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Genre: Role-playing (RPG), Adventure, Indie

Forge Quest

Release Canidate 1.53.2b

If you are interested in playing the release candidate, please follow the instructions at the linked article.
http://steamcommunity.com/games/249950/announcements/detail/199616928154931897

This update has a number of both bug and content update changes. Most notably we have changed the beginning of the game, from after you create your character to leaving the town, as there is now a tutorial section for new players as well as storyline changes. The overworld has also been completed and a few content additions have been added to make the overworld section a little less empty. Below is a list of all changes.

Content Changes



  • Added tutorial to beginning of the game
  • Storyline changed a bit to fit the new introduction
  • Player house added to town
  • Storage chest added in house
  • Added King Dumblebee in forest overworld
  • Added dumblebee hat
  • Snowmen decorations added to the mountain overworld
  • Added evil snowman in mountain overworld
  • Added swamp girl NPC in swamp overworld
  • Portals are now discovered when you get close to them, you do not need to interact with them.
  • Screen fades out/in when teleporting


Balancing



  • Demon sword no longer causes debuff, but now does less damage overall due to it’s natural AOE
  • Updated Demon Bow projectile to be true red like the Demon Sword
  • Fragments now add 30% per rarity to an item… instead of 25%


Fixed



  • Bosses could be knocked up, this wasn’t intended. Now they can’t be.
  • Portal names in the teleport dialog weren't showing correctly for all dungeons.
  • Demon sword 3rd attack wouldn’t hit enemies correctly.
  • Poison will only proc for 1 damage, now procs for correct amount.
  • Fixed bug that would case some platforms with stairs to not allow players to walk through. Primarily occurred in the first ice dungeon area.
  • Fixed weapon DPS display numbers, both in the inventory and the character tab.
  • Fixed bug that caused some upgraded weapons to only do 1 damage.
  • Fixed bug that prevented bosses at master level from being un-damageable
  • Removed weight from affecting rolling/evade speed. Only affect old converted items.
  • Fixed bug, Meditation ability would proc twice when ability was used


If you experience any bugs or have notes about the changes made we encourage you to let us know at the link below.
http://steamcommunity.com/app/249950/discussions/0/606068060839291933/

Release Canidate 1.53.1b

If you are interested in playing the release candidate, please follow the instructions at the linked article.
http://steamcommunity.com/games/249950/announcements/detail/199616928154931897

Thank you everyone who provided your input on their experiences with 1.53.1b. We have gone through and attempted to squash every bug found, the ones we touched are recorded below.

In addition, you will also notice that the overworld looks a bit different. This is because we are working on updating the overworld to not only use our new generation methods, but also just updating the feel of them in general. The versions you see here are not final and will likely change.

As a result of the overworld drastically changing the one large thing to note is that portals will not be saved when you rebuild this time around. Portals will be saved if you update again after that, but this was unfortunately something we weren't able to write a translation for.

Below are the list of bugs fixed, though I'm sure we fixed more and not all got recorded.


