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

Gamera Interactive Anniversary Sale!



It's hard to believe, but it's already been 6 years since we started our journey! We're grateful for all of your support and loyalty, and to show our appreciation, we're offering a special Anniversary Sale here on Steam!

6 years, 16 games to discover, including Alaloth - Champions of The Four Kingdoms and many other, including small gems like The 7th Circle - Endless Nightmare or The Wardrobe - Even Better Edition!

Get 60% off on all of our games starting today. Celebrate this milestone with us and take advantage of this limited-time offer. Thanks for being a part of our family. Here's to many more years of gaming together!

#SteamAnniversary #CustomerLove #6YearsStrong

Our plans for the next coming months!



Hello Champions!

The latest from the team today, after a crazy week of meetings, chats, docs and cool people met! First of all, we are happy to confirm that we have succesfully updated Unity to the latest stable version, as already said in the latest post here on Steam. It has been painful but we had to do it and it was the right moment to move on. We had a bit of regression here and there, it is a standard in this case, and for this reason you are not going to get a new build for the next week. We are sorry for this but we are testing everything properly to be able to release a new bug-free update [as usual], avoiding weird problems caused from the switch. The new version of Unity will make our work simpler and faster and it was necessary for the future console version. So the tech guys have been crazy busy with this and we took some time to think about the other stuff in progress [balancing, new features, quests and so on]. The work on dragons goes on, we are not still happy but we have some time for this. At this stage, we are basically drafting the new roadmap that will be built around the next free updates that will be used as foundations for bigger things to come. We are splitting systems and contents and we are going to work on different modules to build on for the future.

The map is going to be expanded as well, we are adding new territories making it bigger. New territories will be available out of The Four Kingdoms and the most important thing is that we are going to test a complete different game flow through this, to be able to add other campaigns in the future. These campaigns will not be connected to the main quest and will be stand alone, allowing us to add more variety in terms of combat, quests and so on. New traits and INT will be added as well, playing a bit with numbers right now to see if our idea work! These weeks have been important for other reasons as well. We can say we are seeding for the future and we are even focusing on all the important aspects of the work to approach the 1.0 at its best. You all know that we've basically had to squeeze months of PR work in a couple of weeks to release EA and we are not going to do the same for the full release. This means taking care of many different aspects of the development that are not actually directly connected with development itself! We are at work on a shop for whoever would like to support our job, buying cool physical handmande physical goodies as well as [very] limited editions of the game! Retail has always been in our radars [collecting stuff is a must for a RPG lover] and many interesting biz opps are in place for this too.


Handcrafted goodies while waiting for a proper Limited Edition? Why not!

We are celebrating our 6th anniversary as a studio next week and we are going to start many community-related events so keep an eye on our board here and on our Discord server that stays as our main point of contact with the player base. And you know what? We are booking many different events all around the world for the next months, so you'll probably going to meet us both in US and Europe from March on! Details [and dates] to be shared soon but it will be great to meet you all around, finally in the B2C area, to chat about our adventures in the world of Plamen.

Share the love and have a great weekend!

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[26.1.23] New Hotfix available now!

CHANGELOG


Changed



  • Fire condition’s proximity damage changed from 12 to 5 per stack (now equal to the burning character).
  • Weapons have been iterated: bleeding and stun conditions modified

Fixed



  • Fixed a bug that prevented non-applied stats (i.e. a weapon’s base damage) to correctly show up in CharacterUI stats recap view.
  • Fixed character becoming stuck if loss of control was triggered while blocking (i.e. knockdown, poise break) when using KB&M.
  • Fix various sources (weapons, skills, …) applying conditions with incorrect values.
  • Fixed mouse left-click not being registered in save picker.
  • Fixed an authoring issue with stronghold’s blacksmiths that would lead the game to misbehave when interacting with them.
  • Fixed Martum’s Shrine codex entry not reachable from Codex tab.


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Planning things wisely is always the key to make a great game!



Hello Champions!

