Changelog: Difference between revisions

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The '''newest updates''' are listed first. Amber is the valley's currency.
The '''newest updates''' are listed first. Amber is the valley's currency.
== v0.38.28 — The Game Fills The Window ==
* '''The game uses the whole window now.''' Every page stopped dead at a fixed width, so on a desktop monitor — and in the PC and Mac app, which opens wide — roughly a third of the window was empty background sitting to the right of the game. Pages now run all the way to the edge of the window, and the space goes into CONTENT rather than stretching: the skill screen lays out more action cards per row, the bank shows far more of your items at once, the shop and museum add columns, and the world map draws bigger. Cards stay exactly the size they always were — there are simply more of them per row. Phones and narrow windows are completely unchanged.
* The page art is worth looking at again. Widening the pages had quietly shrunk the scene at the top of the Player, [[Bank]], [[Shop]], [[Trading Post]], [[Contracts]], [[Stable]], [[Tribe]], [[Homestead]] and [[Quests]] pages down to a sliver of grass — the picture is cropped to fit the band, so a wider page with the same band height means a smaller slice of the picture. The band now grows with the page, and those scenes show about twice as much art as they did: the campfire, the trader's stall, the stable yard. Skill pages already looked right and are left alone.
* Ultrawide monitors get a sensible stopping point. Past a very wide window the page settles at its widest comfortable size and centres itself, rather than dragging every row out to 21:9 or 32:9 — the ceiling sits above any ordinary desktop, so a 1440p monitor still fills edge to edge.
== v0.38.27 — The Desktop App Learns To Let Go ==
* '''The desktop window closes again.''' First contact with real hardware caught an embarrassing one: the new careful-goodbye close saved everything perfectly and was then denied permission to actually close the window — clicking X did nothing and the app had to be force-quit. The window now holds that permission, and if closing ever fails for any other reason, the next click retries the goodbye instead of being silently ignored.
* '''Choosing a save sticks on desktop now.''' Picking "Use the cloud save" (or restoring a backup, or importing a save) reloaded the game before the choice had finished writing to disk — so the "Two saves found" question came straight back, every single time. Every reload now waits for the disk write to land first. The web version always wrote instantly and never had this.
* The save server also accepts the desktop app under the anonymous origin some webviews report — closing off a way cloud sign-in could have failed on other machines.
* Desktop validation builds temporarily include the developer console (right-click → Inspect) so problems on real machines can be seen instead of guessed at. It goes away before public release.
== v0.38.26 — The Desktop Shell Grows Up ==
* '''Desktop saves are real files now.''' The native build stops keeping your save inside the browser engine's storage (which the operating system was allowed to evict) and writes proper save files on disk instead — crash-safe, and laid out exactly where Steam Cloud will sync them when that switches on. Your existing desktop save moves itself over automatically on first launch; the web version is completely unaffected.
* '''Closing the desktop app is safe now.''' Clicking the window's X runs the same careful goodbye the web version does — your progress is written to disk and your cloud save gets a couple of seconds to finish uploading before the window actually closes. The window also remembers its size and position between launches.
* '''Steam accounts get their own save folders.''' On the Steam build, each Steam account on a PC now keeps its saves in its own folder — family members (or Family Sharing guests) can never overwrite each other, and it is the exact layout Steam Cloud will sync per-account when it switches on. Your existing desktop save moves itself into your account's folder the first time you launch through Steam.
== v0.38.25 — The Desktop Build Learns To Speak Steam ==
* UNDER THE HOOD, DESKTOP ONLY: the native build now carries the Steamworks bridge — the wiring that will let the Steam release pop real Steam achievements, know who you are for sign-in, and prove your purchase. Nothing uses it yet (achievements connect in the next step), and the web game is byte-for-byte unaffected.
* The bridge is deliberately unbreakable: if Steam is not running, not installed, or you are playing a non-Steam copy, everything simply reports "unavailable" and the game plays exactly as before — it can never crash the boot or block a save.
* '''And now it pops.''' On the Steam build, earning an achievement in-game unlocks the real Steam achievement — the 100 launch achievements published to Steam this week, wearing their drawn icons. A quick burst of earns arrives as one tidy batch rather than a popup storm.
* Every boot also quietly reconciles your whole earned list with Steam, so anything you unlocked before the Steam build existed, while Steam was offline, or on the web version is credited automatically the next time you launch through Steam — no manual sync, nothing to lose.
== v0.38.24 — The Save Chooser Stops Calling Different Saves Identical ==
* '''Fixed.''' The two-saves dialog could recommend the WRONG copy after a session of raids, outpost strikes, camp work, gear forging or bank sorting on another device. None of those move the progress numbers the dialog compares, so it declared the copies "identical" and steered you to keep the stale one — deleting that session with one trusting click.
* The dialog now checks whether the two saves really are the same, not just whether their headline numbers match. Truly identical copies keep the old advice (stay put, skip the reload). Copies that merely LOOK level now say so honestly — "the progress totals tie, but the copies are not identical" — and the recommendation follows the actual write times instead.
* The fine print under the comparison table is honest about its blind spots too: raids, camp, gear and bank contents never appear in those rows, and the dialog no longer claims "either choice is safe" when it cannot see the difference.
* '''Hardening.''' Switching accounts on one device is airtight now. If you signed out (or into a second account) at the exact moment a cloud sync, restore or history fetch was still in the air, the late reply could be filed under the newly signed-in account — quietly mixing one account's cloud bookkeeping into the other's and confusing which save is newest. In-flight cloud requests are now cancelled the instant the account changes, and any reply that still trickles in is discarded rather than misfiled. Normal single-account play is untouched.
== v0.38.23 — Every Tribesperson Is Born With A Knack ==
* YOUR TRIBESPEOPLE EACH HAVE A KNACK — one job they are simply better at, out of the eight the camp can work: [[Foraging]], [[Logging]], [[Mining]], [[Fishing]], [[Smithing]], [[Cooking]], [[Crafting]] or [[Alchemy]]. Put them on it and they work faster: +5% for a Novice Vagrant, +10% Seasoned Forager, +15% Expert Scavenger, +20% Vanguard Elite. Same rank, same size — which skill it lands on is the part that is theirs alone.
