# Changelog

Newest first. Each release's notes are what players see on the download page.

## 0.1.6 (2026-10-02): every calling in its own light, and more of you

- **Every calling in its own light.** Each of the eight callings now draws its skills in its own shapes and colours: the Moonblade in silver crescents and razor-thin draw cuts, the Shade in black ink and smoke, the Aetherist in braided threads of ember, frost and volt, the Muse in ribbons, petals and spotlights, the Abyssal in void crescents and rifts, the Phalanx in honeycomb shields and tracers, the Timekeeper in clock faces, gears and sand, and the Briarcaller in a garden that grows. No two callings share an effect any more.
- **Every calling moves its own way.** Thirty-three new animations, so no two callings share a skill's motion: the Abyssal reels its thrown scythe home, Encore is a celebration, Stitch in Time wraps a bandage, Rootwalk climbs out of the earth, and many more.
- **A fight you can read.** Your own effects lead and everyone else's play softer, with an Others' effects setting (Full, Reduced or Minimal) under Graphics. Only your own hits shake or flash your screen. An enemy's warning always draws on top of everyone's effects, and big skills no longer wash the screen white.
- **Find yourself in a crowd.** A small marker at your feet shows which hero is yours when others are near (Your hero marker, in the settings). Every calling has its own outfit colours, a thin rim in its colour and a weapon you can see at a distance, and your party's nameplates carry each ally's calling.
- **Trees you can see.** Trees between you and the camera no longer vanish whole: the leaves open a window round your hero and thin out in front of you, so the forest stays standing, and every crown now sways in the wind.
- **Seven new hairstyles and eight fringes.** A high ponytail, twin buns, a long braid, loose waves, a low tail, short twin tails, and the swept fringe grown to the shoulders. Every style's fringe can now be worn with any other style, from side-swept and rounded bangs to a tousled fringe.
- **Marks & Makeup.** A new creator page: eleven face markings (a star, a beauty mark, an old scar, cheek stripes, a petal and more) and six kinds of makeup, from blush to winged liner and lip colour, each in a colour you choose. Your right eye can have its own colour, and your eyes and brows have five resting shapes each.
- **An accessory in every slot.** Head, face, neck, back and waist each take their own piece, all at once: a ribbon bow, a moon hairband, a wide-brimmed hat, round spectacles, a monocle, an eyepatch, a masquerade mask, a moonstone choker, a bell collar, feathered, aether or night wings, a back ribbon, a belt pouch, a hip lantern, a jade tassel and a chained grimoire. The shinobi mask is now a face piece, so it goes with your goggles.
- **More heritage.** Wolf, rabbit, round and fin ears, ram horns, a spiral horn, antlers and crescent horns, and wolf, rabbit and spade tails.
- **Outer layers.** Wear another of your outfits' coat, cape or robe over the outfit you have on, or none at all, from the wardrobe in the character window. Madame Trevanion dyes the layer separately, so an outfit and its layer have three colours each.
- **Class garments, finished.** Every class garment has piped edges, real hems and trims, buttons down its coat front, and metal that catches the light, and the cheek paint on one face is gone.
- **L.U.N.E.** The game has a new name and a new home page at aetherlune.mnhfc.com. The program and its download still carry the old name for now.
- **Update required.** This release changes the network protocol (7): the game updates itself when you start it.

