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EchoQuest v0.24.1: Bug Fix Sprint

Some days you build new things. Other days you fix the things that are broken. Today was firmly in the second camp — a focused sprint through the bug backlog that knocked out a critical server crash and several quality-of-life issues.

The Map Transition Crash

This was the big one. Every map transition in the game — walking from town into the forest, entering a dungeon, stepping through a portal — was returning a 500 server error. The root cause: a reference to isRelative that wasn’t defined in the current scope. One missing variable, and the entire world became a series of disconnected islands.

The fix was straightforward once identified, but the impact was severe. If you tried to play in the last day or so and couldn’t leave town, this is why. It’s fixed now, and we added test coverage for map transitions to make sure it doesn’t happen again.

Shop Sell Tab Gets Quantities

When selling stacked items (potions, materials, crafting ingredients), the shop sell grid showed no quantity — you couldn’t tell if you had 3 herbs or 30. Now every stacked item displays its quantity badge, and the sell detail panel shows “In inventory: N” so you know exactly what you’re working with.

Even better: you can now sell multiple items at once with a quantity selector. Minus, plus, and “All” buttons let you dump your entire herb stash in one transaction instead of clicking sell 30 times. The server validates the quantity against your actual inventory, so there’s no exploit potential.

NPC Dialogue Deduplication

A missing unique constraint in the database meant that NPC dialogue options could be duplicated — the same response choice appearing two or three times in a conversation. We added the constraint and cleaned up any existing duplicates. NPCs now say what they mean to say, exactly once.

Admin Editor Fixes

A handful of admin tool issues got cleaned up:

  • NPC quest edit buttons now properly switch to the quests tab before opening the quest editor, instead of silently failing
  • Spell route shadowing fixed — the /spells/selection endpoint was being caught by /spells/:id, so the spell selection API wasn’t reachable
  • Duplicate quest display resolved when an NPC is both quest giver and turn-in target

We also added automated tests for the shop sell quantity feature and the map transition fix. Not glamorous work, but the kind that keeps the game stable as we build on top of it.

Try the EchoQuest Demo — free in your browser. Full game coming to Steam.

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