* It is who they ARE, not something they grind: no xp, no levels, no rerolls — and your current crew already have theirs, including the ones who joined months ago. Look for the new chip on each crew row (it lights up while the knack is paying), the line on their card, and the green "knack" tag in the duty sheet — the rate shown on that row already includes the bonus.
* The rate tooltip now lists the knack beside kit, so the factors still multiply to exactly the clock you see.
* The "Best for them" band in the duty sheet now always includes their best knack option too — raw rates alone let the big craft batches crowd it out, which rather missed the point of being named after the worker.
== v0.38.22 — The Dig Toast Stops Claiming A Skull ==
* '''Fixed.''' Finishing a dig always announced "A skull surfaced!" — even when it plainly had not, and the items listed underneath were four fossils and a journal page. Collecting a dig now says "[[Excavation]]" and lists what you actually got; the skull banner is kept for digs that really do turn one up.
* FIELD JOURNALS, EXPLAINED WHERE YOU EARN THEM. The [[Excavation]] panel now tells you the other half of the story: every dig that does NOT surface a skull banks a Field Journal page for that ground, and a dig that finds a skull you already own banks three. Collect enough and the Curator's Desk on the [[Museum]] page trades them for any skull from that ground — no luck involved.
* A chip per ground shows how close you are — "Cavern Depths 8/12" — and lights up the moment a journal is full.
== v0.38.21 — Step To The Next Tame Without Going Back ==
* BROWSE YOUR DINOS WITHOUT RETURNING TO THE LIST — thanks to Ev for asking. A "Prev / Next" pair now sits above the name on a dino card, with a counter between them so you know how far through you are. Works on phones and on desktop.
* The arrows follow the list you are actually looking at, so if you have filtered to hurt dinos or searched for a name, Next means the next one of those. They loop round at the end.
* The tribe crew pane gets the same thing — step from worker to worker without going back to the muster board.
== v0.38.20 — Settings Stops Opening On The Reset Button ==
* SETTINGS IS SORTED INTO SECTIONS — Game, Sound, Your save, Cloud, Help, and a Danger zone. On a phone each one is its own card, with the danger zone last and closed; on desktop a side rail shows one section at a time so nothing hides below the fold.
* The wipe button is no longer the first thing in the panel. It used to sit above every ordinary setting — on a phone it was the only button you could see. It now lives at the far end, behind a step, and says what it destroys before you get there.
* Small things that were bugging us: the volume slider now sits under the switch that greys it, every explanation moved to its own line so the controls line up, Close is pinned to the bottom instead of hiding at the end of a scroll, and reopening Settings always lands you back on Game.
== v0.38.19 — Every Brew And Every Meal Says What It Does ==
* '''Brew and cook cards now tell you what they make.''' Every potion card carries its effect and how long it lasts — "+2 HP per regen tick · 15m", "10% faster [[Foraging]] · 20m" — and every food card states what it heals. You were choosing between a dozen brews on flavour text and ingredient cost, with the one fact that actually matters nowhere on the page.
* This is why the three regen brews looked the same: side by side they now read "+1 · 10m", "+1 · 15m" and "+2 · 15m". Salves say who they mend, too.
== v0.38.18 — Trollblood Earns Its Level ==
* TROLLBLOOD TONIC NOW REGENERATES TWICE AS FAST — +2 HP per tick instead of +1, still for 15 minutes. It sits at [[Alchemy]] 78 behind Ashen Peaks and cost nearly three times what Bog Mint Tea does, while doing exactly the same thing for exactly as long: there was no reason to ever brew it. Thanks to Macenzie for spotting that all three regen brews read the same.
* The regen ladder now actually climbs: Mossmilk Draught (+1 for 10 minutes) into Bog Mint Tea (+1 for 15) into Trollblood (+2 for 15). Nothing else changed — the other two are untouched.
== v0.38.17 — One Map, One Dig ==
* '''One map digs one site now.''' Excavations used to restart themselves once you passed [[Delving]] 40, quietly spending another banked map every time one finished. Nothing anywhere told you, so a stock of maps drained for no visible reason — start two digs with six maps and the game would run all six. That is gone: a map buys exactly one dig, however long you leave it running.
* '''Your finds wait for you.''' A finished dig now HOLDS whatever it turned up until you click the slot you started it in. The ground is only turned over when you turn it over, so you see what came up — or that it was nothing but dirt — instead of loot appearing in your bank unannounced.
* '''Field journal pages now show what they are worth.''' A stack of pages in your bank states how many you need — "11 / 12 pages · 1 more" with a bar — what they buy (any skull you choose from that ground, at the Curator's Desk on the [[Museum]] page), and where the next one comes from: every dig at that site turning up no skull banks a page, and a duplicate skull banks three. They read as a sell-for-1 curio before, so it was easy to bin a stack that was one dig from a guaranteed skull.
* '''The bank has a museum tab.''' One tap shows everything you are holding that goes towards the Primal History [[Museum]] — fossil bones, ribs, vertebrae, claws, plates and amberized insects, every species skull, and your Field Journal pages. No more hunting through the whole bank to work out what a wing is still waiting on.
== v0.38.16 — The Battle Log Stops Forgetting ==
* '''Your battle report survives a refresh now.''' Every expedition, delve and raid already showed you an after-action report — and reloading the page threw it away, because it was only ever held in the browser, never in your save. It is part of your save from this version on. Thanks to Ev for spotting it.
* '''It is a running tally instead of a list.''' The Battle report drops down over the action list — it never replaces it — and shows one line per pack: "won 12 · lost 0", the odds those runs faced, and EVERYTHING THEY BROUGHT HOME ADDED UP. Twelve runs read as one line, not twelve rows you have to scroll.
* CHANGE YOUR PACK AND THE NEXT RUN STARTS A NEW LINE, so the old pack's record sits beside the new one and you can read them against each other. Levelling a dino does not split the line — only adding or removing one does — and the sheet beside each dino is the one they last fought at.
* '''Rivals records defeats for the first time.''' A gauntlet you died in used to vanish without trace — only victories were ever written down. Lost raids now count against their line like any other fight.
* On [[Rivals]] the Battle report sits at the TOP of the page, under the intro and above the first tribe, rather than buried below sixteen tribe cards.
