The Graphics Settings UI in the main menu and pause menu is fully reworked from scratch for an easier UX
The Game Settings UI in the main menu and pause menu is fully reworked from scratch for an easier UX
The Sound Settings UI in the main menu and pause menu is fully reworked from scratch for an easier UX
The Load Slots are updated to show additional information as the following: The Party leader/Their current level and the current story point at the time of the save.
Video Subject: View of the new Graphics/Game/Sound Settings UI and UX
The cliffs and other organic assets' collision is updated by a hand-drawn layer.
At the beginning of each turn, the Status Ailment's penalty is assembled into one take for a faster transition while you are in battle.
Schwarden Village Male children NPCs' clothing redesigned.
Adriel's leg clothing physics adjusted.
And thank you again for your continued support and feedback on this world, characters, and story.
Kind Regards, Zine.E.Falouti
State of Development
As mentioned before in a previous update, the development of Chapter 2 began in early February 2022, starting with the environment design for the first areas. At first, I planned only for 5 areas to design for chapter 2, but to respect the storyline I wrote back in July 2020 before the development started in August 2020, I will need way more than that, especially since the events of this chapter are the ones that will trigger the battle of Voxenhold (Prolepsis) which you will reach and replay in chapter 3 (Dragon's Wrath).
So without further ado let us begin with a few in-engine renders of areas I completed so far.
In-Engine Render: Verdantes Canyons
In-Engine Render: The Sleeping Tower (Atlas Court)
In-Engine Active Editing: Verdantes Village
In-Engine Render: Verdantes Canyons (Depths)
If you are interested or have questions about my process of designing and building the environment, characters and weapons please check the Alder Forge Devlogs #1, #2, and #3
In phase 2 I tried to change my workflow regarding asset production by mixing both PBR and Trimsheets while designing large architectural assets (Towers, massive bridges, etc...) this process has proven to take more time but produces better results, I'm also relying on distance culling to reduce both GPU and CPU consumption to avoid wasting development time on optimization, regardless, the optimization control rounds will start the moment I finish Chapter 2 and begin the polishing process but I do hope they don't take a massive amount of time like Chapter 1.
Video Subject: The Sleeping Tower (Atlas Court)
I will continue working on chapter 2, and another State of Progress will be released the moment I reach a new milestone.
Thank you again for your continued support and appreciation for this world, characters, and story.
Kind Regards, Zine. E.Falouti
JRPG Week Update
Greetings,
With the start of the Steam JRPG Week a new Alder Forge update brings you a new mini-boss event, a special weapon, a partial art update, and combat status ailment adjustment, below you will find more details about the update 0.7.20.
A new Mini-boss event has been added, if you have already finished Chapter 1 (You are currently in Story Point 1.F) head back to the Garnier Tower Roofs to face off against the Sanctus Nuntius. (Like all the other events this one is optional but it is related to the main storyline)
[previewyoutube="Z5I7dHgUmI4;full"] Video Subject: Event preview and the use of the Nuntius Sword and the Nuntius arms skill
Image Subject: Overview of the Nuntius Sword (Mini-boss event reward)
4 Skills have been reworked as the following:
Mirabelle's Atlas Crucible
Mirabelle's Garnier Crucible
Adriel's Dragon Claws
Adriel's Pax Orbs casting animation.
Adriel's shoulder pads have been redesigned.
Image Subject: Adriel's Shoulder pads comparison
Fixing soundtrack not looping in the Garnier Tower Roofs
Confirm/Cancel Indicators added to the Key Binding section in the Pause/Main Menu.
Player Advantage UI Reworked
When using an exploration skill an MP alert UI will show up
At the start of the Prolepsis you will have more Consumables to help you bypass that section for both players who decides to skip or not.
The Status Ailment Changes
The status ailment filtering system has been re-coded from scratch with additional changes as the following:
Burn: The HP penalty remains the same but you are susceptible to receiving more damage, your attacks remain the same.
Poison: The HP penalty remains the same, your defense remains intact but your attacks P or M Damage is reduced.
Bleed: The HP penalty remains the same but you are susceptible to receiving more damage and your attacks P or M Damage is reduced.
Stun: It remains the same.
Thank you again for your interest in this world, characters and story.
