Greetings from the Elteria Adventures team! As we continue working on improving the game, we’ve got enough new features (as well as bugfixes) to bring you this update. We hope that you like it!
Panic Volley. A new ability for the fleeing mobs such as Shroomy and Watermello. If panicked, they start shooting projectile attacks in all directions. If such attacks hit the player, they deal a bit of damage + a debuff (such as Slow). If such an attack hits their summoned allies, it grants them a Shield effect;
Bow Stab. Now archers will be able to deal with enemies that come too close! Punching with your bow deals a bit of damage, and pushes the enemy away, allowing you to maintain a safe distance. For now, this ability has replaced the arrow shot, as we are implementing new arrow choosing mechanics into the game for the next update, which will be released with the fixed bow shooting mechanics;
New attack ability for Little Boarmelons;
Added the animation for the Shroomy’s ally summoning ability;
Updated the female model’s damage receiving animation;
Updated the critical damage debuff animation.
Fixed the bug that caused items to disappear from chests when you re-enter instances;
Fixed the crash related to the double jump;
Fixed the animation cutaway issues when viewed from the spectator’s side.
Alpha 18.4.3
Greetings from the Elteria Adventures team! Despite this difficult time, when half of our team is hiding in bombshelters, and another half is doing everything to help, we still decided to fulfill our promise and release this update in time. It contains several months of our work, so we hope you enjoy it.
We will continue working on this project for as long as we can. No to war. From now on, you will have your very own, cubic companion! This critter will follow you, helping you dig and providing you with basic fighting capabilities just in case you haven’t crafted a good, trusty stick yet (or, you know, something better). Its ray is highly efficient at digging singular blocks, and can be upgraded by feeding your cubic companion specific resource blocks - just click its icon to see the blocks it needs, and drag them there from your inventory! Ah, and you might still want to hold onto that Psychokinetic Splitter, just in case you want to mine in a wider area.
Your private islands can now be upgraded and expanded! With the new item called Island Core, you can add new islands featuring different biomes to your archipelago, to both add more space for your private architectural projects, and to diversify the scenery. There is a limited amount of these Island Cores available right now, and the changes applied with them are permanent (though that will change in the future)!
The Achievement system has been replaced with an Adventurer’s Journal. It features a number of exploration and adventure suggestions that you can fulfill at your own pace. And not just for bragging rights either, as you can receive Island Cores and keys that unlock next worlds with it! The mob AI has been reworked, with several types of behavior models:
Calm mobs, that do their own thing, unless attacked (in which case, they’ll attack you in turn)
Territorial mobs, that will attack you with other similar mobs in group if you disturb them
Cowardly mobs that will run and/or hide, and will call their stronger brethren for help if provoked
Small resource mobs that will try to scuttle away and disappear if spotted. Catch them, and you’ll receive a food item!
We believe that this new AI system will make the game far more engaging and interesting :) Oh, and the inventory is now upgradeable. As in, you will be able to unlock new inventory slots as you progress through the game. A massive rework of the way objects like rocks and trees are generated in the world. Long story short, the forests are now better looking and denser, so you won’t be running out of building materials any time soon. We’ve also reworked the way landscapes are generated, both upgrading the old types, and adding new ones (like canyons), so that you have even more fun exploring! We’ve also reworked a lot of textures in the first tier biomes, so that they better synergize with each other. The cracks on the blocks also look better now! And so does the sky and the biome atmosphere! Ah, and for all the mushroom enthusiasts, the spawning of inanimate mushrooms now makes more sense. We’ve also added new interest points in the form of hives and bone piles. In the first tiers, you will be able to farm honey from beehives (which might be risky if the surrounding bees spot you). You will also be able to farm bones from bone piles — though be careful, as some of them might turn out to be still animated skeletons! Meet the new 1st tier mob — a Raspberry Snail. This adorable critter will drop Raspberries, which will restore your Health. Some adventurers say that it’s useful. You have a Dash now. Normally tied to the [Shift] button, it allows you to start a sprint (just keep pressing Shift), dodge an attack, and even to cancel your attack in case you need to evade your enemy’s attack immediately. Which might be necessary since we also reworked the way casting an ability works — if you input an ability within one second of it resetting, you will use this ability when its cooldown is up, allowing you to efficiently chain your abilities.