## 0.1.5 (2026-10-01): openings, Mythic gear, every stat counts

- **Something that should not be here.** Now and then an opening forms in Whisperwood or on Saltglass Shore. The weather goes wrong around it for a few minutes, and then something comes through: Onemore at Moonantler Meadow, Slackwater in the shallows past Shell Shoals. They are world bosses, and they only come while a hero of level 18 or higher is in the zone. Anyone nearby can join the fight, and everyone who does a fair share of it is rewarded, in damage or in healing and shielding, however many join in. Stuns and freezes don't hold them. Keep an eye on their health.
- **Held fast.** Some of what comes through can hold you where you stand. You can still attack and cast, but you can't walk, dash or blink until it lets go. Tenacity shortens the hold.
- **The Mythic tier.** The new top tier of gear, at level 22: eight pieces for each class, in a set made for that class. Onemore drops the weapon, head, hands and ring. Slackwater drops the body, legs, feet and charm. Everyone credited with a win gets a piece for their own class that they don't have yet. Sets pay off at two, four, six and eight pieces.
- **Smaller openings.** Two or three times a day in Whisperwood and on Saltglass Shore, a smaller opening lets a pack through: something that walks backwards, something with seven legs, a lamp post that isn't one, something that reaches up from below. They are far stronger than anything else in the zone, so bring friends. They leave Blanks, a new currency kept beside your crowns. What Blanks buy will come later.
- **Every stat counts.** Six new stats join your gear: Life steal, Tenacity, Resource gain, Stagger, Thorns and Dash recovery. HP regeneration now really heals, a share of your max HP every second, so pieces that carried it show smaller numbers that now count. Your off-attributes add a little too, and each class's attacks carry its own element.
- **Monsters' ailments reach you.** A monster's poison, burn, slow, stun or root now takes hold on heroes too, for less time the more Tenacity you have. Poisons and burns never take your last point of health. A Timekeeper can clear them, and they end when you fall.
- **Gear with effects.** Some sets, uniques and Mythic pieces carry effects, from Thorn Burst to One More. The Brass Colossus drops four new weapon uniques. Tooltips, compare arrows, set counts and Gear Score show the real numbers.
- **Loot you can use.** Gear that drops is always something you can wear: when a zone's gear is above your level, it comes from the tier below. A boss's first-kill unique is never lost. If your bag is full or you leave it behind, it comes to you by the Pneumatic Post. Quest rewards and gear chests wait until you have room in your bag.
- **Bounties and doors.** Each bounty pays once a day, and the board resets at midnight US Eastern time. Your health and cooldowns now come with you through doors and between zones.
- **Skills & Traits.** One path from level 1 to 25. Each skill sits where it unlocks, with its ranks and a + when you have points to spend. The trait choices at 5, 10, 15 and 25 fork into their two options, and each trait shows which skill it changes.
- **A clearer screen.** The journal card shows the quest you're on and up to two more. Idle chat fades after a while and comes back when you need it. Your health reads as a large percentage and turns amber and then red as it falls, with your buffs and debuffs shown above it, a warning at the screen's edge when you're low, and a nudge when a tonic is ready. Residents now appear beside their words in conversations, and the character window fits the screen however much you wear.
- **Parry and dodge online.** The server now judges a dodge or a parry against what you saw on your screen, on connections up to about 150 ms ping. Before this, an ordinary connection meant pressing several frames earlier than the swing looked.
- **The Muse keeps time.** The ring now closes exactly on the beat. A press can be Perfect or Good, and Good still keeps your Phrase going. Holding attack no longer counts as hitting the beat, so tap each move. A Beat timing setting, under The Muse's Beat in the settings, matches the ring to your screen. Quick taps also no longer slip through at high frame rates, for every class.
- **Glitch Hymn.** Mareva, the Mycelord and the Brass Colossus now fight to their own theme.
- **Unstuck.** Type /unstuck, or choose Unstuck in the system menu, to be set down at the nearest waystone or way in. It works once an hour, outside a fight, and if you're already on safe ground it says so and keeps its hour.
- **Stuck spots.** The sandbar out to the drowned chapel now reaches the islet, so its chest and bell can be reached on foot and nobody is stranded there. Whisper Court opens onto Tanner's Street again, the waystone in the Gearvault Depths stands in the corridor, and small gaps that could trap a hero have been filled in every zone.
- **Back after a crash.** If the game crashes or the connection drops, entering again within a minute takes you straight back to your hero, where you left them.
- **Newcomer.** New heroes start with the title Newcomer, and every Wayfarer has become one.
- **Rot at the Root.** The quest now gives a Brass Band, a ring a level 4 hero can wear, in place of the Mossstone Ring.
- **Smaller fixes.** Aim assist stays off once you turn it off. A full list of six heroes keeps Enter Lunemere on screen. /who names who is near you and where you are, and the welcome line shows once per login.
- **People remember your work.** Important residents respond after the Colossus investigation and the Trial. You can hear Rook and Dilly at camp, talk through the Aubyns' plans, read Oswin and Crank's maintenance exchange, and take a quiet moment at Mother Hen's table. Optional finds earn specific responses without changing quest requirements. The investigation distinguishes evidence from guesses, Loveday's grounded ship stores current shipments, and journal objectives and service instructions match the available features. Progress replies now wait for you to finish reading. The opening and Luma's approved speeches are unchanged.
- **Everyone sounds like themselves.** The quests and conversations have been rewritten, everywhere except the opening and the Trial of the Moon. Quest givers tell you who is hurt, why nobody else has fixed it and why they're asking you. Each quest tells you where to go when you ask about it, and the journal names the place. Pip, Posy, Madame Trevanion, Captain Loveday, Tinker Oswin, Ottilie Crank and the rangers' young cook have found their voices, and some old friends have new things to say. A few quests have new names: Under Glass, What the Mycelord Swallowed, Carts on the Sand, All the Way Down, Put It Back to Sleep, Silk for the Salon and A Table for Two.
- **Update required.** This release changes the network protocol (6): the game updates itself when you start it.

