Release Notes

Changelog

Every version of Echoes of Theron, newest first.

Version 0.11

Version 0.10

v0.10.8 — Resonance bites backAI

Region Resonance now taxes your elemental resistances, so pushing a region costs more than gold and crystals. The mobile item sheet learned to page through your bag and salvage on the spot, salvaging no longer stops while the smith is busy, and the wiki and help windows got a full accuracy pass.

v0.10.7 — Later skill ranks hit harderAI

Skill ranks no longer all weigh the same: ranks 9+, 17+ and 25+ each add a bigger step than the ones before, so maxing a skill — and pushing past rank 20 with gear — is worth a lot more. Heavy Strike's crushing blow was retuned, and Rend's bleed now shows up in your damage number.

v0.10.6 — Achievements, rebuiltAI

The achievement list is sorted into categories with filter chips and a Hidden bucket, the grindiest padding tiers are gone and 33 new cards took their place. Hunts now quote one exact fee, Resonance labels lost their bracket math, and the main menu's settings button moved to the corner.

v0.10.5 — Collections, a language switch, and hunts that end in a fightAI

The Armory and an extended Bestiary track every unique and monster you've met, Settings gains account-wide audio and language (with a first German locale), hunt marks are now fought at their lair, the Endless Delve reports every run end, belts can roll extra potion slots, and a batch of tracker tickets got closed.

v0.10.4 — Attack Rating, sharpenedAI

Percent Attack Rating and Enemy AR Reduction become unique-only stats; AR% stacks with buff AR% in one multiplier, Magic and Rare gear rolls flat Attack Rating on every slot instead, and existing rolls are converted on load.

v0.10.3 — Deeper delves, a voice for the worldAI

The Endless Delve becomes a real idle run (five kills per level, belt refills on every descent), the game gets sound effects and ambience, the hunting crew takes orders on region and Resonance, training slows to a long game, and phones get a smoother frame.

v0.10.2 — The hunt is onAI

The tavern's corner table becomes a hunting crew: scout a named monster, stalk its lair, kill it for gold, materials, and a shot at a unique — and fill a 30-entry bestiary doing it.

v0.10.1 — Train by doingAI

Armor training earns from hits you take, weapon training arrives with five classes and tier-6 combat procs, both live at the camp Training Grounds — and archetype weapon passives double.

v0.10.0 — The regions resonateAI

Per-tile echo runs are gone — now you farm anywhere in a region to fill its Resonance meter, pay to raise every tile in it ten ranks at once, and let the Delve fund the climb.

Version 0.9

v0.9.10 — The Delve debriefs youAI

Surfacing from the Endless Delve now ends in a proper run summary, expired drinks wait for a refill instead of vanishing, gear wears out 25% slower, the smith repairs single items — and shield builds finally deal their real elemental damage.

v0.9.9 — Dying in the Delve is freeAI

The Endless Delve no longer charges the standard death penalty, in any mode — and every kill in the game now pays 20% more XP.

v0.9.8 — The training dummyAI

A sparring post in camp measures your real DPS against a common, rare or unique enemy of your level, and shows where every point of that damage came from.

v0.9.7 — Sell Loot, and helmets that match their namesAI

Bulk sell-by-rarity returns to the trader with the payout printed on the button, and the Crown and Cap icon families stop rendering as steel helmets.

v0.9.6 — One number, every priceAI

The gear economy is rebuilt around a single item value: the trader charges 200%, the vendor pays 100%, auto-sell 15%, and a failed salvage 7.5% in dust.

v0.9.5 — Coin for a second lookAI

Pay the trader to restock on demand, chase Tier-5 Featured rares, and a trader panel that finally fits on a phone.

v0.9.4 — The merchant's new ledgerAI

Trader rework with featured rares and potion quick-buy, the new Loot Filter matrix, three amulet families, 11 new uniques with dedicated art for every unique, auto-potion Auto mode, and a Delve economy rework.

v0.9.3 — The world gets a soundtrackAI

Procedurally generated music for every region, stash sorting and filtering, achievements search, two new uniques, a reworked enemy damage model, and a fix for trade-off unique maluses.

v0.9.2 — Materials work from the stashAI

Crafting materials, dungeon keys, and organs no longer need to leave the stash — every crafting and dungeon cost now draws from inventory and stash together.

v0.9.1 — The personal stashAI

A personal stash with 50 slots joins the equipment tab, the Hexdepth Reliquary's witch seal actually seals now, and echo material drops land three times as often.

v0.9.0 — Achievements, cloud saves & the crafting reworkAI

Achievements with a statistics window, cloud saves that follow you across devices, and a ground-up crafting rework that splits the smith and witch into distinct roles.

