Hello everyone! This fortnight we have precisely 150 bugs fixed (or minor adjustments made) for the 0.11 release, following on again from the already tremendous count of my last bug-fixing release which came in at 100. By my count I’ve now resolved around 450 bugs on my list for the 0.11 release, which is absolutely bananas – such a number seems ridiculously intimidating, but it is striking how simply by finding the time, and taking them one at a time, such massive lists of things can be done. As ever I remain incredibly grateful to people who send me the bugs I haven’t myself found, and as ever, quite a number of the ones listed here have been found by playtesters rather than in my own development work. With this hundred done, it’s incredibly exciting to announce that for the first time in half a decade the list of known bugs I need to fix for 0.11 is now below 30 – with all remaining ones being, generally, quite minor in nature – and I can confidently reaffirm my desire for the number to be 0 when the time comes to release 0.11 at the end of this year. There will therefore be, I anticipate, one more bug-fixing entry to come after this one, and then we should be done for the release.
So, without further ado, here’s the latest set of fixes, in ten randomly selected sets of fifteen:
- You can now remove a code / category you’ve put an item into by simply selecting that code again. Doing this also updates your journal by removing it from the list of things you’ve put into that category there as well.
- Fixed another pathfinding bug, this time in city centres, and with people struggling to find their out of a building when they decided the time had come to leave.
- Each hairstyle also now has 3 variations on that same hairstyle – this might sound trivial, but it actually adds a lot to the variety of the NPC faces, which is something that has needed improving for some time now. This was quite a few hours of frankly very dull work, but I’m really happy with it (and in the near future I’ll add a function so that NPCs can actually never generate with too many overlapping face elements to the player character no matter what!).
- Fixed a visual bug on some three-key padlocks with one of the keyholes appearing very strangely misshapen compared to the other three.
- Prevented nomadic civilizations from generating with names that imply being sedentary, e.g. a name like “Townships of [X]” and things like that.
- Fixed a bug where the conversation you were having with an NPC would very rarely vanish, based on which options in the menu you were moving around and highlighting with the cursor.
- Fixed a conversational typo with a space being added in the middle of a word, rather than between words, as is the somewhat more traditional way.
- Trees can no longer ever generate on the tile right next to a door, resulting in you exiting that building and being immediately catapulted to the top of the tree.
- Fixed a visual bug in the image generation of some sarcophagi.
- Improved how small ponds of water generate in marshland to ensure that they far more rarely produce straight lines, which can look particularly jarring in settled areas of marshland.
- Fixed a funny little bug with rotating-wheel padlocks where some symbols would sometimes just not appear on the wheel at all, despite being stored in the wheel element, and the wheel would just squish them into oblivion when you cycled past them.
- Fixed an error where a “bookseller” merchant was incorrectly describing what sorts of books they sell when asked, and to aid in clarity here as well, they have now been renamed “fiction-sellers” instead. I recognise this is slightly unwieldly, but important to distinguish from the other sorts of book sellers to be found in the game.
- Fixed a somewhat similar typo where someone who owns a shop that sells throwing weapons would sometimes decide to tell you they have melee weapons instead (though I suppose a shuriken could, at a stretch, be a melee weapon…)
- Ensured all door character selection during area or building generation is fully correct now, with locked doors having the filled-in image and unlocked doors having the open door image.
- The tipsy / drunk visual effect now works within buildings as well as in the outside world (though I show it in the below image outside simply because it’s far more noticeable there – and I was trying to walk in a straight line when this gif was recorded).

- Fixed a bug where mountains that should have “the” in front of their name didn’t correctly appear with that included.
- Fixed a bug where a district could generate with the name “Crossroads”, which was unduly confusing, since there can be actual crossroadses(es?) on the world map and as ever, we want cryptic things a lot of the time, but no ambiguity.
- You can no longer psychically manipulate padlocks from afar using (I assume) the extraordinary extrasensory powers of your mind, but must actually be standing next to them to use keys, turn code wheels, and so forth.
- The journal can now correctly identify when a padlock is next to every relevant kind of door when writing its description of its location, rather than just most relevant kinds of door.
- Padlock descriptions in the journal can no longer mention twice the door to the same building, e.g. if that building has two actual door tiles rather than just one.
- Adjusted the flooring in libraries to make those buildings much more visually clear and easy on the eye.
