To celebrate the one year anniversary of our launch, Forged of blood is now 40% off on Steam. This week-long sale will go from 1000 PST August 3rd through 1000 PST August 10.
We owe a big thanks to all our fans around the world for the support and feedback we've received since launch. The game we have today has been forged together, and we are grateful to be able to share our humble take on the turn-based-tactical RPG genre.
- The Critical Forge Team
Minor Patch: 1.4.4690
Hey everyone, we've been working these fixes on and off for a few months now. A big thank you to all those who have helped in finding and reporting these issues.
Changelog and Update List: - Added new steam integration code - Fixed Beast compandium sacer quest can't interact with interactable object at the exact tile location - Fixed Taroeii dialogue spam (from Act 1, the continued Lord dialogue / character spawn should stop) - Fixed Act2 save flag for various variables - Various stability improvement - Removed unused djikstra implementation - Fixed undefined headers, compile and toolchain test
Enjoy 20% Off Forged of Blood this Holiday Season
Happy Holidays from all of us at Critical Forge!
Making and releasing Forged of Blood has been the challenge and pleasure of a lifetime and we're thrilled to share our game with even more players this holiday season. Enjoy our 20% off discount during the Winter Sale and have a safe, warm, and wonderful holiday season!
Cheers! Igor
Patch 1.4.4686
Hello,
This small patch is one that we've spent a lot of time tinkering with and will be one of our final updates for the game. As of 1.4 Forged of Blood has incorporated most the new features our small team is able to put together. From the new achievements, expanded difficulty settings, and conquest mode, the team and I are extremely happy with evolution our game has taken with your feedback and continued support.
For this update, we will be removing the Lady's Man and Lady Killer achievements from Steam and the game. We've discovered an error in the implementation and trigger points and have spent last few weeks trying to trace it back to the source, but to no avail. The decision was then made to remove the achievements entirely to avoid any further issues that the failed triggers may cause. All other achievements should be working as intended, hard as they are to achieve.
Additionally, we've updated many of the tavern and town interior maps that have had issues with our cover objects. Thanks to the reporting from many of you, we've also updated some of the quest timing triggers for a few of the regional quests and they should be easily reached in time. Finally, we've wrapped up the weeks of testing with some minor bug fixes and performance improvements on the back-end.
The team and I are very grateful for all the support and feedback we've received since launch. Forged of Blood 1.4 is a game we've grown together with your direct input and we hope you are all enjoying the game!
Cheers, Igor
Setting your own path, Patch 1.4.4672
October 3, 2019 - 1.4.4672
Hey everyone,
This update brings a lot of small fixes and some quality of life additions to the game and has been in testing for a few weeks now. With player agency in mind, this patch introduces preset difficulty settings that are accessible at the start of a new campaign or in the settings menu and along with a Persuasion mechanic on the Tri-Axis Philosophical Index (TPI).
Our game, your way.
While we’ve offered sliders in the settings menu since launch, we’ve had numerous requests for recommended difficulty settings. We’ve now put the presets for the basic difficulty settings front and center for both game-modes, while also providing a couple examples of how the sliders can be used to adjust Forged of Blood to the game you want. For example, those looking to experience the story can choose the “Relaxed” settings while those who want to experiment and abuse the wonders of magurite can choose the “High Magic” settings. If you so desire, you can also make the game more tactical by lowering player and AI health while increasing accuracy, or you can also invert those settings for an experience that is focused on character building. Forged of Blood is built to be a robust and expansive game, and we’ve designed these settings to allow each and everyone of you to tailor the experience to your desires.
Seeing it your way
The new Persuasion mechanic allows players to spend gold to move characters towards or away from the three philosophies in the game, giving them a more cost-effective way to manage their followers than the bribes. Additionally, the TPI field can now be zoomed in and out for greater control over your followers’ placement. Note that only follower characters can be “persuaded” towards one philosophy or another - Tavias and Leivan can only be moved via dialogue decisions.
A big thanks goes out to players who have reported bugs and issues relating to the achievements and stability since the last patch, patch 1.4 brings a much smoother and more stable experience throughout and we're thrilled to share it with you.
Known Issues:
Achievements will only trigger one at a time, but the achievement data is saved. So trigger a similar action or loading the game to before the trigger point will activate the achievement on Steam. This is due to how our checking processes cannot be tied to our tick intervals as those have been used heavily for the many quest and event triggers.