== v0.38.15 — A Bloodline Has A Ceiling Now ==
* '''Imprinting no longer compounds forever.''' Raising a baby to full imprint has always baked +15% into its stats — but that bigger number was then inherited by ITS babies, who earned another +15% on top, and so on with nothing stopping it. Twelve generations in you had a dino five times stronger than anything the wild can produce; two days in, thirty times. Thanks to BBuschart01 for reporting it.
* A BLOODLINE NOW CLIMBS FOR FIVE GENERATIONS, then plateaus — roughly double a perfect wild roll. Every baby you raise still earns its full +15%, exactly as before; what stops is the endless hand-down. After the fifth generation only new MUTATIONS lift the line, which is what the mutation hunt was always for.
* '''Nothing you already own is weakened.''' Every dino keeps its stats, its stars and its badges, forever — the ceiling only ever applies to what a parent passes on. A dino from the old runaway lines keeps its whole sheet and simply breeds at the ceiling.
* MUTATIONS CAP AT 20 per bloodline. Past it, breeding still rolls but the badge and the stat stop climbing, so the grind finally has a finish line. A dino that somehow already carries more keeps every one of them.
* A max roll now buys TIME, not power: a perfect tame reaches the same bloodline ceiling several raises sooner than a poor one, rather than finishing higher — so the ★ tooltip says that instead of calling it a keeper. Where a line has topped out, its card now says what it breeds at, so the offspring roll never surprises you.
== v0.38.14 — Every Dino Says What It Is Worth ==
* The [[Stable]] roster now prints each dino's companion buff right beside what they are doing — "marching with you · 20% double [[Logging]] yield". It reads green while the buff is actually paying (they are on that job and fed) and stays dimmed otherwise, so the same line tells you what you are getting now AND who is worth putting to work.
* That number is now the REAL one. The roster used to quote the raw species figure, which quietly under-sold every veteran and every saddled worker — a level-30 companion in a worker saddle was doing noticeably better than its own card claimed. It now shows the same value the skill page has always used, saddle bonus and veteran growth included.
== v0.38.13 — The Duty List Reads Like The Skill List ==
* The worker duty sheet now lists skills in the same order as the skills down the left-hand side: [[Foraging]], [[Logging]], [[Mining]], [[Fishing]], then [[Cooking]], [[Crafting]], [[Smithing]], [[Alchemy]]. The gathering groups happened to match already, but the crafting groups came out in the camp's own internal order — Smithing first — so scrolling for Cooking meant hunting past a heading you did not expect. One order everywhere now.
== v0.38.12 — The Basket Shows Who Carried It ==
* A villager's gift toast now leads with the villager. The big glyph beside "Villager gift — Maru the Cook" was a generic gift box; it is Maru herself now — the same drawn portrait and skin tone as her [[Homestead]] card — so you know who came calling before you read a word. The little gift mark stays in the title line.
== v0.38.11 — The Camp Musters ==
* The [[Tribe]] page's Workforce is a muster board now, built the way the [[Stable]] was: a rail of what needs you (wounded, idle hands, lines paused on a full shelf — each one a tap that filters the crew), a dense one-line roster with every worker's duty, rate and kit, and one worker at full size beside it. Twenty workers used to be three screens of repeated dropdowns; they are one screen now, and on a phone the list and the worker swap in place exactly like the stable's stall board.
* Picking a duty stopped being a 239-option scroll tunnel. The duty picker is a sheet in the dispatch style — "Send them where?", but for jobs — and every row shows the rate THAT worker would earn on it before you commit, the same number the breakdown tooltip proves afterwards. Their top three across all skills float to a "Best for" band on top; Rest and Stand watch lead with what the watch actually adds to Security; locked jobs stay visible with their unlock reasons.
* Worker gear picks are a sheet too, sorted by the highest stat boost: every bank piece (and any benched forged piece from your locker) for the slot, ordered by the kit it carries, with a colored delta against what they're wearing. Picking swaps in one tap — the old piece walks back to the bank on its own, no more unequip-then-repick.
* The Camp tab always means the camp. Standing on a worker's card, the tab you were already on did nothing — on a phone the little "← crew" inside the card was the only way back to the list, the exact trap the [[Stable]]'s Roster tab fell into a week ago. Every tab press now closes the open worker behind you, so Camp lands you on the crew, every time.
== v0.38.10 — The Bounty Says What Counts ==
* Every Contract Board bounty now states its rule, not just its pitch. A hunter took "Deep Patrols — eight wins in the under-dark" delving and watched the meter sit at zero: the flavour never said only Expedition-page battles in Cavern Depths count. Each card now carries a "Counts:" line read straight from the same check the engine runs — which exact hunt, which skill, which biome or sky, whether [[Delving]] caves and dispatch missions count (for the patrols: they don't) — so no bounty can read like work it won't credit again.
== v0.38.9 — Sort Your Gear, Stock Your Pantry ==
* The bank's Gear tab learned three new sort orders — Type, Attack and Defense. Type groups pieces by slot (weapons first, then head, chest, legs, shield, trinket) with the strongest piece of each slot on top; Attack and Defense simply put the biggest number first, so "which of these is my best sword" is one click instead of a squint. The options appear in the sort dropdown only while you are on the Gear tab — berries cannot be sorted by attack.
* The Pantry sells in bulk. Every row now has Buy 1, Buy 10 and Buy 100 buttons at exact multiples of the single price, so restocking a hundred skewers before a long hunt no longer means a hundred clicks. Rows that already come as packs (like Crimson Berry ×10) multiply the pack — Buy 100 there brings home a thousand berries.
== v0.38.8 — The Folk Next Door Get Their Portraits ==
* Maru, Tilda and Bren have faces. The three [[Homestead]] villager cards were still wearing emoji — a stew bowl, a sprig and a cardboard box — so the neighbours who have been feeding you since your first thatch hut now have drawn portraits, and they look like they actually live in the valley: Maru with her hair pinned up by a bone and a stone bowl still steaming, Tilda in a leaf circlet with a basket of cuttings, Bren grey-maned under a hide headband with a lashed crate on his shoulder. They are drawn on the same silhouette as the tribe camp busts, so your homestead and your camp read as one cast — and like every other human in the game they each get their own skin tone, not one shared face.