We have reworked base attacks for Sticks, Swords and Scythes. The hitboxes, animations and the feel of their attacks should feel much more natural now. The rest of the weapons (hammers, bows etc) are still in progress. Also, the Stick now possesses an ability called Blow to the Head that stuns your enemy for a bit. That’s pretty useful! We have also reworked the way weapons interact with blocks. Now, while it might damage blocks, it won’t destroy them (swords and bows are for fighting, not for digging!), which means you don’t risk destroying your architectural pieces while defending them from some stray Skeletons. Ah, and the sounds that your surroundings make from being struck by your weapons now make more sense. The players are not the only ones getting new features. We’ve also added new abilities for Airshrooms, Boarmelons and Lemonbees. Plus, we’ve disabled the mobs’ friendly fire, and reworked the way damage dealt to mobs is displayed. Also, remember how if several players attacked the same enemy, the last to hit got loot priority? Now the loot priority goes to the player that dealt the most damage, making sure all your hard work isn’t undone by a stray shot. Additionally, there are several smaller changes to different battle-related systems:
The weapons are now displayed behind the player’s back when not used, only appearing in your hands during an attack,
Reworked the animation indicating that the player took some damage,
Critical hits now apply stun,
Fixed the trajectory and visuals of arrows,
Tuned the way object damage is displayed.
First of all, the active buttons during building were switched: [LMB] for digging, [RMB] for building. Mostly because the Cube’s digging with [LMB] by default, so doing otherwise would be confusing. Added the building wheel - a menu that opens whenever you hold the [Tab] button, and that allows you to quickly pick the necessary building shape. Clicking [Tab] once will allow you to quickly switch between shapes as per usual. This will also help you with digging in building mode, as now the shape of the affected blocks will depend on the picked building shape. On the other hand, digging while holding a building object (like a workbench) will result in just one block being affected. The slopes have been updated. Now they are displayed properly in preview, you can change their angle with [Q] and [E] buttons, and we have also added horizontal slopes to allow you to make your buildings a little bit smoother (if you want that). Additionally, we’ve fixed the way blocks are placed when there’s something in the way. Now, they will still be placed in all empty spaces without replacing the old blocks. For example, placing a small rock block, and then placing a large wooden cube around it will result in said wooden cube forming around that rock block. We have also finished updating the line building feature. Long story short, now the lines will almost always go wherever you want them to. For now, the changes have been applied to straight lines, while the diagonal lines were not affected. Also, the player model will not be completely hidden during building now, and will even actively gesture as you are placing blocks and objects. Additionally, there have been several smaller updates to the building mode:
Improved the way previews of objects bigger than 1 block are displayed,
Fixed the way doors and windows are placed to make it more intuitive,
Fixed the blocks still being placed when you are pressing [Alt] while clicking the interface buttons,
Additional small bugfixes.
New, updated starting quests,
New item: Golden Beacon. When used, it protects you from losing any items next time you die. Can be obtained via Adventurer’s Journal,
The chest dropped upon a player’s death has got a new model. It will also now properly disappear on a timeout even if there is no player around to see that,
Speaking of, falling into the abyss will now apply a proper penalty for dying,
On the other hand, reviving in your private world won’t apply a double penalty for dying anymore.
Removed stronger (bigger) versions of several mobs,
Increased the speed of [Mouse Wheel] scroll through quick slots,
Tuned the way objects in the inventory are moved for better feedback,
Fixed compass markers so that they are displayed regardless of the distance,
Several visual bugfixes related to rendering, lighting and shadows,
Added screen resolution change for full-screen mode in Options. Also, the interface will be automatically resized on Ultra-Wide screens,
Fixed the way the images in the intro and on the loading screen are scaled,
Several additional small bugfixes,
Optimized the memory usage.
Incoming: More immersive world, Adventure Journal and more!
Greetings from the Elteria Adventures team!
It’s been an important year for Elteria Adventures so far. The game had switched from semi-realistic to cubic environments with more emphasis on Sandbox gameplay in May, and we’ve collected your feedback through the entire June. After that, we started implementing it into the game in a massive overhaul in order to make Elteria Adventures even better than before, the first results of which you are currently able to see on our alpha servers.
Of course, this is only the beginning — after implementing a completely new worlds system, we are currently working on the main gameplay features that are going to take place in these worlds, which will likely take us the rest of 2021. This work can be separated into four big parts:
We are currently working on both improving the visuals of Elteria, and making it more immersive. And in order to do that we are:
Reworking the way the islands of Elteria are generated and adding details, to make sure they all look diverse, interesting and fun to explore.
