Nothing Hides Behind a Wall
Sight lines become real, the world learns to fall, and the wilds are rebuilt from the enemies up.
Hear ye, adventurers of Starblood,
Thanks to Kevin for supporting the game! The realm sharpens this week: cover matters, arrows obey walls, and a jump is finally a jump.
Cover means something
Hovering a unit no longer reveals it through mountains, walls, or placed objects. A name and level appear only when the camera has a clear line to the body.
Players and enemies cannot shoot through walls, hills, or placed objects. A cast is refused with no line of sight, and a bolt already in flight stops where it strikes cover.
Casters and rangers cannot loose a damaging spell or shot at a foe right on top of them, and are told plainly why until they step back.
Talking, looting, and working a node or campfire now ask you to stand closer.
Gravity, at last
Jumping and falling are real physics: a leap rises and falls on a smooth arc, and a drop builds speed the longer it runs, capped so a great height stays fair.
Fall damage comes from how fast you land, not how far you fell. Deep water breaks the fall entirely; a shallow puddle does not.
Ground steeper than forty degrees refuses every uphill step, and a slope you cannot climb slides you along it rather than stopping you dead.
The builder's hand
NPCs may be authored as a creature: choose a Model, override its Shape, and set a Height, exactly as with enemies. A coloured creature still works as a quest giver or vendor.
Skin, Hair, Top, Pants, Boots, and Hat colours are now full RGB with one-click swatches, and two new pant styles join them: Baggy Pants and Shorts.
Every new control is additive: existing players and NPCs keep their appearance.
Deeper enemies, new quests
The enemy creator goes deep: foes can now Poison, Burn, Root, Mana Drain, and Weaken.
Small rewards mark each step of a new chain, from Kevin's Whistle to the Blade of the Frontier, and nothing existing was changed to make room for it.
Quality of life
Players load into the world instead of standing frozen while terrain builds.
Stack splitting arrives: shift-click a stack to take a chosen amount, and a partial stack dropped onto another fills it to its limit and leaves the remainder.
Trading between players, four bag slots with four new bags, and a growing soundscape.
Every spell icon is redrawn, so no two spells share a picture: Whirlwind spins, Cleave sweeps, and Sunder breaks armour while Execute finishes.
Vendor and Settings panels scroll, the Stuck button joins the escape menu, and mouse steering and auto-run make long roads pass more easily.
Walk the wilds with a lantern, and mind the walls.