Just a quick update on things going on, after a couple of weeks of intense work and a bunch of meetings to set-up things for months to come! First of all, we've released a new build today with some fixes and improvements: third patch since the beginning of 2023, 35 since EA launched [6 per month!] and 3 Major Updates released! And you know what? It feels so natural for us and being recognized as a super active dev team, always answering our players, make us happy! We had the chance to work on a first draft of the new roadmap to be shared but as you know [data at hand], we have always delivered what we've promised and this is not going to change. So before moving on with announcements, we decided to work on some tech-related stuff that will be pivotal for us in the long term. First of all, we are updating Unity to a new stable version [running on Unity 2019 now]. Updating the engine is always a pain but the new version will allow us to work in a smarter way, with new tools and some quality of life improvements on dev side. Moreover, the update is necessary for the console version of the game, which is going to happen at some point [more info to come, no need to say that the focus stays on main SKU at the moment]. At the same time, we are playing a bit with in-engine crowd management to be able to work on large scale battles and on a few new features we are thinking about since a while. Even this new features will be detailed later on, as soon as we'll have a full picture of what will be doable and how. Other things worth to mention below!

DRAGONS


Not so much to say about this! Fantasy without dragons? No way. We have finally started to iterate these combats and we want to make them epic! We've put in place something in the last days and we finally have a full flow for the first one, Shadis. No VFX yet but the lady here already rocks [and yes, if you are smart enough, you've noticed she's a wyvern and not a dragon...but this is a different story you are going to know more about when playing]. Four dragon bosses on the way, a new season is going to start in Plamen. Still have to decide if we are going to make them available through special quests or with a new world phase but we'll sort this out asap.



COMBAT, CRAFTING, TRAITS AND MORE


The next big thing. Along with this, new crafting, traits and stuff will come. By now, the huge work to be done is on weapons and armors [and that's why everything is deeply connected and changing numbers is a pain]. We are working to change crafting, to make unique weapons and loots way more meaningful than now. We are probably going to completely remove procs from crafted weapons, leaving sockets only and we are probably going to change blueprints as well, to give some fancyness to the process. it will be still possible to craft amazing weapons and armors but the best stuff will be available through quests as intended. Before EA, we had many [spicy] discussions about this and it's time now to move on with the plan originally scheduled, changing things we are not still completely happy with. Crafting materials will be iterated, keeping constistency in mind [so no materials giving back HP because this could be considered magic and will be something related to magic weapons only. Just a sample]. These changes will affect crafting too, with the idea of adding special traits to get access to professions. So if you want to repair your equipment, you are going to use the workbench as usual, but blacksmith's trait have to be unlocked. Same for cooking or alchemy [in the work]. Thinking about adding INT stat as well to give extra value to these traits and to start a long term process that couold bring to a few more professions for the Way of Nature and the Way of Gods....


THE NORTH SEA EMPIRE


As we've said recently, the Winter Update has been a massive update. We can say that considering what we've announced for the EA, we've already delivered all the contents put in our original roadmap and we've even added a lot of contents that were not even planned in the original schedule. Of course we are going to move on with dragons, Arena Mode and the things mentioned above, adding new quests, items, NPC and stuff as usual, but we have to slow down a bit and think about what's coming next. We have to carefully evaluate all the options, always considering a few things on the way, not directly connected with the development itself [biz related stuff]. The game has been built in a very modular way, allowing us to add stuff on solid foundations [that we have] and we've started thinking about DLCs, no need to hide this. The prio is finding the perfect balance in the next months but at the same time we have to think big and be prepared with fresh contents to update the game world with new adventures. So, work on The North Sea Empire started with some pre-prod stuff. No details yet, just brainstorming to create a new campaign in a new area of the world, with new systems in place. Nothing set in stone but we can say that the NSE is vikings-inspired [with some twists]. Once again, it is just an unofficial chat with you all to give an overview of what's actually in progress here!


The twist...

SPELLCASTERS


In terms of balancing and consistency, putting in pure magic users could be a problem but a lot of people is asking so we are thinking about the option. Magic is way unique in Plamen and the whole lore of the game has been built with this in mind. The idea is keeping focus on melee combat while keeping full freedom in terms of customization, with the chance to create a mage-like build. What we are testing right now is a [super cool] system allowing everyone to play any kind of hybrid class and we want to keep this. So we are thinking about a system directly connected to the equipment, keeping consistency at the same time, willing to make everyone happy. Way of Essence is about connecting and manipulating the force of nature for example, so wearing anything different from a robe could be a problem. So, no more tanks for Way of Nature users? No way, you can continue wearing your huge armor but casting spells will be risky [90% of failure? Cooldowns x4?]. Same for the Way of Gods: channeling the energy of the All-Father needs to avoid super heavy armors but clerics, necromancers and templars can still wear lighter armors with just a few penalties. That's more or less what we are testing [on paper yet]. We are going to update you about these iterations.