Improving the visuals of the nature voxels, with both new pretty textures and reworked old ones.
Implementing new and improved behavior for all the in-game mobs to make them more believable.
Redesigning caves and dungeons, so that exploring them is even more fun
Changing the way music is played, so that it works even better with the gameplay.
The fun of exploring the world of Elteria is in a lot of things — new resources, new items, new enemies, new vistas etc. And we thought that it might be a good idea to give one more incentive to venture towards the unknown, which is why we are working on implementing an Adventurer’s Journal. Rather than handholding the player, this Journal tells you what might be a good idea to look for and investigate, as well as grants you rewards for completing its entries without forcing you to do anything — like a set of general guidelines (with rewards!). This feature will take the place of the current Achievement system.
Having a set of private islands is great. Having a set of private islands that develop as you explore the world is even better. Our current goal is to truly make your personal archipelago into your own private base that you’ll be improving by supplying it with resources and materials you find during your trips to more dangerous parts of Elteria.
The co-op gameplay in Elteria has been pretty chaotic so far. Sure, you can form a party and go kill some mobs together, but there are no particular tasks, rules or opportunities for the involved parties besides that. Which is why we are working on implementing better social mechanics, including improved party system, trading and even market.
We are also working both on improving several old mechanics, and implementing new stuff:
Better building: we’re polishing the building mechanics, so they’re as easy to use and issue-free as possible. We’re also thinking about adding vertical ladders, since stairs are not always an option.
Classy crafting. Reworking crafting interface to make it less clunky and easier to use. We’re also planning to add more recipe options for similar materials (so, for example, you can use both birchwood and pinewood to make practically the same chair or door)
Better battling: massive reworks of the battle mechanics, abilities and the likes. Additional movements for the players in-battle (dashing, blocking), and improved look&feel mechanics so that fighting Elterian monsters even FEELS better.
Fun farming: yeah, we’re planning to add literal farming, where you plant something (like a carrot), water it, care for it, and then harvest it. We just might add some animal rearing to it to make the experience complete ;)
Supportive sidekick: you won’t have to travel Elteria all alone! Soon, you’ll have a trusty companion that’ll help you on your journey!
We are also working on a rehashed, more streamlined Tutorial, some important changes to the Torches, as well as — and this is VERY important — new and exciting character customization options, so that you’ll have even more stuff to choose from! Finally, there’s one more thing we’re trying to make our minds about, so we’d like to ask for your opinion: Do you think that the players’ characters look a tad out-of-place and not-as-charismatic in Elteria now that it’s all cubicky? Because we could give them a makeover so that they look even better. No, we’re not talking about making them all blocky, just a tad more cartoony and bright. Or should they be kept as they currently are (just with more customization options, of course)?
Either way, we hope that you’re as excited for these upcoming changes as we are!
And see you on the islands of Elteria!
Elteria Livestream!
Elteria Livestream!
Megapatch 18.0.1
Greetings from the Elteria Adventures team!
The 18.0.1 Megapatch is finally here! So, without further ado, let’s check what it has for you in store!
GAMEPLAY AND THE WORLD:
New system of Elteria’s outer worlds: rather than one big interconnected map, there are many different worlds differentiated by tiers, each with its own lifespan and autoreset timers.
New, separate PvP world, for all your PvP needs! You can find it among the Tier 2 worlds!
Overhauled penalties for death. Now if you die, you drop a chest containing a random set of items from your inventory (with some exceptions). The chest disappears after 10 minutes, and can be only looted by you in the first 5 minutes, and by any player at all in the remaining 5 minutes.
Major reworks of the crafting system, including reworked recipes, drops, new crafting stages, etc, in order to make crafting more natural and engaging! Moreover, all recipes are now divided between four modes of crafting — with your hands, on a Workbench, on a Construction Workbench and in a Cauldron.
Added craftable Beds that you can use to skip in-game time in your private world.
Bouncy Gel blocks! Added new craftable Gel blocks that you can use as a bouncy trampoline!
Reworked the mob spawner, so the mobs can now spawn depending on the lighting conditions, so you could use light-producing blocks to prevent mobs from spawning in an area. Speaking of which…
Updated the mob roster, featuring new drops, new (or updated) abilities and even new AIs for some of them!