  • Leap ability now works as intended, allowing you to leap over walls and gaps.
  • Knockback from Mage pulse, or any other area of effect abilities make enemies fly way too far.
  • Plasma Orb will crash game on explosion.
  • Abilities may cause odd damage numbers, like -/+ millions, due to a non-initialization of a number.
  • Navigating skill tree can crash the game on certain skills.
  • Health will display above maximum. This happens when a character levels and their health increases.
  • Charging Skeleton Knight crash
  • No longer can 'combine' outfits and misc items as it doesn't make sense to be able to.
  • Calculations for eV when dragging runes around should not work properly.
  • Change: Runes in matching color sockets now cost 3/4 of their value rather than 1/2.
  • When inspecting the abilities in the Class view, it no longer shows the "base" const of the ability in mana/rage at the top under its name. (This was generally incorrect, where the correct amounts are shown below)
  • Typo in the description of the demon bow has been fixed.
  • The rune of Passion now has a description for its property.
  • Selecting an item to sell, obtaining the confirmation dialog, then pressing Esc sells the item, in addition to backing out of the store
  • the thief tree's first skill is unable to be attained (leading the whole tree unavailable)
  • The damage for the skill Spectral sword on the knight skill tree is glitched. (-2 billion initialiation bug)
  • Hero Resolve's was incorrectly giving 100x the % it should have been giving, this has been fixed.
  • Knight skill Force Bubble always crashes the game for me when the shield explodes.
  • Rival does not actually perish, and simply sits post-dialog
  • I've also never seen the skill sentry gun do any damage when I've tried to use it.
  • Health bar value is larger than the displayed max value ... the bar is now Light Blue... then darker upon Leveling up
  • Demon Bow is always picked up as Lv1 regardless of player level
  • Check level of monsters generated in new world at higher diff. Confirmed, I just created a new world on Intermediate and overworld monsters have started at 1.
  • Pierce tooltip at Lv 4 displays 0.1 Armor Ignore, then "+0" on the next line
  • Pierce at Lv 4, Fervor, and Rejuvenation display decimal values rather than percentages

Release Canidate 1.53b (TESTERS NEEDED)

We are here once again with another large update to the game, hopefully you guys are as excited as we are about it! Dave and I have been hard at work on this one, and like 1.49 we wanted to first put this out to a test release before making the release official. This will help us identify any bugs that we had not already caught, but also allow us to balance anything that may need tweaking as all players play the game slightly differently.

So instead of a normal release, we are going to be adding a special build of 1.53b that can optionally be downloaded to your machine. If you wish to take a look at what is coming we encourage you to do so and let us know! Below are instructions on how to update to this special build.

When we do the final release the full patch notes will become available. For now the major changes here are...


  • Abilities & Perks have all been revisited, and either tweaked or redesigned.
  • Abilities now have no cooldown, they just consume your mana or rage.
  • Rage has been added as the warrior's power bar.
  • Rage can be gained by attacking with your basic weapon. Mana can be recovered by holding up your shield.
  • Perks & Abilities now allow you to have multiple points spent into them. Increasing their power.
  • Many armors have been modified, as they are the primary gear you will need to get not only armor, but also mana/rage.
  • Health/Damage number system completely overhauled to make early and late game make more sense.
  • Snazzy character creator which will have still get a bit more content later on.
  • Plus many more thing which will be detailed in the later patch notes.


CAUTION PLEASE READ BEFORE CONTINUING!!!

Because there are so many changes, we strongly encourage that you backup your character files before updating to this special build.

BACKING UP YOUR CHARACTERS



  • Locate Forge Quest in your Steam library
  • Right click Forge Quest and select properties
  • A window will appear, in there select the "Local Files" tab and hit the "Browse Local Files..." button
  • A OS window will open to where Forge Quest is located. In this folder you will need to make a copy of the "characters" and "worlds" directory. Store these copies anywhere except the Forge Quest directory.
  • If you are on Mac, you will instead see the application package. You can access the files above by right clicking the app and selecting "Show Package Contents" and navigating to "/Contents/Resources/".


Updating to 1.53b



  • Locate Forge Quest in your Steam library
  • Right click Forge Quest and select "Properties"
  • In the new window, select the "Betas" tab
  • There is a input field, put the text "owlslovebooks" without quotes and hit the "Check Code" button
  • Steam will notify you that you have unlocked the beta. You can then choose to update to that build using the drop down list in the same tab.
  • If Steam doesn't automatically update the game, you can use the "Properties" -> "Local Files" -> "Verify Integrity of Game Cache" to force an update


If you do decide to try out this build, please please let us know your thoughts either through the community discussion pages or e-mail at support@forgequestrpg.com. We highly value your opinions on the changes we have made and want to hear from you.

We also encourage making a new character as many world content changes were done to the numbers early game that changes the experience. Though using an old character is just as valid.

Thank you all for sticking with us being part of our community!
- Chase & Dave

1.52.2b Quick Patch

These release notes are for both 1.52.1b as well as 1.52.2b, as we found critical bugs that needed fixed and made two different patches very close to each other.

