Alaloth: Champions of the Four Kingdoms cover
Alaloth: Champions of the Four Kingdoms screenshot
PC PS4 XONE Switch Steam Gog
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Alaloth: Champions of the Four Kingdoms

Dragons, reworked leveling sys, alchemy, new traits, new quests, and much more!



Hello Champions!

We're thrilled to announce the launch of Dragonhold, our latest and most ambitious update yet! We've been hard at work gathering your feedback, testing, and adding new content to the game, with a focus on both expanding the world and reworking existing systems. We've added new boss fights, areas, quests, and items, all designed to enhance and expand upon the rich world we've created, Plamen. But we've also taken the time to rework some of the game's systems, in order to improve balance and polish the overall gaming experience. We've listened to each and every one of your suggestions and our team has put in countless hours to make sure that every aspect of the game is optimized for your enjoyment.

We've packed in way more content than we initially planned, and we know that you'll appreciate the attention to details that we've put into every new element of the game. We can't wait for you to dive into Dragonhold and experience all the new stuff we've added! Time to go into detail about each new feature than! So gear up, fellow adventurers, because there's a whole new world of adventure waiting for you in Alaloth - Champions of The Four Kingdoms!


DRAGONHOLD AND DRAGONS


Dragons have always been a force to be reckoned with in the land of Plamen. Their power and majesty have captivated adventurers for ages, but their destructive tendencies have also caused great harm to the kingdoms and their inhabitants. Four dragons have returned to the land and are more dangerous than ever, causing chaos and destruction wherever they go. Each dragon has its own unique abilities and strengths, making each fight unique.


Hello Razen!

The Talons, a guild made up of heroes of all races, have been monitoring the dragons' activities for centuries. They're determined to put an end to the threat once and for all. Dragonhold is even the name of the keep in which the Talons reside, and the update introduces a new area for players to explore and experience. This area has been reworked and expanded to accommodate the new content, and it's located in the bottom part of the game map.


You can find dragon hunters here!

WORLD UPDATE


Exploring the world of Plamen has always been an exciting experience, and the Dragonhold Update adds new areas to explore, as well as new locations for players to discover. Of course we've added new dragons' lairs to be unlocked helping the Talons but new wandering Fighting Areas are now available as well for random encounters on the map. We are aiming to reach 4-6 variations per kingdom for this in the next updates. As you know, these areas are randomized, ensuring that players will never know exactly what to expect.


The southern region of Plamen is taking shape. An island emerged!

In addition to these new areas, we've also added new special places throughout the world. These locations are unique and offer their own set of challenges and rewards. Players will need to complete special quests unlock and conquer these areas. But the effort is worth it, as these locations offer rare items and valuable resources that can't be found anywhere else in the game.

NEW LEVELING SYSTEM


We understand how important it is for you to feel a sense of progression as you journey through the game, and we've made some major changes to ensure that your leveling experience is both rewarding and fulfilling. The leveling system in Alaloth has always been unique, because you don't level up through experience, but through battles and Fighting Areas cleared. We've always had a system of 4 levels to gain skills and traits while progressing, but with Dragonhold, we've expanded this system to include 10 levels, as well as the introduction of proficiencies and new traits.The new leveling system offers a more interesting and varied progression system. Instead of simply getting a Skill, a Trait, and a Stat point as a unique block, players will now gain Skill Points and Legacy Points in a more balanced way as they progress. Legacy Points can be used for both traits and proficiencies, allowing players to customize their character's abilities and skills in unique and exciting ways. Players can gain a maximum of 3 traits and 3 proficiencies on the way to the top level.


Next step: portraits!

This means that players will need to make strategic choices about which traits and proficiencies to invest in, and which ones to leave behind. It also means that players will need to carefully plan their progression through the game. Overall, the new leveling system offers a more interesting and engaging way to progress through the game. With more levels, more skills, and more choices, players will have a richer and more varied experience than ever before. Stats Points will be assigned as before, Hero Books will grant 10 extra Stat Points as before. So get ready to take your character to new heights of power and ability, and explore all the exciting new content that Dragonhold has to offer.

