Greetings, You will find below the manifest for the Alder Forge update 1.0.3
The combat animation system conflict with the cinematic animations for skills and the "Anima Latent Skill" is fixed.
The camera rotation smoothing that was added at the start of "Early Access Phase 3" is now removed due to the community's request.
From now on, the exploration skills' UI Alerts will not only show the name of the skill required but also the name of the character who can use it.
Spacial attenuation in battle sound effects for weapons is removed and replaced with a standard volume, similar to the elemental skills.
GPU optimization rounds were done for the game's largest maps as the following:
Valley of the Twelve
The Etheros Path
The Elysian Woods
The Observatory
The Final Dungeon, "The Netherwaves Halls".
The reflection system is reduced by 30%
The shadows handler is reduced by 30%
The load memory handler is reduced by 20%
The conflict between opening the large map while getting ambushed by enemies is now fixed.
The conflict between the "Pause Menu", "Settings Menu", and "Map" is now resolved.
The merchant's sell amount dialogue is redesigned to fit the rest of the merchant group UIs.
Ambient Occlusion removed from the largest maps in the game.
Thank you for your interest in this world, characters, and story.
Kind Regards, Zine. E. Falouti
Update 1.0.1
Greetings, You will find below the manifest for the Alder Forge update 1.0.1
<*>A VFX marker is added to the gate triggers in the Crius Sanctuary at the start of the game to help you spot them easily. <*>The conflict between the story point and normal battles in Helsengard city (Near the Grand Cathedral) is fixed. <*>The collision and camera collision for the saw traps in Helsengard city at night is reworked for better and easier navigation. <*>The Tartarus NPCs camera occlusion is fixed in Helsengard city. <*>All The Dragon Force target UIs in exploration will be automatically omitted when a battle is triggered. <*>The conflict between executing an Anima Latent Skill and a normal MP Skill is fixed during "Skill Focus". <*>Quitting the Guardian Interactive Battles in the Finale or the normal combat is updated. <*>All the collision issues in the "Voxenhold Hills" near the end of Chapter 3 are fixed, and all the cliffs' collisions in that area have been reworked from hand-drawn collision to real-time precise hull physics. <*>A new tutorial panel will now appear at the start of the game to help new players become familiar with the combat mechanics (Adapt/Affinities/Latent Skill). Additionally, players will be reminded that they can access both the key-binding menu and the tutorial menu at any time and anywhere they want. (My deepest apologies to veterans of this sub-genre for including these dialogues, but it's to assist new players.) <*>All the exploration's battle trigger attacks have been reduced from a chain combo to the fastest attack each character had in the previously used combo.
Thank you for the partial positivity during the game's launch and your interest in this world, story, and characters.
Kind Regards, Zine. E. Falouti
Early Access, Ends Now!
Greetings! The time has come for Alder Forge to transition from Early Access to Full Launch. I hope that the launch version provides you with an entertaining experience, or at the very least, some fun. Without further ado, let's delve into the v1.0.0 manifest.
The Divine Weapons Pack optional event is added to the game's final dungeon "Netherwaves Halls". This pack contains the in-game most powerful weapons and can be acquired by assembling the twelve fragments scattered in the game's final dungeon.
Image Subject: Divine Weapons Pack Preview
The full content and Q check for all the NPCs from the start of the game is completed.
Interactive Guardian Battles SFX swap is reworked.
All the skills and items content check is completed.
Dragon Force VFX is enhanced and partially reworked for pre and post-teleport.
Dragon Force points are populated in the Atlas Court post chapter 1 for easy and quick navigation, the moment Adriel unlocks this exploration skill.
Footsteps VFX is enhanced.
The cliffs and rocks' collision in the Valley of the Twelve and the Etheros Path have been reworked from hand-drawn to precise hull real-time collision.
A finger twitch issue was found in all the NPC guards and was fixed for every NPC guard from the start of the game.
The protester's NPCs' animations in Val Réal (Leodorian District) during chapter 3 have been reworked.
Prop and asset occlusion is added in-combat during the execution of the Anima-latent Skills.
Orvysian banners and flags during chapter 3 have been reworked from fake physics clothing to proper real-time physics clothing.
The in-combat attack for the Knight class has been reworked to execute a double damage.
Flying mob's fall animation in the final dungeon "Netherwaves Halls" has been reworked.
The mobs' stats in the Voxenhold Hills during late chapter 3 have been lowered.
An optional conversation has been added at the start of the game in the High Council building to introduce the optional event "Fragments".
A 1.5k Drachis is added at the start of the game in the chest inside Adriel's bedroom in the Pax Residence.