G-CLUB


Last but not least, we are happy to announce the opening of the G-Club! We are celebrating our 6th anniversary as a company in a while, and we are going to celebrate properly. A lot of people is asking about a way to support us [through donations mostly] and we are humbled by this. We've always thought that would have been great to give something back to these guys and we've spent some time thinking about a formula to reward people willing to support our work and the development of Alaloth. We are cooking something special for Spring than, and all of this is going to happen on our Discord channel. The more you spent time with us, doing stuff, the more you'll be rewarded. Daily activities will grant G-Tokens to everyone [for free] and these tokens could be spent to claim games from our shop, special goodies and other cool stuff. Monthly giveaways, contests and much more on the way! To get started, simply join us on our Discord and start introduce yourself to others. G-Club rules will be shared as soon as we will have details about a few other activities in the work. Can't wait to say more about this!

P.S. Hope to have used the proverb the right way. We are not slow for sure, but we like to plan things the proper way, you know.

Share the love and have a great weekend!

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[20.1.23] New Hotfix available now!

CHANGELOG


Added



  • New achievements available for completing the game with Permadeath and Hardcore modes.

Changed



  • Grandmasters will now state their location in their codex entry.
  • Changelogs are now paged instead of an infinite scroll.
  • Intro video will now be played only when creating a new game and not on each session startup.

Fixed



  • Fixed idle stance for both human and elven priests.
  • Fixed Shiny Scaly Lizards quest markers.
  • Fixed The Eyes of Tutem quest markers.
  • Fixed A Veteran's Claim quest markers.
  • FIxed The Warlock of the West QG unable to properly grant the relative quest.
  • Fixed duplicated text in book The Tyrant's Grave.
  • Fixed wrong authoring for Dragon Turtle Soup.
  • Fixed wrong authoring for vendor discount attribute.
  • Fixed CharacterUI making the game misbehave if a scene transition is triggered while on-screen.
  • Fixed some edge cases where runtime modifiers were not being discounted by melee attacks.
  • Fixed unintended scene transitioning while co-op input engagement pop-up is still on-screen.


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[13.1.23] New Hotfix available now!

CHANGELOG


Added



  • Added remap support for keyboard keys R Ctrl, R Shift, R Alt, and Keypad (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, ., -, +, /,
  • , Enter)
  • Added Alaric in Windscar

Changed



  • Hardcore Mode scaled down from +75% to +50% for mobs' increased values
  • Changed Eye of the Stone quest reward
  • Changed description for all condition chance attributes to better state their deployment.
  • Changed display of combat state icon on companions’ combat UI: now it will inform when the character needs to be revived with the proper icon.
  • Changed display of fast travel options to be visible even when not usable.
  • Changed spawn point of player in destination scene of fast travels with griffins and boats
  • Changed how consumables are shown in Character UI recap view: instead of tallying their lapsible bonus(es) in the relative stat bucket, they will now be shown independently.
  • Scene transitions towards safe subzones won’t require player acknowledgement anymore.
  • Renabled world map location description for Strongholds in other kingdoms from the player’s one; also updated descriptions of all strongholds.
  • Revised gameplay values for some enemies.
  • Griffin Riders codex entry will now be unlocked when visiting a griffin platform too.
  • Already hired companions will now be displayed first when choosing a companion.
  • The Hunt quest giver will now be available only on the first two days of the Exile Hunt event. If the player will take the quest, the quest giver will be available throughout the event duration.


