Version notes
What’s new in Ularn 3D
Latest release v1.3.17. Short notes for players — gameplay, clarity, and site updates. Full build history and Windows artifacts are on GitHub Releases.
Recent versions
From the current line.
Maintained alongside CHANGELOG.md in the repository. Older tags remain on GitHub Releases.
-
v1.3.17 Maze floors, portals, and rare treasure rooms
- Dungeon floors are maze-like again — rooms and corridors, doors that actually connect spaces
- Classic loot amounts restored; item types still scale with depth
- Only one town portal at a time; returning from town consumes it
- Rare treasure rooms (0.10%) with real walls, more gold than items, and depth+3 monsters
-
v1.3.16 Loot goblin, shop clarity, and more maps
- DnD shop shows proper scroll names and catalog prices; Town Portal stays 2500g on the last page
- Buying or finding discovers items; undiscovered dungeon scrolls still share one graphic
- Rare Loot Goblin flees, drops any item equally, and vanishes after 200 turns
- Slight boosts to special weapon finds; 100 more unique maps plus 1% treasure maps
- Larger unique weapon swing models and thin spell-aim grid lines
-
v1.3.15 What’s New on the site
- New What’s New page with curated version notes for players
- Changelog linked from the site nav, home, About, play welcome links, and footers
- Clearer path to the GitHub repository and Releases
-
v1.3.14 Weapons, portals, and lighter meshes
- Distinct trap meshes for pits, dart traps, and express elevators
- Wielded weapons match floor loot art while swinging, with per-weapon attack sounds
- Teleport to Town scroll at the DnD store; reading it opens linked dungeon and town portals
- Undiscovered scrolls use shared unknown art until identified
- Cheaper orb, ring, and cone meshes with tighter Balanced GPU budgets
-
v1.3.13 Traps, relics, and Field Guide tips
- Trap art for pits, darts, and elevators
- Special-item ground hovers with classic-tone titles for major relics
- Short known-hazard tips; Field Guide sections for Hazards and Relics
- Clearer journal lines when discovering or triggering hazards
-
v1.3.12 Site polish
- Home gallery shows a clear town vs dungeon pair
- Navbar keeps About, Play free, and Download for Windows
- Footer adds a GitHub link to this repository
- Favicon, apple-touch, and PWA icons regenerated from the brand sigil
-
v1.3.11 Balance and clarity
- Sonic spear statue crumble chance raised; centipede and ant drain is a 20% roll
- Undiscovered potions share unknown bottle art until learned
- Minimap stairs: red down, green up; town buildings keep a clear empty ring
- Self-cast spell buffs refresh instead of stacking
-
v1.3.10 Readable Balanced caves
- Balanced quality raises ambient light so floors stay readable without torch point lights
- Bloom is never allocated in Balanced; Cinematic builds a lighter pass only when chosen
- Marketing home preview always runs Balanced
-
v1.3.9 Interactive hero and About history
- Restored the interactive Three.js town preview on the marketing home
- Creator history lives in About; legacy
/creditsURLs redirect there - Gallery screenshots refreshed
-
v1.3.8 Marketing redesign
- Multi-page site: home, play, About field guide, and creator history
- New cave/gem brand sigil for favicon and PWA icons
- SEO metadata, sitemap, and structured data for public pages
Earlier 1.3.x
Highlights from earlier builds.
- 1.3.7 / 1.3.6 — Faster Balanced dungeon walking
- 1.3.5 — Town plaza walls stay solid when walking past
- 1.3.4 — Expedition journal keeps the full action history
- 1.3.3 — Enchant Armor scrolls always target worn armor when equipped
- 1.3.2 — Dungeon floors are 57×20; symbol map shows the whole floor
- 1.3.1 — Remaining / max spells shown above the adventurer stats