## 0.1.4 (2026-09-29): eight classes, the First Breach, day and night

**The story, retold.** Sixty-five years ago the sky broke over Lunemere. The opening now shows that night: two sisters on
Moonwatch Peak watching the city, the moon whole until the blast, and the
airships losing their lift and sinking out of the sky. The main quests follow the evidence from the Whisperwood spores to
the sea and down under the Engine, the keepers' journals end on the night of the First Breach, and Luma's words at the
Trial of the Moon are complete, before the fight and after it. She asks something of you when she yields. The city
remembers too: Old Mag was ten that night, the airships sit grounded on cradles and sand, and the harbour still brings
grain and letters in under the broken sky.

**Day and night.** Saltglass Shore has a real day now: first light, noon, dusk and a moonlit night, with lamps and
fireflies that come out when it gets dark. Walk west toward Lunemere and the daylight fades into the permanent twilight
around the city. From the shore you can see the wound in the sky hanging over Lunemere on the horizon. Lunemere and
Whisperwood stay in their long night.

**Weather.** Rain, drizzle and downpours, storms with lightning and thunder, sea fog and mist, snow and hail, gales and
sandstorms, each where the climate allows. The ground gets wet and glossy and dries slowly after, snow settles on what
faces the sky and stays off what has a roof or an awning over it, the sea gets rough, and the trees lean in the wind.
Fronts take the better part of an hour to pass, and everyone sees the same weather. Once in a long while the weather goes
subtly wrong. The Gearvault stays dry.

**Some names changed.** Madame Voss is now Madame Trevanion, Captain Wren is Captain Loveday, Lord Caius and Lady Liora
Vesper are Lord Marius and Lady Honoria Aubyn of Aubyn Hall, Mentor Elowen is Mentor Agnes, Tracker Emrys is Tracker
Garth, Marlow the beachcomber is Jory, and Wren's Landing is Larkspur Landing. Their quests and places are the same.

**Eight classes.** Four new callings join the four you know, and all eight fight their own way:
- **Moonblade**: the counter tank. Draw from the sheath, meet a blow with Mirror Parry, hold Stillwater Guard, flash to an ally with Guardian's Draw, and call enemies onto you with Moonlit Challenge.
- **Shade**: blades that leave wounds that keep cutting, Openings that turn the next blow into a backstab, three dashes, a shadow clone and a decoy to trade places with.
- **Aetherist**: weave ember, frost and volt, then let them go as one of ten recipes, from an Inferno to an Aurora Road.
- **Muse**: dance on the beat to build Harmony and burst circles of Valor or Renewal for the party.
- **Abyssal** (new): throw your scythe, let it cut on while you fire soul bolts, then call it home through everything in the way.
- **Phalanx** (new): a shield tank with a pistol. Turn the guard toward the blow, pull the fight onto you, and raise a dome over your party.
- **Timekeeper** (new): the healer. Take back fresh wounds before they set, ward an ally before the blow, stop time, rewind, and raise the fallen.
- **Briarcaller** (new): an archer with a garden. Grow plants and shoot through them.

Every class moves its own way: the Abyssal swings a two-handed scythe, the Briarcaller draws a bow, the Timekeeper turns a rod, the Phalanx walks behind its shield, the Muse kicks and flips, the Shade dodges and backflips. The four new classes have their own clothes too (the Abyssal Shroud, the Phalanx Field Coat, the Timekeeper's Regalia and the Briarcaller Leathers), and every class has its own sounds. Blows land on the frame the animation strikes.

Tanks keep enemies' attention with a real threat table, the ultimates stop the world for a heartbeat, and existing characters keep their class (with a notice on first entry about what changed).

**The city is Lunemere now.** Lanternmere has a new name everywhere, and hero creation lost its lantern talk.

**Monsters fight back.**
- Fifteen new monsters, among them Glowcap Hexers that mend their pack and raise the fallen, Canopy Pilferers that pounce and spring away, Brambletooth packs led by an Alpha, slimes that split, the Hive Matron, the Hollow Mask at the Old Watch, Saltwing Drakes, Dune Pricklers under the sand, Brinefolk wreckers, the Brine Maw off the drowned chapel, Gloom Stalkers and Aether Leeches.
- Every big attack is drawn on the ground first: arcs, lanes and discs, rings with a safe middle, marks under your feet, and eruptions that march toward you.
- Packs stand where you can see them, turn as one when one of them notices you, and come in every size: swarms, mixed packs, patrols, ambushes, lone named monsters. Champions carry powers, named over their heads.
- Two to three times as many fights in every zone. Health comes back on its own a few seconds after a fight.

**Levels take their time.** Levels need more experience, lore and discoveries pay a share of your level, and skills unlock at levels 1, 3, 5, 8, 11, 14, 17 and 20. Monsters far below your level teach you little.