Fixed



  • Fixed various armors not displaying VFX from suffered conditions properly.
  • Fixed Pest Problems quest markers
  • Fixed Windback Hearts quest markers
  • Fixed Jarzothan’s chronicle night layout character positions
  • Fixed missing blueprints for griffin platforms’ blacksmiths
  • Fixed enemy champions related codex entries unlock
  • Fixed hard-to-reach eggs in Dham-Dhorun
  • Fixed Griffin Keep not unlocking its Codex entry
  • Fixed antidotes not properly stating their Poison removal deployment in UI.
  • Fixed Deal with the Devil quest markers
  • Fixed Double or Nothing quest markers
  • Fixed Crawling Nightmares quest markers
  • Fixed The Lost Convoy quest markers
  • Fixed The Hunt quest markers
  • Fixed regression of companions becoming unkillable instead of dying on a lethal blow after all revives have been used.
  • Fixed character becoming stuck upon double-tapping block when using KB&M
  • Fixed Idaris’ Shrine position in the world map to the relative banner.
  • Fixed Cortian enemies’ animations for stun/knockdown.
  • Fixed regression causing Alaloth to have an increased amount of hp, up to twice the intended amount.
  • Fixed player being able to revive companion immediately when using M&K by interacting with the pointer click.
  • Fixed The Bleeding Cellar blacksmith portrait, name and dialogue.



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Yes, we would like to release the biggest indie RPG ever!



Hello Champions!

First of all, happy New Year! We hope that you had a wonderful holiday season and are feeling refreshed and ready for the year ahead. As we look back on 2022, we are grateful for all of your support and for the opportunity to bring you some amazing RPG experiences with Alaloth! As you know, we have big plans for 2023 and we can't wait to show you what we are working on right now! The team had some rest the first week of January but we are ready to go back in action next Monday, improving the game as much as possible and bringing you even more features and enhancements. Despite the week off, we wanted to drop in today and let you know that we've been discussing a ton of amazing ideas and we have started dratfing a new roadmap for the next months, leading to the full release of the game. While we can't reveal all the details just yet, we can tell you that we think you're going to love what we have in store. We also wanted to take this opportunity to reach out once again and ask for your feedback. We value your input and want to make sure that our updates and future development are in line with what our players want to see. So, if there's anything you'd like to see in future updates, or if you have any suggestions for new features or improvements, please don't hesitate to let us know. You can reach out to us here or through social media, or you can jump in our Discord server: we are in 24/7!


Just a random sketch with a few ideas for new professions. Yes, the one in the middle is a mage...

So there is nothing set in stone at the moment, but we though it was great to tell you that a massive brainstorming is in progress, to discuss things we already partially shared and new features that could be put in at some point. We could say that we are going to work on numbers from now on, focusing on balancing and gameplay. Contents are already way more than originally scheduled with EA announcement and even if we are still adding quests, items, chars and so on [with the last bunch of integrations that will be put in patch after patch], the game could be considered ok under this point of view. The number of players with more than 100+ hours under their belt is growing and we are super happy of this. While iterating numbers, we are going to move on improving lore and Plamen itself, making the game world even more dynamic and alive. To do this, we are going to put in a good number of in-game cutscenes to introduce narrative elements that can be missed right now, not paying attention around or skipping dialogues set for this. The modularity of the setting allow us to think about new contents set in different areas of the world, with new territories to discover, new mobs, professions and such. We identified potential world updates, same size of the Winter Update [The Shadow Continent, The North Sea Empire, The Sariqi Caliphate, The Eastern Kingdoms, Arran] and a few gameplay updates considering data collected [Battlegrounds, Sword & Sorcery, Dawn of Dragons]. All of this is on top at the previously confirmed free updates [Arena Mode, skills, traits, crafting rework and so on]. Again, just codenames for a brainstorming but you can probably guess what we are talking about now: enhanced cooperative, large scale battles, endgame contents, new skills, professions, companions and much more, including localization and multiplayer. Keep an eye on FAQ here on Steam and on #the-kings-court on Discord too, we are updating both channels with the latest about EA, following Valve's new policy that was not a thing when Alaloth launched. We had to slightly adapt our plan so far, data at hand. We are sure you will understand and continue to support us as we strive to bring you the best RPG possible!

Share the love and stay tuned!

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[5.1.23] New Hotfix available now!

