v1.26.5Monster ranged attacks finally show their trajectory. When a bat shrieks confusion at you, a fungus sprays spores, a salamander spits fire, or a frost wisp hurls an ice shard from six tiles away, you now see a small glyph travel through the air from the monster to your hero before the effect lands — instead of the status just silently appearing on your character. Boss specials get the same treatment, with the projectile's colour matched to the boss's element.
v1.26.4Arrows now show up in the ranged ammo chooser. Picking the Ranger gave you a Shortbow and 200 arrows, but the F-Bind / Ammo Chooser popup was reporting '(none in inventory)' for the Arrows section and bows wouldn't fire — the inventory check was looking for the wrong category label. Fixed across the chooser, inventory badges, the F-binding verbs, and the bow's arrow-pulling code so equipped bows once again automatically draw from your arrow stack.
v1.26.3Login rate-limit fairness fix. Behind a CDN every player's request reached the server from the same proxy IP, so the login throttle was bucketing every player together — one stuck client's repeated failed logins would briefly lock out everyone else's logins too. The throttle now reads the real client IP from the proxy headers, so each player gets their own quota.
v1.26.2Multiplayer perf follow-up: when four party members all act on the same tick, the server now pauses briefly between sending each player their fresh state frame, instead of computing all four back-to-back. That tiny breath lets in-flight move responses flush out of the queue between frames, which on small-CPU production machines is the difference between a smooth round and an occasional 3-second stall.
v1.26.1Smoother turns under multiplayer load. The brief 3- to 6-second stalls that occasionally hit a party member's move action are gone — the server no longer pauses to write your save before sending the response, so your turn returns at the normal sub-second pace whether or not the persistent save happens to land at that exact instant. Crash-recovery saves still happen at the same five-second cadence and the same shutdown safety; the save just runs alongside the response instead of in front of it.
v1.26.0Rendering overhaul: every dungeon symbol — tiles, monsters, items, status icons, and decorations — now draws from a pre-built glyph atlas instead of relying on the browser to rasterize each character on demand. The result is pixel-consistent sizing and colour across every device and browser, and the last few symbols that still occasionally appeared as '?' on mobile have been replaced with atlas-confirmed alternatives.
v1.25.14Visual polish: a handful of dungeon decorations (boulders, tangled roots, rune stones, divine fortitude status icon, the Rogue class glyph) were drawing as a stray '?' on mobile Safari because their characters weren't in the device's default font. We've replaced them with cleanly-rendering symbols and shipped the game with its own copy of Cascadia Mono, so every glyph now looks the same on every device.
v1.25.13Crafting plan wrap-up: the overworld Alchemist Lab is now Alchemist-only — non-Alchemist characters get a polite refusal at the door, matching the lore note that this is a class-restricted service. Herbology 100 (Forager's Eye) now actually announces newly-revealed herb patches when you enter a floor, with a one-time '▸ N herb patches revealed' log line — before the milestone was silently flipping the underlying flag with no player-facing feedback.