Fixed an issue where player summoned companions would continue attacking already defeated enemies.
An attempt was made to reduce the amount of enemies spawns on certain levels.
The keep inside of Ascension level now has a new look.
There is an enemy that previously made too many repetitive noises. This has been adjusted to have better variation and less vocalization.
Adjusted the spawning feature for some systems to prevent enemies/allies from spawning stuck.
Hotfix 1.2
Hello Adventurers!!
We have a brand new hotfix today! In this fix, we tackle a few bugs that were discovered and added a little buff to the Exalted class.
Floral Lasher ability cost 53 -> 48
Bramble Burst flame damage went from 1% -> 2% enemy max health.
Grove Lantern now burns enemies in range during each sweep. Instead of just when the lantern breaks.
Grove Lantern amount is now limited to roughly 3. Before there were no cap.
Fixed a bug with Grove Lantern that randomly causes massive lag upon casting the ability.
Fixed a bug with workbench interaction when the player opens their inventory UI etc.
Fixed an issue with Rift Hunter quest. End boss would not spawn.
Lowered the amount of enemies spawned inside the Ascension zone/level.
Minor update to the landscape material. Dirt texture now should look like actual dirt.
And that's all we have for today! Thank you!
Hotfix 1.1
Hello!
Some minor changes were just released
Fixed an issue with the story missions skipping a step.
Updated the Floral Lasher's projectile to ignore static objects/walls.
Hotfix!!
Hotfix 1.0
Hello, a few issues were found post launch of the recent update and they have been patched!
Here's the rundown.
Fixed an issue with the Exalted class Floral Lasher's projectile.
Fix an issue with the Guardian class Fox Companion. -> The companion should now be more attentive during combat.
Torches now have a less 'orange' glow to them.
The player's torch can now be turned on/off while riding mounts.
The player's map will now close when opening their backpack/skill tree.
The Reaver weapon was buffed a little. Proc damage 25 - > 45.
That's all for today! ~ Happy weekend! :)
Castle Daybreak - Isles of Ascension Update!
Greetings gamers! The Isles of Ascension update is now live. So, lets get into what has changed since the last update, one year ago.
Change Log Overview
Extensive overall of the entire game including, landscape, class abilities, weapons, AI, etc.
Class Rework for all classes
Update to the story/lore
New animations
New weapons Added
New Zones Added
New PERK Tree Added
Mini Map Added
Arrows penetrate multiple targets
Unreal 4.26 -> 4.27
Updates!
Hello everyone, let's get into the update. With the help of much invaluable feedback, Castle Daybreak has come a far way since it's very first release date. With today's update, we will be quickly discussing changes made over the past year since the previous update.
First and foremost, there are a lot more new weapons that have been added to the game. Weapons however, are no longer class locked; While some weapons are more favorable to a specific class base on its stats, the choice in the end, lies in the hands of you, the player and the build you desire to use.
New zones were added with new events. The newest zone being the Isles of Ascension. In order to enter this zone, a key is required. The player must farm and acquire key fragments that are fairly easy to obtain; then craft the fragments into a key.
Some areas now see new events. Most of these events are fairly simple, however failing some of these event may cause your captured forts to go under attack. These events are scattered throughout the world and increase in frequency the higher the level players attain.
Many UI elements and menus have also been vastly improved. With the improved UI also come a new PERK tree and a new bar that shows current consumables; This allows the player to quickly use the consumables using the rest of the number keys on the keyboard. Additionally, there were improvements made to Merchant UI, allowing the player to quickly sell items.
Many optimizations were also made, however, players may need to adjust their graphical settings to gain optimal performance that best complements their system.
Thank you for reading this far! It has been a dream come through to even make an update like this. I truly hope you all can enjoy the experience that is Castle Daybreak. ~ Best wishes, David
Cloud Storage Added
Hello everyone! Steam cloud is now enabled for Castle Daybreak!
As part of the upcoming "Isles of Ascension" update, I wanted to have steam cloud enabled. This is the initial setup, I will be checking to be sure everything is working smoothly as intended!
Thank you!
Isles of Ascension Update!
I would like to drop some news about the up-and-coming update titled, "Isles of Ascension"
To start off, I will highlight some of the more basic changes made.
There have been tons of bug fixes!
Redesign of a lot of UI elements (Menus, Healthbars, lobby etc.)
Landscape/environment update in various regions; including new structures, updated lighting and ambiance.
Combat has also seen huge improvements. For example, weapons will have a more cohesive sound design + weapon trails.
Most enemies perception has been turned down to allow for a more stealthy gameplay.
Now for the not so basics!
A caravan system has been introduced. Players will be able to spawn a friendly caravan to venture to a selected fort for reward upon a successful delivery. The player must defend their caravan, which will be under constant attack. Should the player lose their caravan, a random player owned fort goes under attack. Should the caravan be successful, then the player initiates an attack on the fort if it not friendly/player owned.
A simplistic tailor system has been introduced. Players can visit tailors to change up their cosmetics. Only sets of armor can be equipped, not individual pieces. Each class has their own set of armor.
A perk tree has been introduced! Replacing the old attribute system is a perk tree. Each class is given access to almost all perks, except a few for specific classes only. Most perks improve the basic stats. However, some perks, which are quite costly, will grant unique abilities. Therefore, some leveling is required to acquire these perks.
Perhaps this belongs in the more basic section. But there are new item drops from loot.
Most, abilities have been overhauled and rebalanced! Some abilities were given new mechanics as I stray away from the basics of making almost all ranged abilities into projectiles.
Future and release date
As of now, there is no planned release date of this update. There are still a few more things I would love to see completed before this update goes live. Realistically, I would like to have this update out by June of this year, but only time will tell! Thank you for your time!
Patch 9.21.23
Achievements Patch
Hello! Here's a small patch to address achievements not working. All achievements should now be working as intended!
Small Changes
Small landscape fixes.
Changed out some boulders to have some more consistency with the level design.
A new achievement was added. Now, there are two distinct achievements that will unlock the Exalted class. (If you already have a level 50+ class, load in, and you should unlock the new achievement immediately; granting you access to the Exalted class)
Future Plans
While updates have mostly slowed down, there are a few plans to further optimize the game's code. Also, there are a few more things I would love to add to the game. Including a few new dungeons and some re-design of an old one. New gameplay changes to continually propel Castle Daybreak forward. This could range from, enemy abilities being improved to be more challenging and fun. Ability updates for some abilities that are simply lacking. And, world events to add more life and lore to the world.
~Thank you
Small Fix
There is an issue with achievements not working. Hopefully this patch fixes them. If not, they will be fixed soon!
Removed a visible spawn box from a public event.
Patch 8.7.23
Fix an issue caused by the last patch. Attacks will now work as intended when loading back into an old save/changing levels.