Crafting the future of Alaloth with a new massive update!
Hello Champions!
We hope you've been enjoying the Bloodlust as much as we enjoyed bringing it to life. It’s been a pivotal release for us, significantly enhancing the gameplay experience and ramping up the fun factor for everyone exploring Plamen. We're thrilled with the positive feedback and are more motivated than ever to keep pushing forward. Now, onto the next exciting chapter! It's no secret that we've been hard at work on our crafting system, and we’re excited to announce that the new update, Forgemasters, will be out by the end of the month. Normally, it takes us 3-4 months to roll out major updates, especially those involving key systems. However, Forgemasters has been in the works behind the scenes for a while, so we were able to finalize it quickly after Bloodlust. As with any major update, Forgemasters will stand strong on its own but also will mark the beginning of something even bigger on the horizon.
Also, we know many of you are eagerly awaiting the big announcement we've been teasing about the future of the game. We're pleased to confirm that this announcement will be made in September. While we can’t reveal too much just yet, trust us when we say that everything will make sense once soon. All the dots will be connected, and we'll be 110% focused on delivering what’s next. But first, we’ll be taking a short break next week before heading to Gamescom and PAX to recharge and get ready for what’s coming.
ALALOTH PATHFINDERS
On a related note, we’re incredibly proud of the partnerships we’re setting up with some amazing friends in the industry. One highlight is our bundle with Pathfinder, a fantastic game that celebrates the spirit of D&D during its 50th anniversary, developed by Owlcat Games and published by META. A huge milestone for a license that’s inspired so many of us. Being part of this celebration is truly priceless and one of the reasons we’re here today. You can buy Alaloth and Pathfinder: Wrath of The Righteous at a special price right now!
Once again, we invite you to follow us on Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. The Guild awaits!
TIME IS A GENTLEMAN
Lastly, we wanted to briefly touch on something from the past. Back in 2022, when we regained publishing rights for Alaloth, we didn’t go into detail about the circumstances surrounding the studio and the game. While we’re not revealing anything new today, we thought it was the right time to share an article by CD-Action, the biggest Polish video games magazine. The article is about our former publisher and for what we know, it is just the first of a long serie. Again, it’s all about connecting the dots...
Fixed a bug that prevented the reward from “The Tale of Volkar The Brave” from being granted upon completing the step requiring to conquer "Soul's Cage” Fighting Area.
Now “Divine Shield” and “Arcane Shield” skills will also nullify poise damage if the received attack ends up not damaging the user.
Changed player’s“Mighty Blow”, Caine’s “Purge of the Ver’Quintiss”, and skills for enemy champions Ayagesh, Thil’Vineil, Ballawold, Dok-Decah; now if the attack hits nothing, a wave will shoot forward damaging enemies in a short distance.
Moved hirable Isadanae from Naledzir’s tavern to outer area The Furnace.
Iterated values for a large number of weapons.
Updated lootables in Solemnwood, Councilkept and Gates of Mourning.
Fixed
Fixed issue with player input at world map loading potentially breaking UI and combat audio.
Crafted armors weren't applying their material’s attributes fully.
“Valador” will now correctly show up in World Map sublocation picker.
Introducing a significant visual overhaul to combat, new loot, and much more!
Hello Champions!
As announced, we are excited to unveil Bloodlust, our new major update! Our team has worked tirelessly to bring you this latest addition, and we couldn’t be happier with the outcome. Bloodlust is not just a standalone release: it marks the beginning of a much larger journey that will culminate in our next major update. It focuses on a visual revamp of combat, enhancing the overall gameplay experience with stunning new visuals and smoother mechanics. Additionally, this update includes a comprehensive rework of lootables, enemies' behaviors, and economy systems. This is a massive undertaking, involving nearly the entire team checking numerous numerical values to be iterated upon. It will continue throughout the lead-up to the release and beyond. We believe these changes will provide a more engaging and rewarding experience for all players and we are still actively iterating all of this. While this may not be our largest update in terms of new content, it stands out as our most significant iteration yet. We've thoroughly tested every aspect, but there might still be minor issues like incorrect values or visual quirks here and there. If you encounter any of these, please report them to us so we can address them promptly. That's the short trailer we have prepared, which offers a glimpse into what Bloodlust has to offer. Just read on to know more about the update!
DYNAMIC DISMEMBERMENT
It is now an accessible feature, allowing players to gruesomely disable enemies through various means such as severing legs, arms, heads, and other limbs in case of non-humanoid mobs. The mechanics are balanced to reflect the size and anatomy of each foe, preventing unrealistic actions like beheading dragons. Players can expect intense, bloody visuals on-screen as combat unfolds. Additionally, gameplay enhancements include revised features that grant immunity to bleeding for non-bleeding enemies like demons or golems, adding strategic depth to encounters with these formidable adversaries.