Version 0.8

v0.8.13 — The website you're readingAI

Echoes of Theron gets its official site — a landing page, a full wiki, a media gallery, and this changelog — with mobile-friendly navigation.

v0.8.12 — Mobile compare view & unified poisonAI

Equipping from the mobile compare view keeps it open with the items swapped, poison is now a flat 6 seconds everywhere, and a lingering Stop Combat button is fixed.

v0.8.11 — Level-diff hit chance & NPC namesAI

Hit chance now shifts with the level gap between you and your foe, NPCs introduce themselves by name as the story unfolds, and a lore pass touches every beat.

v0.8.10 — Named loot & the combat-flow pageAI

Magic and rare items now roll generated names, a new page explains how combat is worked out, plus full-bag notices and a reward modal for re-run dungeons.

v0.8.9 — Rampage in hero damage & a region-3 fixAI

Rampage now shows in your hero's damage, skipping an enchant grants skill, dungeons flag when uncleared, lore pauses combat, plus a region-3 tavern fix.

v0.8.8 — Endgame arrivesAI

A new endless endgame mode opens up past the campaign, echoing crystals join the HUD, and the depth where you fall is tracked even offline.

v0.8.7 — Drop, XP & HP rebalanceAI

A broad rebalance of drop rates, XP, and HP, plus a dungeon progress bar so you can see how far you've cleared.

v0.8.6 — Level requirements and echo feesAI

Each item base now sets its own level requirement, dungeon fees are deferred, echo fees become a flat cost, and a failed unique roll leaves you a rare.

v0.8.5 — Uniques rebalancedAI

Unique items get a rebalancing pass, with new constraints on how their affix slots are built.

v0.8.4 — Text and copy passAI

A polish pass over tooltip and description text for clearer, more consistent wording throughout.

v0.8.3 — Dropping item requirementsAI

STR and DEX requirements are gone from items, and locked craft options now explain themselves with tooltips.

v0.8.2 — Combat log and drop tweaksAI

A combat-log toggle arrives, amulet rarity is fixed, and drop rates get a bump.

v0.8.1 — Archetype weapon passivesAI

Your archetype's weapon passives are now shown in the interface, and item icons display correctly across the board.

v0.8.0 — The skill reworkAI

A ship-wide skill rework normalizes balance and redesigns Constitution, with the foundations for a coming archetype system.

Version 0.7

Version 0.6

v0.6.17 — Passive tree reworkAI

The passive skill tree is reworked, item level requirements are simplified further, and dungeon drops now follow one consistent set of rules.

v0.6.16 — Echo skills go linear, capped at 250AI

Echo skills climb in a straight line to a hard cap at level 250 — enough that you specialise rather than max everything — echoed tiles finally pay out correctly, and a few active skills are toned down.

v0.6.15 — Boss lore and the Epic tier retiredAI

Dungeon bosses get lore beats on the approach and in victory, inventory sorting is cleaned up, and the Epic rarity tier is removed.

v0.6.14 — One active session per characterAI

A character can now only be played in one place at a time — opening it elsewhere bounces the older session back to the menu without touching your progress.

v0.6.13 — Ember becomes EchoAI

Ember crafting materials are renamed Echo to match the rest of the system, buffs and debuffs gain readable tooltips and longer durations, and over-levelled kills stop paying wildly inflated XP.

v0.6.12 — A new colour scheme and unified statsAI

The interface gets a warm-parchment-and-torchlight makeover, stat numbers read consistently everywhere, and reaching a tier's floor level makes nearly all its gear wearable.

v0.6.11 — Help rewrite and auto-unequipAI

A help page rewritten from scratch into a full mechanics reference, gear that unequips itself when a requirement stops being met, and a mobile map fix.

v0.6.10 — Item menu everywhere and per-character settingsAI

The tap-to-act item menu now works across every town tab on mobile, and a new settings panel remembers its choices per character.

v0.6.9 — Death recap and map action barAI

A clearer death recap that shows exactly what a run cost you, a single tidy action bar on the world map, and a confirmation before you commit to a dungeon.

v0.6.8 — Tab reorder and Camp defaultAI

The tabs are reordered with Camp as the default view, and switching tabs on mobile no longer leaves you scrolled halfway down the page.

v0.6.7 — Mobile UI overhaulAI

A top-to-bottom rework of the mobile interface, a Save & Exit that waits for your progress to be safe, and a batch of map and combat fixes.

v0.6.6 — NPC conversationsAI

The camp's trader, blacksmith and witch now open a branching conversation instead of dropping you straight onto their tab.

v0.6.5 — Foothills event and swamp questAI

Two crafting bugs that were quietly eating your materials are fixed, a new main quest sends you to cleanse the swamp, and a foothills town event advances your search.

v0.6.4 — Difficulty modes and region questsAI

Choose a difficulty when you make a character, take on per-region completion quests for skill points, and feel crowd control bite as stuns and freezes interrupt your casts.