Content




  • Powers are now able to cancel basic weapon attacks. If you are attacking and use a power, the power will stop the current basic attack and happen immediately.


Bug Fixes




  • Fixed, dungeon portals were not being saved when you would rebuild a world. (This may not affect old worlds, as the issue was caused by bad data being stored in the world files. Therefore, although the issue is fixed, if you rebuild you may still not get the portals for the first rebuild. Any portals discovered after that will be saved if another rebuild is done.)
  • Fixed, able to rebuild your world even if the world file doesn't exist. This can help with partial migrations of characters.
  • Fixed, bug that sometimes prevented pets from attacking when activated.
  • Fixed, if player was disabled due to cutscene, but then teleported, they were not able to interact with the world until game was reloaded. This was the cause of the "Ghost Town" that was mentioned on the forums.
  • Fixed, pets would attack the traps in the primal dungeon.
  • Fixed, projectiles will now go through spike traps as intended.
  • Fixed, generation issue that caused the last boss area to be unaccessable
  • Fixed, pet levels now save correctly. The correct level is also now displayed, which was a slightly different bug.
  • Fixed, bug that caused player able to get into a undead and unmoveable state during death. Requiring player to restart the game..


Minor Fixes




  • Minimap name for the petshop fixed from "AAA Livestock" to "Dragon's Corset"
  • Fixed lighting issues in the mysterious forest.
  • Also fixed lighting issues in final boss battle, updated the visual look slightly.

Update 1.52b

We are back with another update. We have a good number of bug fixes, balancing as well as a handful of content additions. In particular new pets have been added to the system!

Content




  • Added pet "Dragon"
  • Added pet "Chicken"
  • Added pet "Book"
  • Added pet "Turtle"
  • Changed pet "Hawk". Now he fires projectiles when attacking, no longer stuns enemies.
  • Added Rune of Meditation, gives mana regen while at rest
  • Runes now drop at a minimum of certain levels ranging from 1-20
  • “Join to Steam Friend” has been added as an option which will list all steam friends who are currently playing FQ.
  • Public Server UI widget has been converted to controller friendly.
  • Last entered IP address is stored


Balancing




  • Added new pets to the pet store
  • Updated pet prices, they are much higher now
  • Rogue dagger projectile modified so it is easier to hit enemies
  • Changed throwing daggers back to a stream of daggers, instead of a burst
  • Made minimap more opaque, so it's easier to see in darker dungeons
  • Modified bomb for centipede miniboss to have much shorter arc
  • Lowered the poison and frost rune to only give a proc chance of 2.5% per level, instead of 8% previous
  • Rune of Knowledge, no longer give mana regen bonus, just mana max
  • Player mana regen has been changed to only happen at rest
  • Mage Soul perk, now gives regen at rest as well
  • Rune of Force, moved from +40% per level to +20% per level
  • All weapons now have sockets defined starting at rarity uncommon. No new common weapons will have slots.


Bug Fixes




  • Fixed, monster mods were not showing up after patch 1.51b (You will need to manually update or create a new world to see them again)
  • Fixed, pets wouldn't teleport to your location when you used the inner-level portals in the ice dungeon.
  • Fixed, pets that draw aggro now release aggro when they deactivate.
  • Fixed, crash while changing spell when using the level up button to access the menu
  • Fixed, resolution choices were only given for the first monitor. Now gives choices for the monitor the window occupies. (Window must be on selected monitor before opening the graphic options menu)
  • Fixed, bug that caused "fullscreen" option to always be selected when entering graphics menu options
  • Fixed, fixed spelling of Dagger Volly to Dagger Volley
  • Fixed, now able to hit dashing enemies with projectile weapons
  • Bosses now will push pets out of the way much like push-blocks. This fixed issues where bosses would get caught by small entities.
  • Fixed, pets will now teleport when they are far away from the player
  • Fixed, crash when trying to equip/unequip skills via “Level Up” button


As always, if you experience any issues please let us know either on the forums or via our e-mail support@forgequestrpg.com.

