What’s new in The Magic Candle v1.3.0
THE MAGIC CANDLE - CHANGELOG
v1.3.0 (September 7, 2026)
+ Battle by key: S strike, M move, H hold, R run, F let them fight it out, space to step a foe's turn. Escape drops a chosen action before it is aimed. The battle buttons name their keys, and the sheet keys stay inert while a battle is on.
* Escape now drops a chosen action (strike, move, cast, herb) instead of doing nothing until a sheet was open.
See patch_v1.3.0.txt.
v1.2.9 (September 7, 2026)
+ The rite sheet reasons with you: it counts the positions the sages have fixed, sets out every order still consistent with them (up to twelve), and lets you press one to set it in the boxes. Orders already spoken are struck through, so a wrong order is never wasted twice; what has been spoken is kept in the save.
See patch_v1.2.9.txt.
v1.2.8 (September 7, 2026)
+ The map sheet (M): a key to the ground - hours a hex, how dangerous it is, and what it does to a fight - and a list of every place in the land with what it offers, how far off it stands, whether the packs would cover the road, and Travel there. Places are listed nearest first.
See patch_v1.2.8.txt.
v1.2.7 (September 7, 2026)
+ The mage: where a town teaches casting, the teachers sheet now sets out every spell against every caster in the company - what it needs, what it costs, what it does - and offers Learn only where that companion could cast it and the purse can pay. Known spells are marked, and a town without a mage says nothing about spells.
* Spells could not be learned at all through the interface: the only control that offered them named no student and depended on a companion being selected, which no sheet has required since 1.2.3. That list is superseded by the mage grid.
See patch_v1.2.7.txt.
v1.2.6 (September 7, 2026)
+ The title screen keeps the same two columns as play: the commission, the land and the three candles on the left, every control - candle, seed, Light the candle, Continue, How to play - on the right. The plate in the middle carries the candle and the title only.
+ The version number is stated in the masthead beside the title and on the title plate.
* The title screen shared a class name with the title plate, so its columns were centred as islands instead of filling the window.
See patch_v1.2.6.txt.
v1.2.5 (September 7, 2026)
+ Sheets by key: T the quest, N the chronicle, R the roster book, B the satchel, P the company sheet, ? the help page. The same key closes the sheet again, Escape closes any sheet or halts a walk, and the letters are chosen to leave the movement keys alone. The buttons name their keys.
* Typing in the seed field no longer triggers a shortcut.
See patch_v1.2.5.txt.
v1.2.4 (September 7, 2026)
+ The candle marks its own burning: at half, a quarter, a tenth and a twentieth of the wax it speaks once each, and those lines are turning points in the chronicle.
+ The masthead names the stage - burning down, low, guttering - and the count of days warms from gold through amber to red as the wax goes.
See patch_v1.2.4.txt.
v1.2.3 (September 7, 2026)
+ The satchel serves the whole company: a grid of companions against the herbs held, with hits and energy beside each name and a Give button only where the herb would do some good - no nightgill for a whole man, no hollowcap for a full one, no emberroot for someone who cannot cast. What each herb does is set out beneath. No companion need be selected first.
See patch_v1.2.3.txt.
v1.2.2 (September 7, 2026)
+ Provisions weighed against the road: hovering a destination says how many rations short the journey would leave the company, setting out short of food says so in the journal, and the quest sheet and roster book carry the same figure beside each distance.
* The viewport check in the launch gate judged controls against the window even when they sat in a scrolling column; on a phone that mis-reported the town band, whose buttons scroll.
See patch_v1.2.2.txt.
v1.2.1 (September 7, 2026)
+ The tavern judges recruits against the company: a table of everyone looking for work with their people, skills and kit, and a column saying what each would actually add (Stealth 0 to 5) or that they add nothing the company lacks. The heading gives the company's best in every skill and the room left.
See patch_v1.2.1.txt.
v1.2.0 (September 6, 2026)
+ Battles are fought on the ground the company stood in. Woodland and rock give cover to both sides (harder to hit), marsh, sand and rock slow the stride, a hillside lets bows reach a square further and trees make them draw a square shorter; blades are never affected. The field is coloured by its ground, named in the caption and in the journal, and described under the controls.