- Padlock descriptions in the journal no longer get really excited when you’re in a graveyard and talk about being “near a grave” (as if that’s helpful!) and instead go for more precise markers in those exact contexts.
- Fixed an issue where, under reasonably rare circumstances – though not that rare – lakes generating would fail to add their names and the nature of their names to the central database used for creating rhyming riddles (and in the future other stuff as well).
- Campus gardens in universities in polar regions now correctly spawn with (presumably very hardy!) plants, instead of just being completely empty and thus rather dull.
- Inquisitors now spawn (well, will spawn) with religious staves in their off-hand, so that they can spawn with weapons that are equipped for their leading hand.
- The name generator for rivers no longer produces double-phrasings like “Stream of the of the Seven Caves”.
- Fixed a bug in generating halls of worship / cult chambers on campus in which the game got confused between which characters should be turned into abyss, and which should be used to spawn a room around, and thus just created a massive abyssal gulf in the offending spot instead.
- Holes no longer regenerate their visuals each time you look at them (whoops).
- Holes in marshland no longer have mysterious pools of water appearing that just “vanish” at the edge of the hole graphic.
- Holes that should logically go down to soil do now indeed show soil underneath the grass or underbrush or whatever it is, rather than grass just seemingly going down infinitely into the earth.

- Fixed a crash bug where monasteries of certain kinds would, rarely, fail to generate, due to a single-character typo in the generative grid for the outside of the monastery. Whoops.
- Resolved a rare crash bug in which religious buildings spawning in polar regions, specifically on top of areas of ice, couldn’t accurately figure out what directions doors on the outside of the buildings were facing, and also sometimes couldn’t work out where to place the exterior statues that show the religion’s symbol.
- Chests now appear on the map in a colour logical to the religion (and hence the colour of the chest when you actually look at it), rather than always being a pink/purple colour.
- Chests no longer appear in religious buildings in the way they used to, i.e. a set of chests that spawned into fixed locations, but instead will be shifted over to the new chest generation style as time goes by.
- Fixed a crash bug involving extremely rare river permutations (well below one in several hundred) failing to create appropriate visuals in a world map clue.
- Ensured that all monasteries once again generate in the correct shape (circle, square, octagon, diamond, cross) for the civilization they’re in, both inside and outside, and should never crash in the process.
- Ensured that graveyards are content to spawn, even on top of ice or snow in polar regions, and that the extra complexity of the terrain type definitely doesn’t make them go weird.
- Slums and graveyards positioned on roads with multiple ways in and out (i.e. from the four compass directions) should now always show these correctly, and generate them correctly.
- Markedly improved some weird asymmetries in face generation, although a bit more work here needs to be done to avoid a few minor visual bugs that probably shouldn’t be happening (but are so hard to see and obscure that a full fix – which will be far more complex – can wait).
- Fixed the unseen colours of chests so that they actually appear when you aren’t looking at them and they aren’t in your direct field of view (as is the norm for everything else).
- Looking at the curator’s trinket while on your person, rather than in your inventory, no longer makes it appear in the totally wrong area of the game window.
- Ornate or upper-class boots are no longer totally bizarre-looking.
- The curator is now guaranteed to not wander away, and will remain accessible indefinitely.
- Boots are by far the worst of the currently remaining early-dev image generators that haven’t been updated, and while I’m not redoing these for 0.11, I have tilted their generator to exclusively yield better-looking items rather than the very objectionable ones that could sometimes be produced.
- Your chosen key or keys to open a padlock are now selected by using the character for the key twice – once to look, once to select – instead of the space bar, since even in my own playtesting this was proving very unintuitive and I think would be an easy UI thing players would trip up on.

- A town or city can no longer generate with the exquisitely daft name of “Shadowshadow” (since “shadow” was in the “ghost” list of words when settlements use that, and also in the “darkness” list of words for when settlements use that).
- Unified and made consistent descriptions for various sorts of underfoot terrain in various biomes and bioregions, since these being specific and exact might / will be important for precise clue generation.
- Mesas are no longer ignored by world map clue generation in specific rare circumstances, and always appear correctly – even in the harder / higher-level / more complex generation types.
- Removed fortresses from generating on the world map so that, in the future, I can adjust nomadic civilizations to be truly nomadic and lack any fixed location(s) on the world map. It’s a shame for all that effort to not end up in the game, and I might be able to repurpose it later, but it just isn’t fitting the direction I want to go there.