== v0.38.7 — Compare Before You Equip ==
* Clicking a piece of gear in the bank now shows it side by side with whatever you are wearing in that slot — the worn piece's stats, the clicked piece's stats, and colored +/− deltas, so "is this an upgrade?" is answered before you hit Equip. Works against forged pieces too (and warns that equipping over one benches it back to the locker).
* The replyallgames.com text in the bottom-right corner is now a small info button. It opens a panel with the game's home pages: the studio site (replyallgames.com), the community wiki (wiki.primalidle.com), and the Discord invite.
* The Gear Locker now sits on the Player page from the start, showing 0/24 and pointing at the [[Smithing]] forge — it used to appear only after your first cast, so new players never knew it existed.
== v0.38.6 — The Last Emoji Holdouts ==
* Four more emoji holdouts fall to the SVG-only rule: the Completion Log (achievement track badges, item category headers, and the "found via" chips in the Field Guide), the [[Quests]] page (chain headers and the whole Primal [[Chronicles]] codex — every recovered page now wears its skill's mark), and both hover bubbles on the valley map. A rival war-camp now opens its tooltip with the tribe's actual banner mark, and a hunting area opens with the biome's own icon.
== v0.38.5 — The HurriBurgers Blow In ==
* A sixteenth tribe blows onto the raid ladder: THE HURRIBURGERS, a storm-chasing grill crew camped on the shelf east of the Vale, between the Apex Accord and Mostly Harmless. Chief Evrager wants to know what you are eating for dinner, Sorus would like to talk about hunting, and Joenado is about to dig some holes. Their banner is the sixteenth for the collection, and a beaten grill crew parts with meat, grain and — on a good day — the salt.
== v0.38.4 — The Roster Tab Means The Roster ==
* Roster at the top of the [[Stable]] always shows the LIST of dinos now. It used to leave whichever card you last opened in the way — and while you were standing on that card the tab was already the one you were on, so tapping it did nothing at all. On a phone the card fills the page, which left the small "← Roster" inside it as the only way out. Both buttons do the same thing now, and switching tabs closes the card behind you.
== v0.38.3 — The Desktop Build Learns Some Manners ==
* Right-clicking in the desktop builds no longer opens a browser menu over the valley. The native shell runs on the operating system's own web engine, and those engines brought their own menus with them — Windows offered "Save image as" and "Send tab to your devices", macOS a Reload that could restart you mid-action. Both now keep their right-click to themselves. Nothing changes in the browser, where that menu is yours to use.
== v0.38.2 — The Bitecoin ==
* '''Mining goes to 99.''' Mine Bitecoin opens at [[Mining]] 99 in the Sundered Vale — the last swing of the pick, one coin every 13.6 seconds. Heartstone had been the top of the ladder at 98, which left the final level with nothing new to unlock; now reaching 99 hands you the richest rung in the game at 45,000 amber an hour.
* A Bitecoin sells for 170 amber, more than any other thing you can dig up, and it feeds no recipe on purpose — it is money the Vale minted itself, so spending it is the only thing to do with it. Something got to the first one before you did; the bite is still in it.
== v0.38.1 — Dispatch Gets A Launch Bay ==
* '''Dispatch is rebuilt.''' Sending a squad used to mean a dropdown of eleven missions and a wrapping strip of every idle dino as a name-only pill. On a phone that strip scrolled sideways inside a page that scrolls down, so you fought the page to reach the fourth dino, and a pill could not tell you a score, a status, or whether that dino was any good where you were sending it. The whole thing is now a Launch Bay: one card per mission slot, showing what is out, when it is back, and what it is bringing home.
* PICK A SQUAD FROM A LIST, NOT A STRIP. Press "Send a squad" and the picker opens under the bay, so you never lose sight of what is already flying. Every dino gets a full-width row — portrait, name, what it is worth on THIS mission, and a "thrives here" marker — sorted by best-for-this-job, with a ★ Best three button for when you just want to go. Busy dinos are not hidden any more: they stay in the list, dimmed, saying why ("working [[Mining]]", "marching with you"), so "where is Betty" has an answer.
* THE MISSION SHEET (phone). "Change" used to step to the next mission, so getting back to the one you wanted meant tapping eleven times past things you never saw. It opens a sheet now that lists all eleven at once, each carrying this squad's real odds, the loot it would bring back at your haul multiplier, and a band — Comfortable, Even fight, Long odds — so you can see at a glance where these three can actually go.
* SQUAD PLATES SHOW A SHARE, NOT A SCORE. The picked dinos are drawn as bars: each one's share of the squad, with the thrive bonus as a green tip. Three rounded numbers next to a total could never be made to add up to it, and a bar always does — so the plates now answer "is this one pulling weight" and "is my thrive pick doing anything" at a glance instead of asking you to do arithmetic.
* Field Notes matter more. The picker scores every dino by what you have actually DISCOVERED — an affinity you have not found yet does not quietly inflate the number on the card. Find the note and that dino visibly climbs the list.
* Fixed a biome reading "the the Sundered Vale", and the mission and report icons are drawn art now instead of emoji.
* The odds now sit above your squad instead of under the roster — on a phone the dino list has no ceiling, so the number that tells you whether this run is a good idea (and the [[Dispatch]] button itself) had ended up below every dino you were choosing between.
* Your pack dinos get their Attack, Guard and Scout toggles on the [[Stable]] page. The board could already put a dino in your pack but not say what it did once it got there — you had to go back to the Player page to set a role. And the Heal button next to them is green now, matching the one on the Player page, so it looks the same in both places and dims the same way once there is nothing left to heal.
== v0.38.0 — The Stable Becomes A Command Post ==
* '''The stable page is rebuilt.''' The roster used to be a wall of tall cards — twenty-four dinos meant 2,641 pixels of scrolling on a desktop and 6,950 on a phone, and more than a quarter of every card was the same three empty gear slots and the same two buttons, repeated. It is now a list you can actually read: one compact row per dino that says who it is, what it is doing right now, and what it is worth, with the whole roster scrolling inside its own panel so the page stops growing every time you tame something.
* '''An attention rail sits on top.''' A hungry hatchling, squads home with hauls to collect, a free hired-hand slot going to waste, the next egg, and how many dinos are standing around doing nothing — all of it now greets you at the top of the page instead of hiding as a dot on a tab you did not open. Each one is a button that takes you straight to the fix. When nothing needs you it collapses to a single quiet line, because a calm stable should not shout.