Updated quest timing and quest locations will cause previously saved games with triggered events to trigger over and over; the only fix is to start a new game.
Increasing Magurite Control limits and casting extremely large spells can cause crashes and decreased performance, do so at your own risk. Stability will vary on the power of your rig. (Magurite performance and balance is based on our standard settings)
As always, we’re watching and listening to feedback and we owe a big thanks to everyone who have stuck with us since launch; Forged of Blood has been made better by your support.
Cheers! Igor
1.4.4672 - Patch Notes:
Fixed: ACH_Alright (Tutorial fight victory) bug ---- Fixed: Several typos in dialogues throughout Act 1 and other quests ---- Updated: Party and Garrison TPI Icon textures. ---- Revert: TPI circle marker ---- Fixed: Several typos in dialogues throughout Claimant Arc Fixed: Turn order portrait for Leivan's Faction ---- Fixed: Tavias PDT is not cropped anymore when you zoom it out in the TPI graph Changed: Change max scale for region nodes to two and for character nodes to 1.5 in the TPI graph ---- UPDATED: Party, Garrison, and Regional TPI Icon textures ---- Changed: Bastard's End dialogue to fit the marker's new location in Devorras ---- Changed: Bastard's End marker placement moved to Devorras ---- Added: Zoom functionality in the personality map ---- Fixed: Unlocking Friends in Low Places FILP_Lord(sided with lord) won't increase the number of regions requirements by one for Home Story to better reflect the in-game objective text ---- Added: PP shift to A Beast by Any Other Name dialogue ---- Added: PP shift to several Claimant Arc dialogue options ---- Change: Corrected Spellbook Spell Data ---- Fixed: Achievement checks for characters also checks whether the character is still alive in garrison, party or caravan ---- Fixed: Scaled spell parameters: effect modifier name lookup was using global modifier function ---- Added: Overflowed MC check in Scaled Spell Parameters will now also checks undervalued MC entries ---- Changed: Updated Spell Data ---- Updated: Codex added spell and spellbook information. ---- Added: Change "fix magurite control cost" to "Check Overflowed MC" in spell preset (Scaled Spell Parameters), it doesn't fix mismatched mc anymore, it just dump information of overflowed MC entries to the output log ---- Added: Reintroduce MC fix for scaled spell parameters ---- Fixed: Duplicate inventory bug when you purchase item and there's a party in the castle and you look into the inventory in the character sheet ---- Changed: Codex: Added information concerning the Spellbook Spells. ---- Added: Codex tutorial image ---- Added: Tutorial image for Codex. ---- Added: Codex Tutorial event trigger ---- Added: Codex Tutorial entry ---- Added: Codex Tutorial image ---- Added: Apply changes dialog confirmation window will appear if player switches out to another skill tree while having unconfirmed changes in weapon ability tree and general ability tree ---- Fixed: Spell crafting layout ---- Added: Descriptions for new Difficulty settings and modes. ---- Revert the removal of the duplicate bad luck from the codex entries ---- Removed: Remove duplicate entries in the codex: Bad Luck ---- Update: Additional mechanical Codex Entries ---- Changed: Default difficulty settings. ---- Fixed: Lock/Unlock event for brothers no more quest. The main arc story won't progress after brothers no more has been finished ---- Changed: Adjust persuasion UI layout ---- Added: Difficulty Presets Changed: Starting a new game will now open up a difficulty setting menu ---- Misc: Battle line concurrency is now stop furthest and prevent newest ---- Misc: Changed config files ---- Fixed: Tutorial section in Codex entries ---- Added: Personality persuasion mechanic in the TPI screen ---- Fixed: Common Dialogue flag in Common_WarningMonologue ---- Changed: Limit sound concurrency settings: number of concurrent voice to 1
Expanding on the World of Attiras, Patch 1.3.4613
September 14, 2019 - 1.3.4613
Hello!
We’ve been fairly quiet in the last few weeks as we focused on implementing a number of big features that pushed our game out to 1.3. While we would have liked to push out the 1.2 patch earlier, some of the systems are already tied together so we had to power through and make sure everything works together in our latest patch, and here we are, so on to the big updates.
