Items have been rebuilt to be fully data-driven.
In earlier versions of the game, item behavior was often tied directly to code in ways that made it difficult to extend or safely modify. That worked early on, but as the number of items grew — including consumables, equipment, gemstones, quest items, and more — it became increasingly difficult to manage edge cases and keep behavior consistent across menus and battle.
We’ve refactored items so each one has a clear definition and validation process. That means:
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Each item has a canonical ID and a structured data definition
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Behavior is defined consistently regardless of where the item is used
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Validation happens early, so errors are caught immediately instead of during gameplay
This also helps unify how items behave in different contexts. For example, using an item in the menu versus in battle now follows the same underlying logic instead of separate implementations.
From a player perspective, this should make items feel more predictable and reliable. From a development perspective, it makes it much easier to add new items, rebalance effects, and expand systems like crafting, shops, and loot without introducing hidden bugs.
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