Hello all and thank you for all your initial feedback of Adventurer Manager! After some discussions we have decided to go ahead and roll out some very basic changes that will hopefully help with some of the "quality of life" issues.
Gameplay
Carpal tunnel sufferers rejoice! There are now Sell All Common, Uncommon, and Rare item buttons in town shops.
"Upgrades Only" has been added as a filter in the Adventurer Windows. Selecting this will filter items that match the selected filters and are only higher Gear Score than currently equipped items.
There are some more robust ideas may be better in the long term, but we feel this will help immensely in the short term.
A better warning and explanation system of Fast Forward invasions has been added to the game.
Removed the ability for Invasions to occur at Low threat so players can have more time to stop a Fast Forward and prevent spontaneous Invasions.
Added left/right arrows to Adventurer screens to allow faster cycling through Adventurers to equip them.
UI
Adjusted item tooltips in towns and other scenes to better accommodate non 16:9 resolutions.
Misc
Added the option to squelch NPC voices in the Sound Options
ADVENTURER MANAGER RELEASED OUT OF EARLY ACCESS!
Adventurer Manager is now released out of Early Access for Mac and PC! We hope you enjoy playing the game as much as we enjoyed making it. Your feedback through Early Access was invaluable to this release and we plan to continue improving and supporting the game. Linux release is delayed due to some issues and we will have more info when it becomes available. Thank you for your continued support and please do not hesitate to let us know what you think in Steam Discussions.
Also, you may now purchase the Adventurer Manager Original Soundtrack as a separate DLC featuring the music of Dan Lopatka and containing 21 tracks of over 50 minutes of music!
Happy Adventuring!
Reminder: Adventurer Manager releases this week on Dec. 4!
This is just a reminder that Adventurer Manager will release out of Early Access to full release this week on December 4!
Thank you for your continued support and assistance in the development of AM. We truly would never have reached this point without your invaluable feedback.
We made it! We are happy to release our final pre-release build that contains many new gameplay adjustments.
Features
Miraj's Castle is now open! With this release, the entire game is available for play.
Upon defeating Miraj a new Epic mode is made available allowing you to send your Adventurers into any previous dungeon in the game with the monster level set to 55. This allows farming bosses for iLVL 55 Uniques! (possibly of Mythical quality!)
All new Tutorials have been added to the game to help new and old players alike! Disclaimer, some odd ones may fire for our seasoned EA players so please disregard. A new game ensures you receive the most up-to-date tutorials.
Achievements are in and obtainable! All Steam Achievements are now available in game on both PC and OSX. Please note that a few of these are not retroactive and may require starting a new game to complete.
Gameplay
Story Adventures are now received from their respective town NPCs.
Game years advance at a much faster rate now to allow for proper aging of Adventurers.
Manual encounter time decreased to 1 game hour each, down from 3.
Resting increased to 30 Endurance per game hour, up from 15. This allows a full Rest with Fast Forward when completing a dungeon and exiting with 300 Endurance left (before any Castle and University upgrades).
Seasons reduced to 24 hour intervals to address aging mechanic issues. Adventurers should age from 18-60 over the course of an average playthrough of dungeon farming and Fast Forwarding.
4 more Party Presets are now available for a total of 8 in the Party scene.
Removed the pause after entering a room that had already been cleared. You may now quickly choose a new direction for travel.
Added the ability to sort the main Adventurer list by name, gearscore, class, and level.
Adventurers now complain about being low on Endurance while in dungeons.
Using the Defend skill now automatically triggers on the current Adventurer's turn without having to click the Adventurer.
Unique items now have the chance to roll Mythical stat bonuses and are prefixed with Mythical when dropped.
Item rewards and gold are now given for successfully completing dungeons.
Bonus gold is awarded for each Miniboss defeated.
Successfully defeating the Boss grants a Rare item reward, defeating the Boss and one Miniboss guarantees a Legendary item reward, and defeating the Boss and both Minibosses guarantees a Mythical item reward.