CHANGELOG

Changed



  • Revised gameplay values for some enemies, companions and items

Fixed



  • Grandmasters were deploying as soon as their conversation ended instead of honouring the acknowledgement pop-up’s result. Now working properly
  • Blacksmiths within griffin platforms were making the game misbehave on interaction due to an authoring issue. Now working properly
  • Quest Soaring Skies will now be granted to elven players only according to its original design intent.
  • Griffin Riders will now require Soaring Skies to be completed before offering their services.
  • Quest Pool of Radiance was unnecessarily failing on Temple of Virtues’ claim. Now working properly
  • Quest Warlock of the West was misbehaving if the quest had been granted by its quest giver rather than picked up via killing Jarek. Now working properly
  • Final battle fixed, Alaloth's wrong values are now as intended


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What a year it has been!



Hello Champions!

As the year comes to a close, we wanted to take a moment to say thank you to our amazing community and players. Your support and enthusiasm for Alaloth has been a constant source of motivation for us, and we are so grateful for your passion. 2022 has been a very though year for us as a team. As you know, we took our game back from our former publisher in May. We were not commenting at time [and we are not commenting this now. of course], but we can say that we are happy to be here today, considering how much we've risked as a company since fall 2021 to the first half of the year. We survived this somehow, as we survived the pandemic and many other issues completely out of our control we had to deal with during the development. We have been forced to release during the summer, squeezing activities that usually take months, to position a product on the market in just a couple of weeks. We kept our vision alive, we've worked hard, we drafted a new plan and rushed to avoid wasting years of blood and tears because of a combo of happenings that would have probably killed any other indie team around. And the most important thing is that we are proud of the work we've done.

Alaloth is a big game, way bigger than the one we had in mind at the very beginning. This is because while dealing with all the shit we had to deal with, we never stopped to think positive and we never stopped development. We had to listen to people insulting us, we had to read about vaporware and such, we had to suffer in silence, being personally attacked here and there by users [rightfuly] asking things without getting answers we were not able to provide. Not the darkest moment of the last years, just because we had to deal with bigger, tragic, things. But as already said, we survived. As we look ahead to the next year, we have some great plans in store for Alaloth and the community. We can't wait to share more details with you in the coming weeks, but rest assured that we are pushing to bring even more exciting content and features to the game, starting from your suggestions and feed. The Winter Update has been the third major update since launch, we delivered about 30 patches to fix stuff, we added contents, features and systems that were not even scheduled, we didn't wipe any save since June 30. No game breaking bugs, hours and hours of contents in, with a ton of player over 100+ hours and others with over 300 hours under their belts. This is not the standard for an indie team. This is not a standard for an Early Access, even for bigger companies. This is our standard: no ovepromise, always answer everyone, always on for our players, always focused on delivering cool stuff for you. We are not even 10 but worth an army. You can bet we'll continuie like this in 2023, it will be fun!

We hope that you have a happy and safe New Year's Eve, and we can't wait to see what the next year has in store for us all! The team will have a short break next week, but a new build will be available in a few days with some last minute fixes we did after the update. We'll be slower than usual here on Steam but you can always reach us on Discord.

Thank you again for your continued support, if you didn't join us in Plamen yet, that's the best moment to get the game, 40% off until January 5!

Share the love and stay tuned!

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New features, quests, mobs, locations and much more!



Hello Champions!

Here we are, Winter Update is live on Steam now! As we've already said here, plans have slightly changed on the way, so we are going to provide all the info you need to understand what's going on in the next weeks, leading to a glorious start for the new year! A massive changelog is available at the bottom but let's go step by step and let's begin with the latest news from Plamen!

HARDCORE MODE AND PERMADEATH


Here we are with two of the most requested features since a long time. We have set-up a survey to hear from you about this and, surprisingly, the vast majority of the players asked for these new options as in-game options instead than just tabs in a menu. So we tried to figure out a way in between what's already available in other games and something new as we like to do. We think to have found a good way to integrate both options at the best [nothing set in stone being in EA but still].
Both Hardcore Mode and Permadeath options will be available after a succesfull first run. Once you've done in Plamen for the first time, you can start a new character and you will be able to customize the experience. The initial flow has been changed so you are not going to end the tutorial and jump directly to the capital city. Since now on, you can take some time inside your stronghold before leaving for the capital city and with your second run, you'll have the chance to interact with a character in the training ground, allowing you to turn on Hardcore Mode. This means a few interesting things: all the mobs will increase their HP and PD by 75%, you and your party will start with -25% HP and PD and all the items equipped will be lost in case of death! The choice is not reversible, so it's something to be decided before leaving the stronghold for the first time. About Permadeath: a Martum Shrine is now available on the world map. Worth a visit if you want to bond yourself to the god of death: no resurrection if you die, game over!