The Codex
One of the largest features we’ve implemented in this patch is the inclusion of the Codex - a repository of lore, mechanical definition, and tutorial entries that are searchable and interlinked. This was a pretty massive undertaking as it required the implementation of a new system and complete overhaul to much of the lore text to fit our intended format, as such this is something we will continue to edit, expand, and refine as we go along.
In this patch we’ve included a bit of the ancient history of Attiras and provided some additional lore context to the creatures, factions, and our main protagonists. We’ve also entered in a pretty comprehensive list of definitions and mechanical explanations of the many features and mechanics in the game along with the main tutorial slides from before. As mentioned, we will be adding on to it in the coming patches, and while we have our own backlog, your comments will help us prioritize what entries need to be put, edited, or elaborated on.
Spell Saving and Loading
Having implemented a spellcrafting system as massive as ours, one of the most requested quality of life features has been the ability to save a spell that you have crafted for use on other characters. This was a bit tricky but we’ve managed to make it work with the caveat that saved spells can only save that particular instance of the spell; which means that you will still need to manually level up your customs spells, and if loading the spell into a character with a lower magurite control stat, you will need to adjust the levels accordingly. This is of course due to the custom spells being custom to each player’s making.
For returning players, you will note a slight change in the Spellcrafting UI with the Save/Load section being added on the bottom. Spells will need to be crafted and confirmed as before, once the name is confirmed, clicking the Save button with the spell selected will open the Spell Save menu. This will function just like the game’s Save/Load function from here on out. Loading a spell will overwrite the selected spell, and saved spells will only be available to the appropriate energy type. Once saved, spells can be used across multiple characters and campaigns as they will function much like a saved game. Happy crafting!
Bribes.
Now, to address the many concerns that have been expressed by players regarding the brutal nature of our Philosophical Index and the Distance Threshold for each character, we’ve been working on a couple options that are more in line with my lore and game design intent. While we work on the much larger and time consuming feature we have planned, this patch adds a couple “bribe” options to the warning dialogue that pops up when you followers are unhappy. You will now have the option to respond, and with enough gold in your treasury you will also be presented with two tiers of bribes to alleviate your follower’s discontent over your decisions. As they say: money talks - even in Attiras.
Achievements.
Finally, we have also put in the achievements many have been waiting for! There are 87 achievements in total for you to earn in-game.
Known issues:
Random dialogue threads leading out from the PDT warnings may trigger a null response with the wrong portrait and character name, but the chosen shift will still take effect. You can verify this by checking the character PP position in the Tri-axis Philosophical Index once the dialogue is over.
PDT warning values are still undergoing testing internally and may be subject to change in future patches.
Certain achievements that only need a specific numerical checks will be earned when loading a saved game (e.g. Number of territories or gold amount in treasury). Other achievements that require a specific event will require that event to be triggered again to earn (e.g Finishing Act 1, or completing a specific quest). Also, most achievements can be earned via the War of Claims and Attiran Conquests, with specific exceptions called out in the descriptions.
With this patch focusing on implementing the biggest new features we’ve been working on for weeks, we will go through and deal with the litany of smaller bug fixes in the coming week. The addition of new features will also bring a small chance that older saved games may be corrupted - our internal testing has proved otherwise but we would be remiss in not accounting for that possibility once the patch is out en masse.
Thanks for reading, and I hope you will enjoy everything we’ve put into this patch. It’s been a few weeks of non-stop work to get everything together.