1.51.1b Quick Patch

Quick update to fix two bugs.

- Fixed, crash when attacked by either the miniboss wurm or bats while shield buff was active.
- Fixed, crash that would sometimes occur when going from in-game then back to the main menu.

As always, if you experience any bug or other issues please feel free to contact us at support@forgequestrpg.com.

Update 1.51b

This update took a little longer then we wanted. We have been trying to track down a number of very hard to find bugs, memory leaks, as well as a few content changes here and there. This is just a small patch but provides some much needed updates.

Content
- Added a number of new body outfits for the character.
- Added hat slot to character, plus a number of hat items the player can now obtain.
- Pet store has now been re-named to reflect that it sells both pets and clothing.
- Outfit items now show 3d preview in the hover inspector.
- Outfits added to the pet/clothing store, prices have been increased.

Bug Fixes
- Fixed bug in audio thread code that sometimes caused crashes. We suspect this is the bat-attack bug that has been reported by a few users.
- Fixed bug in controller mapping that may have prevented some controllers from appearing.
- Fixed a few sound annoyances with the inventory interface. Most importantly removed spam of sounds that occur when combining multiple items together.

Balancing
- Updated a few runes. Old runes will retain their old values unless leveled up, then they will recalculate their stats.
- Rune of Point, was bugged. Now correctly gives 10% ranged weapon damage per rune level.
- Rune of Power. Now 10% ability damage bonus per level, but reduced EV cost multipler from x2 to x1.
- Rune of Endurance. Stat changed from flat health regen, to new stat Regen At Rest. Will only regen health while out of combat for minimum of 6 seconds. Also reduced amount of heal from 1% to 0.5%.
- Rune of Knowledge. Reduced stats to 20% mana max and %5 mana regen per level.

As always, if you encounter any issues please let us know either on the community pages or via e-mail at support@forgequestrpg.com.

1.50.2b Quick Patch

Another round of issues creeped up, so we fixed a number of things and made another update. Details are as follows.

- Fixed, ice, primal and fire boss fight not showing emblem at end of fight. Makes player unable to exit.
- Fixed, fire boss locks player from moving when defeated.
- Fixed, hardcore option in character creation wasn't working
- Fixed, public/private/public game options wasn't working
- Fixed, chickens from chicken portal ability now go away as they should
- Mostly fixed, stairs in ice dungeon sometimes being created not long enough so players can't get onto them

As always, if you encounter any issues please let us know either on the discussions or at our e-mail support@forgequestrpg.com. We thank you guys for your patience as we have been attempting to resolve any issues coming in.

- Chase

1.50.1b Quick Patch

This is a quick update to a few bugs that were brought to our attention. Below are the changes in this update.

Bugs Fixed
- Fixed, Players were unable to get to the primal boss
- Fixed, Fire Turrets were not doing any damage
- Fixed, No monsters in overworld
- Fixed, Unable to connect to other players via direct IP

Addition
- When you damage an enemy, if the damage is resisted because of physical/magical armor the damage will show as grey instead of the normal white.

Known Issues
There are still a few known issues which we will be resolving in the next day or so. The above issues were easier to resolve and wanted to push it out as soon as we could. The known issues are detailed below.

- Public game interface is still not controller useable, still using the previous method
- Right-Click invite to game via Steam currently does not function. You can still connect if you share IPs with that person, but it must be input manually for now.

- Chase

Release 1.50b Now Available

Hurray!


1.50b is finally here. This is the big update which we have been working quite hard on. This update is so large we have actually been testing many of the changes on a separate dev branch for anyone who wanted to opt into it. Below I will attempt to recap the most important changes that users should be aware of, however it's very likely that we have missed a few things.

Since so many changes have happened, you will need to rebuild your world as part of that. Since many item changes have occurred, expect that your inventory might look a bit different then when you last were in game. Most old items will stay in your inventory, but they may be less better or worse then they had been before because of old numbers.