There is a new shrine available on the map. The god of Death awaits


After your first run, look for this guy here in your Stronghold

COMBAT AND GENERAL BALANCING


We had a massive round of changes in values for almost every item in-game. Not the final one of course, but we've changed a ton of weapons, armors, etc, to slightly decrease the difficulty at the very beginning and to increase the challenge on the long term. Some of the mobs are now more resistent and hit for more HP, while players' resistance have been changed while fixing a number of armor/weapon sets still having wrong data from the previous iterations. Some FA have been reworked to give a better flow for combat in general, considering the environment and so on. In addition to these features, the update will also introduce new quests to the game, providing even more things to do and discover. Players can expect to encounter new enemy types as well, each with its own unique abilities and behaviors. And to top it all off, the game received a general polish, with various bugs fixed and overall performance improved.

ENEMY CHAMPIONS


A new round of balancing has been done. Not the final one of course, but we've changed a few values for enemy champions to make them more challenging and reworked rewards and the way they are rolled in the Competitve Mode.

NEW BOSS FIGHTS


First and foremost, we have iterated the abilities and tactics of the bosses to make them more formidable and engaging to fight. We have also increased the rewards that can be obtained from defeating bosses, including rare items and equipment that will help players progress through the game.
In addition to these changes, we have also made some adjustments to the difficulty of the boss fights to better balance them for players. We have taken into account the feedback we have received, and we believe that these changes will provide a more satisfying and challenging experience for all players. The Burning Feet tribe is now ruling Tyrant's Grave, which has been dressed from scratch, according to the game lore which was not perfectly fitting the mobs there. Amaya and Morana [with their gang, The Sandclaws], are now based in the old orcish fort of Krazurag, protecting an old port wiped by The Tempest and now turned into a cemetery for boats and cargos. The abandoned palace of Dham-Dhorun is now home for the dreadful Lord of The Rats, Rymzek and last but not least, a dangerous warlock is apparently leading the Circle in Larastir now, with The Elder Trees of the Elves in great danger


Rymzek in Dham-Dorun

NEW MOBS


Drolnaks and Reapers! Drolnaks, once beautiful creatures that would pollinate Plamen, allowing nature to live on for the eras to come, now creatures of pain and suffering due to the corruption of Alaloth's Tempests. Slowly they transformed into deformed insects, their stinger deadlier than ever, and their mind knew nothing but death. Before they would stay out of a mortal's way, now they seeks them out, unafraid, in order to destroy what they once help to create.


Drolnaks: they sting!

Reapers are vicious tentacled plant-like life form, composed of six prehensile tentacles that allows them to move slowly. They lie still until prey comes within reach, then snags the victim, crush the life from it, then swallow it in their beaked maw. These monsters live a long time, and ithey often dwell in such foul, toxic conditions that the contents of their stomach and lungs are filled with horrid gases they can exhale on opponents, to stun or incapacitate them, to make feeding on them easier. Some can even spit these toxins at victims who stray too close for much the same reason.


Reapers: the are poisonous!

WORLD MAP UPDATE


We thought that adding a few new areas would have been great. We were aiming to add 4 new FA and 4 new POI back in September but you know, things change fast in game development. So, yes, we've added 4 new FA to start but 31 new locations followed. We have worked on what you haven't seen yet of Plamen [The Outer World], so we had to connect dots considering the long terms and started doing things, development-wise. First of all, we had to dress the new region of Kalinglad while fixing the new fast travel options. So we created ports, we created griffin platforms, taverns for each small city to rest in, to avoid waiting outside the place, new POI and so on. Considering the whole thing, we ended up with more than 40 locations but the next bunch will be available in a while, along with a first overview on the whole continent, with new kingdoms and areas that will be playable with future content updates and DLC. Always consider that the new areas will be filled with contents in the next weeks and if you find an area which is not full of people and QG, it could be by design so pay a visit in different moments of your run, cool things can happen!


