Added a small dungeon past the Peninsula outpost, with a new associated quest(Level 4 recommended!). If you already found certain letter in a skeleton past the outpost, the quest will be automatically added to your journal.
Added more varied minor loot from humanoid enemies, in concordance with what they wear and use, although in many cases it may be ruined/broken after combat.
Spells added in the last update(Minor Miracle, Regrowth and Outrage) are now available in their respective vendors.
Some Rank II spells have slightly increased their willpower cost (Regrowth, Fire Arrow, Blizzard Shards)
Meditation skill now restores a bit more willpower after each fight (from 1WP/ rank, to 2WP/ rank, but still capped at half the spent WP)
Features & Improvements
Added new recipes for Crafting skill up to difficulty 6 and Alchemy difficulty 5.
New option added to browse all Talents, search or filter them. You can access the new "Browse all Talents" button from the Talents section in the character window, or at character creation. Keep in mind some talents are NPC-only, or hidden, and won't appear in the list.
Elemental Protections are now displayed in a clearer way, with the old icons (fire, ice, etc) instead of the colored shields.
Maximum spells known are now displayed more clearly in the character window.
When camping, you can now see your party members sitting around the fireplace. Animation and poses will be improved in the future.
Bugfixes
Performance: there should be a small improvement in loading times and memory usage.
On Mythology window, hovering over an enemy's Protections or Resistances will now display proper information.
Alchemy and Crafting window: Pressing ESC will now close the window properly.
Alchemy and Crafting window: ingredients available to the party are now correctly counted.
Some skeletons didn't have proper sounds. Fixed.
Description for Psalm of Renewal now correctly states it heals 2d6, not 1d6.
Party lighting from torches and spells was not correctly updated in some cases, fixed.
Magical Research talent now is subject to normal limit of spells known per rank.
Fixed geometry issues in Nessera Caves.
Fixed many typos and other text issues.
Update 0.7.8: fine tuning the game systems.
Hi everyone! with some relevant mechanics changes in this update, I felt like writing a small post explaining them rather than just the usual log.
Gameplay & Balance
-Alchemy and Crafting skills implemented. You can now combine new items from ingredients while resting at camp. More "recipes" will be added in future versions. For some of the new ingredients required in recipes, check Myrelle the trader in Port Galeb. -New skill mechanics. (See below) -New Resistances system. (See below) -Enemy attacks with special effects can now be resisted. For instance, spider poison has a chance to be resisted by Vitality, while ghost paralysis can be resisted by Spirit. check the enemy attack info for details (if your Mythology skill is high enough). -Default difficulty when starting a new game is now "New School". -Meditation skill revamped. Now it gives a chance to recover some of the spent willpower after battle. -Spell "Regrowth" (Animism rank II) is now implemented. -Spell "Outrage" (Mentalism rank I) is now implemented. -Spell "Minor Miracle" (Piety rank II) is now implemented. -"Psalm of Renewal" now heals 2d6+SP instead of 1d6+SP. -Experience rewards gained from quests or skill checks are no longer dependant on the party size (combat XP is still divided among party members). -Accuracy per-level progression adjusted. Basic careers will now grant +1 to +3 weapon accuracy per level and, rarely, +4 (previously the range was 1-5). This will bring little change in the first few levels. -Base accuracy formula adjusted slightly. The result shouldn't differ much from previous formulas, but it prevents some very high values at level 1.
Bugfixes
-First aid items now provide different healing bonuses as stated in their description. -Fixed performance drop in Nessera Caves. -Spending APs for Attack Focus will now work correctly with Charge and other special attacks. -Solved several spawn issues in the Peninsula. -Spell durations in combat now also take into account the initiative value at the time of being cast. For instance, a spell lasting only one round cast by your caster at initiative 5 will last until next round's initiative 5 turn. Previously the spell ended at the beginning of the round, making short duration spells lasting less than expected.
We continue relentlessly advancing through the planned roadmap, but at the same time we decided it was essential to make some changes to skills and resistances, after observing issues in the first couple months of the game being out.
New Resistances and Protection
Regarding elemental damage, the resistance percentage system was not working well for a non-inflationist game. Giving a +5% or +10% resistance was irrelevant, because its effect on, let's say, 5 points of fire damage are negligible. On the other hand, spells and items granting "noticeable" bonuses such as +25% or +30% were quickly stacking together close to 100%, which was not good. From this version onwards, such damage is dealt with with Protection, which works similarly to armor but is limited per turn. For instance, Fire Protection 4 means your character ignores 4 points of fire damage per turn.
You can have 'negative protection', called vulnerability. That means each damage source received is doubled, up to the value of the vulnerability. For instance, Fire Vulnerability 3 means receiving 5 points of fire damage gets increased to 8.