All the game cutscenes' content Q pass is completed.
A reminder of all the updates and phase transitions that happened since the start of Early Acces on January 7th, 2022
I thank you once more for the time you've spent in the world of the Alder Forge. It was a privilege knowing that you have embarked and followed the journey of these characters and navigated their story.
Kind Regards, Zine. E. Falouti
Launch Date
Greetings.
As promised in the transition to the Final Early Access Phase on August 4th, 2023, the Alder Forge Launch Date and the moment we will finally leave Early Acces are included in this community news section, and as a start here is the Launch and Final Trailer:
Video Subject: Alder Forge Launch Trailer.
<*> Are there any additional events coming with v1.0.0?
Yes. The final optional event "Divine Weapons Pack" will be added with v1.0.0, plus all the additional optional events we have done since the start of Early Access a year and 9 months ago. More details about the "Divine Weapons Pack" will be shared with the community during the Launch alongside the v1.0.0 manifest.
<*>Is there going to be any change to the System requirements?
The system requirements are the same as the ones during the announcement 2 years and a half ago, and will still support DX11-based GPU hardware.
<*>What is the launch date?
If you skipped the "Launch Trailer", then the date is September 15th, 2023.
<*>What is the total text content in the game from start to end?
The game's total word count is 182266 words.
<*>How long is the game?
In my latest playtest, I finished the game in 31 hours and 39 minutes. I did not take any side activities, or talk to people, and I only did 3 optional events while moving quickly from story point to story point in "Normal Mode". Here is a proper detailed chrono-timed sheet from my last playtest:
Prolepsis and Chapter 1: 8 Hours 09 Minutes
Chapter 2: 7 Hours 20 Minutes
Chapter 3: 9 Hours 21 Minutes
Chapter 4: 6 Hours 49 Minutes
<*>Are there any plans for post-launch?
It all depends on the game's performance during its transition from Early Access to Launch, and even so, I will continue to welcome your feedback.
Thank you for your continued support and appreciation for this world, characters, and story.
Kind Regards, Zine. E. Falouti
Final Chapter is Available Now!
When the game was announced in March 2021, I promised four chapters and three realms to explore, today I'm glad that I could honor that promise, the Final Chapter is available now alongside the transition to the Final Early Access Phase.
Members of the Alder Forge Community, We Are Hereby and Officially at the Start of the Final Early Access Phase and the Final Stretch to Launch.
The Final chapter is completed and unlocked, members of the Alder Forge Community who finished Chapter 3 (They're in Story Point 3.F) can progress further in the story until the end of the game.
Status ailments, buffs, and debuffs tracking icons are added in combat to the stat details UI.
A Freebie Gift DLC folder is added to where you installed the game and includes the following:
PDF file: The detailed full continent map.
PDF file: Val Fiery Netherwave Sangréal Bloodline.
PDF file: De Roy Netherwave Sangréal Bloodline.
PDF file: Sieg Vulpes Netherwave Sangréal Bloodline.
4K Artworks folder for the majority of the main characters appearing in this game.
Removed the combination to execute the Anima Latent Skill and replaced it with one button that you can freely set in the Main/Pause menu key binding section. (It is recommended for members of the Alder Forge Community who modified their key bindings to check both Keyboard/Combat and Controller/Combat Tabs before resuming their adventure.)
A full VFX and SFX pass is done for all the party members and guests as well.
A full VFX and SFX pass is done for the mobs alongside a few bosses.
NPC's Dialogue boxes and Optional Conversation Events' A or Enter buttons will fill the dialogue first then skip afterward. (If it is not filled already). The Text speed controls were added as well during Phase 3.
The Soundtrack from the start of the Prolepsis has changed from the "Fourth Squadron - Disc 1" to "Battle of Voxenhold - Disc 3".
Multiple Conversation sub-events were added to the Pax Residence during the Purple Night in the Final Chapter.
The Anima Latent Progress Bar is redesigned.
VFX and SFX pass for the characters' animations during exploration.
Some of the skills' SFX and VFX have been reworked.
UI SFX and VFX during combat are updated.
Here are the rest of the updates and extra optional events added during Phase 3:
https://steamcommunity.com/games/1575590/announcements/detail/3642885826022242943 Royal Weapons Pack Optional Event
https://steamcommunity.com/games/1575590/announcements/detail/3704812854410605010 Fragments sub-events and the optional boss "Azure Eques"
https://steamcommunity.com/games/1575590/announcements/detail/3717201017015447421 Combat Plus Update: Anima Latent Skills and Anima Bar
https://steamcommunity.com/games/1575590/announcements/detail/3705943193598859866 Optional Boss Event: Third Round of Sanctus Nuntius
Video Subject: Finale Gameplay Trailer
Video Subject: Battle Soundtrack Demo
During the Final Stretch to Launch, I will go back to the start of the game for a quick final quality pass starting with the Prolepsis and Chapter 1 and moving forward until the Final Chapter.
