EchoQuest v0.19.4–0.19.5: Harvesting, Skills & Collision Fix
Tonight’s update brings two patches focused on the gathering experience, character progression visibility, and movement feel. Resource harvesting gets a proper interaction model, professions get their own UI, and a long-standing collision bug is finally squashed.
Right-Click to Harvest
Resource nodes like Wild Herbs and mineral veins now respond to right-click on desktop (tap on mobile). This separates gathering from combat — left-click is for attacking, right-click is for harvesting. A progress bar shows your gathering progress in real-time.
You can also click a distant node and your character will walk over automatically, starting the harvest as soon as they’re in range. If you move or get interrupted, the progress bar cancels cleanly with a short grace period to prevent accidental cancels from minor movement.
Interactive Cursor & Hit Areas
A golden hand cursor now appears when you hover over anything interactive: NPCs, resource nodes, dungeon chests, doors, and levers. Resource nodes also have a larger 32×32 clickable area (up from 16×16) and glow when you’re nearby, making them much easier to spot and click.
Right-clicking no longer triggers NPC dialogue or opens the browser context menu in the game area. Text inputs still support copy/paste as expected.
Skills Tab
Open your character sheet (Q) and you’ll find a new “Skills” tab between Overview and Abilities. It shows all five professions — Mining, Herbalism, Skinning, Blacksmithing, and Alchemy — with their current level, a gold XP progress bar, and exact XP values. At a glance you can see how close you are to your next level in each profession.
Collision Fix
A persistent collision bug (#76) made characters unable to walk through gaps that should have been passable. The root cause: the player’s physics body was too tall and positioned too low, extending into the tile below the character’s feet. A boulder at the bottom of a path would block passage even though the path was visually clear.
The fix reduces the collision body from 16×20 to 16×12 pixels and repositions it to the character’s chest area. This keeps the body within a single tile footprint and provides symmetric clearance when approaching walls from any direction.
Other Fixes
- Resource nodes now load after the socket connects, fixing the invisible-nodes bug
- Map editor works with procedurally generated dungeon maps (no more “no tilesets” error)
- Production database schema synced — missing columns from migrations 064–077 applied
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