Un-equippable equipment now shows as red for the selected Adventurer if they are not eligible to equip it.
Monsters are now numbered to better understand which is attacking in what order.
The Fast Forward button changes to a Stop button when Active.
Art
All dungeons now have a unique set of statues on both sides of the UI.
Hover text added to buildings in the University and Blacksmith.
Level-up visual effect added.
Gnomes now wear glasses.
Animations were added to many scenes, particularly the world map.
Jeff no longer has his old (really old) art in conversations and he's finally decided on a universal appearance.
Improved the Druid Grove and Mountain Pass Dungeon art.
Randomly generated tombstone epitaphs are now visible on Gravestones.
The Main Map button in the Dungeon now has its own art and is now called "World Map."
Many sprites and UI elements were cleaned up.
Edited the text on buttons and made the Auto Adventure scroll more intuitive.
Sound
Added more SFX.
Bugs
Fixed a bug in Auto Adventures allowing Adventurers to survive even if sent into a Suicide rated Adventure.
Many other minor bug fixes than you could shake a Jeff at.
AM Devlog #10
Hello!
Welcome to the 10th and last edition of AM Devlog prior to launch! AM Devlogs are weekly updates on the development progress of Adventurer Manager. These Devlogs highlight our philosophy of the importance of development transparency and player feedback.
The time is nigh! Adventurer Manager releases in just over two weeks! It's been a long and sometimes bumpy journey to get here but we're incredibly excited to release out of Early Access. Sometime later this week there will be our final content patch that will put us very close to v1.0. After this patch, we will be only updating with small hotfixes to address any outstanding issues before launch on December 4th.
Upcoming Patch
In the upcoming patch you can expect a brand new Tutorial! It will outline most of the game's basic functions and include many one-off Tutorials to explain menus. There will still be some things you will have to figure out on your own, but that's part of the fun! In addition to the Tutorial, all storyline quests have been moved to their respective NPCs in each town. The mission boards will only be used for Clear Adventures and possibly future DLC Adventures. We also are introducing a sortable Adventurer List to make managing many Adventurers a little easier.
Even more exciting is that you will finally be able to finish the game's story by facing and hopefully defeating Miraj in his Castle in the sky. The final dungeon has many mini-boss encounters and a tough final battle! Miraj also drops a lot more loot than a normal Boss so I would encourage you to try and fight him a few times!
With this final content patch, I'd like to humbly request that, if you have purchased the game in Early Access and are able, that you come back and play AM for a little while to help us catch any last-minute and glaring issues. We are a small team and you are our QA department! We are looking for any significant game breaking issues or freezes as well as minor things like typos and odd oversights. Thank you in advance!
Special Thanks
Since this will be the last Devlog before launch I want to take a moment to do some shout-outs and thanks. Firstly, a huge thank you to all of our Greenlight voters. We would never have been able to even release in Early Access if it weren't for you all. Secondly, another huge thank you to our Early Access purchasers. You all were and are our crowd-funding since we opted out of more traditional methods. Even more important than that, your tireless efforts in helping us fix and improve the game through your suggestions have been paramount to getting to the point where we are now. Thirdly, I'd like to thank our family and friends who have supported the project and our dreams while suffering late night, weekend, and even holiday meetings and work. Finally, I'd like to thank the team and mention everyone by name here along with how they've been invaluable to this project.
Tyler Sabos (MajicPanda) - As most of you know, he is the main and only programmer on this project. His commitment to you all is tireless and he somehow manages to balance responding to almost all of your Steam Discussion posts and then patch every other week. That doesn't even include all the times I've kept him up late and away from his family to work on the game. He is truly player committed with an astounding work ethic and skill level.
Amy Martins - Almost everything in the game has Amy's artistic hand in it. She drew most of the wonderful Dungeon backgrounds and interesting monsters. She is also responsible for many of the towns, skill icons, adventurer equipment, and all of the forthcoming Achievement icons. Having worked with us on our first project, Gobbo, she continues to be a great and adaptable artist and I believe her work speaks for itself.
