Otherworld Utilities v 1.3.9
Curse Maven Snippet
What's new
I DO NOT REMEMEBR IF THIS NEEDS A WORLD RESET OR NOT YOU HAVE BEEN WARNED
**1.3.1 — Dreadcrown Citadel.** Added Malrec’s own castle realm beneath a permanent midnight sky. The citadel uses blackstone, deepslate, obsidian, basalt, and gold, with stained glass, soul lanterns, chandeliers, towers, battlements, and a bridge over the void. Explore the throne hall, library, council chamber, banquet hall, royal rooms, crypt, and sealed vault. Three concealed doors connect hidden passages, with gold keystones used to open them. Five books reveal the mystery of the Seventh Seat through exploration. Secret doors remember their state and refuse to close on an occupied doorway. Malrec has castle-specific conversations, and the gateway beside his Warded Keep in Dawnreach provides access and a return route.
- **1.3.2 — Malrec’s court.** Added six named court residents: Lady Vaelith, Ash-Captain Rauth, Archivist Serev, Hearthkeeper Morra, Crypt-Keeper Thalen, and Page Ziri. Each has a distinct appearance, personality, relationships, and conversations about life in the castle. They recognize returning visitors and respond to relevant records you have read. Added short walking routines within their rooms and public areas, with pauses for conversations and recovery when a route becomes blocked.
- **1.3.3 — Ashenmarket.** Added a civilian demon town connected to the castle, including Crownfire Forge, the Last Ember Inn, Stillroot Apothecary, the Lantern Watch, four furnished homes, and the covered stalls of Giltcross Market. Added public gathering places, rear alleys, the Memorial of the Uncounted, the Lamplighter’s Canopy, and the tucked-away Kindness Niche. Six new residents—Brannok, Maelis, Vesh, Korrin, Eshra, and Tavi—have individual conversations and local routines. Three readable records connect everyday life in the market to the castle and Nyra’s history.
- **1.3.4 — Three residential districts.** Added households across **12 occupied homes with 24 new residents**. Gilded Court is the wealthy quarter, with large two-storey homes, furnished upper rooms, balconies, gardens, and gold-and-quartz details. Hearthward is the middle-class neighborhood, with established craft households and furnished family homes. Cinderbank is the poorer quarter, with patched houses, narrow lanes, storage lean-tos, shared washing and mending areas, a common kitchen, and gathering spaces. Each household has two named people with their own relationships, interests, introductions, and local walking routes. Dreadcrown now contains **37 characters**, including Malrec, his court, the market residents, and the households. The wider mod has **89 distinct character identities and 87 bundled fantasy skins**, with artwork credits included.
- **1.3.5 — Dialogue overhaul.** Rewrote conversations throughout Dawnreach, Aurelia’s sanctuary, Malrec’s court, Ashenmarket, all three residential districts, and the companion cast. Characters now speak more naturally, answer practical questions clearly, and have more distinct voices, worries, humor, and relationships. The rewrite includes 25 main campaign scenes, 50 choice outcomes, four ending conversations, 112 companion lines, and all 32 pages across the castle and market books. Returning greetings better match what characters actually remember. Adventure guidance names the person to speak with and where to find them. Corrected contradictory wording, including the Guardian ending’s explanation of the road back to Earth, while preserving the existing campaign branches, requirements, and rewards.
- **1.3.6 — A city around the castle.** Reworked the long, straight city into a spread of bending streets, uneven squares, offset stalls, courtyards, and rear alleys. Gilded Court now lies west of the market, Hearthward to the east, and Cinderbank to the southwest. Houses face different streets and small squares, and the city sits on an irregular volcanic shelf. Homes, residents’ routes, signs, and records move together. The castle’s detailed rooms and hidden passages remain intact. Older city layouts are recognized and left intact rather than being overwritten; a new save is required to receive the redesigned city when upgrading from 1.3.5 or earlier.
- **1.3.7 — A cleaner shop.** Replaced the eighteen tabs around the shop’s edges with **five grouped menus**, keeping every destination accessible. Added larger item cards, clearer prices and bundle sizes, separate Buy and Sell views, a dedicated Fate page, and a cart review showing contents and totals before checkout. Moved listing-edit controls into the selected item’s details. Added Ctrl+F to focus search and more predictable Escape behavior. Clicking outside a menu closes it without also activating a button underneath. Improved the layout for smaller windows and different interface scales.
- **1.3.8 — The Quietbell Pages.** Added a complete missing-person investigation beginning with **Elsin at Quietbell in Cinderbank**. Follow clues about her cousin Torren through the market, wealthy district, and castle archive, making use of an existing hidden passage. The quest journal tracks the current clue and next destination. Added two resolutions, remembered follow-up conversations, and Torren’s return to his household once the matter is settled. Completion awards **$25 and 50 adventure XP once**. Progress and the chosen ending are saved separately for each player, and revisiting old conversations cannot duplicate the reward. Finding Torren early is also supported.
- **1.3.9 — A way out of the estate.** Added a free **Return to Overworld** button under **Realm → Estate**. You can also right-click the arrival floor lodestone or its nearby glowing OVERWORLD sign. The exit needs no upgrade or money and remains available when estate or travel services are disabled. It remembers an Overworld return location separately from ordinary Back travel, preventing repeated estate trips from creating a return loop. Older saves can fall back to a previous Overworld travel point, respawn area, or world spawn. Arrival checks account for solid footing, obstructions, fluids, hazards, and the world border, and clear falling motion. Existing estate builds, decorations, and stored items are preserved.
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