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Play Pals

An idle RPG inside WoW. Raise tiny heroes, collect loot, and bully kobolds. Because one grind clearly wasn’t enough.
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PlayPals-0.4.0.zip

File namePlayPals-0.4.0.zip
Uploader
KrysEdoKrysEdo
Uploaded
Oct 27, 2026
Downloads
8
Size
423.5 KB
Flavors
ForeverRetail
File ID
9345375
Type
R
Release
Supported game versions
  • 12.1.7
  • 1.60.1

What's new

[0.3.2] - 2026-10-25

Added

  • Pending pets retain their looting character and exact enemy source. Only that character can claim them individually in Loot before they become account-wide. The group's tank carries dungeon pet drops. An orange circle identifies the owner in the roster; older drops without provenance are preserved directly in the collection.
  • Collected pets can be selected in the collection and displayed beside the main portrait and to the character's left in compact mode outside dungeons. Flying pets gently float; others move horizontally. A button hides the selected pet.
  • Found pets now wait to be claimed through Loot or the collection. An orange raid circle remains on Loot, Pets and the compact bar until collection, with a dedicated announcement. Pending pets are saved account-wide and cannot be sold with items or lost when leaving a dungeon.
  • Account-wide pet collection: three companions (common, rare, epic) per zone and dungeon, rarely dropped by enemies, including background combat. A Pets button shows progress, collected/missing filters and sources; unavailable dungeons are marked coming soon. Smolderweb Hatchling is an even rarer bonus from Mother Smolderweb.

Changed

  • A pet already in the collection is no longer announced. It stays in Loot on the character who found it, only so it can be sold: 250 gold (common), 1,000 gold (rare), 4,000 gold (epic), 16,000 gold for the boss pet.
  • In Talents, each spell shows its rank ("Rank 15") and the tooltip opens beside the icon.
  • Once a dungeon is complete, talents can be spent while the party has not left. Farm stays locked until the group leaves.
  • In dungeon combat, selecting a party member also plays that character, the same as Play in Characters.

[0.3.1] - 2026-10-25

Added

  • Zones and dungeons show a client landscape behind travel, combat, and the compact bar (zone artwork, dungeon loading screen). The picture follows the destination while traveling. If the client has no picture, the icon is not stretched in its place.
  • The healer has 10 heals per fight, spent like a mana reserve. The counter (n/10) sits on their slot, on the dungeon progress line, and in the tooltip. The reserve refills on the next monster or after Retry. At 0, heal spells grey out and do nothing.

Changed

  • In compact mode, while the selected character is in a dungeon, the bar shows the dungeon name and how many monsters are already defeated out of the total. When the dungeon is finished, the party stays on screen, with no monster.
  • The combat line marks critical hits, and names the target when the final boss strikes a member in the second half.
  • Journal portraits face the party. Dungeon cards crop the artwork to the painted area, and the travel scenery includes the destination buttons.
  • Monster health no longer grows with the party's damage, so gear and talents shorten fights. Healers no longer deal damage.
  • The last boss has more health and strikes a random member in the second half of the fight.
  • A dungeon far above the party is marked Too high.
  • In a dungeon, talent ranks past the recommended rank give less. Improving a heal increases health restored, not the number of charges. Shields do not stack and stay capped at 45% of the tank's health.
  • Each heal also restores a fixed share to the other living members. Automatic healing spends a charge only when someone is actually hurt.

[0.3.0] - 2026-10-25

Fixed

  • Herod has an icon in combat again.
  • Dungeon cards follow the client. Retail keeps the current levels. Forever shows the published level bands, and nine new dungeons are listed without a fight for now.
  • The Maraudon centaur and the other portraits missing from the client have an icon again: troggs, nagas, goblins, Aku'mai, Morphaz, Fenrus, Deadmines, Shadowfang and Blackfathom.
  • In Dungeons, each party slot keeps its right border. While the scrollbar is hidden, it no longer leaves a gutter that cuts that frame off.
  • After a wipe, Retry restarts the same monster: the party is back to full health, spells are available again, and the fight resumes.
  • In Hard dungeons (party under level), monsters deal real damage: health drops and deaths / wipes can happen. Before, fights only lasted longer.
  • In compact mode, the bar no longer keeps a large empty gap above the party: its height follows the monster size (short for trash, taller for bosses).
  • Boss portraits are no longer squeezed into their square frames; the compact combat scene is shorter and closer to the status text.
  • An initially empty dungeon journal no longer permanently prevents portrait lookup; a later attempt can retrieve newly available data.
  • The addon loads again. A reserved word in the icon list was blocking the whole file.
  • The dungeon fight shows the monster icon to the right of the party, the same way spell icons show. It no longer vanishes when the portrait rotates.
  • Dungeon combat no longer floods the game with a Lua error every frame. One error is printed once, without disabling the addon.
  • After a dungeon kill, the item shows and the next pull starts. A failed icon no longer freezes the party.
  • The dungeon monster icon stays visible. The 3D portrait was hiding it and drawing nothing.
  • At the end of a dungeon, the party stays on screen. Loot opens on screen: the bag and the Loot button stay clickable.
  • Starting a dungeon with no dungeon or character selected shows an error above the Start button.
  • The interface loads again: minimap icon, compact bar, and the Play Pals page in Esc > Options > AddOns.
  • The Dungeon button correctly opens the panel to the right of the main window.
  • Dungeon help text sits under the title bar; the list scrollbar stays on the left and no longer covers the party.
  • In a dungeon: gear and travel are hidden; the bag becomes Dungeon Loot (kills + assignment); no more Who takes popup or second Leave button.
  • During a dungeon, gear and travel no longer overlap the fight UI (titles, zone bar, Auto-farm).
  • Trash/boss HP scales from the party's real DPS so pulls are no longer one-shot.