Percentage resistances remain in the game as a chance to completely ignore and reduce spells or other similar effects. Now a character has three resistances: Vitality, Spirit and Mind. Unlike before, these resistances now allow you to prevent some enemy attack effects, which were pretty much automatic until now.
New skill mechanics
Skills had some issues. Low level characters were already reaching 120% percentages and more, and I was being forced into adding difficulties of -100% soon. By now you already know I don't like inflation much, but in addition the system was too prone to savescumming, rather than truly making each assigned skill rank count towards what your party can or can't achieve. A rank or two more could just mean needing an extra reload or not. I love rolling dice, but the system was not behaving as intended.
In the new system, your assigned ranks get compared to difficulty. There's also a bonus calculated from your traits, talents, items, etc.
[table] [tr] [th]Skill Rank vs Difficulty[/th] [th]Success Chance[/th] [/tr] [tr] [td]Skill Rank is 2 points higher than Difficulty[/td] [td]100% + Bonus (Automatic Success in most cases)[/td] [/tr] [tr] [td]Skill Rank is 1 point higher than Difficulty[/td] [td]80% + Bonus[/td] [/tr] [tr] [td]Equal[/td] [td]60% + Bonus[/td] [/tr] [tr] [td]Difficulty is 1 point higher than Skill Rank[/td] [td]20% + Bonus[/td] [/tr] [tr] [td]Difficulty is 2 point higher than Skill Rank[/td] [td]Bonus - 20% (Automatic Failure in most cases)[/td] [/tr] [/table]
With the new system, matching the difficulty pretty much grants a decent success chance. An extra rank will make the success almos automatic with a decent bonus. However, one rank below difficulty makes the check hard, and two ranks below difficulty will in most cases be an auto-failure. Exceptional bonuses might still alter this balance thanks to future unique items or talents.
This system still leaves room for luck if rank is within one point of difficulty, but makes your skill rank the deciding factor about that checks you can reliably pass.
Ranks will still be limited to 10, but there will be Expert Ranks (11+), available in the mid and late game through Advanced Careers, quests, etc.
Alchemy & Crafting
Finally you can put some of those herbs to use, and make a few potions! Also Crafting skill will grant the ability to combine a few useful items. Still, the system is barebones and more recipes will be added on each update. It's possible that some future Crafting recipes will require special talents or ranks on other skills to be doable, but for now, all available game recipes are accessible with just Alchemy 4 and Crafting 3.
In case you missed previous updates...
Over 80 bugs were fixed since EA release. Please don't hesitate to report any issues in the forums, I look personally into each and every reported problem.
Lots of features planned for 0.8 were already released in the last couple of months: a few extra quests, a new companion, extra storage and stash was added, and many UI limitations were fixed (selling stacks, equip/use items from party inventory, and others).
But many other unplanned things were added to the game: support for ultrawide screens, input bindings, and more. I also made a big revision on how armor was working, making it more effective and less random.
Dice Drama
Some players were complaining about the combat misses and blaming a defective random-number-generator. Anyone that has played with real dice knows randomness is brutal, streaky and unpredictable, and that you never have "normal luck" in a gaming session. To avoid disappointing players, highly succesful modern games fudge the dice. I can't call a game difficulty "Old School" and do that, in good conscience. But I understand not everyone playing the lower difficulties wants to face Lady Fortune's capricious whims, and for them, a "karma" option was added in Settings/Gameplay. It only works on New School and Explorer difficulties. An option to permanentely lower the game difficulty was also added (in party options window). Karma shouldn't have a big impact on your dice average results, but tries to avoid "streaks" of consecutive bad attack rolls.
What now?
A few features are still missing before reaching the 0.8 milestone next month: two mini-dungeons in the Peninsula, camping encounters, and creating an UI to view spells and talents. As planned, this will be out by April. From then onwards, the focus will be on expanding the game. Archaelund needs new areas, more quests, and raising the level cap to make interesting character builds. With all the game systems working to my satisfaction, that will be my priority for the rest of the year.
Version 0.9 is scheduled for December (rough estimate, remember!) and will make the game much bigger than it is now. More details on what to expect will be posted after 0.8 is out.
Update 0.7.7 (Build 398)
This small update includes minor fixes and adjustments related to the new features and quests released in the past update, but also a couple new options and tutorial improvements.
Features & Improvements
-You can now lower the game's difficulty (permanently) from the Party Options menu. -Hovering over a saved game will now list its difficulty (only for new saves). -New tutorial window when a companion is first recruited -New tutorial warning if the player fails to find the available weapons before the first fight. -Slightly adapted and simplified the item equip tutorial, since items can now be equipped from party inventory.