Mobs have returned to the Elterian underground. You can once again encounter mobs while in the underground caves. Ah, and we improved the way ores and rocks you venture down there for are generated.
Bee’s flight ability reworked. The flight duration now depends on your Stamina, and once you run out, you slowly glide down rather than falling like a rock. Gaining altitude can be done at any time with the jump button.
Added Carrots! You can now find (and eat) carrots to replenish some of your Health. Though we’re planning to add even more uses for this vegetable!
VISUALS AND USER INTERFACE:
Reworked the Stamina meter. It is now displayed to the left of your crosshairs, and disappears if your Stamina is full.
Decluttered your screen by removing the plaque featuring the name and difficulty of the current Biome and the time of the day. That’s where your lifebar and buff/debuff indicators now are.
Quicker access bar. Picking up an item will now automatically put it into the quick access bar. If there is no room there, it’ll be put into your Inventory.
Completely reworked the compass, so that you know if your target is directly above/below you
Added an info bar about the worlds of Elteria to the map, highlighting their properties and differences. The name and icon of the current world are now displayed in the upper right corner of the screen.
Reworked the way landscapes render, so that the stuff rendering in the distance makes more sense. On that note…
Upgraded the fog effects, so that they look even better on high visual settings!
Reworked the models of items held by the player. Some were resized, some won’t display at all, everything looks better both while standing still and in motion.
Treasure chests are now more animated, properly sized and fit better into the world.
Updated animations for bows and consumables
Added buttons and tips to the sides of the quick access bar
BUILDING:
Major linebuilding rework, so it’s more comfortable and intuitive, with updated visuals and user interface. Currently, it’s the main building mode, and you can switch from linear to diagonal building (like, for building stairs) by holding [Ctrl]. It’s not the final version and we’ve got some additional upcoming adjustments to this system.
Resized the building grid for smaller voxels, so that you won’t see any unexpected air pockets when working with large blocks.
Upgraded the camera in the building mode to hide the player model if it’s in the way of building.
Updated building from a cliffside so that it’s easier to pick a starting point.
The building preview will now disappear if you’re unable to build due to the distance, instead of going in an unexpected direction (usually underground)
Fixed the way building previews look, with differentiating line width for increased depth perception and blue-colored semi-transparent not-yet-installed blocks for increased clarity.
Reworked building voxels — some are removed, some are updated so that they look better, and added new bricks, tiles and other materials that are available through crafting.
Shape-picking interface is now located at the quick access bar and has a new look. You can also switch the shape by pressing [TAB] to open the shape-picking menu.
Added object turning in building mode with [Q] and [E] buttons.
Removed the line-deleting mode from the game.
QUALITY OF LIFE IMPROVEMENTS
Added a Potion that dispels Polymorph. Just in case you might need one.
Hometurf Beacon added. This item will allow you to return to your Private World’s spawn point.
Reduced mobs’ aggression radius, so it would’ve been easier for you to avoid unnecessary confrontations.
Less bags, more blocks. Now instead of spawning bags, the voxels you break will drop appropriately looking cubes.
The object interaction by the [F] button is now more intuitive, and shows text instead of icons.
Reworked the way in-game notifications are displayed. Now, messages about entering a biome, filling your inventory, not having enough ammo etc will be displayed in the same way in the middle of the screen.
Fixed the tutorial quests for movement and running, so that completing them takes less time.
Disabled the display of target selectors for most attacks.
Major rework of the way you interact with objects around you (blinking, inability to interact with an object etc)
Now you can change your keyboard settings without restarting the game! We’ve also reworked the key localization so that it actually makes sense.
Fixed the mini-freezes upon damaging objects in the world.
And of course, numerous bugfixes.
As you can see, there’s been quite a lot of changes to the game, though we’re already working on further improvements. Which improvements? We’ll tell you more in our next newspost very, very soon!
And see you on the islands of Elteria!
Elterian Co-Op: playing together!
Having your own private archipelago is great! What private archipelago? The one you’re starting your game at! Sure, it takes some time to build a portal to the Main World, but you can always come back to your own safe haven to work on your personal building and crafting projects uninterrupted! And moreover, your private archipelago does not regenerate any changes you have implemented, also allowing you for limitless terramorphing possibilities!
Ah, but you don’t HAVE to be alone here. You can invite your friends over to build and terramorph together! Or you can visit their own private archipelagos, or form a party and go to the Main World to challenge its harsher biomes for blocks and materials, that’s also an option!
