Pets, Polished Spell UI, and a Living World
This update brings several systems closer to the moment-to-moment gameplay we’re aiming for: more agency in combat, better clarity in the UI, and a world that feels alive as time passes.
Summonable Pets (With Real Control)
Spells can now summon temporary pet companions. They behave like proper entities in the world and come with a foundation of pet AI, including:
- Following you when needed
- Idling when they have nothing to do
- Joining combat with basic aggro and target behavior
You can also switch pet behavior modes with commands like attack, return, stay, and follow, and the client now has a dedicated pet control panel with per-pet HP bars plus an “all pets” toggle.
Better Spell Icons and Hotbar Flow
We did a pass on spell and ability presentation so it’s easier to read what you have available at a glance:
- Skill/spell icons show consistently across the UI
- Hotbar slots display the correct icon for what’s assigned
- The spell list supports a smoother drag-and-assign workflow
Real-World Synced Day/Night and Lighting
The day/night cycle now runs as a shared world rhythm with a real-world time anchor, and the client drives sun/moon direction and ambient lighting accordingly.
The goal is to make the world feel coherent for everyone: the sky, light, and atmosphere shift naturally over time, and the lighting changes aren’t just cosmetic—they support mood, readability, and navigation.
Terrain and Grass: Looks and Movement
Terrain is getting more solid both visually and mechanically. The client can query ground height and sample walkability, while the server uses the same underlying terrain data to keep movement checks consistent.
On top of that, we’re building out vegetation like grass so the world feels less empty without sacrificing clarity where it matters for traversal and combat.