The Launch Date and the moment we will leave Early Access will be shared with the Alder Forge Community a week before launch.
I hope that this Final Early Access transition has brought you a complete digital entertaining experience, and thank you for your continued support for this world, characters, and story.
Kind Regards, Zine. E. Falouti
Final Chapter Release Date
Greetings, as promised in the latest state of development, in this event you will find the release date of the Final Chapter, Q&A, and the soundtrack disc 4 tracklist as well, so without further ado let's start with the Finale trailers.
Video Subject: Finale Gameplay Trailer
Video Subject: Finale Story Trailer
What is the size of the next transition/update?
The next update's size is going to be between 2.1GB to 2.6 GB.
Knowing that this is the final chapter, what is the level cap for each party member?
All the party members' max level is 99.
How long is the Finale compared to the previous chapters?
Let's say the finale is 3 times the full Prolepsis.
How close the Final Early Access phase will be to the launch version?
There is not much difference, the Final E.A Phase will start at 0.9.X so it is as close to launch as it can be in a matter of gameplay and optional events/activities.
When will the Final Chapter be released?
If you decided not to watch the trailers above, then the release date is:
August 4th, 2023
The Final Chapter, titled Knights of the Alder Forge as mentioned in the game's announcement, March 2021, will conclude all the paths and storylines, including the Guiding Box, the Binding Ritual, the secrets of the Twelve, the Netherwave Sanréal, and the dark truths about the world you live in.
For members of the Alder Forge community who owns the Soundtrack DLC, similar to the previous discs, disc 4 will also be released on August 4th, 2023, and will include all the soundtracks from the final chapter's battles, environment, and specials.
Video Subject: Soundtrack & Environment Preview from the Finale
The sum of all gameplay additions, optional events, and updates that happened during early access Phase 3 will be listed in the upcoming transition's manifest, and the plans for the final early access phase as well.
Thank you for the time invested in this world, story, and characters.
Kind Regards, Zine. E. Falouti
State of Development
Greetings, following the tradition that we started since the beginning of early access phase 1, today I'm sharing with you the State of Development and the progress made so far for the Final Chapter, "Knights of the Alder Forge". (As announced in March 2021)
Upon its upcoming release, the Alder Forge will transition to its final Early Access Phase and will eventually conclude the game, so without further ado, let's start with a few in-engine renders of areas you might visit in the Final Chapter.
Image Subject: Etheryan Tower Interior.
Image Subject: Sanctuary of Prometheus.
Image Subject: Ritual Circle of Prometheus.
Image Subject: A few of the mobs (Sanctus Bellator Type) roaming the Etheryan Tower.
Knights of the Alder Forge will be released in Q3 2023 alongside the Epilogue sequences. A proper release date and chapter trailer will be shared with the Alder Forge community in mid to late July this year.
The Final Chapter will also introduce a new type of battle/interactive sequence the moment Adriel finishes his binding ritual, and the six known Knights of the Alder Forge clash with each other. These interactive experiences will help the player gain extra XP if they make the right choices during said interactions.
Image Subject: Two Knights of the Alder Forge Alongside Their Guardians Clashing with each other.
I hope that this State of Development has given you an idea about the state of the Alder Forge so far and the upcoming chapter as well and thank you again for your continued support for this world, characters, and story.
Kind Regards, Zine. E. Falouti
Update 0.8.20
Greetings,
This is not only a complementary update to 0.8.19, but it also brings the third round of the optional boss events for the Sanctus Nuntius that has been already available for chapter 1 since E.A phase 1 and chapter 2 since E.A phase 2.
https://steamcommunity.com/games/1575590/announcements/detail/3717201017015447421 Reminder subject: Update 0.8.19 and the additional combat mechanic "Anima Latent Skill"
The third round of the optional boss side event for the Sanctus Nuntius is added to chapter 3. This mini-boss is available in the Observatory and it will not only help you level up quickly but also acquire the Nuntius sword, which in turn will help you unlock two additional unique skills. (Like round 1 on top of the Garnier Tower and round 2 in the Valley of the Twelve, round 3 is part of the main story but it is not mandatory and can be ignored without repercussions)
Image Subject: Sanctus Nuntius optional boss third event location
Image Subject: Sanctus Nuntius optional boss third event reward and skills
<*>The keyboard combination for the Anima latent skill conflict with the Steam Overlay is fixed. <*>The Anima latent skill gauge memory after reviving a character mid-battle is fixed. <*>The Draconis Castrium throne room's ground is 3D remodelled to fix the shadow artifacts. <*>(Adriel Only) The Anima gauge gets a boost at the end of each turn. <*>The mobs appearing in Chapter 3 onward and specifically the ones that switch battle modes are fixed and optimized with their respective runtime systems. <*>Switch battle mode aura shader effect is fixed for the hair parts of all the characters' party or bosses. <*>The skill description battle UI background is reworked.
