v0.10.6 — Achievements, rebuilt
A polish release built almost entirely out of tracker tickets: a proper achievement overhaul, a hunt fee you can trust, and a handful of interface fixes.
Highlights
Achievements, rebuilt
The achievements window now opens on filter chips — All, Story, Combat, Dungeons, Exploration, Loot, Crafting, Training, Hunts, Tavern, Collections, Misc — each showing how many of its cards you’ve unlocked. Locked cards sort to the front inside a chip, so what’s left to do is always on top.
Hidden achievements got their own Hidden chip: while locked they only show there as a mystery card, and the moment you earn one it moves into the category it really belongs to.
The list itself got a rebuild: 115 cards, with the worst padding tiers removed (1000 clears of a single dungeon, 10,000 rare and special kills, the 1k gold card) and 33 new ones in their place — character levels 50 and 99 (and 99 on Hardcore), your highest hit, survival streaks, dungeon boss kill counts, uniques found, salvaging, base upgrades, high-tier affix crafts, maxing each bedroom upgrade, and completing the Armory or the Bestiary. The collection cards read the live catalogs, so if a future patch adds uniques or monsters, those goals grow with it.
One exact hunt fee
The tavern’s hunting crew used to quote a range, and the real price only settled when the report came in. Now the panel pre-rolls the lair the crew would find and shows the single exact fee you’ll pay. Reopening the panel, switching regions or a dispatch you can’t afford no longer re-rolls it into something cheaper — the offer only changes after you’ve actually sent the crew out. The summary line is just the fee now; scout time and rewards are unchanged.
Cleaner Resonance labels
The Resonance dropdown lists plain Off / I … X instead of spelling out “+30 ranks” behind every entry, and the tile summary under the world map reads “Combat · Lvl 119 · Cleared” rather than showing the level as bracket arithmetic. Nothing about the actual ranks changed — just less noise.
Also in this update
- The main menu’s settings button moved out of the character-slot card into the screen’s top-right corner, so the EoT logo sits flush at the card edge again and nothing overlaps on narrow phones.
- Fixed: leaving a character while combat was still running could show that character’s temper/enchant completion prompts to the next character you loaded. The queue is cleared on exit now.
- Game master items — items handed out directly by the developer — are marked with a violet name and frame plus a tooltip line. They can’t be salvaged and sell for 1 gold.