NEW TRAITS AND PROFICIENCIES


We're excited to announce that with the latest update, players now have access to a total of 18 unique traits. This includes the addition of 6 new traits that have been carefully crafted to complement the existing ones. We've also reworked some of the old traits to make them more balanced and exciting. With this new pool of traits to choose from, players will have even more options to customize their characters and create unique playstyles. In addition to new traits, our latest update also introduces proficiencies, which provide unique bonuses to players who decides to specialize. Each proficiency provides a unique skill, with different bonuses available for each weapon, armor, or shield type. For example, a player who specializes in swords may gain bonuses to their critical hit chance, while a player who focuses on shields may gain a boost to their blocking ability. Similarly, players who specialize in heavy or light armors may gain bonuses their speed and mobility.


Legacy Points will be used to acquire new traits and proficiencies for a maximum of 3+3

To unlock proficiencies, players must invest their Legacy Points in the specific weapon, armor, or shield type they want to specialize in, gaining access to new and more powerful bonuses, making them a force to be reckoned with on the battlefield. Overall, the introduction of proficiencies adds a new layer of depth and strategy to our game. So whether you prefer to wield a sword, don heavy armor, or carry a shield into battle, there's a proficiency waiting for you in our latest update!

GRANDMASTERS AND RESPEC


We've heard your feedback on Grandmasters and have implemented some exciting changes to make this feature more meaningful and rewarding. Previously, Grandmasters simply granted a special item that was not particularly noteworthy or useful. We recognized that players were looking for something more impactful and engaging, so we went back to the drawing board to come up with a better solution.
Now, when you choose to train with a GM, you'll receive something much more valuable than a simple trinket. You'll be granted the title of Master in your chosen profession and will learn a new, unique skill that only Masters can use, along with other skills of the profession of choice. This skill will be specific to your profession and will give you a significant advantage in combat and other situations.


With the new patch you can train with a GM but you'll be able to respec anyway, changing traits and proficiencies

We understand that players may be concerned about respec options, but fear not, we've got you covered. While it won't be possible to respec your skills as before, you'll still be able to reset your traits and proficiencies using orbs. This means that you can experiment with different builds and playstyles without fear of making a permanent mistake. So just to recap: training with a GM will switch all your skills with the skills of the profession of choice, addin a unique one on top. You'll not be able to respec skills anymore as before but you can still redisribute Stats and Legacy Points at will, using the standard respec through shrines. We're excited to see how players respond to these!

CRAFTING AND ALCHEMY


Crafting is an essential part of any RPG, and we understand how important it is to our players. That's why we've completely reworked the crafting system to make it more immersive and enjoyable. First of all, we revisited the stocks to grant vendors and smiths the ability to sell items in a more lore-wise way, fitting with the history of the world [you can now find ingots here and there considering the merchants moving among kingdoms]. All the necessary items to craft can be found in one place, and crafting itself has become much more streamlined.


Workbenches allow players bot to repair equipment and to access the alchemy cookbook. You need to buy recipes to craft potions of course

In the past, smithing was the only way to get special procs on weapons and amors, but with the new leveling system, Grandmasters, and items rework, we removed procs from crafting entirely, making gems more efficient. This has allowed us to make socketable weapons and armor more meaningful, and players can now find them scattered around the world.


All you need to craft potions is now available through General Vendors but you can find alchemists around, selling recipes and unique stuff

Additionally, we have added new NPCs who specialize in alchemy, a new feature accessible at benches in safe zones. Alchemy works through recipes and ingredients, all of which have been added to vendor stocks around the world. Players can now craft potions and other consumables from a variety of ingredients, each with their own rarity and properties. With these changes, we hope that players will find even more reasons to explore and craft.

INTELLIGENCE


Many of our players have been asking for more magic in the game, and we're excited to announce that we're taking the first steps to make that a reality. With the introduction of the Intelligence stat, players will now have the ability to increase their magical aptitude for the future. While this is just the first step in bringing more magic to the game, we want to make sure that we're doing it right. We've been carefully balancing these new changes to ensure that they fit within the lore of the game. Spells and new professions are actually under discussions, by now Intelligence will be used to make resistances, cooldown and INT related skills more meaningful. Intelligence replaces Luck as stat, that is still present in a revisited version of Lucky trait [now Lucky Bastard]. More to come!