So, how do you invite someone over?
Inviting someone over: Open your Friend List (press V) Type the name of your friend, send the friendship request.
Once your request is accepted, you can invite them to your private archipelago and allow them to build there (or not)
Accepting the invitation: Open your Friendlist (press V), accept the friendship request. Accept the invitation.
Want to have an entire party on your island? You can look for more people (and also follow the game news and events) on our Discord server.
And see you on the islands of Elteria!
Elteria Adventures Open Playtest is live!
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The long-awaited and (literally) game-changing Open Playtest is finally here, for both new and returning players to enjoy!
Explore the cubified world of Elteria — a fantastic realm of skybound islands full of dangers and valuable resources! Destroy anything in your way, be it the monsters, trees and rocks, or even landscapes until there is absolutely nothing left! Build a house, a massive homebase or an entire island of your dreams using the game’s robust building mechanics! Invite your friends over for a party at your very own private archipelago, or band together to raid a hazardous biome for precious resources! Claim your own corner of Elteria, and make it your home!
Join the Open Playtest by clicking the [Request Access] button on the game’s Steam Shop page — and you’ll be automatically granted access to the game!
And be sure to join our Discord channel to meet, talk and organize with other players, as well as follow game news and updates!
Open Playtest early details: the world of Elteria
Greetings from the Elteria Adventures team! As we work on the upcoming Open Playtest for the new, improved and cubic world of Elteria Adventures, we thought that it might be a good idea to tell you more about what we’re working on. And today, we’ll talk more in-depth about the changes to the world of Elteria itself.
Improved architecture With the entire world becoming more blocky, we were able to drastically improve its looks in terms of performance and variety. The simplified shapes allowed us to finally fix the bugs that allowed the camera to look beneath the world’s surface through the unpredictably placed seams in the textures AND to introduce more distinct and varied shapes of natural architecture. The improved and downscaled cubes also mean that you can mimic natural environments with your own tools, and have even more control over what you can build!
Slow Main World regeneration Have you ever tried to wipe a small island from the face of Elteria, only to see it slowly begin to regenerate just 10 minutes in? We know we did, and we didn’t like it one bit. Which is why we’ve decided to introduce slower regeneration time to the Main World of Elteria. We’re currently thinking about making that time about two weeks, though we’ll have to see if said time needs any adjustments.
Private worlds. Having a private island is awesome, though it might be a space too limited for all your building and heroic endeavors. Which is why we’re upgrading your private islands to entire private, instance-based archipelagos. Unlike the Main World, your private world will not regenerate at all, allowing for permanent terramorphing! Though that also means that the resources available to you in your Private World are limited, and you’ll have to venture to the Main World for more. And of course, you won’t be alone on this private archipelago either! You’ll have the company of monsters, as well as any friends you invite over to help you build, gather resources, or just party!
Large, interconnected world Previously, the biomes of Elteria were too distanced from each other, forcing you to take portals to travel between them. Now, you’ll just need a portal to your private world, and will be able to get anywhere else on foot, clouds or via bridges. Preferably during the day, when you’ll only encounter peaceful mobs. Though if you trust the heart of your gear enough, you can also bravely face the dangers of the Elterian night.
Of course, these are just some of the many changes, improvements and new features of the upcoming Open Playtest. Meanwhile, we’d love to hear from you, be it your questions about these changes to the world of Elteria, requests for new information, or something else entirely
And see you soon!
Incoming: New Game World Open Playtest
Greetings from the Elteria Adventures team! The world of Elteria will go cubical even sooner than expected. After seeing the sheer amount of interest in the closed playtest, we have decided that it might be better to go for a key-free open playtest instead. As such, this implies a few things:
The next Elteria Adventures update (ETA end of May, we’ll keep you updated) will introduce the New Game World, with a reworked gameplay, cubes, mechanics and many, many other new, exciting updates and upgrades!
Since the old characters’ progression is incompatible with this update, everyone will have to start from scratch following a progression reset. If you want to play through the current questlines, make some screenshots with your friends and challenge all those monsters and bosses as they currently are, you still have some time to do that!
If you have received any awards or promo codes in Elteria Adventures, you should receive them in the new version, making it even easier to switch to the new Elteria!
Lastly, we want to thank both our playtesters and people following our project for the continuous support, though we hope that you’ll enjoy the new and improved Elteria Adventures even more! See you soon, on the now-cubical islands of Elteria!