Caelumora — v1.7.0: The Big Update
It’s been a while since the last itch.io update, so this devlog covers everything new from v0.74.1 through v1.7.0 — over 40 releases spanning new systems, reworks, and polish. Here’s what changed.
Faction System & Living World
The world of Caelumora is now alive. Five factions — the Merchants Guild, Iron Vanguard, Verdant Accord, the Exiled, and Black Market — compete for control of every area.
- Each area tracks faction presence (0-100% per faction) that shifts dynamically over time
- Factions provide area bonuses when dominant: Merchants boost XP, Verdant Accord boosts resources, Exiled speeds up combat, Iron Vanguard slows actions, Black Market debuffs processing
- Conflict brackets escalate from Uncontested to Contested to Conflict to Warzone, with increasing rewards and penalties
- Unvisited areas (5+ minutes away) see natural conflict decay
- Area ownership changes fire Chronicle events and dismissable toasts
- Dark Side Bonus: +2% resource gain for each hostile/exalted enemy pair you maintain
- Guild spillover: guild reputation spills over to the aligned faction at 25% rate
Faction Shops
Sell resources to faction merchants for gold and reputation. Rates scale with your standing.
- Purchase rep-gated items from Known through Exalted tiers with daily stock limits
- Exalted items are aspirational endgame goals (1,500g weapons, rare material bundles)
- Enchanting properties
vendorBargainanddealbrokerboost faction sell prices - Gem attribute
factionTradeValueadds additional sell rewards
Combat Operations
Launch offensives against faction armies to reduce their area presence directly.
- Build momentum stacks for increased presence removal per kill
- Earn war spoils (gold, reputation, resources) from successful operations
- 4 new enchantment properties: Operation Momentum, Siege Breaker, Bonus Drop Chance, Dry Streak Resistance
- 2 new gem attributes: Army Slayer, Loot Luck
- Fully simulated offline with bonus parity
Universal Loot Drop System
A complete loot framework now sits behind gathering and combat actions.
- Weighted drop tables with configurable rolls per action
- Global Rare Drop Table (RDT) with 5 rarity tiers (crystal ore through star fragments)
- Anti-dry streak pity: consecutive misses gradually increase your drop chance per resource
- Drop preview in action tooltips shows percentages, amounts, and level requirements
- RDT drops get amber/gold notification styling with a “Rare Drop!” label
Exploration Redesign
Exploration no longer spends tokens. Instead, you discover areas by exploring.
- Explore your current area to 100% to unlock the next one
- Each exploration action yields contextual weighted loot from skills available in that area
- First travel to a newly discovered area requires a one-time resource cost (camp supplies)
- Each exploration action unlocks a unique music track
- Offline progress awards loot table resources and accumulates exploration % while away
Equipment Loadouts
Save and load up to 5 named equipment sets.
- Partial apply: missing items are skipped and reported in a single toast
- Bonus preview tooltip on loadout card hover
- Enchanting properties:
quickChange(instant swap) andloadoutMastery(+1% all bonuses with full set) - Gem attribute:
adaptability(+0.5% XP per saved loadout, max +2.5%)
Prestige Evolution & Passive Milestones
Skills can now prestige past level 99 to unlock levels 100-120 with powerful passive effects.
- 9 passive milestones at lv110/120 per skill:
- Mining 120 — Earthbreaker: 10% proc for +2 bonus ore
- Cooking 110 — Chef’s Instinct: 8% proc for +1 bonus food
- Cooking 120: auto-eat heals +15% more HP
- Fishing 120: auto-eat heals +30% more HP from tier-100 foods
- Combat 120 — Warlord Eternal: +1 HP/s passive regen during combat
- Enchanting 120 — Archmage: T3 enchanting bonuses scale to T4 equivalent
- Construction 110: +5% amplifier to all structure bonuses
- Fletching 120 / Crafting 120: +8% XP to all actions in that skill
- No full game reset — evolve one skill at a time
Enchanting & Gem UX Rework
Enchanting has been rebuilt from scratch with a streamlined interface.
- EnchantWorkbench: 3-column layout (item selector, action/scroll picker, confirmation)
- Enchant inventory items directly without equipping first
- Gem Stash panel with equipped gems row, auto-rules config, and stats footer
- Gem auto-management rules: salvage, sell, merge, attribute pinning — all automatic on acquisition
- All 38 gem attributes now visible in auto-rules (was 21 previously)
Structure Tier System
Construction Points (CP) currency has been removed entirely. Structures now use passive build progress.
- 5 tiers per structure (T1-T5) with multipliers up to 8x at T5
- Build progress earned by performing construction actions in the structure’s area
- Structure tier display with progress bars in Area Header
- Existing CP converted to gold at 10g/CP in migration
Race Passives — Fully Wired
All 8 race passives now actually work (several were defined but never connected to the bonus pipeline):
- Dwarf Earthblood: +1% gathering speed per 10 Mining levels (max +10%)
- Mecha Overclocking: +1% speed per 100 consecutive same-skill actions (max +10%)
- Triton Pressure Acclimation: +3% speed in coastal areas
- Elf Mana Weave: +3% amplification per active enchantment type
- Alien Void Attunement: +5% gem bonus per filled gem slot; void enchantment x1.20
- Changeling Attunement: +5% XP after 5+ minutes in the same area
- Goblin Haggler: 8% shop discount, 8% sell bonus, 2% processing input preserve
- Ogre: 1% double resource chance (gathering) + 20% attack power
- Orc Warborn: +15% armor; berserk below 50% HP with bonus attack speed + lifesteal
- Troll Regeneration: 3x stamina regen; in-combat HP regen; bonus out-of-combat regen
UI Overhaul
The entire interface has been rebuilt for clarity and usability.
- Character Hub: 4-tab panel (Identity, Equipment, Inventory, Buffs)
- Bank and Assistants are now full panels, not modal overlays
- Sidebar skills grouped by category (Gathering, Processing, Combat, Support)
- Sidebar navigation links for Areas, Bank, Chronicle, Prestige, Assistants
- Responsive topbar: full nav at 1280px+, icon-only on smaller screens
- Settings modal: 8 tabs (General, Audio, Offline, Tutorial, What’s New, How to Play, Your Save, Danger Zone)
- Chronicle Timeline v2: action summaries, equipment changes, travel, offline gains, assistant events
- Keyboard shortcuts for all 13 skills + Bank (B), Chronicle (H), Prestige (P), Assistants (A), and more
- 300+ SVG icons from game-icons.net replace hardcoded emoji throughout the UI
- Cinzel display font for section headers; obsidian surface styling for stat panels
Quality & Resilience
- Error boundaries everywhere: game engine tick errors, React render crashes, offline calculation errors, and auto-save failures all show recovery screens instead of blank pages
- Action ID collision guard prevents duplicate action IDs at load time
- Silent mode now suppresses ALL toast notifications when enabled
- Notification dedup prevents spam from rapid repeated actions
- Bonus pipeline decomposed into 10 domain modules for easier maintenance
- Travel requirement validation to prevent circular soft-locks
By the Numbers
- 13 Skills, 170+ Actions, 59 Equipment Pieces
- 90+ Achievements, 38 Gem Attributes
- 5 Factions, 6 Guilds, 7 Explorable Areas
- 5 Structure Tiers, 5 Equipment Loadout Slots
- 4,600+ automated tests
What’s Next
Continuing to ship gameplay features and polish. The architecture backlog is mostly clear — the engine is in good shape for whatever comes next.
Thanks for playing!
Discord
Join the Discord to report bugs or share suggestions!
— VHS