Cheers! Igor
1.3.4613 - Patch Notes:
Fixed: Deleted empty rows in the codex ---- Updated: Codex Entry with new 'Tutorial' section, along with pictures. ---- Fixed: Wife achievement check related function ---- Change: Updating Codex/CodexEntries.uasset ---- Misc: Fixed achievement ID typo ---- Updated: CodexEntries for Attiran Lore ---- Added: GF_GotCaenicanSword flag to the SP_Teonas BattleWon dialogue ---- Added: Icons for 'Lore' section in the Codex. ---- Added: Icons for 'Weapon Ability' section in the Codex. ---- Added: Icons for 'Character Statistics' and 'Status Effects' sections in the Codex. ---- Added: CodexArt Batch 2 and 3 Removed: Empty codex entries ---- Misc: Achievement checkpoint ---- Updated: Weapon Ability Icons for the following: battle Axe, Dagger, Great Axe, Long Sword, Long bow, Maul, Short Sword, Short bow, and Warhammer. ---- Fixed: Bug where adding a character to a full party makes that characters to be also present on the Garrison list ---- Fixed: Spell achievement effect modifier and global modifier checks ---- Fixed: Weapon ability achievement value checks is now being done sequentially ---- Fixed: Weapon ability point achievement is now checking the distributed points instead of the total available points ---- Changed: Ability names in in the ability trees are now wrapped at max 160 px to prevent overlap ---- Fixed: Hardiness general ability [Hog's Grit] name ---- Added: Spell save system ---- Added: achievement id in DefaultEngine.ini ---- Implemented: ACH_W_LongSwordTree ---- Implemented: BeastCompendium Achievement ---- Implemented: QuestBeastCompendiumCheck ---- Implemented weapon tree achievement ---- Added: Codex art batch 2 Changed: Formatting style in Codex fixed Changed: Codex font reduced to 16 ---- Implemented ACH_ComethAndGone ---- Implemented ACH_Alright ---- Implemented ACH_AttiranConquerer ---- Implemented ACH_PoliticalAdept, ACH_BirdsofaFeather, ACH_BloddlineEneded, ACH_BloodlineRenewed, ACH_TheWarClaims, ACH_LoyaltoTheEnd, ACH_ALongApprenticeship, ACH_AGildedLily, ACH_ThreeisaCrowd ---- Implemented ACH_Hoarder, ACH_Hoarder, ACH_HomeAgain, conquest related achievement ---- Implemented spell related Achievement ---- Implemented ACH_MonHun ---- Updated: Steam Achievement check ---- Implemented spell related achievement ---- Added: Level 25 and 26 hire cost to the MarketplaceData ---- Added GF_GotKanara, GF_GotHanur, GF_GotClodia game flags ---- Implemented Hoarder ---- Implemented ACH_TheLittleBrother ---- Added GF_GottAnnus game flag ---- Implemented ACH_TheSistersKeeper ---- Added GF_GotTissia game flag ---- Implemented: ACH_ThePridefulMage Implemented: ACH_TheShieldmaiden ---- Added: Codex entries, tags added, and formatting ---- Added GF_GotYventha game flag ---- Added GF_GotVanir game flag ---- Added ACH_TheCaenicanLegacy ---- Added GF_GotCaenicanSword game flag ---- Implemented ACH_Kingslayer Implemented ACH_BirdsofaFeather Implemented ACH_TheThorneInYourSide Implemented ACH_TheFinalWord Implemented ACH_ThatOldRuin Implemented OnPersonalityChanged Event Dispatcher Implemented ACH_TheBleedingHeart, ACH_TheHedon, ACH_TheColdScholar Implemented ACH_PoliticalAdept Implemented creature, claimant, and rebellion kill tracker Implemented ACH_LiveTo Implemented ACH_FightAnotherDay ---- Added Achievement Checker ---- Changed: Fixed size for Codex Entry buttons now allows for wrapping and has no max height ---- Added various achievement handlers ---- Added: Character Stats text and formatting. ---- Added: Characters that doesn't have an ID will be automatically pre-generated and assigned an ID ---- Fixed: Tutorial prologue C 03 image edge glow. ---- Added: Action point tutorial images to codex entries ---- Fixed: SetCommonID in DialogueController ---- Added: Followers warning dialogue options added ---- Added: Bribing mechanic recheck ---- Updated: Staggered delay marker to match spell type delay marker ---- Changed: Codex Hyperlink formatting in Consts ---- Fixed: Eviction by Force quest: Tempest location stuck fixed ---- Added: Missing Hyperlink assets
Achievement testing going live
Hey everyone,
We have a short update today to announce that the 87 achievements we currently have listed will be going live for a short period this week while we do some final testing. This means that you will be able to see the listed achievements but you will not yet be able to earn them via in-game actions.
After we have made sure that the achievements are triggered properly we will be including them into our upcoming patch.
There will be a lot of fixes and additions coming up, in addition to the big addition of our achievements and codex features. We thank you for your patience and continued support throughout the last few weeks.
Thanks, Igor
Sliding into your Settings, Patch 1.1.4502
August 23, 2019 - 1.1.4502
Hello, we’ve got a big update this week as we’ve compiled all the fixes and changes we’ve been working on since the last patch into this one and there is just so much to cover so I’ll stick with the marquee updates that we’ve included here and start with a small disclaimer: Disclaimer: 1. With the implementation of so many updates and fixes, there is a minor chance that your main campaign saved games can be corrupted.