* '''Pick a dino and see everything.''' Clicking a row opens a full panel beside it: big stats with an honest breakdown (base roll plus exactly what the gear adds, so the numbers add up), health and veteran bars, gear slots you can fill from a proper picker instead of a dropdown, and one clear line telling you what that dino is assigned to — with the button to change it right there.
* '''Search and filter the herd.''' A search box that matches nicknames, species and id numbers, plus one-tap filters for Idle, Working, Hurt, Out and Keepers — each showing its own count. Finding the four dinos worth releasing no longer means reading twenty-four cards.
* ON A PHONE the list and the panel swap places instead of stacking, so the roster is about one screen instead of eight, and the bottom tab bar stays exactly where it was.
* Tapping a dino now means "show me this dino". [[Breeding]] still picks its pair from its own tab, so looking at a creature no longer quietly signs it up as a parent.
* '''Your pack has its own pill.''' The [[Stable]] roster gained a Pack filter, and the dino panel is now where you add and remove pack members — so building a hunting party happens in the same place you look your dinos over. The Player page no longer repeats the roster as Working and Idle lists; it shows your pack and your pets, and the Stable does the sorting.
* A LOCKED FILTER replaces the old Out pill, which had drifted into showing much the same dinos as Hurt. Locked finds the ones you have protected from release.
* The diet marker on a dino is a drawn icon now, not a leftover emoji — the last one hiding on the [[Stable]] page.
* Offspring are announced by name. A hatchling that grew up while you were away used to be reported as "Baby Glyptodon grew up"; it now uses the dino's own name, the same one the [[Stable]] shows.
* The Nursery card now sits with the job it belongs to — the Roster and [[Breeding]] tabs — instead of following you onto Eggs, Hired hands and [[Dispatch]].
* The alert strip is quieter. The idle count and the egg timer are gone from it: the Idle pill and the Eggs tab already say those, and a strip that repeats them is just noise.
* Veteran, mutation and imprint badges are gold again instead of grey.
* A dino in your pack can be healed straight from its panel — the ones marching with you take the hits, so they are the ones most often sitting at part health.
* The Nursery card sits at the top of the [[Breeding]] tab now, in the same place it already sat on the Roster, so a baby on the clock reads the same wherever you are.
== v0.37.23 — The Page Stops Sliding Away On A Phone ==
* '''The game no longer slides away under your thumb on a phone.''' Opening the bottom nav and dragging could drag the whole game up the screen — tab bar and all — leaving a band of nothing beneath it, with no way to scroll back to anything because there was nothing down there. The game now measures itself against the height you can actually see, and only the page area scrolls: the tab bar stays welded to the bottom edge, and the nav sheets, panels and dialogs are sized to fit the window instead of hanging off it.
== v0.37.22 — The Museum Wings Fold ==
* THE MUSEUM WINGS COLLAPSE NOW, exactly like the areas on the [[Expeditions]] page. Tap a wing name to tuck its displays away; the wing keeps its name, its mounted count and its plaque on show, so you can still read the whole museum at a glance. Each fold is remembered on this device, and separately from the Expeditions folds — closing the Grasslands wing leaves its Grasslands expedition area open.
== v0.37.21 — The Breeding Tab Gets The Sort Bar ==
* THE BREEDING TAB CAN BE SORTED NOW — the same bar the Roster has: Veterans first, By species, Power, Guard, Swiftness, Health. Picking a pair meant scrolling a flat list hunting for two of the same species; now the tab OPENS grouped by species, strongest first, so both candidates are already sitting next to each other. It remembers its own choice separately from the Roster.
== v0.37.20 — The Boosts Panel Stops Moving The Page ==
* '''Opening the boosts no longer stretches the page art.''' The ledger used to push the header taller, and a skill page sizes its scenery to its header — so every time you opened it, the whole backdrop grew and shoved the page down. It opens as a panel floating over the art now: the scene holds still, nothing below it moves, and Escape closes it.
== v0.37.19 — Your Working Dino Gets Its Own Bar ==
* YOUR HIRED HAND HAS ITS OWN BAR NOW, under the tool rack and above the [[Mastery]] Pool. It shows the dino, its buff, what it is set to gather, and — the new part — HOW MUCH THAT IS WORTH PER HOUR. "≈345/h" is a number you can compare against actually doing it yourself; "~1 gather / 17s" was not.
* '''The stable and player pages say it the same way.''' Both showed "~1 gather / 12s" — a clock, not a rate. All three surfaces now read "≈345/h", in the same wording the [[Tribe]] page has used since its workers stopped explaining themselves in seconds.
* '''It moved off the scene art.''' The dino used to live in the skill header as a "recent:" chip: a loot feed sitting in the buff row, over a bright sky, with no way to tell what the dino was even tasked to. The header is just the buff pill again, and the level bar sits higher for it.
* '''An injured hand no longer reads as a stopped one.''' Hunger pauses a worker buff; an injury does not — a hurt dino keeps buffing and keeps gathering. The bar says so, showing an injury as a note beside the buff instead of in place of it.
== v0.37.18 — Every Skill Page Shows What Is Helping You ==
* '''Every skill page now tells you what is boosting it.''' One green chip under the title — "⚡ 6 boosts · 3s → 2.0s" — opens into the full ledger: the potions running, today's sky, your hatchling pet, the dino working the skill, your tool rank, shop ranks, museum wings, the [[Homestead]], mastery. Most of those were real bonuses the page never mentioned anywhere: the pet lived on the Player page, the wings on the [[Museum]] page, and the shop ranks and Homestead speed nowhere at all.
* '''The number at the bottom is the real one.''' The ledger does not do its own arithmetic — each row is one of the engine's own multipliers and the total is the same swing time the action card shows, so the rows multiply to exactly what the timer does. Same for the double-yield chance and the XP bonus: those are the numbers the game actually rolls against.
* THE HEADER GOT SHORTER, NOT TALLER. It used to carry up to three separate chips in three different treatments — a green pill for the sky, a grey one for the hired hand, a borderless one for its gathers. It is one chip now, closed by default, so the action cards sit higher up the page on a phone. The hired hand's hunger warning keeps its own red chip, because that one says a buff has STOPPED.