The Four Kingdoms

GRIFFIN RIDERS


Griffin travels is a new feature in Alaloth that allows players to travel around Larastir using griffins as their primary mode of transportation. These majestic beasts are not only faster than any other method of travel but are heavily bonded to the immortal Elves, the only able to ride them in the sky. To use the griffin travels feature, players will first need to obtain the trust of the High Chancellor and of the Griffin Lord Khidell, the greatest rider of all eras. With griffin travels, players can easily explore the far reaches of the Republic of Larastir, and discover new areas and quests. The feature offers an exciting and dynamic way to experience the game world. The Griffin Keep can be found in Edhenen.


Elves only

BOAT TRAVELS


The kingdoms are surrounded by seas and from today, players will be able to sail the Sea of Solitude and The Shimmering Gulf, reaching The Treasure's Bay and the southern region of Kalinglad, a new area of the Blessed Kingdom of Edherest, ruled by many different houses once loyal to the royal family, Player can found a boatman in each port on the coastline, with the chance to travel to Windscar, Rockstarn and Na'Sharak in Baga. Travels are not free of charge but a safe way [at the moment] to avoid long dangerous trips on the road. In general, pawns will not be able to cross big lakes too and even reaching The Vanishing Keep and the Red Mage will be possible only with the help of a skilled sailor!


Pay a fee, sail the sea

WAR ROOMS AND MILITARY CAMP


Players have now access to War Rooms, directly from the Throne Rooms in each kingdoms. Access to these rooms is set for race, this means that even if a champion could be useful in some way for rulers of other kingdoms, this area will be restricted [you can check guards answering in different ways to you, depending on the race of choice]. You can find new quests here at some point but in general, War Rooms are a first step for something bigger actually under iteration. Same for the military camp popped now north of Edherest. Consider these places as new points of interest in which QG can appear with the time passing, but hey...what about large scale battles in the future? More soon.


The Dwarven War Room in Karak-Hohn. Just one of the four available in the kingdoms


Troups of Edherest in the North of the Blessed Kingdom

THE TEMPLE OF VIRTUES


This is one among the new FA available with the update and it's important for a few reasons. It's not a big area but we've used this as a sort of text area for things to come. Puzzles are in there, along with traps, levers and some narrative chronicles, directly connected with some new tech stuff we are on now. It is just squeezing something bigger in a small sized place but you can think about these kind of interaction [both gameplay and narrative related] for the next updates.


Check some new tech-related stuff here

VOICE OVER


We are going to tell you more about localization next year [good news!] but in the meantime, we've added spot voice clips on vendors all around the world [not in all cities but it's a first iteration]. Even a few mobs and boss have now tailored voice over clips.

COMING UP NEXT


As we already explained, we had to change the plans we've shared back in September for many different reasons. Our team has been working hard to bring you the best gaming experience possible. We have decided to pivot slightly in order to better align with our goals for the game and ensure that it meets the high standards we have set for ourselves and our players. This change will allow us to deliver a more polished and enjoyable final product. We are not talking about nothing crazy, no worries! As you noticed, we started with 4/6 new areas in mind and set 35 new areas, with 10 more to come and we've added on features on request such as Permadeath and Hardcore Mode. We prioritized this considering the big picture but all the other features on the way will be available in the next weeks [give us time to have a short break for Xmas!]. You can already find The Bleeding of Hashak in-game, to set-up the Arena Mode that is in the work. You can find War Rooms and the first Military Camp in-game, to open the way to Battlegrounds [working title]. You are going to get new traits but we need some extra time to blend everything properly, with a new crafting system, new skills and professions and yes, we are focusing on magic and spells, always considering the game lore and setting. Sword & Sorcery than [working title]. Ton of new stuff is in the work, just remember we are a team of ten and sometime we need to plan things wisely to avoid burnout and crunch. To summarize: we'll be back at work after Xmas, we can consider this [huge] update as a first part of bigger one, that starts today to end in January when we are going to provide a brand new roadmap leading to 1.0 with all future contents, DLC and ideas we have to share with you all. More polls, activities, community related events and such will be real and we are going to announce big things with Spring, hopefully. As usual, thank you for your continued support and patience as we work to bring this project among the best. We look forward to sharing more updates with you in a while!