Added

  • In Dungeons, at the end of a run, Again (next to Finish) restarts the same party in the same dungeon.
  • In Dungeons, when two dungeons are running, two buttons switch from one party to the other. That party's tank becomes the character on screen, and its spells are selected.
  • Two dungeons can run at the same time. With a character who is not in a dungeon, you can start Dungeon 2 while Dungeon 1 keeps going.
  • Character creation offers Male or Female. Race portraits follow that gender (creation, main window, character list, travel, and dungeons). The summary and class tooltip say whether the class can be Tank, Heal, or DPS.
  • Heal spells also restore a share of their healing to each other party member. At equal level this covers area damage. If the monster is above the party, that share shrinks and is gone at 4 levels up, so area damage becomes impossible to keep up with.
  • In a dungeon, a heal or protect raises the character's arms and floats little yellow raid-target stars, instead of a colored square behind the class icon. The same animation plays after a kill.
  • In Dungeons, the full combat queue (trash and bosses, fixed at start) is shown: defeated pulls marked with an x, the current fight, and wipe on the pull where the party fell.
  • Dungeon and combat scenery is framed and more visible, with independent opacity adjustable from 0 to 100% in options (65% by default).
  • Dungeon and monster icon frames now follow the selected theme, including live theme changes.
  • Larger, framed dungeon tiles use cropped journal artwork with icon fallbacks. Boss portraits and creature icons are shared by combat (full and compact) and loot; ordinary enemies use more representative icons when available in the client.
  • Portrait matching stays within the relevant dungeon journal, prioritizes the creature ID and supports French/English names. Combat resolves artwork when the monster changes, not on every animation frame.
  • In compact mode, the dungeon party advances and strikes the monster above the bar while that character is in the dungeon.
  • In a dungeon, a bar shows how many trash are left before the next boss, and how many bosses remain.
  • Classic 5-player Dungeon mode: pick an instance, form a party (1 tank, 1 heal, 3 dps) from characters you already created.
  • All Classic 5-player dungeons (Deadmines from level 7 through Stratholme / Scholomance), with elite trash, bosses, death, wipe and retry.
  • Role spells: protect for tanks, heal for healers (7 spells for paladin and druid).
  • Dungeon loot, trash/boss loot assignment, and class sets on high-level dungeons.
  • Dungeon button on the main window; party combat with 5 health bars and spells for the selected character.
  • Auto-cast and Berserk work in dungeons (in Berserk you click spells, including protect and heal).
  • In a dungeon, the party moves in and strikes the monster. Bosses are much larger than trash.

Changed

  • Before Finish or Again, if items remain in Dungeon Loot, a confirmation asks whether to leave without selling them.
  • Buying a talent during a dungeon opens an error window, in addition to the chat message.
  • Starting a dungeon closes the Dungeons window, updates it, then opens it again right away on the run in progress.
  • Dungeon trash has much more health. At the dungeon's level, a pull lasts about 10 to 20 seconds. Bosses stay longer.
  • In Characters, the Move up / Move down arrows use Blizzard's scrollbar buttons, and each row is vertically centered again.
  • The monster portrait in combat no longer has a dark background or a colored frame (zone mob, trash, and boss, full window and compact mode). The zone or dungeon scenery stays behind the fight, in the full window and in compact mode.
  • Starting a dungeon selects the party's tank when the current character is not in the group, so the first monster is on screen from the pull.
  • In Characters, the Farm button stays grey while that character is in a dungeon.
  • In Characters, the Farm button of a character who has left the dungeon turns auto-farm back ON, even with no zone timer. It resumes the last zone, or the current zone.
  • After a wipe, the message and the last combat line sit at the bottom, just above Berserk.
  • In Dungeons, Retry takes the place of Start after a wipe.
  • In dungeons, the tank casts protect first to absorb hits; the healer only reacts after real HP loss, with a short random delay. Heals and protects still scale with character level and spell rank; the tank shield is a bit stronger. Without a living tank, the rest of the party falls quickly.
  • When a creature dies, in combat, while farming, or in a dungeon, the Death Scream icon replaces the skull.
  • In a dungeon, a character at 0 health leaves the Death Scream icon in the fight scene and on their slot, instead of a greyed-out figure.
  • In a dungeon, auto-farm stops for the whole party: no zone timer, and no map fights or background loot. Map farming resumes when they leave.
  • Dungeons combat-queue legend: "dead" instead of "killed".
  • In Dungeons, the combat queue uses thick-framed miniature cases (trash / boss, red if dead, X on wipe) with a scrollbar and a short legend, instead of large tiles that overlapped the lower UI.
  • Party composition has a scrollbar: the last member no longer overlaps the Leave footer.
  • Dungeon panels and character slots use a translucent fill instead of opaque black that hid their frames.
  • Every dungeon can be entered at any party level. The list shows Easy, Medium, or Hard.
  • In a dungeon, trash icons are smaller. Bosses keep the large portrait.
  • In Characters, a character in a dungeon shows Dungeon 1. If a second dungeon is running, that party shows Dungeon 2.
  • Playing a character outside the party hides the dungeon while that character is on screen. The dungeon keeps running in the background; switching back to a party member shows the fight again.
  • During a dungeon, the 5 members cannot pick up open-world loot or upgrade talents.
  • In a dungeon, a cast fills the spell icon the same way open-world combat does.
  • Dungeon loot: a Give menu lists the whole party with full names, and whether the item is better, the same, or worse for each character. The row shows each character's best item.
  • The dungeon loot button says Gold shared.
  • Dungeon and monster icons come from the client journal and creature portraits.

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