== v0.37.17 — Forged Gear Is Worth Forging ==
* '''Forged gear now matches the gear the bosses drop.''' Every blueprint was banded against the smithing armour ladder, which tops out at 13 defense — so a Gloomglass Visor that cost you three Gloomglass Shards and two Abyssal Pearls rolled 9-10 defense, and lost to a Mosslit Crown you can make at [[Delving]] 30. Every armour blueprint in the game was beaten by something ordinary you could just craft. An average cast is now worth the drop-set piece of its own tier: that same Visor rolls 42-55.
* '''Every cast now rolls a quality.''' Common (70%), Fine (24%) or MASTERWORK (6%). A common cast sits just under the drop gear of your tier, a fine one is level with it, and a masterwork beats it outright — the rare craft that is genuinely better than what the boss would have given you. The grade is part of the piece's name, so a Masterwork Gloomglass Visor says so in the locker, in the battle sheet and on the toast.
* THE ★ MEANS SOMETHING AGAIN. Roll bands used to be two or three points wide, so "Perfect Cast" fired on roughly half of all casts. Topping a roll now needs a masterwork AND its best result — about 1 in 80 per stat. It is a trophy, not a coin flip.
* '''Blueprint cards show what they make.''' The twelve forge cards were the last place in the game still drawing an emoji: they showed a hammer or a needle, the same picture for every recipe on the bench. Each card now wears the piece it forges, names it, and says which slot it goes in — and its roll bands spell out the odds for each grade.
* '''Your dinos get the same fix.''' The Sunstride Saddle capped below a plain Skyleather Saddle and the Frostbound Barding lost outright to a Moonstone Barding. Both are now anchored on the top of their own ladder: 13-17 swiftness and 20-26 guard.
* '''Nothing you already forged is lost.''' Pieces in your gear locker are re-scaled onto the new bands by how lucky they were — a piece that sat halfway up its old roll sits halfway up the new one, and anything that topped its roll still tops it.
== v0.37.16 — The Stable Stops Sliding Sideways ==
* '''The stable page no longer slides left and right on a phone.''' The six sort buttons — Veterans first, By species, Power, Guard, Swiftness, Health — sat on one unbreakable line about 180px wider than a phone screen, which made the whole roster pannable sideways: scroll down the list and it drifts off-centre, and Swiftness and Health were parked off the edge where you could not reach them. The row wraps onto as many lines as it needs now, so every sort is on screen and the page holds still. "Veterans first" also stops folding into a double-height pill.
* '''The sort buttons are all one size.''' They used to be sized by their wording, so a wrapped bar read as ragged boxes — a wide "Veterans first" beside a stubby "Power". Every chip is the same width and height now, so the bar reads as tidy segments however many lines it needs. They stay compact rather than stretching, so the desktop row is unchanged: still one line. On a phone the "Sort" label moved ABOVE the buttons: sitting inline it ate the head of the first row, so those buttons started indented from the ones below and the matching widths still looked crooked. Every button shares a left edge now — and the label no longer costs the first row a slot, so on a narrow phone the bar is a line shorter than it would have been.
== v0.37.15 — The Last Worker Can Be Geared ==
* '''The last worker in the tribe can be geared now.''' Their gear pickers always dropped DOWN, and the bottom card sits at the bottom of the page — so the list opened off the end of the screen (under the tab bar on a phone), and you could not scroll to the rest of it, because dragging anywhere outside the list closes it. Every picker on the page now opens on whichever side has room and is never taller than what you can actually see: near the bottom it hangs UPWARD from the button, and it re-measures as the page scrolls under it. Duty pickers too.
== v0.37.14 — The Shop Gets Drawn Art ==
* '''The shop finally has its own art.''' All seventeen [[Amber]] Exchange cards — every Vault, the Charters, the Satchel, the Whistle, the Bazaar Pass — were still wearing emoji, the last emoji-headed page you visit daily. They are drawn SVGs now, in the house palette: the three vault ranks share a strongbox silhouette in rising metals so the ladder reads at a glance, and the charters and ledgers share a page-and-seal frame. (The [[Trading Post]] itself was already clean — the shop next door was the one showing emoji.)
== v0.37.13 — The Museum Gets Its Own Name ==
* '''The museum gets its own name.''' Its banner read “Natural History [[Museum]]” — a real-world name on a valley that has never been anywhere near natural history. It is the Primal History Museum now.
== v0.37.12 — The Rivals Valley, Framed ==
* THE RIVALS BACKDROP IS THE RIGHT SIZE, AND YOU CAN SEE THE WAR-CAMP. Its valley art was drawing on the short scene band while every skill page beside it used the tall one, so the canyon was cropped to a sliver — and simply making it taller only showed more empty ground, because every scene anchors to its bottom edge and the [[Rivals]] figures sit higher than that. The band now matches the skill pages (the ladder and the raid header both, so it does not jump height when a raid starts) and the art is framed on the two banner-carrying warriors on the ridges.
== v0.37.11 — The Foreman Keeps Getting Faster ==
* '''Security moves up too.''' The [[Tribe]] page now reads fire → stockpile → security → workforce. The first three are the glance you open the page for — who is at the fire, what is waiting on the shelf, and what stands between the two overnight — and they are a fixed height. The Workforce list grows a row per wanderer, so it goes last, where it pushes nothing else off the screen.
* '''The ledger pays all the way to the top now.''' The foreman’s clock used to bottom out at every 30 minutes — which the 5-minute shave reached at Ledger 14, while a fully aged camp can build all the way to 17. Levels 15, 16 and 17 were three eras of upgrades that changed nothing, and they land exactly where a big camp needs him most: a stockpile that fills in twenty-odd minutes spills everything after that, no matter how much you have paid. The floor is now every 15 minutes, which is where level 17 lands — so 15 runs every 25 minutes, 16 every 20, and a maxed Ledger every 15. Every level you can build now pays.
== v0.37.10 — The Stockpile Moves Up ==
* '''The tribe page leads with the stockpile.''' It now sits directly under the Campfire, above the Workforce — it is the card you open the page to read (what is waiting, whether it spills before the foreman gets there), and it was sitting below a workforce list that grows with every wanderer you take in. Workforce and Security follow, in that order. Nothing else changed: same card, same Collect all, same spill warning and foreman clock.