CHANGELOG


Added



  • 31 New cities, points of interest and misc locations - Windscar, Tanyard Footbrigde, Idaris's Shrine, Skull Rock, Na'Sharak, Arrowtooth, Vaizmil's Crossing, Rockstarn, Witch Waters, Mountain Hand, Martum's Shrine, Military Camp, Knife Ears Hideout, Griffin Keep, Griffin Platforms [Southern, Norhern, Western, Eastern], Path of the Damned, The Three Pigeons, The Hissing Shaman, The Moon Inn, The Wet Castle, The Stony Heart, Fal'Thalas, Boatman's Hut, War Rooms [one for each kingdom], The Bleeding
  • 4 New Fighting Areas - Temple of Virtues [3 skulls], Tyl'Nar [3 skulls], Krazurag [4 skulls], Dham-Dhorun [4 skulls]
  • 3 New Boss Fights - Tral'Motak, Jarek, Rymzek
  • 2 New Mobs - Drolnaks, Reapers
  • 9 New Achievements - Desert Surfer, Virtous, Gardener, Special Guest, Magic Mike, Troll Hunter, Skysurfer, Sailor, Pool of Radiance
  • Hardcore Mode
  • Permadeath Mode
  • Griffin travels
  • Boat travels
  • VO SFX for vendors in selected areas [cities mostly]
  • 10 New Quests - Soaring Skies, Lord of the Rats, The Burned Feet, Underground Infestation, Two Greedy Northmen, A Brother's Honor, The Warlock of The West, The Elder Tree, Lost Virtues, Pool of Radiance
  • 9 New items - Glory of The Tribe [Rare], The Wolfmane [Epic], Spider Axe [Epic], Dragonhide Cloak [Epic], The Last Wall [Epic], Ehn-Hohn's Sentry [Rare], Heart of The Woods [Epic], Brooch of The First Era [Epic], Cold Memory [Rare]

Changed



  • Revised and improved World Map to accommodate the newly added locations
  • Crossing large stretches of water in World Map will now require the services of a boatman
  • Replaced NPC Handeim model in Tale of Volkar the Brave quest
  • Grandmaster Necromancer Julika will now spawn only after player has reached level 4
  • Replaced Death Sisters in Tyrant Grave with the new boss Tral'Motak: because of this, Tyrant’s Grave has been now infested by desert creatures and trolls from The Burning Feet tribe
  • Changed Jarzothan shield SFX
  • Tweaked SFX for Spectral Circle and Imp mobs
  • Imp mobs wrong texture fixed
  • Headgear will now always be shown when in a combat area
  • Headgear toggle has been reinstated in Equipment tab
  • Revised runtime HP handling values for enemies
  • Increased damage output for enemy Champions
  • New UI featuring new Fighting Areas
  • Changed values for weapons, armors, trinkets and more than 60 wereables
  • Added ambient SFX in Fifth Kingdom’s wandering fighting area and Fifth Kingdom’s Cemetery.

Fixed



  • Special buffs against enemy types will now show properly formatted values in the item view
  • Fixed some NPCs playing their idle animations incorrectly
  • Fixed a bug causing skills to be unintentionally interrupted from movement actions of the character, and still play the skill animation
  • Improved string input handling (i.e. name field) in Character Creation
  • Improved formatting for attributes (i.e. racial bonuses) in Character Creation.
  • Fixed a bug that prevented the cost of resting in taverns to properly take in account the relative innkeeper’s discount factor
  • Fixed a bug that made the player spawn with no hair if headgear was disabled when in strongholds
  • Dynora Delven-Keh will now unlocks her codex entry upon interaction
  • Fozor Ferehk-Quas and Vulud Doh-Decah had their houses wrongly authored, now working properly
  • Fixed a bug that could lead to a mishandling of a click input when clicking on equipment slots in CharacterUI
  • Fixed missing portraits and missing descriptions in various items and loots

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