Dungeon Overhaul


That is right, all dungeons, Earth, Ice, Primal, and Fire have been completely re-designed. This was possible as we updated the actual dungeon generation engine. There is quite a bit more to experience now and we hope you enjoy the changes.

As a note, each dungeon now is split between two separate sections. This was to give players a bit of refreshing change as they are travelling down the same dungeon, making sure their experience doesn't get stale.

As a note, there is also now a mini-boss that has been added in the earth dungeon between the two sections.

Item Drop Overhaul


This is also a huge change that will affect users. I will try my best to explain why we made these changes and what they are.

Previously, the item drop system worked much like Diablo or Torchlight, where items that would drop would have random properties. We actually have moved away from this in favor of a more socket based system. We did this because we found that in game, especially late game situations the player could become frustrated with finding an item that accurately suited their style of play. The random properties also created a very slow pace of play, as players would constantly need to compare item they pick up which became a tedious task, especially in the old UI. We designed this new system with those ideas in mind.

In the new system, you will still find random item of different rarities. However one rare bow will be exactly the same as another rare bow, except for what level you found it at. Increased rarities mean they are always better, as they will provide more sockets as well as enchantment value (read more below).

Items can now be combined with each other to increase their level. Items can be increased to a total of 10 levels above the level they found the weapon. This means once you find a rare or unique item, you can hold onto that item for longer periods of time without worrying about replacing it.

Sockets have changed slightly.
- You can now add or remove runes at will.
- Items have an enchantment value associated with them. Each rune has an enchant cost that is required to equip. You may not be able to use all the sockets of an item depending on the enchant value costs.
- Items socket now have a color associated with them. When you place a rune of a similar socket color, it will only cost half the enchantment value. So finding the right combination is key to a powerful build.

Runes have also updated
- Runes have a color associated with them. When you place a rune of a similar socket color, it will only cost half the enchantment value. So finding the right combination is key to a powerful build.
- Runes can also be ungraded like items. However runes only go from level 1-10, their property increasing each level.
- There are now three types of rune types, which can only be equipped into certain items. Weapon, Armor and Accessory runes.

As part of the changes to items, the crafting system has been removed. The above system has replaced the main reason for the crafting system to exist, as the main function of the crafting system in previous builds were to provide certain items of a higher level then you might have found. Since the player now has direct control over an item level it has replaced the need for it.

Shield Overahul


Our previous shield system wasn't very good and there wasn't much use to a shield, so we decided to change that. Previously, shield would mitigate a percent of the total damage you took, depending on it's "block value" and the monster level. Now, when you engage your shield, all damage you would normally take goes into the shield! The shield only has so much health however, as you will see indicated by the glowing ring around the character. You can regen your shield's health by simply not using it, and it will regain over time. However, If you use your shield too much and let it complete completely deplete, you will have to wait for 8-10 seconds before being able to use your shield again.

New Enemies / Updated Enemies


As part of the dungeon changes, we have changed around a number of enemies. Below are the new/changed enemies.

New
- Possessed Skull
- King frostwofl
- Queen spider
- Ancient Golem
- Ancient Drone
- Ancient Turret
- Fire Turret

Updated
- Ground Wurm
- Fungus

GUI Overhaul


You will notice this right from when you start the game, as we have redone almost all GUI elements. Now the game can completely be controlled via controller or keyboard. We have also updated the display of the inventory such that you can not only see more items on screen, but also tell more information about them. Not only that, but you can also now drag and drop items into your equip slots, making the keyboard experience much better.

Lighting Engine Change


Last but not least, we have updated the code which handles lighting in the game. Before we used an archaic system that led to some un-desired lighting visuals, as we only stored light values every block on the ground. We have now moved to a differed lighting system, allowing for actual per-pixel lighting of scenes and entities. This has also allowed us to add really interesting lights to certain models that was not previously possible.

Final Notes


As with any update, but especially this one, if you have any issues or encounter any problems please let us know. Either on the community pages or our support e-mail, support@forgequestrpg.com.