Limbs will be accurately severed upon weapon impact. This ensures a highly realistic and immersive combat experience, with precise and dynamic dismemberment physics
RANGED ATTACKS
In response to community feedback, we've expanded our melee-centered game to include ranged combat options with throwing knives and bows, with crossbows on the horizon. Each weapon type features distinct cooldown mechanics: throwing knives offer rapid attacks, while bows deliver slower shots that can stun adversaries. These additions introduce new dynamics to gameplay, particularly in managing ranged threats and adjusting aggro strategies. This update maintains our core vision while accommodating player preferences for diverse combat styles, enriching tactical choices and enhancing the overall experience of engaging enemies at range.
Knives are faster, bows are slower but can even stun enemies!
NEW ITEMS, WEAPONS, REAGENTS AND REWORKED LOOT TABLES
Reworking the loot tables constitutes the most substantial aspect of our ongoing efforts, demanding meticulous attention as we systematically reassess each and every item within the game. This comprehensive undertaking serves as the cornerstone for a broader overhaul of our crafting system, a process that promises to introduce significant changes. With the recent introduction of numerous new reagents dropping from enemies, the loot dynamics have been greatly enriched. Items gathered from defeated foes now aggregate in the final chest, compelling players to make thoughtful decisions regarding inventory management, particularly in light of weight considerations where mounts play an integral role. Furthermore, Fighting Areas have undergone extensive enhancement, incorporating a diverse array of items aimed at smoothing the initial learning curve for new players without compromising the inherent challenges posed by our combat mechanics. No way you can rush the game, but a wealth of resources awaits discovery, including an expanded repertoire of cooking recipes designed to deepen the gameplay experience. While our focus remains on refining the smithing mechanics, the integration of these new reagents will be finalized in the weeks ahead, ensuring a seamless transition while maintaining what is in-game right now.
SUPPORT US
We would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Hust follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
COMING UP NEXT
Currently, our development efforts are focused on finalizing the new crafting system, with particular attention to refining filters and optimizing economic aspects. Concurrently, we're dedicated to enhancing the Competitive Mode, aiming to elevate enemy champions to proper boss status, complete with unique boss battles. Additionally, we're introducing new enemy types that actively pursue players, adding depth and intensity to gameplay. Numerous quality of life improvements and community-requested features are also in the works, aimed at enhancing overall player experience. Looking ahead to our next major update, we're committed to delivering something significant very soon, announcing something great in a few weeks, and officially starting our [indie] PR machine, hoping to get support from you all! Talk about the game if you are enyjoing it, post on social networks, leave a review here [or on GOG!] and share the love!
Changelog here for you all as usual!
CHANGELOG
Added
Added new items, reagents, weapons.
Reworked loot tables: all enemies have now ad-hoc loot that will be rolled upon being killed and accrued in the booty chest.
Rushing to the chest without killing enemies and/or gathering items will yield almost no reward.
Added Ranged weapon slot for bows and throwing knives: these items can now be found within the gameworld.
Marksman skills will now require a bow to be equipped in the Ranged slot.
Added alternative VFX and/or dismemberment to enemies upon death.
Added Killcam upon player kill of the last enemy in combat.
Added new lootables in various FAs: Windcrest Heights, Volkar’s Tomb, Tyrant’s Grave, The Neverwood, The Citadel, Temple of Virtues, Stonechair, Skygate, Silvermoor, Rot Finger, Moonvale, The Majestic Fields, Lornwood, Krazurag, Hammerhaven, Glittering Peaks, Duvalian Sewers, Dham-Dhorun, Conclave of Greenheart, Cleaverock, Brystead Lookout Tower, Abbey of The Illuminated.
Changed
Now all items looted and dropped in FA will be found in the final chest instead of being stored directly in the player inventory; quest items and quest rewards will still be stored into the player inventory.
Now gathering extra items will trigger a relative item notification immediately upon equip; extra items being replaced for new ones will no longer trigger any item notification.
Now extra items equipped from companions and being replaced for new ones will be sent to final chest instead of being lost.
Changed various lootables with container props to display a generic name instead of the contained item or none at all.
Swapped pad input between extra item (now RB on Hold) and throw knife (now RT tap) actions.
Swapped Goblin Warrior’s weapon from axe to mace.
Swapped Hobgoblin’s weapon from greataxe to greatsword.
Swapped Ratkin Footman’s shield with a different one.
Reduced max number of enemy “Saurian” spawned in fights with pawns encounters on map.
Changed blood VFX of various enemies.
“Food Dressing” can now be bought from all food vendors.
“Orb Of Chaos” is now exclusively sold by enchanters.
Companions of a different alignment will now be always available and interactable, new dialogues have been added for them in this scenario.
Revised economy values.
Booty chest will now allow moving items back and forth from inventory instead of requiring to drop them.
Fixed
Fixed arrows occasionally dealing damage to PC even when should have been blocked.
Fixed missing reward for quest “Safe Passage”, weapon “Cragcrab” will be retroactively granted in the stash chest if quest is already completed.
Fixed Frostfang enemies displaying unintended/incorrect body features.
Fixed quest “A Merryspindle Shortage” to display the proper location hints when in World Map.
Fixed some voiceovers not playing along their bark text in combats.
Raised volume for “Mellenath” music.
Fixed quest “The Eye of the Stone” being allowed to progress by dropping the required item from Stonechair’s golem.
Fixed Lileah’s skill “Vaizmil’s Grace” VFX terminating earlier than the intended duration.
