Patch Notes

All recent Questmaker updates, new features and improvements at a glance. Versions follow 0.MINOR.PATCH-beta — minor bumps ship with each public publish.

v0.20.0-beta — Mobile merchant, active items & XP-only quest rewards

  • New: Three active slots below the paper doll for tools and utility gear – map, compass, lockpick or toolkit only grant their bonus while active.
  • Quest rewards now consist solely of experience points; gold and item promises in quest text are gone. Loot and trading stay unchanged.
  • Merchant window on phones: title, close, buy/sell and cart stay visible at all times, the goods list scrolls on its own and categories swipe sideways.
  • More room in the game room header on narrow screens – your balance is still shown in the inventory and the shop.
  • Rings and amulets are no longer filed as tools and return to their own slots.
  • Places such as "Nebelfels" no longer get a character portrait – location names are no longer mistaken for people.

v0.19.0-beta — Main quest director, combat music & a much steadier game master

  • New: A continuous main quest with a multi-stage arc – the journal shows your current goal while later stages stay hidden. Side quests still run in parallel.
  • New: Combat music – encounters fade smoothly into driving tracks and back again; switchable in the settings.
  • A far more economical game master: calm conversation, questions and small talk use a cheaper model while combat, checks, loot and travel keep the strong one. A session now costs a fraction of before.
  • The game master now gathers every player's action first and replies once for the whole party – no more automatic turn timer.
  • Gear now behaves consistently: maximum hit points, armour protection and attribute bonuses are calculated identically in the sheet, the inventory and for the game master.
  • Typing in the composer is smooth again, even in long sessions.

v0.18.0-beta — Item rarities, new paper doll, loot system & hex maps

  • New: Painted item art with rarities – common, rare, epic and legendary, each with its own colour, glow and stronger damage dice (d4 to d12).
  • New: Loot system – enemies drop items based on rank, location and genre, with fair round-robin distribution across the party.
  • New: Reworked equipment view – items now sit as art in a clean grid, with a Diablo-inspired detail card, fantasy frame and scenario-specific slot backdrops.
  • New: Living maps – world and region maps in hex style with fog of war, biomes and remembered travel routes.
  • New: Permanent weapon upgrades via whetstone, care kit or nanite kit – the damage die rises up to the rarity's cap.
  • New: Real defeat – with no chance of healing your character dies or is captured (losing their gear) and you create a new one.

v0.17.0-beta — Character art for every era, GM avatars & encounter stability

  • New: Portrait library for NPCs and enemies – every archetype now has painted art shown in encounters and inline next to names in the narrative (hover or tap opens a lightbox).
  • New: Dedicated visuals per era and setting – antiquity, Edo, pirates, western, the 1920s, the world wars, the cold war and modern reality each have their own archetypes and folders; animals and creatures (including dragons) are no longer rendered as humanoid hybrids.
  • New: GM avatars for every era – two variants each in the painted grimdark style, matched to your adventure's genre and setting.
  • New: Allied NPCs now fight alongside you in encounters – their own start button, actions against enemies, dice rolled by the GM.
  • New: Notification history – a button next to the composer replays your recent toasts.
  • New: Adventure titles are generated dynamically from your settings (with reroll) – no more repeats.

v0.15.0-beta — Encounter mode, GM response length & combat fixes

  • New: Encounter mode with a visible initiative tracker – every participant rolls a D20, turn order is visible to everyone, and off-turn actions are filtered.
  • New: GM response length is now selectable in the adventure wizard (Concise / Balanced / Verbose) and enforced as a hard word cap in the prompt – no more sprawling replies when you pick "Concise".
  • Damage rolls are rendered cleanly in the chat card again (roll, bonus, final value) – including combined actions from multiple players.
  • Enemy HP is now stored as an integer and can no longer drop to 0 too early due to rounding (skeleton warrior no longer dies from 3 damage while at 6 HP).
  • Items announced by the GM reliably land in the inventory again – the parser now accepts every markdown variant of "🎒 Item received".
  • No more universal d8 for every enemy: damage dice now scale with enemy tier (d4 for rats/goblins up to d12 for final bosses).