Luck has been switched with Intelligence as a first step to introduce new magic professions

NARRATIVE ENHANCEMENT


We will be adding new timelines and cosmetic items to enhance the narrative aspect of our game and provide a more immersive experience for our players. We understand that many of our players enjoy playing our game in a more RPG style, and we want to ensure that Plamen is as rich and detailed as possible. With the addition of new timelines, players will have the opportunity to learn more about the history of the world they are playing in. These timelines will show events happening in specific locations, giving hints about quests, chars and events [Primal anyone?]


We are slowly filling all the locations with narrative timelines to know more about the world lore and about things going on. And even to avoid issues...Primal anyone?

We are also introducing new cosmetic items that will allow players to personalize their characters and further immerse themselves in the game. From unique armor sets to new weapon VFX, these items will provide players with even more ways to make their characters their own.

VOICE OVER AND DUBBING


Voice over and English dubbing are directly connected with narrative-related content. These elements can greatly enhance the immersions by providing a more complete audio-visual storytelling experience. In recent months, we have been working hard to integrate VO into our game, with the ultimate goal of adding English dubbing to our game's narration, main quests, and companion interactions. This has been a complex and time-consuming process, but we believe that the end result will be well worth the effort. Narration is now in and we've added VO to vendors and a few char all around the kingdoms


Hey you, listen!

This adds a new layer of immersion by giving players a more complete audio experience. Instead of just reading text on the screen, players will now hear the characters and world of our game come to life through spoken dialogue. Additionally, the use of voice overs allows us to deliver more nuanced and detailed storytelling. This is particularly important for the main quests and companion interactions, where players will be heavily invested in the narrative and character development and that's why we are trying to find a way to include all of this with the next updates!

COMING UP NEXT


We are thrilled to have shared with you all the amazing things that are happening in our studio. Our team has been working tirelessly to bring you the best gaming experience, and we're excited to announce that we've surpassed our expectations in delivering new and exciting content to you. When we released Alaloth in EA, we planned to roll out new content over the course of the year, but we've accomplished this in half the time, and we couldn't be happier with the results. As we continue to move forward, we are faced with the challenge of keeping up with the pace that we've set for ourselves. The full release of the game is the next big thing we'll have to talk about, and we want to ensure that we continue to deliver content at the same high-quality standard.


We didn't forget the Arena Mode. And you can find something related to this in-game already...

We have been brainstorming and strategizing on how to move forward wisely while keeping in mind all of the work that we've accomplished thus far, along with the business-related opportunities that have arisen. As we move into the summer months, we have some exciting announcements to share with you about the Alaloth's future, but we will keep them secret for now. We promise you that this summer will be hotter than 2022, filled with surprises you won't want to miss. We want to thank you all for your continued support and patience. Our small team of 7 has poured their hearts and souls into this project, and we can't wait to share more of it with you.

We hope you're as excited as we are about Dragonhold. It's important to note that these new features are just the first in a series, and we'll be continuing to add and refine content in the future. Your feedback is crucial in helping us balance and improve the game, so please don't hesitate to let us know what you think.

Also: once again we've kept saves safe but if you want to get the full cake as intended, you should probably restart a new char. Up to you! Full changelog to follow as usual.

A new roadmap will be shared soon!