Alannah Linkhorn - Alannah joined the team a few months into the project due to the intense art demands that arose. Alannah provided essentially every animation in the game along with concepting and drawing the UI for nearly all of the menus. I would call her our Utility team members as she is always quickly able and willing to fix minor issues or draw an entire town in just a few days. Alannah helped fill holes on dungeon background art, monsters, towns, skill icons, and many, many other things. Like Amy, if you're seeing art on the screen, Alannah's hand is there. She is also responsible for the entire University appearance and layout.
Daniel Lopatka - Dan was featured a few months ago on our featured team member section on an earlier Devlog but he deserves mentioning again. All of the music in the game is original and created by Dan. In my opinion we have one of the best retro soundtracks among any recent indie game due to Dan's passion and expertise. He has risen to the occasion after our first musician departed in the middle of development and creates lengthy and compelling tracks for all of our Dungeons.
A special mention goes to Ray Legg. While not officially a team member, he has been our main QA for almost the entirety of the project. A supporter from early Alpha, Ray has been instrumental in making sure that the game is stable and bug-free. Without his feedback and testing, the game would not be in such a good shape today.
Other persons worth mentioning are Studio Director Kelin Webb (VAStrikes), Assistant Design & Artist Michael Walker, and Website Developer Michael Melssen. While these three were less involved in the day-to-day of AM, their work and efforts are no less vital to the game's current state and success.
Just a reminder that our Release Date is December 4th! So tell everyone you know to come out and play Adventurer Manager! Thanks as always for your support of our project and us!
Happy Adventuring Thomas Spradling
Game Designer & Producer
VA Studios
Build 0.7.50 - Mid-Dungeon Management & The Jeweler!
Build 0.7.50 introduces the ability to manage some aspects of the game while on a Manual Adventure and introduces the Jeweler as well as many small bug fixes.
Features
Mid-Dungeon Management!
You may now return to the overworld while on a Manual Adventure to manage many aspects of the game and when finished you may continue the Adventure where you left off. This allows you to click the Notifications area to easily queue up more University training, Castle upgrades, Auto Adventures and more.
Jeweler!
Located in the Castle scene, the Jeweler can combine Gems together to create higher quality versions.
Random gems are also sold for a steep price.
Gameplay
Active invasions will no longer prevent Fast Forward but will stop it until Fast Forward is re-initiated.
Towns now have a main NPC that distributes their relative story Adventure.
Adventurers now gain 15 Endurance (before bonuses) while resting, up from 8.
All classes now start with 1 trained skill on initial hire.
Class descriptions have been added for Arbalester, Death Knight, Shaman, Enchanter, and Warlock.
Blacksmith Gems now act as they were originally intended.
When crafting with a Gem, a guaranteed roll of that gem's attribute modifier will roll on the item (unchanged).
Each Gem quality now has a bonus that it will add to the roll of the item making crafted items much more beneficial.
A good Mythical piece of equipment will still always roll higher than any crafted Legendary with a Brilliant Gem, especially since crafted only goes to iLVL 50 and game drops are max of 53 at end game.
Gems dropped in dungeons now show the correct color instead of grey.
Art and Sound
All new shop art has been added to the Armor and Weapon shops for each town.
New music added to later dungeons.
More sounds added to the game.
Bugs
Fixed a bug causing Reset Adventure to not reset the Adventure objectives.
Fixed an issue causing "Clear the Stormy Sea" quest to have the wrong turn-in objectives.
Miraj's Illusion removed from possible boss spawn in Invasions.
Build 0.7.44 - Auto Adventure Changes, Fast Forward, Seasons, and World Map Improvements!
This build changes the way Auto Adventures tick, adds a new Fast Forward mechanic, and introduces lots of World Map changes.
ATTENTION Mac Users!!