Please don't hesitate to speak out about any issues you may encounter while traveling the world of the Alder Forge, and thank you once more for your support for this world, characters, and story.
Kind Regards, Zine. E. Falouti
Update 0.8.19
Greetings, Update 0.8.19 is a combat special update and brings an additional combat mechanic. Introducing:
Each character in your party will have an Anima gauge that charges during combat, the moment it reaches 100% you will be able to execute an Anima Latent Skill. These supercharged attacks inflict heavy damage and will surely help you in your battles.
Video Subject: Fiona/Mirabelle/Adriel's Anima Latent Skill
How does the Anima Gauge charge?
The Anima gauge charges when you inflict or receive damage. The Latent Anima Skill doesn't require any MP or consumable to be used.
Is the Anima Latent Skill damage physical or magical?
The Anima Latent Skill combines both your magical and physical stats and inflicts damage on both your enemies' physical and magical defense plus a multiplier.
Is there a way to charge the Anima gauge quickly?
There are two ways to get a bonus charge :
A: By switching to "Aggressive Mode" the Anima Gauge will charge faster, the UI will show you that when you Switch/Adapt Combat Mode. (Careful though, when you switch to "Defensive Mode" the Anima charges at a slower rate).
B: When you use a skill that inflicts critical damage on your enemies.
Does the Anima gauge reset after the combat ends?
No! The bar keeps its current percentage after the battle ends, you flee, or even if the character dies. You can use this to your advantage. For example, you can charge the Anima gauge for all your attack party before getting into a boss fight.
How can I keep track of my Anima gauge during and outside a battle?
During a battle you will see a new UI part added to the left, this UI includes the progress bar, the percentage, and it will change and start pulsing when it's filled while showing the key combinations to execute. While exploring on the other hand you can open the camp menu and you will notice the additional element added to each character (The same line as strength/weakness.)
In addition to the highlight of this update, there were also a few small updates that correct certain issues as the following:
<*>All the Anime style artwork of the boss fights intros' UI has been optimized. <*>NPC Dialogue and UI prompt animated. <*>Save/Load UI issue with the highlights is fixed. <*>Cassandra's stun animation is reworked. <*>SFX ambient radius is enlarged during combat.
I hope that this special update brings you an enjoyable combat system and helps you pair both the Adapt Combat Mode, MP economy, and now the Anima Latent Skill charging.
Thank you again for your continued support for this world, characters, and story.
Kind Regards, Zine. E. Falouti
Update 0.8.17
Greetings. Below you will find the update 0.8.17 details.
A new optional boss is added to Chapter 3. The Azure Eques is available near Val Réal's city gates during either the start of chapter 3 or its end. (Recommended level: 57 or above).
Upon defeating the Azure Eques optional boss you will receive the "Espadon Azure" Greatsword for the Knight Class and with it, you can inherit the Aqua dance skill. (Near the end of Chapter 3 you will have a knight class player in your party)
Video subject: Introduction to the Azure Eques optional boss.
Image subject: "Espadon Azure" (Azure Eques optional boss reward)
New fragments and new elemental skills are added to three areas from the start of the game. Upon assembling these fragments you can acquire new Anima Stones and unlock additional skills. The Anima Stones' fragments are the following:
The Aard Anima Stone fragments can be acquired in the Garnier Core Unit during chapter 1.
The Ventus Anima Stone fragments can be acquired in the High Council Building at the start of the game.
The "Core Lumiere" Anima Stone fragments can be acquired in Serenza city at night.
Image subject: Newly added Anima Stone fragments and the skills they unlock.
All the skill thumbnails are updated with new colors. Each skill thumbnail color will correspond to the elemental type it will inflict on your enemies.
The Ignat Sentinel boss fight (Chapter 3) cameras are adjusted.
The giant HXP drone's UI and camera lock are fixed.
Serenza city's dominant texture (Trimsheet) is redesigned as a 4K texture instead of the previous 2K one.
Bug conflict in the Garnier tower roofs between the optional and main story boss is fixed.
Thank you for your continued support and feedback for this world, characters, and story.