
World
- Floor traps were removed from the game.
Balance
- A single item gives at most 10% resistance to any one element. Set bonuses are not capped.
Interface
- Zoomable world map.
- Clearer talent point notices.
- Salvage all button. Worn and locked items are hidden from salvage.
- Boss level tags, death tips and drop-only labels on sets.
Bug fixes
- Fixed the Stoneguard Helm crafting window and the Gorrik's Bite icon.
v1.0.20 Clarity fixes
Quests
- Crafting objectives name the station and recipe, and show the skill required.
- The next-town hint points to a waypoint. Quest gathering nodes are marked on the map.
- Quest levels are shown when you accept and in the tracker.
Balance
- Hunter's Stew needs Cooking 15, down from 40.
- Seven new copper and tin nodes west of Farmhold.
Interface
- Dangerous monsters show a red name and DANGEROUS tag, with a warning sign near the Goblin Chief's Cave.
v1.0.19 Update
Detailed notes for this version have not been verified yet.
v1.0.18 Atraxia becomes Aldmarrow
General
- The game was renamed from Atraxia to Aldmarrow. Saves are unaffected.
- New Credits screen with full art and audio licenses.
Items and balance
- Elemental weapons deal +50% damage to monsters of the opposing element.
- Armor never boosts its own element's damage. Armor is defensive and weapons carry the elements.
- Former set weapons became uniques.
- Vendors sell only basic generic stock.
Fixes
- Rowboats face the right way.
- Footsteps are quieter.
v1.0.17 Update
Detailed notes for this version have not been verified yet.
v1.0.16 Update
Detailed notes for this version have not been verified yet.
v1.0.15 The main road
World
- A main road links the towns in order: Starting Island, Farmhold, Hunter's Lodge, Bogwater and Deepdelve, then splits toward Frostwatch, or Sandmere and Cinder Camp.
v1.0.14 Ore nodes restored and lighting hotfix
World
- Ore and gem nodes were restored on natural mountain ridges and rock formations.
Art
- Nearby lights no longer stack into white blobs.
Interface
- The character panel shows a resistance grid for all seven elements.
- On PC, I opens the bag.
v1.0.13 Hallowed Reach, Gloamreach and elemental lineups
World
- Two new zones beside the Void Rift: Hallowed Reach (holy) and Gloamreach (dark), each with a mini castle, dungeons and caves.
Monsters
- Every element has a full lineup of elemental, knight, mage, drake and dragons.
- Holy and Dark Golems replace the Sun and Shadow Golems.
Combat
- Elemental weaknesses work both ways: x1.5 against the opposite element, x0.75 against the same. Void monsters resist every element.
- Holy and Dark resistance are now real stats.
Items
- New Dawnbound and Gloomward sets, plus Holy and Dark Dragon Regalia.
Art
- Thunder gets a deep navy and electric blue palette.
v1.0.12 Damage types, elements and resistances
Combat
- Damage types, elements, resistances and element sets were introduced.
v1.0.11 Mainland castles
World
- Two walkable mainland castles with their own bosses and moats.
Early development as Atraxia
Before numbered releases were tracked in detail, the game was called Atraxia. Dated milestones, newest first:
- Android version. The first Android build (v1.0.3), alongside the Windows installer.
- Busier world. About 29% more monsters in the open world, ahead of a bigger density increase in v1.0.7.
- Boss balance pass. Retuned the Orc Chieftain, Pirate Captain, Tower Lord, Spectral Lord, Ice and Fire Dragons and Necro-Lich. New bosses: the Hollow Broodmother and the Rimeheart Jarl.
- Balance and party retune. A gentler opening, balance by tier, mining that trains Strength, companions that join near your level, party-shared talents, gear shown on character sprites, drakes and wyverns, and damage-based aggro.
- Companion perks and superbosses. Abilities learned from gear, superbosses, virtues and town reputation, dragon scale armor sets, and the first Windows installer. Playtest hotfixes shipped at the same time.
- The Black Tower story. Taverns, quests, castles, lore and companions, together with a balance pass, magic schools and the Difficulty setting.
Undated
No reliable dates were recorded for these. Version numbers are shown where known.
- v1.0.10: ore and gem nodes on the generated mountain ranges.
- v1.0.8: rebuilt random dungeons and a 12 x 2 hotbar with cooldown display.
- v1.0.7: open-world monster count roughly tripled, with 37 new monster types.
- v1.0.6: 17 themed random dungeons with entrance caves.
- v1.0.5: difficulty buttons that work on phones.
- Before Oct 23: a data editor, a bestiary and collection log, weapon special moves, soul summoning (replacing taming and pets), waystones, boss summoning altars, and a new natural world with boats, islands and a wraparound map.
- The Lich Lord, the first crypt boss, plus gear comparison. Fire and ice resistance gear no longer drops in the first zones.