* The foe and companion AI asked for reaches and strides it had worked out for itself; it now asks the rules, so ground effects cannot leave a unit unable to act.
* The solver could spin forever buying herbs outside a town; a refused purchase now ends the loop.
See patch_v1.2.0.txt.
v1.1.6 (September 6, 2026)
+ Camp until rested (Rest until fit underground): keeps watch night after night until every companion is near full hits and energy, the rations run out, an encounter finds the camp, or seven nights have gone - and says which. Offered only when the company is not already fit.
See patch_v1.1.6.txt.
v1.1.5 (September 6, 2026)
+ The order of play: during a battle the left column lists who acts next with their hits, the one acting now at the head, foes marked apart, and a divider where the round turns over. It updates as turns are taken and drops anyone who falls.
See patch_v1.1.5.txt.
v1.1.4 (September 6, 2026)
+ Teachers serve the whole company: a grid of companions against the skills the town teaches, each cell showing the level held and the price of one more, bought with one press. Longer courses are still available by picking a companion.
+ Work serves the whole company: a grid of companions against trades with the daily wage in each cell, the best-paying trade for each companion marked, and the length set once above.
+ No town sheet needs a companion selected in the sidebar any more.
See patch_v1.1.4.txt.
v1.1.3 (September 6, 2026)
+ The smith outfits the whole company: a row per companion showing what they carry and wear and the best piece the purse can afford that would actually improve them, bought with one press - no need to select anyone first. Weapons are only offered in a skill the companion holds (or the one they already use), and worth is judged by expected damage a turn under the game's own hit rule, so a caster is never handed a great axe.
See patch_v1.1.3.txt.
v1.1.2 (September 6, 2026)
+ The roster book sheet: every companion left in a town with what they are doing, days still to run, wages owed so far, and how far off that town is - with Rejoin where you stand and Travel there where you do not. Names the next one to finish.
+ Wages owed are computed by the same rule that pays them, so the figure shown is the figure paid.
* A line that repeats day after day (hunger, mostly) is now counted in the journal rather than reprinted.
* The roster book no longer says "no road" about the town the company is standing in.
See patch_v1.1.2.txt.
v1.1.1 (September 6, 2026)
+ The chronicle: turning points (a companion joining, a sage answering, a verse or component taken, a ruin first entered, the company falling, the rite spoken) are marked as they happen, stand out in the journal, and are collected in a Chronicle sheet with a record of the campaign - days and wax left, verses held, positions of the order known, ruins entered, battles, wages, hexes walked, purse.
+ The chronicle is reachable in town, on the road, underground and from the end screen; the end screen names the seed so the same land can be walked again.
See patch_v1.1.1.txt.
v1.1.0 (September 6, 2026)
+ The dark in the ruins: only what the company's light has reached (three squares) is drawn; what it has shown stays known but dims; monsters appear only within the light. Click-to-walk plans only across known ground, and clicking the dark says so.
+ Saves keep what each ruin's light has shown; saves from before this version load with their ruins fully known.
See patch_v1.1.0.txt.
v1.0.5 (September 6, 2026)
+ The quest sheet (button under The rite, in town and on the road): every verse, component and sage with its status, where it is, the travel time from where you stand, and a Travel there button that leaves town if need be and sets off by the quickest road. Shows the order as far as it is known and how many orders remain possible.
* Phone layout: the map keeps at least 38% of the screen; the control and company columns scroll instead of squeezing it.
See patch_v1.0.5.txt.
v1.0.4 (September 6, 2026)
+ Battle readout: point at a foe to see its hits, whether it is dazed, your companion's chance to hit and whether it is in reach; point at a companion for hits and energy; point at a square to see whether it can be reached this turn.
+ Close with: clicking a foe out of reach moves the acting companion to the square within this turn's move that brings the foe into reach, or as near as possible. Clicking a foe in reach strikes, as before.
+ The hovered unit is outlined on the field.
See patch_v1.0.4.txt.
v1.0.3 (September 6, 2026)
+ Click-to-walk underground: click any floor square in a ruin and the company walks there by the shortest way (eight-way), stopping when a monster comes into the light, at a chest or the goal room, or when a fight begins. Hover shows the path and the number of steps; Stop here halts.
+ Route band with Stop here shown underground as well as on the road.