Kind Regards, Zine. E.Falouti
Community Update 0.7.19
Greetings,
Below are the "0.7.19" update notes:
(This community update is performance-oriented and complementary to both 0.7.17 and 0.7.18)
<*>SSGI disabled from all maps <*>CPU draw calls reduced by 14% <*>GPU rendering calls reduced by 19% <*>FPS raised by 17 to 19 fps on the majority of the maps for low-end hardware
Please make sure to verify the integrity of your files and don't hesitate to speak out if you encounter anything that disturbs your experience, and thank you again for your continued support for this world, characters and story.
Kind Regards, Zine. E.Falouti
Update 0.7.18
Greetings,
Below are the update notes for 0.7.18:
An additional game-play event was added to the Voxenhold bridge and the Circle of Crius
[previewyoutube="gnc_e_Xz6ds;full"] Video Subject: Traps added to the Voxenhold Bridge & the Circle of Crius.
When selected, the Skills UI description will show the attack multiplier and the bonus damage you get at the time, either Magical or Physical.
[previewyoutube="Z2c__YsVtbw;full"] Video Subject: Skills Multiplier/Bonus info added to the UI in Battle
The post-processing was updated for Serenza City (Day, Night & Sunset Scenarios).
The color grading was removed for the Lion's Gate.
The High Council Braziers collision was reworked.
The post-cut-scene party placement was modified.
Thank you again for the time spent in this world, and also for your interest in this world, characters and story.
Kind Regards Zine. E.Falouti
Update 0.7.17
Greetings,
Below you will find the update notes for 0.7.17:
A new Mini-Boss event has been added, to face off against "Aureum Eques" head to the Savois Ruins whenever you like. (This Event was added to help you level up quickly in that area)
[previewyoutube="AdX4jwWc5bA;full"] Video Subject: 0.7.17 Mini Boss event "Aureum Eques"
The lighting system for the Savois Ruins has been re-baked for both morning and sunset scenarios.
The color grading is removed in the Elysian Woods.
The grass in the Savois Ruins has been reworked in certain areas.
To keep track of the in-game story timeline, especially between the Prolepsis and what comes next, a calendar widget has been added to the main UI including the week and the in-game year of events.
Community Alert!
From now on the updates will take more time than usual, for the reason that I will be starting on Intermission 1 & Chapter 2 environment design this week, but the community requests will be gathered every 48 hours.
And as always, thank you for your engagement with this world, story, and characters.
Kind Regards, Zine. E. Falouti
Update 0.7.15
Greetings,
Listed below are the update notes for 0.7.15:
Community: Mob sensing and behavior updated (If this update renders starting the battle with Player Advantage difficult or nearly impossible, please warn me so we could revert to the initial behavior)
Community: Debuff markers scaled up for all the non-humanoid mobs/bosses
Developer: The Lion's Bridge lighting is fully reworked.
Developer: De Savois Ruins atmospheric fog adjusted.
Community: The last controlled party member in exploration mode is memorized instead of switching to the assigned Party Leader in the "Camp Menu", except when using fast travel or crossing to a new area.
Developer: Fiona's hand adjusted when wielding larger swords.
Thank you for your engagement in this world, character, and story.
Kind Regards, Zine. E.Falouti
Update 0.7.14
Greetings,
Below are the additions and notes for the update 0.7.14:
(Developer): Additional weapons have been added to chapter 1.
(Developer): These weapons can be acquired by solving the newly added Puzzle to the Lion's Gate Military Base, this puzzle is available only after You spend the night in Serenza City
Image Subject: The newly added weapon pack for the Update 0.7.14
[previewyoutube="LdnQyF2GwDg;full"] Video Subject: The Lion's Rings Puzzle
(Community): The Vertical alignment is removed in combat.
(Community): Wide/Ultra Widescreen, the camera is adjusted for combat and exploration.
(Developer): Wide/Ultra Widescreen, UI adjusted.
(Developer): Wide/Ultra Widescreen, the Cut-scenes aspect ratio is locked.
(Developer): Chapter 1 Boss 1 cameras adjusted.
(Developer): To easily navigate the Lion's Gate Military Base, Garnier Industries installed new pods to help you cross through easily, as showcased in the video below.
[previewyoutube="Rjx-y5uD9Os;full"] Video Subject: Lion's Gate new pods
Please don't hesitate to participate in the community discussion/screenshot/artwork or guide boards and thank you for your engagement, feedback, and interest in this world, story, and characters.