- Fixed an issue with farmhouse interiors generating incorrectly on local map clues, and fixed a small issue with the generation of one subset of great halls.
- Campus gardens now appear at all universities, not just those in particularly pastoral nations – I made this change both to add some more detail and variety to all campuses, but also to (later on) introduce to players a bit more than paying attention to nature is important.
- Fixed a mistake in one of the ambient messages in religious buildings.
- You can no longer crash the game by trying to do something with an item before you actually have that item selected.
- Fixed a visual bug on one of the tutorials not being correctly centered / aligned with the rest of the game world.
- Fixed a many-years-old bug I only discovered during recent work, in which mansion generation can crash if the sizes of different floors are different in y axis size, even if the building structure would still make sense visually.
- Fixed some minor issues in the generation of mercenary guilds and a couple of other buildings with rare but possible permutations that could have caused freezes, or at the very least, incomplete generations.
- Fixed some minor issues with religious building generation that could sometimes lead to impassable terrain or other issues, as well as a couple of potential generations of upper floors which lacked the required parts.
- Traps in chests can no longer be triggered over and over again by opening the chest over and over again – though, why would you want to?
- The phrase “(used)” can no longer appear multiple times on a key (e.g. “(used) (used) (used)”) if it’s a key that opens multiple locks in the tutorial (I don’t think this would factor anywhere else, but just in case, it can’t happen). A multiple use now instead says “(used)”, the same way a single-use does.
- Fixed a pretty major graphical bug that appeared when you viewed the “world map” tutorial(s) while in a city, rather than while anywhere else (since when in cities a different kind of more zoomed-in world map appears).

- Fixed a number of crypt chambers that should have abyss tiles inside them as well as outside them, e.g. they have a cross-shaped area of wall that is more than one tile thick in their centres.
- The painted faces cultural archetype no longer interacts badly in the face generator with things like eye location, and now should always look correct.
- Statues that generate in religious buildings now no longer generate on abyss tiles (whoops).
- Abyss tiles now once again correctly generate their image (which is just a few bits of wind swirling through a void, but they had stopped appearing correctly, so that needed fixing).
- Wanted posters – although very visually cool – do not yet connect to gameplay and have a few bugs, so I’ve just temporarily disabled their generation for 0.11.
- A little “Loading…” prompt now correctly appears when generating all buildings that take longer than a split-second to create (i.e. when you go into their entrance and the building is created), rather than just some of those buildings.
- The tutorials no longer falsely state that you can look at all your language progress by pressing “L”.
- Withered plants and withered trees in crypts now actually go out of soil, instead of growing out of stone.
- Fixed an issue with abyss generation in (as in, outside the interior of) parliamentary buildings not being entirely correct.
- Ground floor staircases going up, and upper floor staircases going down, now always match up correctly in town mansions.
- Entering a parliamentary building no longer has the risk of causing a freeze.
- Road signs no longer sometimes incorrectly appear as “u” instead of “?” on the map.
- Fixed a minor issue with generating some interiors for some farmhouses.
- Ensured that withered plants in crypts grow in a sufficiently deterministic manner that they can indeed be predicted beforehand as part of clue generation (e.g. indoor local maps).
- All towns now spawn with graveyards (just as is the case for all cities).

- It should now be impossible for universities to spawn on a coastline, which is important because it would otherwise absolutely knacker the generation algorithm for campuses.
- Fixed a graphical bug in the generation of some religious staves, specifically those of the “standard” type that have the chains of beads and dangly things hanging down from them.
- Messages that include the names of coins now no longer only correctly use “fish” as the plural for “fish” (e.g. “You spent eight bronze fish”, if that’s what the currency is called), but also now correctly handle “torch” (“torches”, not “torchs”) and “leaf” (“leaves”, not “leafs”) – while just adding “s” works fine for all others.
- If you start a conversation but then leave before saying something, the game correctly deletes the time stamp for that part of the conversation, thus preventing you from starting-ending-starting-ending a conversation over and over and having the time stamps stack up for no good reason.
- Fixed a freeze bug in a few religious building generations where there weren’t enough chairs (or prayer mats) to house all the people within the building who wanted to sit on something.
- Resolved a graphical bug with some NPC hair styles expanding in size when you had a conversation with them (like a sort of verbally-fed afro).
- Ensured that lists of in-chest items and lists of keys are all correctly aligned in their respective menus.