v0.6.3 — Weightless affix and conflict handlingAI

A new Weightless affix, an end to contradictory affixes rolling together, gear-granted attributes that count toward equipping, and a batch of combat and crafting fixes.

v0.6.2 — Status icons and tree-rank affixesAI

Active effects move into clean icon stacks along the combat scene, new affixes grant skill-tree ranks, and tile echoing unlocks once you clear the Dark Citadel.

v0.6.1 — Echo prompts and mobile scroll fixAI

Stopping combat mid-echo now warns you first, and scrolling the game's dropdowns on mobile no longer picks an option by accident.

v0.6.0 — Echo Points and the passive treeAI

A whole new layer of progression: earn Echo Points from the tiles you clear, spend them across a 12-skill passive tree, and echo a single tile to make it permanently harder and richer.

Version 0.5

Version 0.4

Version 0.3

v0.3.14 — Area colors & tavern loreAI

Areas now show their difficulty in color, the Tavern gains lore, plus regen improvements and a privacy policy.

v0.3.13 — UX polish & save indicatorAI

Quality-of-life polish, plus a save indicator that shows exactly when your progress is written.

v0.3.12 — Mobile performance & tooltipsAI

A short polish release: smoother mobile performance and clearer tooltips.

v0.3.11 — Performance & savesAI

A cleanup pass: performance fixes, the ticker removed, and more reliable saving.

v0.3.10 — Mobile & quest tuningAI

Follow-up fixes: smoother mobile performance, further quest difficulty tuning, and a fix for the new resistance display.

v0.3.9 — Resistances on screenAI

Your resistances are now shown at a glance, dying now wears your gear, plus quest and mobile fixes.

v0.3.8 — The Trader remembers its stockAI

The Trader keeps its stock between visits, plus durability and resistance-display fixes.

v0.3.7 — More loot varietyAI

A wider spread of item drops, another round of XP and quest tuning, and interface polish.

v0.3.6 — Enemy rarity scalingAI

A focused balance pass on how much tougher enemies get with each step up in rarity.

v0.3.5 — XP & skill rebalanceAI

A tuning pass on leveling and skills, the Tavern opens its doors, and the Scorched Foothills gain lore to read.

v0.3.4 — Charge-based respecAI

Rebuilding your hero now runs on respec charges, and a new swamp exploration quest gives you somewhere to point them.

v0.3.3 — Mobile performance & region colorsAI

Smoother play on phones, and regions now show their difficulty at a glance through color.

v0.3.2 — Affix tiers & durabilityAI

Loot gains real depth: affixes now roll in tiers, gear carries weight, and equipment wears down with use.

v0.3.1 — Quests & swamp loreAI

The first quest system gives your hero objectives to chase, and new swamp lore rewards the curious.

v0.3.0 — Accounts & cloud savesAI

Create an account and your progress moves to the cloud, following your hero across every device you play on.

Version 0.2

Version 0.1

v0.1.13 — Attributes, the Witch, and a big rebalanceAI

Attributes are reworked, the Witch joins town as a new tab, camp characters step into the scene, and values are retuned across every system.

v0.1.12 — Gem simplificationAI

The gem system is streamlined, the save screen gets a polish pass, and Camp quests are rebalanced.

v0.1.11 — Trader loreAI

The Trader gets a story of their own to read.

v0.1.10 — Camp lore promptAI

The first time you open the Camp, a lore prompt steps in to set the scene.

v0.1.9 — Equipment and lore introAI

The equipment screen gets a fresh layout, an opening lore intro sets the scene, and new Ashen Vow branding gives the game its look.

v0.1.8 — Camp questsAI

Quests arrive at the Camp with objectives to chase, two new uniques join the loot pool, and skills and resistances get clearer feedback.

v0.1.7 — Cloud save syncAI

Your progress now syncs to the cloud, backed up automatically and ready to carry across sessions.

v0.1.6 — Unique drops and trader upgradesAI

Unique items enter the loot pool, the trader can fill your belt in one click and gains a level of their own, and skills now show the damage they deal.

v0.1.5 — Town tabs and statisticsAI

The town splits into tabs so every service gets its own space, and a new statistics view gathers your run's numbers in one place.

v0.1.4 — Dungeons and lifetime statsAI

The dungeon system arrives with regions that gate your path, lifetime stats start tracking your whole journey, and the HUD and trader get a round of fixes.

v0.1.3 — Version bumpAI

A small version bump between larger updates, with no new player-facing content.

v0.1.2 — Runes and runewordsAI

Runes now drop, and lining the right ones up in the right order spells out runewords for a bundle of bonuses no single rune could grant.

v0.1.1 — First playable releaseAI

The debut build: automatic combat with a live HUD, loot that drops in rarities and tiers, a trader to buy and upgrade from, healing potions, and progress that saves as you play.