Bugfixes
-Added a few minor fixes for the quest 'Justice from Above'. -Fixed a displayed text error during character creation. -Character encumbrance is now correctly updated after wounds are healed. -Solved an issue in which certain quest corpses or containers could only be interacted with once. -Torch or spell light is now correctly updated after camping. -Character window position when the stash is open will still be correct if active character is switched. -Fixed a few glitches in the Peninsula minimap (red dots). -Combat camera would sometimes become dislodged after an enemy is killed with a reaction attack. In this update the camera will automatically correct its position if an incorrect one is detected.
Update 0.7.6.395
Content
-Quest The Academy is now completable. The initial dialogue has been altered, so the quest has been reset. To initiate it, walk the road just out of Port Galeb and meet Issam. -Quest Justice from Above is now completable. The initial dialogue has been altered, so the quest has been reset. To initiate it, talk to the innkeeper in Port Galeb.
Features & Improvements
-Items can now be equipped directly from the Party Inventory, not just from the backpack. -Backpack items can now be assigned to combat hotkeys. -Party inventory slots doubled (from 32 to 64). -Added an option to accelerate enemy animation speed during combat (in Settings>Gameplay). -Character Window now displays information about the character's race when hovered.
Gameplay & Balance
-Party encumbrance: when Party Inventory exceeds the combined carry capacity of the party, exploration movement will be slowed down or even halted. Party encumbrance only has effect on exploration movement, and grants no character penalties. -The weight from some items has been revised.
Bugfixes
-You can no longer talk to dead companions. -The combat panel(and hotbuttons) was sometimes not correctly refreshed when AP were spent or gained. Fixed. -Dragging to equip items during combat now costs the required AP. -Fixed several terrain and geometry issues in the Peninsula. -Fixed an issue related to the paralysis effects of Blizzard Shards spell. -The first character acting in battle was ignoring status effects during the first round. Fixed. -Fixed a glitch that could display an erroneous character level and not allow the player to level up. -In some cases, taking quest items from a container would not advance the journal as intended. Solved. -Systems in turkish language were still showing some visual glitches, like when displaying items with a skill bonus. Fixed. -Minor UI fixes.
Version 0.7.5.383
Changes & Improvements
• Party Stash chest added to the inn in Port Galeb, where you can safely store items. There will be a similar chest available at towns added in the future, with the same shared storage. • Shops and Party Stash windows have been placed in a more practical way. • Encumbrance partially implemented. Carrying too much weight can reduce your adventurers' Dexterity. Party inventory encumbrance still not implemented. • The level of Armor Training required by armor pieces is renamed from "Penalty" to "Bulk".
Balance
• Armor mitigation has been revised and is now more relevant and less "random" when high armor characters receive hard blows or critical hits. More details have been published in the forums. • Penalty to Dodge is now reduced by high Armor Training: If a character's Armor Training goes above an armor's Bulk stat, the dodge penalty will be lowered by 5% per extra point up to a maximum of 20%. This means, for instance, that light armor (normally -20% to Dodge) can eventually be worn with no dodge penalties when the character has 4 points of Training above the armor's Bulk. • Static burst WP cost increased from 3 to 4. • Adjusted the accuracy bonus of some weapons. • Mechaedron base damage reduced, and increased cold damage by the same amount.
Content changes & additions
• New NPC/companion added near Icanos house in Port Galeb (but might not be there in your first visits to town). • New choice given to end Tools of the Trade quest if you found the tools and prefer not to denounce Palderan. • Longbows added to merchants and as uncommon drop from bandits. • The camp location in Nessera no longer has camping props visible shile not camping. • Characters no longer start the game naked. • Improved the overall drops of bandits, and added a separate loot table for bandits beyond the outpost.
Bugfixes
• Spells with a 2x2 tiles effect were in some instances displaced and not being cast exactly where the UI-target indicated. Fixed. • Solved an issue that would not allow talking to your companions, saying you need more room even when in open spaces. • Settings from the Gameplay tab were not properly being saved. Solved. • Systems in Turkish language were encountering a multitude of issues caused by incorrect file decoding. Fixed. • The "Goodfellows" had the wrong type of NPC sounds, fixed.
Other
• New setting added in Video>Quality section to enable video hardware acceleration (only recommended in low-spec systems if you have trouble to see the intro video). • New setting added in Video>Display section to limit framerate, good to lower the GPU workload.
Version 0.7.5.379b
Balance
• Using potions in combat now costs 4 AP instead of 2. • Nivaria's Word had recently increased its cost to 8WP. After further analysis, it's set to 7WP now.
Changes & Improvements
• You can now sell stacks of items, not just one by one. • New setting in Gameplay section, to keep open the character window after using an item.
Content Fixes & Adjustments
• "Goodfellows" will no longer respawn. • Certain grate in the inner Galeb Crypt will no longer be open by default. • Fixed an issue that made the switches in the upper Devil's Horn hard to target. • Added a camping spot in Nessera Caves, and another at the bandit's canyon in the Peninsula(only usable after one of the resolutions of Wielder of the Red Axe quest is reached). • Solved a number of minor geometry issues in the Peninsula.
