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The Human City and Harbour, a painted world map, and the Bronze interface

24 commits that day. Written up from the work itself.

A large sailing ship tied up at a stone harbour, with small boats nearby and a walled city rising behind it in the afternoon sun.

A large sailing ship tied up at a stone harbour, with small boats nearby and a walled city rising behind it in the afternoon sun.

A day for Humans and for finding your way: two new zones to start in, a map that fills in as you travel, and a new look for every window.

New Humans start in the Human City. The Human City and its Harbour are now part of the game's world, and a new Human character begins life in the city. The city has its guild masters. The harbour has boats, and a great ship you can walk aboard. The doors in both zones had been sized for ogres; they are now the right size for a person. Taller races also fit the classic stairs now, so they climb without catching their heads.

A painted map of the world. A new World tab shows the whole world as a painted map, with fog over the places you have not yet been. When you reach a new zone you are told 'New zone discovered', and that part of the map clears. Zones you have not found stay hidden. You can choose between three looks: the painted map, the classic one, or both together. The map shows sharper detail around the zones that are open, with real pictures of those zones set into it.

RetroQuest Bronze is the new default look. The redesigned interface, called RetroQuest Bronze, is now the skin the game starts with. The window selector, the RQ menu and the RQ square show pictures instead of words, and the Actions window has pictures in every skin, not just the new one. Every window's X now closes it.

Chat windows with their own channels. Each chat window can now talk in a channel of its own, with its own typing line. Set one up for your group and another for general talk, and the game remembers which is which along with the rest of your window layout.

Bard songs behave as they did in the classic years. Songs now pulse as they play, can be stopped, and can miss a note, as bards remember them.

A bard playing a lute in a street at dusk, with soft pulses of light around the music.

Smaller fixes. The camera now stays under ceilings instead of poking through them. Your own name rides smoothly over your head while you run, rather than jittering. You can click on yourself in third person. The line about your corpse is shown again after you die. Textures no longer smear across buildings that have been turned to face another way.

In the workshop. The builder's tool for making zones by hand had its stairs, ramps, squares, mills, ruins, graves, stalls, tents and street pieces for every people rebuilt to the classic rules. A zone made with it can now be put into the game in one step, with painted windows and the game's own water, and the builder's check now finds surfaces stacked on top of each other. These are tools behind the game; the two Human zones above are what they produced.