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DevlogWeapons that leave your hand, doors you can click shut, and buildings to the classic rules

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DevlogWeapons that leave your hand, doors you can click shut, and buildings to the classic rules

An adventurer walking through a wooden door as it swings open into a lamplit inn.

Two fixes you will notice when you log in, and a long day in the workshop making the world's buildings lighter and closer to the original.

What you wear is now always what everyone sees. Some weapons, such as the Sword of RetroQuest and the rusty short sword, have a fit of their own in the hand. Taking one off used to leave it drawn, so it stayed in your hand while it sat on your cursor or in a bag. Now it comes out of your hand as soon as you take it off. A worn thing you pick up shows only as an icon on your cursor or in a bag, and its look goes from your body at once. Put it on a slot and it appears again straight away. The game also checks what others see whenever your inventory changes, however it changed. A swap, a trade, a quest, a corpse or a game master taking a worn thing now updates how you look to everyone, not only the usual ways of changing gear.

A warrior putting a short sword away into his pack beside a campfire.

Doors you can pass through as they swing, and click shut. You can now walk through a door while it is still opening or closing, instead of being stopped by it. A door only answers a click when it is fully open or fully shut, so clicking it halfway through a swing does nothing. An open door can now be clicked shut, because the place you click moves with the door itself.

Buildings rebuilt to the classic rules. In the builder's tools, every people's houses, shops, inns and halls, and the walls, gates and towers, were remade the way the original's towns were made. Each people's own classic town was measured first. A small house now uses 56 to 159 triangles where it used 400 to 1,800. Doorways and ceilings are sized to the folk who live there, walls have an inside and an outside, roofs no longer overhang, windows are painted on, and stairs have even steps with a hidden ramp to walk on. The builder can still choose the old, heavier pieces, and nothing built before today is changed. The new stairs have not yet been tried in the game.

Props, furniture, docks and trees, lighter too. 191 pieces were rebuilt, with 62 painted pictures to carry the detail. A pier is now 128 triangles where it was 936. Furnished rooms are laid out against their walls. Trees now come in six kinds, oak, pine, birch, palm, dead and bush, with tapered, leaning trunks, real branches and painted leaves.

Building a whole place from the plan. The builder can now make a walled place, a harbour or a town from the zone plan and a short recipe: water, land, boats, walls, towers, guild halls and more. It then checks the result against the plan, from its size and sea side to every way out, each berth and the gates it shares with the next zone. A home zone gets a guild hall for every class of its race. Each zone can use the classic graphics, the newer ones, or both, switched in one press. The newer textures are now made from the classic paintings, so a place keeps its colours in either look.

In the workshop. Two draft zones for humans, a harbour and a city, were built this way and installed into a test world, not the live game. They were walked from the harbour through a shared gate into the city and back. That walk found a sea people fell through, buildings standing on each other's doorsteps, missing guild masters and a tree solid in its leaves, all put right. The gear fix held there too. These zones are drafts for review and cannot be visited yet.

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