- Removed a bug that prevented fountains from spawning in mansions in towns (in civilizations that are split up into counties each ruled over by a lord) – these should now appear again outside mansions when appropriate.
- Have hopefully ensured that remnants of clothing or other things you’re looking at in a person look-up (whether you or an NPC) can no longer linger on the edge of a building.
- Changed how the looking-at-someone menu handles key inputs so that you can’t hold down a button to change between looking at faces, and looking at hands, and just get this huge cycle of flicking between them which extends beyond your key inputs (i.e. the game stacked up a huge list of inputs and then had to run through them after you’re done with the inputs).
- Conversations with NPCs – if you’ve had enough of a conversation that the scroll bar has appeared and the conversation log goes beyond what one screen can show – now correctly start at the bottom of the conversation, i.e. the most recent part, instead of starting at the top and forcing you to scroll down.
- This now also takes account of returning to an NPC after a while and having a new timestamp appear in the conversation at the bottom, which should be (and now is) automatically scrolled down to.
- Prevented a crash bug with the “forced generation list” (i.e. where the game has already decided on how something later will generate, because it needed to) when doing certain things in areas that have no forced generation information.
- You no longer have to press Escape twice (for some reason) to exit a conversation.
- Prevented some empty void / abyss from just spawning in the middle of some mansions (is there a joke here about how this metaphorically represents the hollow and putrid souls of the ultra-rich? Yes, there is, though it would be laboured)

- Looking at coins no longer says “currency of the [nation name]” even if the nation name shouldn’t have the definite article in front of it (e.g. it should for something like “The Land of Eagles”, it should not for something like “Kurnik`s Realm”).
- Areas can no longer generate with names like “The Sanguine-Sand Sands” and other equally offensive titles.
- Fixed a bug causing some religious buildings with three floors to sometimes fail to generate their interior doors (as in, doors that go from one room to another) correctly, and crash.
- Fixed a visual bug where making a slight change in the direction you were facing outdoors – e.g. going from “n” to “ne”, rather than something like “n” to “se” – didn’t always result in all of the correct field of view actually appearing as it should.
- Removed the “Chief” option from the bookmarking function (since this role no longer exists) and replaced it with “Curator”, since that role does exist and is rather important.
- Should have fixed a problem involving religious buildings within monasteries not being totally sure to what religion they belong.
- You will no longer be able to just walk through locked doors (whoops).
- The world map now correctly shows a “…” if the list of things in a given area is too much to actually fit on screen in the preview window (e.g. you’re standing in a town and there’s too much there to fit into the area where it lists stuff). I might later add a function for you to scroll down this, but for now, this is more than good enough.
- Guards in elite and important places, such as castles and mints and the like, now have weapons of a quality that matches the quality of the rest of their gear.
- Fixed a bug involving the staircases down to basements or cellars in smaller mansions can sometimes generate a staircase that cuts through the wall and places itself partly in the abyss beyond – this wasn’t an issue until recently, but it is now, so it’s sorted.
- Cacti now spawn much later in the generation of a map grid, thus preventing them from appearing in strange locations (or even worse, inside walls or inside doors), and they also cannot appear too close to a sphinx-house, or directly next to a door in a more ordinary desert tile.
- The alternative numpad keys – e.g. qwe, asd, and zxc – no longer very rarely behave incorrectly while you’re looking at a list of things on a tile (e.g. pressing ‘c’ moves you away instead of looking at the third thing on that tile).
- You can no longer browse the clothes of you or some other character on a given tile while looking at a chest (or anything else) which is also on that tile.
- Fixed a typo bug where spawning a cactus could in rare circumstances crash the game.
- Fixed a major and long-running issue with farms generating atrociously if they’re on the coast, i.e. the plants descend into the ocean and sometimes buildings are floating on the sea, and it’s just a terrible mess. This was difficult and complex, but now farms take account of their surroundings sensibly.

(Something I had to sketch out in Paint to actually figure out the solution to all this…)
- Made sure that spawn locations when fast-travelling to mansions, and military bases, all work correctly.
- Implemented a 14×14 font! (I’ll say more about this in some later blog post)
- Fixed a very hard-to-solve bug in which, when you had advanced some way into a map tile, then travelled (rather than walked) to an adjacent map tile, then entered that map tile, your location would sometimes start off being totally bizarre, and having a weird effect where the further x or y you’d walked away from 99 (i.e. the middle tile in a 200×200 grid), you would be offset by the other one of x and y from 99 when you entered the next tile. This was because there were multiple possible fastest solutions to the edge of the map grid and the game wasn’t distinguishing between them, but simply choosing the first one, which would always be diagonal and offset by the other cardinal direction. It’s hard to explain, but incredibly strange and obscure and took a good hour to find, but now this weird behaviour definitely no longer happens.