CHANGELOG


Added



  • Added Dragonhold with new locations, quests, items.
  • Added dragon boss fights: Pyre, Shadis, Viainne and Razen.
  • Added The Moon Inn tavern in Doh’Alran.
  • Added Alchemy: potions can now be crafted using a new version of the workbench in Safe Zones, accessing a special UI.
  • Added Alchemy table to players' Stronghold
  • Added Alchemists selling herbs and goodies
  • Added new stocks to general vendors all around the world, with alchemy-related items [herbs, mortar & pestle, bottles] and new unique weapons and armors
  • Added 6 new traits: Bastion, Duelist, Tactician, Runner, Evasive, Keeper
  • Added 11 weapon proficiencies for daggers, swords, maces, battleaxes, warhammers, greatswords, mauls, great battleaxes, spears, halberds, quarterstaffs unlocking unique proc
  • Added 4 armor proficiencies for light, medium, heavy and tank armors unlocking unique proc
  • Added 2 shield proficiencies for light and heavy shields unlocking unique proc
  • Added many different narrative timelines in certain locations, intended to give a deep overview of the world lore
  • Added Intellect [INT] stat influencing items repair, resistances and spellcasting builds [more to come in the following updates].
  • Added 4 new wandering Fighting Areas for random encounters on the map.
  • Added English Voice Over for narration books.
  • Added new VFX on existing unique weapons
  • Added Mark all as seen in CharacterUI Equipment tab and Journal.
  • Added icons representing interactables in each location to the infobox in the World Map [Shops, taverns, vendors, sailors, etc].
  • Added Ice Stalker Armor Set to wearables
  • Added 5 new achievements

Changed



  • Revised player progression and leveling system: 10 levels are now available. Skill Points to be spent at level 1, 4, 7, 10. Legacy Points to be spent at level 2,3,5,6,8,9, Stat Points assigned each level as usual [Hero Books stay to get 10 more Stat Points]
  • Trait Points are now Legacy Points and have been increased to 6 [to be spent on Traits and Proficiencies for a maximum of 3 each]
  • Removed procs from craftable materials: due to current usage pattern procs have been re-distributed as traits, proficiencies, effects on equipment. Gems and enhancing have been adjusted to be consistent with the new proc sys
  • Blacksmiths will now sell ingots and crafting materials available in their kingdom according to lore
    with renewed stocks
  • HP Regain % changed to +35%/LVL0 and then +30%/LVL1 decreasing 3% up to LVL10
  • Reworked Grandmaster specialization: Grandmasters’ will now unlock a passive ability upon acquiring their specialization [Mastery]
  • Respec for Stats and Legacy Points (traits, proficiencies) won’t be locked out anymore. It is now possible to train with a GM using orbs to change stats, traits and proficiencies
  • Removed Luck stat: its effects have been conflated in the Lucky Bastard trait [former Lucky trait]
  • Revised deities passive buffs.
  • Reworked game bootstrap: start-up is now more responsive and should take less time overall [improvements vary according to PC specs]
  • Changed the polearm weapon name The Malice to Valkat.
  • New patrolling enemies in the boss area in Krazurag.
  • New patrolling enemies in the outside area in Silvermoor; also change aggro parameters of enemies at the top of the settlement.
  • Moved companions from Doh’Alran location inside the new tavern.
  • Elemental Aegis skill will no longer buff Acid Resistance.
  • Summon Familiar skill limited to 3 uses per FA, familiar base HP changed from 825 to 1300.
  • Healing Spring skill use limit changed from 5 to 3 per FA.
  • Vampiric Touch skill limited to 4 uses per FA.
  • Boahi’s Hand skill description changed to better describe the Bleed condition application.
  • Summon Undeads skill now summons different sets of minion types based on the caster’s skill level.
  • Revised stamina and damage bonus on successful enemy poise break.
  • Change subnames of Hashak and The Bleeding sub area.
  • The special vendor Yumuil will now appear also in Bardushel,Coldwood,Mayfalls beside Na'Kazkadden, at different periods across one year calendar.
  • Updated tutorials following UI and features changes [texts and images].
  • Revised World Map geography [added new locations at the bottom, for future updates]
  • Increased World Map texture resolution.
  • Improved Lindorwin lighting
  • Revised World map location sprites for Goldport, Withewind, Lindorwin, Forlariath, Na’Nardur, Ballek’Mahl, Bardushel.
  • Reduced Fire Condition damage spread range between player’s party members.
  • Companions are now able to interact with health pools, traps and can help other companions while playing coop with other players.