Fixed “Earthquake” skill VFX occasionally showing dust clouds way below the intended position, also fix debris from a previous cast reappearing briefly upon a new cast right after cooldown.
Fixed introduction scene for “Akidaan” boss not playing at nighttime.
Fixed patrolling guard in “Tirothas” daytime getting stuck into player interacting with the “Infested Minds” quest NPC.
Moved stationary guard directly in front of companion at “The Sentinels” daytime.
Reworked several texts, improving wording and fixing typos
“A Merryspindle Shortage” can now be completed in a non-linear fashion to better match its design intent.
“King of the Swamp” won’t hide its world map quest markers as they were stated in the quest dialogue.
Resting will now cleanse the player from any debuff (i.e. poison).
A new massive update on its way and a summer full of surprises!
Hello Champions!
Just returned from Reboot Develop in Croatia, we've had the final meetings to draft the roadmap for the last part of our epic journey. The anticipation is palpable as we gear up for the next big update, dropping no later than June! But this time, we're keeping the details close to our chests: no teasing, just a massive surprise waiting to be unveiled alongside the update. Summer is upon us, heralding a season of events and announcements. And we're pulling out all the stops to ensure Alaloth finds its place on the main stages, where we can share the future of our beloved RPG with you. You know the story, and to be honest, we're doing our best to secure a proper launch of version 1.0. The launch we didn't have the chance to do back then, dealing with the worst people in the industry, who almost killed our studio and business. Being as small as we are, it's very hard to wear ten different hats every day, but the fire is still burning, and the support we've received along the way has been the reason why we didn't fall, despite some very tough times. Alaloth sustained the studio since its EA launch, but of course, it's time to move on and raise the bar, delivering what we've always envisioned since we started thinking about it, in a small room in a shared space back in 2016. We are human, and we are incredibly happy about what we've achieved so far, but we have to say, we're tired and need to take a step forward in this adventure, as devs. Thank you for being the lifeblood of our studio.
Back to next steps: let's not keep you in the dark about what's to come! Brace yourselves for a brand new crafting system, a feature we've been eagerly anticipating since a while. Plus, get ready for updates and tweaks to the combat system and a slew of other exciting features as usual: new quests, chars, weapons, items, enemies, areas and much more. You may have noticed our ongoing proofreading marathon, a labor of love aimed at making localization a breeze. We've already trimmed the word count from a hefty 400.000 to a sleek 345.000, with our sights set on hitting 300k without compromising quality. Because making Alaloth accessible to all is just as important as the adventure itself. In the meantime, gear up for all of this by seizing the opportunity to grab all DLC for the game right now, available at an incredible 50% discount! Also, 500 handcrafted Limited Edition War Chests will be back in stock again soon!
We're thrilled to announce a new initiative designed to rally our community's support, just following the recent kick-off of both The Guild and Keepers Program. At the heart of this initiative lies our shared passion for this magic workd and our dedication to seeing it flourish. Without the luxury of a hefty marketing budget or a dedicated PR team, we've always relied on the unwavering support of our incredible community. And now, as we prepare for the summer, we're calling upon you once again to stand beside us.
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Rules are simple: follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. The more followers we amass, the greater the rewards become! Your support means the world to us, and together, we can amplify our social presence and ensure that Alaloth receives the attention it deserves. So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
Updated Codex for champions, deities, companions, cities, POIs, legends, races, kingdoms and general lore. This is part of a massive proof reading to move on with loc and lower wordcount.
Fixed
Fixed player avatar being able to move when busy in dialogues and other scenarios through the keyboard’s cursor movement action.
Fixed hostile pawns in world map displaying wrong questing hints.
Improved Vhoken-Mahl’s walkable path and fixed stairs’ visual glitch near the left end of the city.
Fixed Berem-Hohn scouts world map pawn sprite.
Fixed some model artifacts on Edherest king NPC.
Fixed graphics issues with camera zoom in “Emberclash Range” FA.
Fixed lava VFX in the world map near “Kima The Volcan” getting drawn above pawns.
Fixed typos, wording issues and inconsistencies across various dialogues, barks and quest descriptions.
Fixed Journal exclamation mark in Sanctuary UI bottom info panel not updating itself on scene load.
Fixed Ratkin Shaman's enemy having their staff disappearing temporarily when casting the bolt skill.
Had massive reworks of texts in Codex as part of a huge iteration and proof reading to move on with localization. Changed lore of Houses, Clans, mobs and general lore
Changed Frostjaws jump attack into a charge-like skill, passing through the player and moving over a greater distance.
Moved barks for limited access to sub locations in “Mystic Court” night from player to guards, and updated texts.
Improved walkable path and gatherables' position inside all main Fighting Areas
Fixed
Fixed Affliction ability VFX ending earlier than the 10 sec window in which its effects are applied.
Make floating animation of boats loop more seamlessly.
Removed temporary visual artifact on the player after using Charge skill.
Adjusted NPC’s barks in Hashak Arena.
Fixed Fighting Area difficulty icons not deploying the boss variant in World Map.
Fixed spawn of duplicates for pawn merchants in World Map.