== v0.37.9 — Buy All At The Trading Post ==
* BUY ALL, TO MATCH SELL ALL (Keltar). Every trade card now has a Buy all beside Buy 1: it takes the trader’s whole remaining stock of that good, or as much of it as your amber covers, in one click. Hover (or long-press) it and it tells you exactly what it is about to do — “Buy all 13 left today — 1,014 amber” — and when it is greyed out it says which wall you hit: sold out for the day, not enough amber for even one, or a full bank with no room for a new stack.
* THE FOREMAN NOW SHOWS HIS CLOCK (Keltar). The Stockpile card counts down to his next run — “the foreman banks everything in 12m — he comes round every 30m” — right beside the spill warning, since the two are the same question from opposite ends: does the shelf fill before he empties it? The Foreman’s Ledger card carries the same live line, so you can read the cadence your level actually fires on instead of working it out from the ladder. And that ladder’s wording was genuinely misleading: “shave 5 minutes each, down to every 30 minutes” never said WHERE the floor lands, so level 15 looked like it should be 25 minutes. It bottoms out at level 14, and the description now says so.
== v0.37.8 — Homestead Wood Climbs In Order ==
* FOUR STRUCTURES ASKED FOR THE HARDER LOG FIRST (Macenzie). The Storage Hut and Grand [[Stable]] wanted Ironbark — [[Logging]] 85 — for levels 46–60 and then dropped back to Frostpine (Logging 72) at 61; the Watchtower did the same thing one tier down; and the Feeding Trough went Redwood (65) → Mangrove (32). Each pair is now the right way round, so the wood a building asks for never gets easier as it climbs. The price did not move: the quantities were re-solved to hold every band within ~1% of what it cost before, which means 46–60 now asks more of an easier log and 61+ asks fewer of the harder one.
== v0.37.7 — Loot Stays On The Page That Earned It ==
* '''Delving was showing a hunt’s loot.''' “Loot this fight” is one running tally, and only hunts and tames ever fill it — but the box was drawn on all four battle pages, so the meat and bones from whatever you last hunted (or were still hunting in the background) sat there under the [[Delving]] header, counting up beside a cave you had not entered. Nothing was mis-rolled and no drop table was crossed: the cave was simply wearing another fight’s chips. The tally now belongs to the page that earned it — [[Hunting]] and [[Taming]] keep theirs, and Delving, [[Expeditions]] and [[Rivals]] show nothing until they have loot of their own.
== v0.37.6 — Mastery Tooltips Tell The Truth ==
* THE M99 PERK IS +25%, NOT ZERO. Two of you are already at M99 and the pip you hover said “+0 primary yield” — a leftover from the patch that replaced the old flat +1 with a +25% carry. The engine has been paying the full +25% the whole time (measured on a real save: 272 crystal from 200 swings, exactly +10% doubles, +25% carry, +1% milestone). Only the words were wrong, and now they name the real number.
* EXPEDITION MASTERY SCALES, AND THE TOOLTIP FINALLY SAYS SO. M50/M99 on an expedition, arena or cave pay 3% of that row's difficulty, not a flat +3/+6 — on the hardest Alpha Arena that is +45 and +45, which the card had been describing as +3. The 2× countdown also stops claiming “every 10th” once a Skill Milestone tightens it to every 8th: the words and the number beside them now change together.
* And two smaller honesties: the 25 forge recipes and training drills that bank no stack no longer advertise a doubling perk or a yield bonus they can never pay (their interval perks are real and still shown), and the [[Mastery]] Pool stops rendering its XP to three decimal places.
== v0.37.5 — The Flag Flies Where It Counts ==
* The 🚩 biome-clear counter now shows only on PATROL cards — the runs that actually advance it. Cave and boss cards used to wear a permanently-full 25/25 flag they could do nothing about (you cannot even reach them before it fills); their cards already carry their own locks and gates, so the stray counter is gone.
== v0.37.4 — The Deep Keeps Its Promises ==
* '''Cave uniques now have pity.''' Every cave relic still drops at its natural 0.2% on any successful run — the lucky early hit is untouched — but a dry streak can no longer outrun run #400. Each cave card counts your dry runs toward that guarantee (🎲 137/400), the counter clears the moment the relic is yours, and once you hold it the chase is over for good. The rule from the bank patch applies here too: a relic a full bank turned to amber never counts — the streak keeps building until one actually lands in your bank.
== v0.37.3 — The Rift Becomes A True Chain ==
* '''The rift is now a true chain.''' The Warden’s fall opens the Deep Rift, the Twin Sovereigns open the Riftheart, and the Core answers only once the Colossus lies broken — each locked door names the boss that holds it. Zones you had already fought into stay open: your patrol wins there are proof enough. And every rift boss’s FIRST clear now fights at base difficulty — Guardian Heat is a repeat-farming tax, so a fresh Colossus victory no longer heats your first crack at the Core.
== v0.37.2 — A Full Bank Tells You What It Cost ==
* [[Bank]] pressure is part of the game — when every slot is taken, new drops still convert to amber and your idling never stalls. What changed is the silence. The WELCOME BACK report now lists every stack a full bank turned to amber while you were away, item by item, plus the amber they paid; battle reports and raid spoils mark a converted drop with its own → amber chip instead of pretending you kept it.
* Two things a full bank can no longer eat: a RIVAL FIRST WIN and your ARTIFACT PITY. First-win raids refuse to start until the guaranteed spoils — the signature piece and the tribe’s sure loot — have room, and the scout names exactly how many slots to clear. And a cave artifact that converted because the bank was full no longer resets the pity counter: an artifact you never held is a dry win, so the streak keeps building until one actually lands in your bank.
== v0.37.1 — The Contract Board Hangs Real Art ==
* The bounty board was the last page still pinning emoji to its cards. Every contract now wears the game’s own drawings: a cull shows the beast you’re hunting, a gathering or forge order shows its skill’s mark, a patrol shows its biome, and the tame, harvest and trade bounties wear their own systems’ art. No new pictures needed — the board just learned to use the ones the rest of the game already owns.
