Step Inside
Shopping used to be a story you told about your gold. You walked into a shop, the tale described a purchase, and you hoped the numbers on your sheet caught up. No longer. When your party stands inside a shop, or speaks with its keeper, a small browse-wares button now appears above the action box. Tap it, or simply ask "what do you sell?", and a shopping drawer opens right in the play window. Buy, sell, and watch your coin update as you spend, without ever leaving the story.
Best of all, clicking Buy and typing "I buy a rope" now run through the exact same transaction underneath. The game itself does the bookkeeping, checking and recording every purchase and sale, so the tale can never again describe a deal that did not actually happen, or take your coin without handing over the goods. The numbers on your sheet are always the real ones.
Haggle, Regulars, and Restocked Shelves
Merchants have moods now. Lean on Persuade or Intimidate, or type "I try to haggle," and it becomes a genuine roll against the shopkeeper. Win and prices bend in your favor for the visit; push too hard, especially by intimidation, and the keeper warms to you less. It is one attempt per shop per day, and it can just as easily go against you, so pick your moment.
Keep your business with the same merchant and they will start to remember you as a regular. Shelves refill on the calendar, too: village stores every fortnight, town markets each week, and city bazaars every few days. Commerce finally feels like a place you visit rather than a side trip you narrate.
A Steadier Realm
The shop shares the spotlight with a wide season of reliability work. A few of the highlights:
- Honest coin - your purse shows the correct amount after every purchase, overspending is refused cleanly instead of emptying your pockets, and money the story gives or takes reliably lands on your sheet.
- No more frozen campaigns - a slow response no longer leaves you staring at a dead-looking screen; a clear progress indicator shows while the story is being written, and the worst-case wait dropped from many minutes to a few.
- Loads that load - the Relationships tab now works across every supported game system, and the story updates live without needing a page refresh.
- Combat that behaves - fights begin only when one truly breaks out, and combat pauses if you step away instead of running on without you.
- Fairer rolls - a failed roll finally means something in the story, everyone can throw a punch when they need to, and combat rolls work for every character.
Beneath those, dozens of smaller corrections rippled through leveling, spells, NPCs, and combat rolls, the quiet kind you only notice because something that used to feel slightly wrong simply stopped happening.
New Icons Everywhere
Hundreds of little icons across the character sheet, journal, and play window were redrawn as a single set of 16-bit pixel art, so they look the same no matter what device you play on. Sharper, warmer, and consistent from page to page.
- The CrownForge Team