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Another huge update.

I’ve finally finished the core of the cooking system. The first part I’m going to properly expand and rework is fish recipes.

There are currently 15 species of fish in the game, and every species can appear in 7 different variants: small, medium, large, fatty, with roe, pearl, and mutated. Each variant has its own practical use — for example, small fish can be useful for fermentation, large fish for more complex stuffed or baked dishes, fish with roe can be processed for the roe, and so on.

Dish complexity, quality, and rarity now directly affect how much permanent attribute progress the player gets from eating it. Complexity itself depends on things like the number of ingredients, spices, and the flavour composition of the final dish. The idea is to make complex cooking actually worth the effort instead of just mass-producing the simplest possible recipe.

Location buttons and action buttons have also been moved to a new, cleaner visual style.

Everything that can be grown in farming pots now has a proper place in cooking as well. Vegetables have their own attributes, recipes, and uses in more complex dishes. Some can also be baked — for example beetroot with honey or carrots with honey.

Resource generation has been expanded too. Individual gathered resources now have their own weight, so two mushrooms, crabs, plants, or vegetables of the same type don’t necessarily weigh the same.

I also reworked the login page a bit so it gives a much clearer idea of what the game actually is before you enter.

And, as usual, there was an absurd amount of bug fixing, testing, cleanup, and smaller improvements along the way.

See you in Runelight.