Fixed



  • Fixed incorrect mace weapon name Malis to Malice.
  • Fixed sheathed position/orientation and size of various shields/weapons.
  • Fixed typos of different locations, items and dialogues.
  • Fixed daytime icon displayed in top left UI not updating if resting at a bed without reaching the midnight mark.
  • Fixed World Map locations not turning on nightlights if the map was loaded in-between midnight and dawn.
  • Fixed Affliction, Curse, Boahi’s Hand skills descriptions showing some incorrect values.
  • Fixed weapon Bones of the Thirst omitting the special effect Curse in item stats view.
  • Fixed typo in enemy champion Bhavuk description.
  • Fixed companions controlled with M&K ignoring input to move towards the mouse direction (Left ALT hold).
  • Fixed edge case that could leave save in an invalid state when all Investigate tasks of a quest entry were already completed upon entry activation.
  • Fixed combat consumable hint for player 3 not displaying correctly the relative button.
  • Fixed darts trap in Temple of Virtues not triggering for companions.
  • Fixed a bug that could lead to multiple side notifications when in World Map


Share the love and stay tuned!

Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

A new event on its way and a bunch of fresh news!



Hello Champions!

It's been a while since our last update, and we know many of you have been eagerly anticipating the next big update for Alaloth. You know how much we care about being one of the most active dev team around and so here we are again, taking a moment to update you on what's been happening behind the scenes and what you can expect from us in the coming weeks!

First of all, we want to apologize for the delay in getting this update out to you, and we appreciate your patience as we worked through some unexpected challenges [unexpected but great. we have to say!]. Game development is not a perfect science and as we said many times, being such a small team dealing with tons of different topics at the same time, could be extremely time consuming!

One of the biggest reasons for the delay is that we've been busy preparing for some exciting IRL events that are coming up soon. These events require a lot of time and effort to organize, and it means that our team had to shift its focus away from the roadmap for a little while. WASD has been great: it has been our first B2C event since PAX in 2020 and we had the chance to meet people, creators, partners and good friends in London! We had the official kick-off of the #alalothworldtour that will see us attending many different confs around Europe and US in the next months. This is part of a bigger long term plan because at some point, we are going to talk about 1.0 release. We are firmly convinced that Alaloth could be a hit if properly pushed, and we are taking all the time we need to set-up things properly considering our [limited] resources. Announcements on the way than, but let's focus now on what's coming-up next.


WASD has been a lot of fun for us!

While we slightly changed our original timeline for the roadmap shared in March, we've been working hard behind the scenes to ensure that all the content we promised will still be delivered to you but in one massive update. That's right: all the features, improvements, and additions that were scheduled for release over March/April/Spring will be available all at once with the Dragonhold Update. As usual, we've changed a few things while working on the update but we can ensure that as always happened, the number of adds will be 3x the one originally scheduled. We are actually testing the big changes made in terms of gameplay, with a new leveling sys and new traits, new crafting, procs, items, weapons, quests and much more as promised. And dragons of course! We've even added proficiencies to the char customization and we've started working on magic related stuff: INT will be available as new stat with its first iteration! More details to come and a we are working super hard for a big surprise as well.

We want to thank you for your continued support and enthusiasm. We promise that the wait will be worth it. This massive update will be bigger and better than anything we've released before, and we can't wait to share it with you. It will be the fourth major update since EA launched, with nearly 50 patches released in 9 months. So, mark your calendars and get ready to join us for this exciting event next week, directly from Reboot Develop Blue in Dubrovnik!


Reboot Develop Blue is our fav event in the world. Throwback to the awards cerimony in 2019!

That's why King's Landing has been mentioned [Game of Thrones has been filmed in Dubrovnik, the Iron Throne was real!]. The event is special for us: it has been the first one we've attended showing a working prototype of the game [still 3D!], we've met Chris there, we've been awarded by a jury of world class devs including Fumito Ueda and Hidetaka Miyazaki in 2019 and we have the best memories with some of our greatest friends in the industry.

We'll be sharing more details soon, In the meantime, keep playing and enjoying the game, and thank you again for your patience and support. It's 4.00AM here now, time to get some sleep!

Share the love and have a great weekend!

Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Meet the team, play Alaloth, have some coffee, share the love!



Hello Champions!