v0.14.0-beta — Resume sync, premium TTS for everyone & beta fixes

  • Major: Already generated premium TTS audio is now reliably delivered to every player in the room – the star indicator shows up and a single click starts playback instantly, without re-generating.
  • Resuming a saved game now syncs in real time to every player: as soon as the host resumes, all players are returned to the lobby and the recap runs cleanly.
  • Pricing page sharpened: Explorer includes browser TTS, Starter/Pro/Epic include premium TTS voices.
  • Achievement "Adventures played" now counts only rooms you actually played in – instead of multiple save states of the same game.
  • Cover images of published adventures now fill the cards in the community overview edge to edge.
  • Avatars in the community overview and detail page render correctly again (preset avatars were previously rendered as raw keys).

v0.13.0-beta — Press page & new footer

  • Major: New public press page at `/press` and `/en/press` – with elevator pitch, fact box, feature overview, copy-ready press texts and creator & streamer highlights.
  • Footer fully reworked: organized into four thematic columns (Navigation, Legal, Community, Info & Press), with direct access to Discover, Pricing, Account and a subtle DE | EN language switch.
  • Home page FAQ clarified: every player needs a free account to join a room – but credits are still only consumed by the host.
  • Cookie settings now sit as a clearly separated block beneath the community links in the footer instead of being hidden between info links.

v0.12.0-beta — Visual puzzles, puzzle sounds & atmosphere

  • Major: Generic visual puzzle system – five interactive pixel puzzle types (Sequence, Rotation, Connection, Slot-Matching, Fragment) woven contextually into the adventure by the Gamemaster and solvable in sync for all players in the room.
  • Major: New rune translation puzzle – 20 Futhark runes, a "Translator" book (unlimited lookups) and word-slots to fill with the correct runes. Only used when runes or ancient script genuinely fit the setting.
  • Major: Full puzzle sound system – per puzzle type, dedicated SFX with multiple variants (rotation, sequence, slot, fragment, connection). All manageable in the admin "Sounds" library.
  • Menu background music – the dashboard now subtly loops "Enchanted Serenity" so the main menu feels more atmospheric.
  • Dedicated Edo ambient track – samurai/shogun settings get their own music category, auto-detected and manageable in the admin area.
  • Crystal sound on claim – daily rewards, weekly quests and unlocked achievements now play a dedicated "crystal" sound (25%).

v0.11.0-beta — Morality, Reputation & a more living world

  • Major: New morality system (⚖️) – characters now have a persistent morality score from -100 to +100. The Gamemaster automatically evaluates decisions (killing, helping, betrayal, oaths…) and shows progress as a red-to-green bar on the character sheet.
  • Major: New reputation system (📣) – per character and scope (local, faction, global). NPCs only react when your deeds are public, observed or known as rumors. In multiplayer, group events are shared fairly across all active characters.
  • Major: Map hierarchy – locations can now contain sub-locations (e.g. city → tavern → back room). Nodes can be collapsed/expanded and are visually nested.
  • Voice narration (TTS) for GM storytelling – pitch and rate adjustable, markers and dice notation are filtered out before reading.
  • GM behavior reworked: replies end with at most one neutral, open question instead of preset options – your actions stay truly free.
  • Combat rules tightened: every damage roll now requires a d20 check ≥ 12 first. No more arbitrary damage rolls.

v0.10.0-beta — Audio world, level-ups & credit economy

  • Major: Full audio system with separate tracks for ambient music and SFX. Sound effects are triggered automatically by keywords in the GM narrative.
  • Major: Leveling system with clear XP thresholds (500 / 1250 / 2250) and specialization unlocks per level.
  • Credit economy introduced: text actions cost 1 credit, generated images 12 credits. Transparent billing and overview in your account.
  • Inventory with real slot rules: amulets, rings and shoulder pieces no longer accidentally end up in the weapon slot.
  • Multiplayer stability significantly improved: no more duplicate gold or item bookings in shared sessions.
  • Image generation much cleaner: generated scene images no longer contain distracting text, letters or UI elements.