Requires a matching protocol 50 client and server. Alpha v1 and v2 builds cannot connect.
Combat
- Only fighters follow turn order. Bystanders can keep moving, talking, and using exits.
- GMs choose whether players must join, may flee, or may join after combat starts. Players can join or rejoin when allowed; GMs can add players themselves.
- Fights end when one fighter or one team remains after a defeat or flee. GMs can skip turns, act for a player, and end combat.
- The turn-order display slides between turns and enlarges the active fighter. Fighters stand on their tile by their feet, and the camera stays over the map.
- NPCs can fight under GM control or take their own turns with an assigned Lua behavior. GMs can take over; deleting an NPC removes its turn.
Lua combat packs
- Servers can install custom actions and statuses. Players do not need to install scripts; GMs assign actions, teams, and NPC behaviors in the Combat tab.
- Actions have targeting previews and coordinate-based areas, with damage, status strength, and duration set per tile.
- Statuses can change stats and movement, restrict actions, apply damage or healing, and use shields. Reactions support thorns, damage prevention, and effects on death or kills.
- Scripts can check distance, walls, nearby units, and line of sight, then push, pull, swap, or teleport fighters.
- Lua reuses a worker instead of starting Python for every call, reducing pauses during combat.
Music and GM tools
- GMs can build music lists from YouTube links, organize tracks by mood, and control shared playback, seeking, and room volume. Each client fetches its own audio; personal pause and mute affect only that listener.
- Room and server countdowns can run together, side by side. GMs can pause, resume, add time, restart, or clear them. Late arrivals receive the remaining time.
- Right-click Spawn NPC Here uses the character picker. GM logout restores your character, and spectators no longer appear as ordinary players.
Characters and display
- Typing portraits show who is writing. Character authors can adjust their scale and position.
- Characters and walk sets can define movement speeds; hold Ctrl to run. GMs can enforce a shared base speed.
- Animations can play an introduction before looping. Poses also reach players who arrive later.
- Pixel art uses whole-step zoom and pixel snapping. Windows fit the screen, menus follow the theme, and community logos fit a consistent space.
Server plugins
- Optional plugins add commands, OOC buttons, context-menu actions, and saved state. Admins manage installed plugins;
/helplists the commands you can use. - RPS supports
/rps name, right-click challenges, choice buttons, and custom matchups through/rps_rules, including multiline rule entry. - Crystalwarrior's Zero Combat includes
/attack <name>,/physique,/weapon,/shoot, and/throw. GMs have/zc_sheet,/zc_take,/zc_down,/zc_up, and/zc_rules. - Zero Combat sheets follow signed-in accounts. Guest sheets last until disconnect; GMs recover older sheets with
/zc_legacyand/zc_assign.
Fixes and other changes
- The server browser shows incompatible servers and tells you which side needs updating. Build stamps show the protocol, and source-hosted servers warn when changed files need a restart.
- Fixed docked OOC Enter-to-send, stranded combat arrivals, defeated players stuck on the board, and skipped start-of-turn effects.
- Fixed large plugin saves failing to reload, delayed OOC name changes, and spawns inside walls. Incapacitation survives reconnects and stays separate from a GM freeze.
- Servers receive a single-use sign-in proof instead of your account's private data.
- The handbook has new player, GM, combat, plugin, animation, troubleshooting, and hosting guides, plus screenshot thumbnails and grid/list views. Server downloads are linked from itch.io.
- The code is now MIT-licensed. Credits have been updated.