We are incredibly excited to announce that we will be attending WASD from Thursday on, as starting point of a world tour that was supposed to happen ages ago, before the pandemic and the tumultuous events of the past years! We weren't sure if it would be possible to attend an event like this again at some point, but now we are thrilled to have the opportunity to meet with people, connect with you all in person in London, now that we have our outpost here [in Guildford, but still].

We've been in many B2B events since we've started this epic journey, met a lot of amazing people, won awards here and there and spent some amazing time all around the world, but meeting players actually playing the game is totally different. This event holds a special significance for us all, as it marks a return to normalcy and the chance to connect with the community that has been so supportive of our work. We can't wait to be able to chat with people face-to-face, exchange ideas and learnings, and enjoy the cohesion of like-minded individuals!

Our booth at WASD is T1,10-N7, close to Devolver and Bandai booths. Pass by and say hello, hope yo see you there!

P.S. we are a bit late with the new build, probably a couple of weeks or so, but we are fully committed as usual. WASD and other stuff requested a bit of work for a proper setup, so we had to postpone testing of the new features and Dragonhold Update. No worries, as just said, we are almost ready, more details to come in the next days!

Share the love and have a great day!

Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

[16.3.23] New Hotfix available now!

CHANGELOG


Added



  • Custom loop when looting a Booty Chest.
  • Additional feedback on scene transitions.

Changed



  • All hold input prompts will have an additional text signifier (i.e. “(HOLD)”) to better state the required input from the user.
  • Dialogue UI mouse navigation will now require a first click to select a dialogue choice (instead of just hovering over it).
  • Keybinding remap UI mouse navigation will now require a first click to select an action to remap (instead of just hovering over it); additionally, bottom hints for submit will better state their functionality. The first/last element in the remap list will no longer jump out to the map selection when moving up/down respectively with arrowkeys.
  • Fade out world map music loop upon transition to random map encounter.

Fixed



  • Fixed a bug that could lead to a miscalculation of the recap value of a condition’s chance in CharacterUI recap view.
  • Fixed a bug that could leave some Investigate-type task in an invalid state thus making the relative quest unable to progress.
  • In order to de-stall the task it’ll be enough for the user to complete any of the task’s requirements (i.e. speak again with the target NPC).
  • Fixed a bug that could lead a Clash of the Maw not to grant one of its rewards.
  • Fixed random name not changing upon selecting a different gender in CharacterCreation.
  • Fixed bug that caused OSD text for scene transitions towards Alaloth lieutenants’ lairs to remain visible even if already completed.


Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Spring Sale starts now!



Spring is here, and so are the savings! We're excited to announce our Spring Sale on Steam, featuring amazing discounts on our top games. Get ready to explore new worlds, embark on epic quests, and engage in thrilling battles at a fraction of the cost. From the critically acclaimed RPG Alaloth - Champions of The Four Kingdoms to the action-packed platform Unit 4, our selection of games has something for everyone. So, what are you waiting for?

The Gamera Collection Bbundle with 15 games is available too, check it out here

https://store.steampowered.com/bundle/30482/Gamera_Interactive_Collection/

Dive into our collection of games, and let the adventure begin! But hurry, the sale won't last forever. Happy gaming!

[2.3.23] New Hotfix available now!

CHANGELOG


Added



  • Strongholds will now each have their own codex entry.
  • Added quest Ships in the Desert in Na'Nardur.
  • Blacksmith’s props in Windscar.

Changed



  • Shrines in World Map will have their bloom vfx enabled only if unlocked.

Fixed



  • Fixed a bug that could cause some quest not to grant their rewards upon completion.
  • Fixed Companion chronicles playback issues.
  • Fixed a bug on Fifth Kingdom codex entry navigation.



Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

You can cut all the flowers but you cannot keep Spring from coming!



Hello Champions!