Bugfixes
• Combat movement between tiles at different heights could sometimes cost more AP/MP than displayed, which could lead to AI/pathing locks and bugs. Solved. • Total AP/MP movement cost of long paths was sometimes erroneous due to a rounding error. This could lead to "running frozen in place" bugs. Solved. • Solved an issue with stone guardian when it fell prone. This creature still needs animations adjusted, but it shouldn't affect gameplay anymore. • Unseal scrolls can now be used correctly from the open lock ui. • Arrow projectiles were not correctly rotated. Fixed. • Corrected the description of Nivaria's Word spell. It actually heals 6+3d6 HP, not 4d6. • Minor UI fixes.
Archaelund soundtrack now available for everyone!
I've received many messages asking about a possible release of the game's OST. After talking to Laura, the composer & producer, we decided to publish it on youtube for everyone to enjoy.
If you're interested in Laura's work, check her youtube channel and website. Soundtrack composition is just one of her many interests, so you might be surprised!
Update 0.7.4.378d
Optimization
• The list of saved games will now load quickly, even if you have many files.
Balance
• Explorer difficulty now reduces enemy critical chance by 50%, and New School reduces it by 25%. • New Karma optional setting added in Gameplay section (only has effect in Explorer and New School difficulties). Karma will ensure less "bad streaks" in attack rolls, while not having major impact on average rolled values. • Bomig Burrower and Bomig Hatchling stats revised (mostly, corrected their extremely high critical chance). • Nivaria's Word WP cost increased to 8 (actually, previous cost was an obvious error. Costed only 1 more WP than Nivaria's Hand). • Some armored enemies, like bandits, were not receiving the appropiate penalty to dodge.
Bugfixes
• Combat: walls, columns and other obstacles will no longer block the mouse when selecting enemies or grid squares. • Fixed a memory leak related to the spell Ensnaring Tendrils, that would eventually slow down the game and maybe crash it. • Psalm of Renewal spell now works correctly when cast in exploration. • Fixed a bug introduced in build 375; enemies out of boundaries were normally added to the combat area correctly, but sometimes they could appear in unreachable spots or out in the ocean. • Solved many issues with distant enemies becoming locked out of battle, especially in Nessera Caves. • Fixed a crash that happened when your last party member died to a reaction attack. • On rare ocassions at the turn's end, "guard" reaction attacks would instead take place against the first character in the turn (even if it was a party member!). Solved. • Fixed many wrong grid colliders and small geometry/visual at the Devil's Horn and Nessera Caves. • Fixed a possible "loop" in the conversation with Aszabar.
A Week of Adventure: Archaelund's Journey So Far
Hail, Adventurers!
It's been a week since the first of you set foot in Archaelund, and what an incredible journey it's been so far! I'm thrilled to share the best news with you all.
Firstly, the response from you, our players, has been nothing short of phenomenal. Reading so many positive reviews means the world to me, after five long years of developing a classic RPG with so many unique angles. Always wondering if, outside my head, it still sounded like a good idea. The question was always there, hanging. "Yeah but... will it be fun?" and finally I got my answer!
Having said this, please know that I won't fall into complacency. No one sees more flaws and shortcomings than myself, and in case I miss something, I have your invaluable feedback. You have already made the game so much better in just seven days!
Sales have been good, and I hope they'll hold; I certainly want to give the game a more unique look in some aspects, and make it as beautiful as possible. But what's even more astounding is the surge in wishlists – they've doubled in just one week, reaching over 40,000! This surge in interest is very reassuring about the future of the game once it comes out of Early Access.
But I am using too many words, when just one suffices: thanks.
Looking forward, I'm more motivated than ever. Archaelund is going to get much bigger, it is going to get much better, and it's going to be for you to enjoy, forever.
• Adjusted the stats of Norrax, Sage Crabs and Gholazi.
Changes & Improvements
• Default quality settings upon installing the game will now be based on the system's hardware. • Some missing basic items such as shields and bows added to vendors.
Content Fixes
• Quest Wielder of the Red Axe: added a resolution if you chose to just kill everyone. Just go and talk to someone in the outpost.
Bugfixes
• Solved a crash that happened when VSync was set to "Fast". Still, we don't recommend this NVidia panel setting, as it seems to cause visual glitches with the UI. • The Sixth Sense spell no longer erroneously a bonus to the pick locks skill, but to scouting as the description states. • Totemic Might talent now works correctly. • Random-generated party members could in rare instances not meet career requirements, due to race penalties. Fixed. • Asleep and Prone effects will be removed after combat. • Fixed issues with the dialogue with Falbur (road bandit).