**The wilds are alive.** Deer, foxes, birds, butterflies, crabs, rats and bats, going about their business. Rangers, a pedlar, a lamplighter, a scholar and others out in the wilds, with the Lanternwatch Post in Whisperwood, the Tidewatch camp on Saltglass Shore and Ottilie Crank in the Gearvault giving quests. Many more chests, curios, shrines, fishing spots and little scenes to find, with a count per zone.

**Maps.** The zone map has coordinates, a legend and waypoints, and clears as you explore. The world map shows how the zones join up.

**Your look.** Ears, tails, hair and head pieces sit right at every size. New heroes start in their class outfit or one general outfit, and the rest are found: quests, rare boss patterns, shore chests, Madame Trevanion's rack and the Trial of the Moon. Change outfits from the Character window's Wardrobe.

**Getting in.** A loading screen with your hero running along the bar instead of black screens, and Lunemere is built once while the intro plays, so the title and the city come up much faster. The intro no longer flickers and looks like the rest of the game.

**Updates and crashes.** An update shows what it's doing all the way through ("Installing: Aetherlune will restart", then "Updated to"). If the game crashes, it keeps a report and offers to send it next time.

**Captain Rourke's drill works online.** Take his task, "Blades at the Boards", and the mushlings come through the yard's boards for you alone while the town stays peaceful around you. He now teaches a lesson in your own class, and his next task sends you out of the west gate and on to Warden Ilse. Win it for XP, tonics, a skill point and the title Rootwatch Recruit; run it again any time for practice.

**The Trial of the Moon, together.** Your whole party fights the same Luma: everyone's cutscene starts together, the fight waits until all of you have finished or skipped it, late arrivals join in, and bots fill the empty places (the party leader can turn them off with /raidbots off). Everyone there when she yields gets the rewards. The sanctum door is open online.

**The road to the Trial.** After the Brass Colossus, Lady Honoria opens the old keepers' journals and the story goes on: walk the keepers' yearly round (the tree, the idol and the mirror), check a pilgrim's count, read what is written under the Engine Core's second ring, and hear what the Warden's key is for. Seven new story quests lead to the Trial of the Moon, and one waits for you after it. The fox idol by the Saltglass lagoon has been carved at last, and long speeches now come a page at a time.

**Lune Heights.** No more walking through slopes round the Lune Engine, tidier edges, glowing lines that go somewhere, and the Engine turns see-through when it stands between you and the camera.

**Reliability.**
- Crowded zones send bounded snapshots; late packets from an earlier zone visit cannot disturb the current hero.
- Failed saves retry without losing their revision, and logout keeps the character reserved until its final save completes.
- Trades, Exchange purchases/listings and mail claims grant items and spend crowns only after their transaction commits. Uncertain database outcomes retain the reservation until checked.
- Offline trades, listings and mail use a recovery journal, so restarting completes an interrupted transaction consistently. Two copies of the game can share one save folder without losing each other's saves.
- A hero whose last save is still being written is let back in automatically after a short wait instead of refused; a save the server can never complete no longer locks the hero out.
- A trade confirmed while a save was finishing asks both traders to confirm again instead of stalling. While a trade, purchase or mail claim completes, only crowns and items wait; chat, emotes and travel carry on.
- Party and trade acceptance require a valid, unexpired invitation. Mail queries and other control messages are rate limited, and mailbox reads cannot crowd out saves.
- Remote character appearance checks allocate less each frame; departed sessions and heroes release retained bookkeeping.
- Interrupted updater downloads validate their size and resume offset, time out stalled headers, and discard damaged cached ZIPs.
- Failed shrine interactions no longer consume the blessing cooldown; periodic cleanup preserves active gathering cooldowns.

**Update required.** This release changes the network protocol (5): the game updates itself when you start it.

## 0.1.2.1 (2026-09-27): new music

- Lanternmere has a new theme, Lunemere, and Whisperwood plays The Engine Remembers. Both loop without a seam.

## 0.1.2 (2026-09-27)

- Behind the scenes: an easier way for the team to hand out invite keys and read your /bug reports.

## 0.1.1 (2026-09-27): first online alpha

- Lanternmere, Whisperwood, Saltglass Shore and the Gearvault Depths are online: explore, fight, level up and find loot beside other players. World bosses return ten minutes after they fall.
- Parties of up to four, and a Gearvault run of your own for each party. Trading, the Aether Exchange, the Pneumatic Post, chat and whispers.
- Create your account with an invite key; your heroes are kept on the server.
- The game checks for updates when it starts and installs them itself.
- Something wrong? Type /bug and what happened in the game's chat.
- Not open online yet: Captain Rourke's drill and the Trial of the Moon. Both come in a later update.