See patch_v1.0.3.txt.
v1.0.2 (September 6, 2026)
+ Click-to-travel: click any reachable hex or place and the company walks there by the quickest road, one hex at a time, stopping for encounters, arrival at a place, exhaustion or the candle. A Stop here button (Route band) halts the walk; any manual move cancels it.
+ Hover preview: pointing at a hex draws the route and the caption names the place or terrain and estimates the time (hours or days).
+ The route in progress is drawn on the map with the hexes left to go.
See patch_v1.0.2.txt.
v1.0.1 (September 6, 2026)
+ World map pan and zoom: mouse wheel and pinch zoom about the cursor (0.5x to 4x), drag to pan, + / - / 0 keys, and a Map band with Zoom in, Zoom out and Centre on company.
+ Satellite-style world map: shaded relief, forest canopy, marsh pools, shallows and beach rims, roads drawn as tracks, towns as roof clusters. Painted once per zoom level into an offscreen sheet.
+ Information column on the left (candle, company, gold and rations, roster book, rite), control column on the right; phone layout below 1100 px.
+ Hex coordinates in the map caption; in-game help covers arrows, Escape and the map controls.
* ResizeObserver loop error: repaints are coalesced into one animation frame instead of running inside the observer.
* The offscreen map sheet is capped at 8192 device pixels a side; at 4x zoom on a 2x display it would otherwise have exceeded browser canvas limits and drawn nothing.
* A mis-aimed spell no longer costs energy.
* Overview map labels no longer shrink below 11 px.
See patch_v1.0.1.txt.
v1.0.0 (September 5, 2026)
+ Initial Tronsoft Games release.
+ Hex-mapped kingdom of Corvane with six towns and five ruins, generated from a seed.
+ Company of up to six from ten recruits; work, study, wages and the roster book.
+ Turn-based battles with initiative order, spells and herbs; automatic resolution.
+ The Rite of Renewing: four verses, four sages, twenty-four orders.
+ Three candle lengths; autosave after every action; resume from the title screen.
+ Procedural sound with a toggle.
See patch_v1.0.0.txt.
v1.3.0 (September 7, 2026)
+ Battle by key: S strike, M move, H hold, R run, F let them fight it out, space to step a foe's turn. Escape drops a chosen action before it is aimed. The battle buttons name their keys, and the sheet keys stay inert while a battle is on.
* Escape now drops a chosen action (strike, move, cast, herb) instead of doing nothing until a sheet was open.
See patch_v1.3.0.txt.
v1.2.9 (September 7, 2026)
+ The rite sheet reasons with you: it counts the positions the sages have fixed, sets out every order still consistent with them (up to twelve), and lets you press one to set it in the boxes. Orders already spoken are struck through, so a wrong order is never wasted twice; what has been spoken is kept in the save.
See patch_v1.2.9.txt.
v1.2.8 (September 7, 2026)
+ The map sheet (M): a key to the ground - hours a hex, how dangerous it is, and what it does to a fight - and a list of every place in the land with what it offers, how far off it stands, whether the packs would cover the road, and Travel there. Places are listed nearest first.
See patch_v1.2.8.txt.
v1.2.7 (September 7, 2026)
+ The mage: where a town teaches casting, the teachers sheet now sets out every spell against every caster in the company - what it needs, what it costs, what it does - and offers Learn only where that companion could cast it and the purse can pay. Known spells are marked, and a town without a mage says nothing about spells.
* Spells could not be learned at all through the interface: the only control that offered them named no student and depended on a companion being selected, which no sheet has required since 1.2.3. That list is superseded by the mage grid.
See patch_v1.2.7.txt.
v1.2.6 (September 7, 2026)
+ The title screen keeps the same two columns as play: the commission, the land and the three candles on the left, every control - candle, seed, Light the candle, Continue, How to play - on the right. The plate in the middle carries the candle and the title only.
+ The version number is stated in the masthead beside the title and on the title plate.
* The title screen shared a class name with the title plate, so its columns were centred as islands instead of filling the window.
See patch_v1.2.6.txt.
v1.2.5 (September 7, 2026)
+ Sheets by key: T the quest, N the chronicle, R the roster book, B the satchel, P the company sheet, ? the help page. The same key closes the sheet again, Escape closes any sheet or halts a walk, and the letters are chosen to leave the movement keys alone. The buttons name their keys.
