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Scan markers now read the game's own coordinate marker. Type-13 scene entities are exposed and classified.
No more false "SOLVED" carried over from a previous clue. Eliminated spots are keyed by area, so a second scan
clue in an area already finished that session opened pre-solved on the old dig tile. An area's eliminations are
now cleared when its clue leaves your backpack.
Fixed a compass clue being misread as a scan when a resolved spot list was already present.
Maps
Sharper at every zoom. Map resolution follows what's actually on screen instead of a fixed ceiling, and the
window narrows as you zoom in so the image stays within budget. Scan maps were being upscaled by nearly half.
Labels, the tile grid, dig and scan markers, and hover targets are measured in screen pixels, so they no longer
shrink as the terrain gets sharper. The tile grid had been thin enough to vanish at some zooms.
Zooming holds its centre when a re-fetch changes the window.
Teleports
61 duplicate destinations removed. Matching now keys on the item behind a row rather than its source label, and
ignores floor, which is how pairs like Dragon trinkets and Tirannwn quiver were hiding. Where two routes
genuinely reach one tile (a fairy code from the ring network and from a portable, a boss lair via both the
grouping system and the portal) they collapse into a single marker naming both.
Dragon trinkets renumbered. The menu was modelled as submenus; it's flat with seven options, so every option
number it printed was wrong.
68 rows now actually check the item. Imported rows carried an icon where a requirement was meant, so they
reported themselves usable no matter what you were carrying. This includes rows whose icon is a family item but
whose requirement is a different one: Enchanted Jewellery rows needing an amulet of nature, passing bracelet or
delver's anklet.
Games necklace to Burgh de Rott is gated on In Aid of the Myreque.
Arc Journal destinations are marked charge-gated rather than freely available; Port Sarim is filed under the
journal and needs no charges.
TokKul-Zo no longer prints a charge count, since those charges are spent in combat rather than by teleporting.
Slayer cape keybinds corrected, cape variants recognised, and Passage of the abyss reads per-slot so two stacks
no longer show one stack's charges.
Archaeology
Active Relics tab. The monolith's active preset and its three harnessed powers, with names resolved live from
the cache. Other panels can now state relic effects as fact instead of hedging.
Items and interfaces
Instance vars read the slot you hover. Two stacks of the same item hold different instance vars; every read
used to return the first stack's.
Essence of Finality shows its stored special attack and charge percentage.
Interface text that a row ellipsizes is carried in full in the tooltip, keeping the game's line breaks.
Input
Ctrl+Backspace no longer types a square. Control characters were reaching the panel as text and being inserted
as .notdef glyphs. They're now dropped, and Ctrl+Backspace deletes the previous word in the panel search.
Keyboard layout changes are forwarded to the embedded game. Layout is per-thread on Windows, and the detached
game never saw the switch, which could make its keybind config name a different key than the one being pressed.
Puzzle boxes
Solver tables are built at start-up rather than on the first box, so opening one is instant. A bridge that
wasn't ready yet no longer latches as "tables missing" for the rest of the session.
Fixes
The teleport marker layer no longer disappears wholesale when one row fails; a single error used to take out
every marker on the map.
Lodestone panel shows quick-charge state and remaining charges.