This patch introduces the save file changes outlined in the announcement made earlier this week. Make sure you follow the procedures described to move your save files!
Auto Adventures no longer tick based on real-time. They now tick in game time by completing Manual dungeon encounters or using the new Fast Forward button.
Fast Forward
You now have the option to Fast Forward the in-game time in order to progress the game without having to run Manual Adventures.
A new threat indicator has been introduced called FF Invasion Threat Indicator. As time is fast forwarded, there is an increasingly higher chance that an Invasion will strike a random town and you will forfeit your chance at stopping it. The different levels are: None, Low, Medium, High, and Imminent. Use FF wisely!
The FF Invasion Threat Indicator can be lowered by defeating monsters in Manual Adventures.
Invasions still occur normally in the game if Fast Forward is not used.
Gameplay
Endurance has been raised to a max of 1000 to allow for better scaling. You will most likely need to Fast Forward the game a bit in order to get Endurance to cap out from the previous system.
Endurance bonuses from the Castle, University, and Allegiance have all been raised to fit the new Endurance model.
Raised the bonus Fitness provides in the University from 3 to 30 per point.
Minibosses and Bosses have recruited better monsters to help them in battle, beware!
Deadly monsters, minibosses, and bosses have had their damage increased by 15%.
Introduced a simple implementation of trained University courses in Character menus.
All %HP regen items have been rolled to a new flat Health Regen stat.
Art <*> World Map
Every Town and Adventure location now has a hover glow and title to more easily identify the location.
A smooth transitioning day/night cycle was added to the world map.
Seasonal changes have been added to the world map! Spring, Summer, Fall, and Winter all have unique world map changes.
<*> Updated Barbershop and Ruler Creation backgrounds to make it easier to see your Adventurer/Ruler respectively.
<*> Added mouseover glows to the Party Preparation scene's Adventurer silhouettes.
<*> Moved the mouseover glow for the Graveyard from the Cryptkeeper to the entire Graveyard.
<*> Added a mouseover glow to the Stash.
Sound
Moved the overworld music to the loading screen and main menu
Added less annoying ambient sounds to the world map scene.
Added music to the Island Temple and Volcano dungeons.
Bugs
Fixed a bug not allowing renaming Adventurers.
ATTENTION All Mac Users (Important Save File Info)
Recently there was an engine update that greatly impacts the save location of Mac OS save files.
The hard coded location was being saved to ~Library\Caches\Vigilant Addiction Studios\Adventurer Manager Beta
This is problematic for anyone who uses disk cache clean up or any other temp file clean up tools.
It is possible that upgrading to Yosemite could cause caches to be cleaned up so this is a high priority announcement.
We will be patching some time this week which will change the path that Mac OS files load and save to which will make it seem like all save data has been wiped.
This week when the patch hits, all Mac users will be required to manually move all savedata.txt files from the old location to the new save location after launching the game.
To successfully perform the migration please launch Adventurer Manager after the patch this week and do the following:
- Launch Adventurer Manager and create a new game so that it creates the new directories that the save game will be in.
- Quit AM
- Go to Finder - Go - Hold Option - Select Library and then browse to Caches\Vigilant Addiction Studios\Adventurer Manager Beta
- Copy all savedata.txt files in this location
- Open the new location by going to Finder - Go - Hold Option - Select Library and then browse to Appliction Support\Vigilant Addiction Studios\Adventurer Manager Beta
- Copy all files in the old Caches location to the new Application Support location
- Launch Adventurer Manager and check save files
We apologize for any inconvenience this may cause, but Unity has classified this as a bug and it is fixed in a new engine build which has just now released.
If there are any issues please post in the Support forum and we will try to address any questions.
We have a RELEASE DATE!
After a little over a year in development, I am pleased to announce that AM will release on Steam for PC on December 4th!!
Get ready for hours of Adventuring fun! Our distribution plans outside of Steam will be announced soon. Thanks for your continued support. It's been a long journey but we hope you are as excited as we are!