* Typing in the seed field no longer triggers a shortcut.
See patch_v1.2.5.txt.
v1.2.4 (September 7, 2026)
+ The candle marks its own burning: at half, a quarter, a tenth and a twentieth of the wax it speaks once each, and those lines are turning points in the chronicle.
+ The masthead names the stage - burning down, low, guttering - and the count of days warms from gold through amber to red as the wax goes.
See patch_v1.2.4.txt.
v1.2.3 (September 7, 2026)
+ The satchel serves the whole company: a grid of companions against the herbs held, with hits and energy beside each name and a Give button only where the herb would do some good - no nightgill for a whole man, no hollowcap for a full one, no emberroot for someone who cannot cast. What each herb does is set out beneath. No companion need be selected first.
See patch_v1.2.3.txt.
v1.2.2 (September 7, 2026)
+ Provisions weighed against the road: hovering a destination says how many rations short the journey would leave the company, setting out short of food says so in the journal, and the quest sheet and roster book carry the same figure beside each distance.
* The viewport check in the launch gate judged controls against the window even when they sat in a scrolling column; on a phone that mis-reported the town band, whose buttons scroll.
See patch_v1.2.2.txt.
v1.2.1 (September 7, 2026)
+ The tavern judges recruits against the company: a table of everyone looking for work with their people, skills and kit, and a column saying what each would actually add (Stealth 0 to 5) or that they add nothing the company lacks. The heading gives the company's best in every skill and the room left.
See patch_v1.2.1.txt.
v1.2.0 (September 6, 2026)
+ Battles are fought on the ground the company stood in. Woodland and rock give cover to both sides (harder to hit), marsh, sand and rock slow the stride, a hillside lets bows reach a square further and trees make them draw a square shorter; blades are never affected. The field is coloured by its ground, named in the caption and in the journal, and described under the controls.
* The foe and companion AI asked for reaches and strides it had worked out for itself; it now asks the rules, so ground effects cannot leave a unit unable to act.
* The solver could spin forever buying herbs outside a town; a refused purchase now ends the loop.
See patch_v1.2.0.txt.
v1.1.6 (September 6, 2026)
+ Camp until rested (Rest until fit underground): keeps watch night after night until every companion is near full hits and energy, the rations run out, an encounter finds the camp, or seven nights have gone - and says which. Offered only when the company is not already fit.
See patch_v1.1.6.txt.
v1.1.5 (September 6, 2026)
+ The order of play: during a battle the left column lists who acts next with their hits, the one acting now at the head, foes marked apart, and a divider where the round turns over. It updates as turns are taken and drops anyone who falls.
See patch_v1.1.5.txt.
v1.1.4 (September 6, 2026)
+ Teachers serve the whole company: a grid of companions against the skills the town teaches, each cell showing the level held and the price of one more, bought with one press. Longer courses are still available by picking a companion.
+ Work serves the whole company: a grid of companions against trades with the daily wage in each cell, the best-paying trade for each companion marked, and the length set once above.
+ No town sheet needs a companion selected in the sidebar any more.
See patch_v1.1.4.txt.
v1.1.3 (September 6, 2026)
+ The smith outfits the whole company: a row per companion showing what they carry and wear and the best piece the purse can afford that would actually improve them, bought with one press - no need to select anyone first. Weapons are only offered in a skill the companion holds (or the one they already use), and worth is judged by expected damage a turn under the game's own hit rule, so a caster is never handed a great axe.
See patch_v1.1.3.txt.
v1.1.2 (September 6, 2026)
+ The roster book sheet: every companion left in a town with what they are doing, days still to run, wages owed so far, and how far off that town is - with Rejoin where you stand and Travel there where you do not. Names the next one to finish.
+ Wages owed are computed by the same rule that pays them, so the figure shown is the figure paid.
* A line that repeats day after day (hunger, mostly) is now counted in the journal rather than reprinted.
* The roster book no longer says "no road" about the town the company is standing in.