== v0.37.0 — The Changelog Clears Its Own Scrollbar ==
* The "What’s new" list you are reading right now ran its text and dates all the way to the edge, where Mac and phone scrollbars draw on top of the content — the release dates sat under the scroll thumb. The list now keeps a clear lane for the scrollbar. (Also: version numbers now roll the minor at 100 — after 0.36.101 comes 0.37.0, which is why this entry is one.)
== v0.36.101 — The Stockpile Clock Tells The Truth ==
* The Stockpile card’s "fills in about…" timer only counted what your tribe makes — never what your crafting lines eat. Run a conversion chain (Macenzie’s report: ore → ingots → hammers and spears) and the card could claim 3 minutes when the first shelf really filled in 15–20. The timer now walks the camp’s actual pipeline — every gather, every batch, what each line consumes from the shelves and then the bank, full-shelf pauses, wounded workers, palisade repairs, even the Foreman’s Ledger sweeping shelves clean on its rounds — so the time you see is the time it happens.
* The card also names WHICH good caps out first, and the warning stopped over-claiming: a full shelf spills its gathers and pauses the lines that make it — crafted goods were never "lost", their lines hold without burning materials. If nothing will fill within a day (or the Ledger keeps clearing shelves faster than they fill), the card simply stops warning instead of inventing a number.
== v0.36.100 — Desktop Hovers The Same Bubble ==
* Desktop gets the same info bubble phones just learned to hold for. Hovering anything labelled — a stat badge, a gear piece, a weather chip — now shows the styled popup instead of the browser’s slow plain tooltip: the same look as on phones, quicker to appear, and it can never show twice. Clicks behave exactly as before.
== v0.36.99 — Hold To Know, On Phones ==
* On desktop you can hover almost anything — a stat badge, a gear piece, a weather chip — and a tooltip explains it. On phones those explanations simply never appeared. Now press and hold: hold a finger on any labelled thing for about half a second and its explanation pops up in a bubble, on every page at once. The bubble stays up after you lift your finger so you can read it one-handed, and clears on your next tap or scroll. Holding a button to read it never presses the button.
* The first time you touch the game on a phone, a one-time hint says so: hold any label to see what it means. While a hold is in flight the browser’s own long-press text-selection stays out of the way; text boxes still select normally.
== v0.36.98 — Tribe Workers Say What They Bring Home ==
* A tribe worker’s duty used to read “~1 gather / 11s” — a clock with no cargo. Each working tribemate now shows what they actually deliver: the item and about how many of it per hour, straight from the same numbers the stockpile fills on. Tap the rate for the whole story — what one gather or batch pays, a crafting line’s per-batch bill, and the clock factor by factor: crew pace, their tier, your Age, furnaces on a line, and the +1% per kit point their gear adds. Now you can see at a glance why the Vanguard Elite out-gathers the Novice, and what another pick or plate would buy.
* Workers also warn when their shelf is full: a red “shelf full” chip appears the moment their item hits the stockpile cap, because a full shelf spills gathers (and holds crafting lines) until you Collect.
== v0.36.97 — Raids Get A Scouting Report ==
* Raids now open with a scouting report. [[Rivals]] carry some of the game’s highest stakes, yet the Raid button used to throw you straight into the gauntlet. It now shows the whole picture first: every fighter’s own win chance and what their blade really does after your Guards and pack soak take their share, the expected number of bouts and roughly what that costs in food, whether you could survive the hardest single hit in their line-up, what a first win guarantees, and how many free bank stacks the spoils want. A warning spells out that raids are live-only — leaving retreats the war-party and resets the gauntlet — and nothing starts until you say so.
* The rival cards traded their combined difficulty number for the two that matter: your worst single-duel win chance and the strongest hit anyone in their line-up can land. The battle view mid-raid now quotes the same mitigated blade — the hit you would feel, not the raw roll.
== v0.36.96 — The Flee Odds Tell The Truth ==
* The escape chance on an expedition card was missing your Scouts. Every Scout marching with you adds +10% to the flee roll on a lost run — but the card worked the number out again from pack speed alone, so a scouted party escaped more often than the figure in front of you said it would. The scouting report and the battle view now read the engine’s own flee number, Scouts and the 75% ceiling included, so the odds you are shown are the odds that get rolled.
* Fleeing also stopped over-promising. The line said pack speed slipped you away “unharmed”, when an escape still costs half the damage a rout would have dealt and still brings nothing home — what it really buys is the pack’s skin. It now says so: half the damage, no pack injury, no loot.
== v0.36.95 — Every Rival Flies A Drawn Mark ==
* The [[Rivals]] ladder was still showing emoji. Fourteen tribes now have their own hand-drawn emblem in the game’s own style: the Mudfoot’s muddy print, the Berry Snatchers’ stolen cluster, a Fern Gully frond, a river-worn Riverbone, a Thornscale barb, the Reavers’ felling axe, the Swampjaw’s toothy snout, an Ashwalker cone, the Obsidian Order’s knapped blade, a Frostfang tooth, a Skyplume quill, the Ember Court’s glowing crown, the Vale Wardens’ warding spiral, and the Apex Accord’s linked rings. Mostly Harmless keeps its own logo. The marks show on the ladder cards and on the raid-spoils lines.
== v0.36.94 — Two New Bank Tabs, And Tools That Ask For Bars ==
* The [[Bank]] has a Rare tab and a Sell tab. Rare gathers everything you would hate to sell by accident — rare materials, relics and war banners, the signature piece from every tribe you have beaten, alpha trophies, biome artifacts, fossil skulls, quest trinkets and your Fang Marks and Rift Shards. Sell holds the opposite: items nothing in the game consumes, wears or asks for, whose only job is amber. Nothing appears in both.
* Bronze and Iron tools now cost bars instead of raw ore. A Bronze Pick asked for 30 copper ore and 30 tin ore; an Iron Pick asked for 60 iron ore. You do not hammer a pickaxe out of rubble — those ranks now want 30 Bronze Ingots and 30 Iron Ingots, smelted at the forge, alongside the same haft wood, flux and coal as before. The ore you spend is halved to pay for the smelting time, so a rank costs about what it always did. Flint and Obsidian still take raw stone, because both are knapped rather than smelted, and Silver and Starfall keep ore until bars for them exist.


== v0.36.93 — Sagebind Salve Earns Its Place ==
== v0.36.93 — Sagebind Salve Earns Its Place ==