- Civilizations now have a throwing weapon preference – shuriken, mambele, needle, or chakram – and this will dominate what sorts of throwing weapons are sold in that nation, and also have importance for riddle generation too.
- Ensured that define_exact_location, which describes the place something is in via quite precise words and phrases no matter where that place might be, correctly handles religious buildings of different numbers of floors.
- A hanging remnant of part of the inventory window no longer lingers on screen when you’ve been making changes to your coding of items and the like, which results in the size of the window being changed to accommodate the changes.
- Fixed a bug with one rare religious building generation in which one could gaze out of the level into the abyss beyond.
- Fixed a bug with the “exteriors” of the interiors of religious buildings, i.e. the area out of bounds on the interior map, not always entirely filling with abyss as it should and thus leaving some strange structures floating around beyond the player’s ordinary reach.
- Fixed a visual error with one of the demonic cube religious relic patterns.
- Fixed a rare bug in around eight possible permutations of religious buildings – this being amongst hundreds, or thousands, depending on how you define it – where instead of a chair or prayer mat spawning, a single tile of abyss would spawn instead in one particular location in each permutation.
- Massively increase the number of possible “paint smears” that can appear on notes to depict in an abstract way the colours of a nation being referred to, and enabled them to be inverted both horizontally and vertically, too, thus adding a huge number of additional permutations that can appear here (gone from 8 to 80).
- Necks can no longer regenerate when you keep looking at someone over and over.
- Improved the visuals of the city / castle gate that appears in the “Generating places” part of world gen.
- If plants are underneath something else on a given tile, the thing above will always show on map clues instead (e.g. an overhanging tree), but if something “important” is under a tree’s branches, e.g. a sign or a door, then that takes priority instead.
- Made a really valuable change whereby when you unearth a chest, you get an event as well as something in the text log, and the event takes you straight to the chest, as well (this was the one part that was still feeling awkward about the tutorial log and could throw a new player):

- Conversations no longer crash because the game can’t figure out what the special_cultural_thing is for a given nation while trying to talk about that nation (which aren’t implemented yet, but these will be things like obelisks, or palaces, or stone heads, or mandalas, which will be unique to one nation, appear all over the place in that nation, and be tightly integrated into riddles in that nation).
- Keys no longer randomise themselves to some extent each time you look at them.
- Smoke (and other particles too, even if they don’t yet exist in-game) can no longer crash the game by trying to wander outside the map bounds of an indoor space.
- The game now correctly identifies that you have already explored your starting university – but does not for universities in your civilization, but which you don’t start in.
- The game will no longer incorrectly use “but” instead of “and” in those sorts of sentences, e.g. “You have explored here on foot but know what it contains”, since the but should of course be used for places you haven’t explored yourself, but nevertheless have some knowledge of.
- The game definitely now correctly notices discoveries you make in universities in other lands, i.e. the buildings and such which you find there while exploring them, to which you can then fast travel back.
- The game also does this for areas which aren’t universities, having discovered to my shock that I simply left this feature unfinished at some point in the past, and only certain sorts of buildings actually ever trigger the discovery notice and thus add a waypoint you can use in the future (or rather, that’s how it was – now all buildings should do that in all places).
- Fixed a rather silly infinite-loop bug in university generation where I’d accidentally made it possible for a list of things to keep adding to itself, from itself, indefinitely, and thus preventing the map from every finishing generating.
- Libraries do now actually appear on the road / direction signs in universities.
- Fixed an issue with religious buildings specifically in universities never spawning with a priest attached; that sounds like an easy fix but actually needed me to adjust the sequence in which a number of things are done in world generation, including even selecting the names for thrones for each civilization (it’s a long story as to why).
- Ensured that Halls of Worship and Cult Chambers both correctly fast-travel you to the right waypoint when selected (these are the same building, but two different names depending on the nation, so this needed to be ensured).
- The transition between one book page and another, when a “-” is the transition character (e.g. it’s writing “low-quality” and the “-” is the last character on page X and “q” is the first character on page X+1), no longer for some reason chops off the first letter that should appear on the front page! I cannot divine the cause, but I have fixed the effect.