See patch_v1.1.2.txt.
v1.1.1 (September 6, 2026)
+ The chronicle: turning points (a companion joining, a sage answering, a verse or component taken, a ruin first entered, the company falling, the rite spoken) are marked as they happen, stand out in the journal, and are collected in a Chronicle sheet with a record of the campaign - days and wax left, verses held, positions of the order known, ruins entered, battles, wages, hexes walked, purse.
+ The chronicle is reachable in town, on the road, underground and from the end screen; the end screen names the seed so the same land can be walked again.
See patch_v1.1.1.txt.
v1.1.0 (September 6, 2026)
+ The dark in the ruins: only what the company's light has reached (three squares) is drawn; what it has shown stays known but dims; monsters appear only within the light. Click-to-walk plans only across known ground, and clicking the dark says so.
+ Saves keep what each ruin's light has shown; saves from before this version load with their ruins fully known.
See patch_v1.1.0.txt.
v1.0.5 (September 6, 2026)
+ The quest sheet (button under The rite, in town and on the road): every verse, component and sage with its status, where it is, the travel time from where you stand, and a Travel there button that leaves town if need be and sets off by the quickest road. Shows the order as far as it is known and how many orders remain possible.
* Phone layout: the map keeps at least 38% of the screen; the control and company columns scroll instead of squeezing it.
See patch_v1.0.5.txt.
v1.0.4 (September 6, 2026)
+ Battle readout: point at a foe to see its hits, whether it is dazed, your companion's chance to hit and whether it is in reach; point at a companion for hits and energy; point at a square to see whether it can be reached this turn.
+ Close with: clicking a foe out of reach moves the acting companion to the square within this turn's move that brings the foe into reach, or as near as possible. Clicking a foe in reach strikes, as before.
+ The hovered unit is outlined on the field.
See patch_v1.0.4.txt.
v1.0.3 (September 6, 2026)
+ Click-to-walk underground: click any floor square in a ruin and the company walks there by the shortest way (eight-way), stopping when a monster comes into the light, at a chest or the goal room, or when a fight begins. Hover shows the path and the number of steps; Stop here halts.
+ Route band with Stop here shown underground as well as on the road.
See patch_v1.0.3.txt.
v1.0.2 (September 6, 2026)
+ Click-to-travel: click any reachable hex or place and the company walks there by the quickest road, one hex at a time, stopping for encounters, arrival at a place, exhaustion or the candle. A Stop here button (Route band) halts the walk; any manual move cancels it.
+ Hover preview: pointing at a hex draws the route and the caption names the place or terrain and estimates the time (hours or days).
+ The route in progress is drawn on the map with the hexes left to go.
See patch_v1.0.2.txt.
v1.0.1 (September 6, 2026)
+ World map pan and zoom: mouse wheel and pinch zoom about the cursor (0.5x to 4x), drag to pan, + / - / 0 keys, and a Map band with Zoom in, Zoom out and Centre on company.
+ Satellite-style world map: shaded relief, forest canopy, marsh pools, shallows and beach rims, roads drawn as tracks, towns as roof clusters. Painted once per zoom level into an offscreen sheet.
+ Information column on the left (candle, company, gold and rations, roster book, rite), control column on the right; phone layout below 1100 px.
+ Hex coordinates in the map caption; in-game help covers arrows, Escape and the map controls.
* ResizeObserver loop error: repaints are coalesced into one animation frame instead of running inside the observer.
* The offscreen map sheet is capped at 8192 device pixels a side; at 4x zoom on a 2x display it would otherwise have exceeded browser canvas limits and drawn nothing.
* A mis-aimed spell no longer costs energy.
* Overview map labels no longer shrink below 11 px.
See patch_v1.0.1.txt.
v1.0.0 (September 5, 2026)
+ Initial Tronsoft Games release.
+ Hex-mapped kingdom of Corvane with six towns and five ruins, generated from a seed.
+ Company of up to six from ten recruits; work, study, wages and the roster book.
+ Turn-based battles with initiative order, spells and herbs; automatic resolution.
+ The Rite of Renewing: four verses, four sages, twenty-four orders.
+ Three candle lengths; autosave after every action; resume from the title screen.
+ Procedural sound with a toggle.
See patch_v1.0.0.txt.
- Genre
- Game
- Developer
- Tronsoft Games
- Engine
- Standard
- Version
- 1.3.0