Here we are, after a couple of weeks of hard work and very interesting meetings! We had spent a few time discussing next steps internally and as you already knew, we were at work on an updated roadmap for you. The good news is that it is ready now! We are going to give you an overview of things actually in progress now, going into details with the next updates here on Steam! Meanwhile, a new build will be released tomorrow with some fix and improvements. These days have been relatively quiet and we had the chance to monitor the game running with the upgraded version of the engine and we are happy to say that no issues have been recorded, just a few minor bugs we've fixed at the speed of light in hours, due to a bit of expected regression [i.e. two companions' timelines not working properly and some UI related glitches. Anyway, the transition has been a success and we are still moving on with a bit of cleaning and optimizations, code wise. As you can see, we have set things for the upcoming spring and in the next months, we are going to discuss [and share] plans about the full release, considering that we already delivered almost all the contents originally scheduled for the Early Access and probably doubled the amount of free stuff already released and on its way. No rushes for sure, so we'll take all the time needed to improve the game as we've always wanted since the very beginning. We would like to do things properly on the marketing side, to be ready to have a glorious D1 so we are going to start our world tour in March, attending a bunch of B2C events to let people play the game [and to meet you all IRL when possible!]. More about this in the next weeks with info about countries we are visiting! Back on the roadmap now!



GAMEPLAY ENHANCEMENT #1


First of all, we want to say that we are on numbers night & day while working on new contents. Improving the game is a huge work and we are slowly iterating every single system available, testing things and trying some magic. This patch has to be considered the first of many, just built around numbers. So we've put hands in our CSV and slowly modified values that are the fundations of all the things running. This means that we've touched parameters used for conditions, resistances, base actions etc. Something invisible for the players but we think that it is a good first step to create a better experience in the long term. Following the feed we've received, we have started to change the learning curve having a very simple objective in mind: a slightly easier experience at the very beginning and a harder challenge at the end. Nothing more to add, playing is the best thing to do to understand and of course, we are waiting for a new feed to build on it!

DRAGONHOLD


Four dragons, four battles, easy as it is. Dragons made their return to Plamen and you could help the Talons hunting them. United under one banner, with no king or kingdom to rule them, but all to revere them for their sacrifice and bravery as they face the most dangerous foes of all time. The Talons were formed during the Pantheonic War, when Dragons swarmed Plamen and rained down fire and death upon every mortal on the continent. With their lances aimed up high, the Talons will stop at nothing until all Dragons are nothing but bones. Just a few Talons remain now, leaving in Dragonhold, a massive keep built in a rock carved by the breath of Geis


Shadis...


...and Razen!

CRAFTING REWORK


It is completely bound to gameplay enhancement stuff we are working on, that's why we've put Spring. It is a day by day work, because all systems are directly connected and crafting in particular, is very important because it influences fights very much. We are reworking all the materials, cutting out procs [that were available only on crafted weapons and will be available on unique weapons only] and making changes to make crafted weapons and armors way more consistent with the general lore [it was not like this 100%]. This will make quest rewards way more important and in general, the progression will be smoother for many different reasons. Crafting is even bound to stats and traits and that's why it will take a bit to get its final shape. More on this too in the near future

THE PRINCIPALITY OF EHODRAN


A protectorate of Edherest, a small kingdom in the south which is suffering from The Tempest and from an internal conflict, seeing two of the most important houses fighting for the throne. A new ruthless enemy to fight for the champions of Plamen will be available, with a new mini-campaign we are using as a pilot for future DLC. Different flow, no artifacts to find, large scale battles.


Dragonhold already in place, Ehodran on its way but, hey! A huge island is here too!

MISC


As said previously, the focus right now is on the long term. Balancing stays as the prio but we are using free updates to test features we would like to explore in the future, setting the foundations for bigger DLCs and stand alone campaigns, following the full release. Of course even if it's not mentioned, the work on quests continues, aiming to literally fill every single area with stuff to do, slowly tweaking what is already in place [you could notice new assets here and there, we decided to switch or new NPC populating areas with new animations and dialogues]. World Updates will not stop as well and a new [bigger] map will be avaialable soon, aiming to add new kingdoms in the original map and to be ready to put in new FA and mobs, always looking at massive expansions through the outer world, which is already wrote [and had some pre-prod!]

Share the love and have a great weekend!

Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

[21.2.23] New Hotfix available now!

CHANGELOG


Changed



  • All cinematics have been re-encoded to reduce disk size and improve playback quality.
  • Bootstrap logo will now scale to fit instead of stretching.