- Added in a range of additional options and detail for the message that appears if you die, especially for buildings that I’ve implemented since doing that piece of code (i.e. everything on university campuses).
- Should have fixed a super-rare issue with abstract NPCs – i.e. those who don’t “exist” in the game at a present moment, but are stored to potentially exist when the player goes somewhere – being removed from the abstract list while the list is iterating, and thus causing a crash. I think?
- Actions taken during a conversation now show up in gold instead of what is known as the “urrcolor” – that sort of pale purple-blue colour – both to distinguish them, and since that’s the colour use for tutorials and being told in-conversation something happened is sort of non-diegetic, so I thought it was a good colour choice.

- Fixed a rare bug with the names of a very small subset of city districts not recording their information correctly, e.g. the district could be called “Alestreets” but be recorded in the game’s data structure (which outlines the component parts of a name) as being made of “ale” + “town” instead of “ale” + “streets”, and then that would lead to the riddle generation going wonky and giving a false clue based on the “town” part.
- Removed potential sources for potential ambiguity issues with some riddle generation, e.g. if you have a district called “Alestreets” and another district in another city called “Beerstreets”, (some very alcoholic examples I’m using in this update this week), distinguishing them based on a riddle would be functionally impossible – so generating one will now exclude the other, and vice versa, and this is the case for all potential clashes like this.
- Every single monk no longer spawns holding a religious staff – only abbots do.
- Ensured that castles for mono-religion nations (i.e. most of them) spawn holy books.
- Freckles can no longer appear underneath eyebrows, which cause the entire eyebrow, when that is then added to a person’s face, to have a freckle-colour background instead a skin colour background, and ditto eyes, and for underneath the edges of turbans.
- Fixed a rare issue with NPCs spawning with weird lumpy necks.
- The names of rivers and lakes now correctly take account of their climate, i.e. you won’t get “Turtle Lake” spawning up in a polar region, and you won’t get “River of the Ten Elk” spawning in a desert (and so forth).
- Fixed a bug where counting up the amount of a river that existed in a given nation – i.e. which nation should be prioritised when naming it – would sometimes count wrong by 1.
- Fixed a related bug where the river naming would have a slight bias towards civs in the north and the west of the river, rather than civs that surrounded the south and east of a river (because it was searching from top to bottom, and left to right, across the map grid).
- Added in several missing building definitions for buildings which don’t yet exist in the game, but will require the game to understand what they are quite soon and find the right words when talking about them.
- Fixed a visual bug in the generation of fences around fields in farms where sometimes the wrong characters would be selected around corners and lead to fences just ending in nothing, instead of being logically closed-off.
- Removed the possibility of a rare but extremely ugly flag generation permutation.
- In anticipation of some 0.12 work, all nations now have a special_cultural_thing assigned to them, and in such a way as to ensure they can actually logically generate based on the type of nation and various other factors. This is an exciting feature that’ll be a lot of fun to work on next year.
- Fixed a terrifying world generation bug that suddenly appeared, while working on these other bugs, and had an error message I’d never even seen before!
- Last but not least, and not really a bug, but this is the 150th thing nevertheless: I’ve now added a banner at the top of the screen to denote that you’re playing the 0.11 test version, since we are now getting very close to playtesting time!

What next?
Well, there we have it! The bug list is pretty much empty now, and that means it has come down from something like 400 or 500 at its worst (!!) to now under 30. I honestly consider this a tremendous achievement – one has to be in a very specific headspace to be included to do much bug-fixing, but I’ve been in that headspace for the past couple of weeks, and so I’ve really been able to push through just so many fixes and polishes here. It’s honestly lovely to see the game in what appears to be (I’m always wary!) a far more stable and reliable state, and I think that’s incredibly important for 0.11. The need-to-be-fixed bug list has been to thoroughly demolished now, and I’m incredibly proud of myself for getting all this done. And – I honestly hope to never let the bug list climb to such ridiculous heights again.
On this note, and as a reminder, if you’d like to be a 0.11 playtester, please let me know! A whole bunch of people have signed up already, for which I am incredibly grateful <3, but if you’re interested, do let me know – comment here with how I can reach you, or email me at the bit between “www.” and “.com” via an email address at “gmail.com”, or whatever route you prefer. Thanks as ever for reading, everyone; please do let me know your favourite bug in the comments below; and I’ll see you all in a fortnight!