Fixed



    <*> Fixed a bug that could lead the game to misbehave when unequipping the main-hand via the Equipment tab.<*> Fixed a bug that could lead the game to misbehave when certain armors had their headgear visibility toggled.
  • Fixed non interactable Jindelle Hertmaul in Kin’il’Nar tavern.
  • Minor performances-related tweakes


Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

[20.2.23] New Hotfix available now!

CHANGELOG


Added



  • Added News Hub to main menu.
  • Added “Mark all as seen” in Codex tab to quickly read all unseen codex entries.
    <*> Added “Auto-Lock Style” option in General settings to change how the behaves following the current locked target death.

Changed



  • Changed icon of Heavy Round Shield to full size.
  • Changed quest reward for The Goblin King.
  • Changed The Western Wall quest pawns spawn location in order to ensure lore consistency.
  • Removed headgear toggle from settings since available in CharacterUI.
  • Reworked quest filtering in Quest Log to offer an improved UX

Due to a change in how quests are serialized, bounties from previous saves will be discarded upon save load. Bounty quests taken after upgrading the save will work normally.

Fixed



    <*> Fixed the automatic lock-on switch after a kill selecting only visible enemies focused on the player; now any enemy fighting is eligible.
  • Fixed typos for Khoran’s companion name.
  • Fixed typo in description for Pious Warrior achievement.
  • Fixed unread notification/icon when no new entries are readable in the Codex page.
  • Fixed quest The Mountain Horns world map marker to indicate day time in Bardushel.
  • Fixed typo in Sholunarr location codex.
  • Fixed quest item White Wedding Dress Fabric being purchasable multiple times.
  • Fixed Contable Burren codex entries unlock.
  • Fixed Ritual of Ukar-Rakagul quest dialogue and markers.
  • Fix Bogtok Codex entry.
  • Fixed For the Love of Cider quest.
  • Fix Gholuk stable master dialogue.
  • Fixed multiple dialogues where the narrator styling wasn’t being applied.
  • Fixed trails for Mace of the Dead.
  • Fixed missing description for Badbog (orcish tax collector).
    <*> Fixed value misformatting edge case in stats recap view when a gem is applied twice on the same weapon.
  • Fixed champions' codex entry unlocking only after a companion was recruited.
  • Fixed enemy champions getting stuck in the southern world map region; now they will correctly move in/out of the area by traveling between Goldport and Windscar.
  • Fixed missing Architect and Counselor barks.
  • Fixed companions occasionally spamming barks when near goblin hole in Temple of Virtues.
  • Fixed edge case where bringing an enemy to exactly 0 HP would make the game misbehave.


Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Go finish your bounty quests!



Hello Champions!

We've been a bit late but here we are, once again. As you've just read, we finally completed the upgrade process of Unity [and of all our development tools], and this is a great news for us. We were still using an old version of the engine [2019], but it was time to move on considering what's coming-up next with the game. We'll be now able to work faster and the upgrade was scheduled since a long time, so we decided to move right now because it was the right moment! The upgrade was necessary to restart the works on the console version but even to set-up things properly considering the future localization of the game.

We were supposed to not release a new build for a while to check regression and issues due to the upgrade itself and it took some time. We can say that the big risk was to be forced to wipe saves [which is pretty normal in a standard Early Access progress] but our aim since D1 was to keep progresses safe at all costs and once again, we are happy to say that no wipe is happening. We've spent a few time with testing and we can say that the build is stable enough to be released. Of course minor bugs could happen but we'll fix at the speed of light as usual, in case. The only issue that players will have to face is that bounty quests will be erased on Monday so if you have bouny quests in progress, try to finish these quests before the next update or you are going to lost your progresses [which means that you'll have to visit city boards again and takes quests again restarting the hunt from the beginning].

Not a big issue of course but we thought it was worth informing you about this considering the week-end! Of course thw update will feature a new bunch of fixes and improvements as well, following your feed and suggestions on Discord! New details about upcoming free updates will be shared next Friday, we are almost done with dragons and yes, we are adding some new areas here and there, quests and stuff as usual. More info to come!

P.S. Forgeback art is cool, isn't it?

Share the love and have a great weekend!

Follow our official channels to stay up to date:


Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/