2. In order to address the most common cause of game crashes, we’ve had to remove the image loader for the loading screens for the time being. We will be using the default black with three white boxed loading markers, while we narrow down on the issues causing these crashes.
Now, on the good stuff.
Attiras at war, your sandbox.
Let’s start with the biggest and most requested feature: the sandbox mode. One of the most highly debated topics in our game is the presence of the timers that drive the game narrative and pacing. While I remain steadfastly behind our design and narrative decisions to have them there, I also recognize that it is not for everyone and have taken measures to address it via the implementation of our sandbox mode, titled: the Attiran Conquest.
The new Attiran Conquest mode is a new mode that players can enjoy free from the narrative and time restraints that are present in the main game. Upon completion of the first act, players can start a new campaign that jumps straight into the war without any preamble. For this mode to work, all faction and character arcs have been removed and while certain events will remain in the game, no additional events will happen past the main game’s end date - but the player is free to continue questing and conquering the world until the end. This also means that this mode will only have one outcome: outright victory or death.
Note that this mode is not the original intent of the game or the narrative, and thus certain aspects that remain in this mode may feel out of place.
Through thick and thin.
Our second biggest implementation is in direct response to many players who found the rigors of command to be particularly taxing and were plagued by desertion. Of course, our intent with this system to highlight those exact challenges faced by those in leadership positions - constantly on the razor's edge of your own personal ideals and that of those who follow. To that end, the implementation of a slider that allows players to enlarge the Philosophical Distance Threshold in their game empowers them with the choice to set the challenge they want. And yes, for the masochists out there you do have the option of reducing the threshold as well.
The future that awaits.
Now I’ll leave the myriad changes for you to browse below as they are a bit of a mouthful and I would like to address some of the things we have in the pipeline.
The codex is top priority and the sheer bulk of all the systems, mechanics, and lore that we are compiling for it is rather staggering - so, know that it is coming but it will take some time. As always, we are pretty active on the community hub and Discord if you have any questions, that remains an open line of communication for those who are keen to talk to us.
We are also working on a new mechanical feature that would allow players to play the game with our balanced settings but not be too severely punished for their philosophical choices. This will also take a hot minute to implement and test, but it should provide a lore friendly way to alleviate our player’s frustrations.
Finally, I am very happy to confirm that achievements are coming. We will have over eighty in all and we are awaiting final implementation and testing for the triggers.
And with that, I’ll end it there. Thank you so much for your patience and continued feedback. This patch is a long time coming and we’re thrilled to push it out tonight.
Cheers, - Igor
[EDIT] P.S. We also added an extra regional quest that can be randomly triggered once a region has been as a thank you to some of our fans out there!
1.1.4502 - Patch Notes:
Removed: Images in the loading screens that have been causing crashes during loading to and from combat until further notice. ---- Added: Cinematic audio volume is now affected by the master volume ---- Fixed: Quest objective that causes game over is now evaluated first ---- Changed: FactionXSurvive objective no longer main objective for SP_Girond quest ---- Added: Separated scene mouse input with scene keyboard mouse input in strategic so that panning with keyboard still works when the mouse hovers over UI elements ---- Fixed: Bug where dead creatures are looted at the end of battle ---- Fixed: Bug where aura effect from active ability doesn't applied immediately ---- Fixed: Display bug where staggered value in spell text is multiplied by 5 ---- Removed: "Increases Fortitude" tool tip text when you hover over the Endurance label in character sheet ---- Changed: Max cover value bonus increased from 50% to 65% ---- Added: Preliminary Codex Prep - Enables codex button in tactical - Remove economic overview button in tactical - Change the hovered texture for both codex and ingame-menu button with the proper ones - Added: UI sound effect for codex button in both tactical and strategic - Added: Codex UI assets ---- Fixed: Description for Executioner Training ---- Fixed: Aura effects from another character’s aura will not be removed properly when Character is out of aura range ---- Fixed: Tactical character sheet aura syntax ---- Improved: UI Lag in character sheet panel ---- Fixed: Sandbox Epilogue cinematic now will change active map to an empty one ---- Fixed: Quest option, burying the dead miner in AridClaimingQuest3 now cost 200 gold instead of giving 200 gold ---- Fixed: Enemy loot not dropping if dropped by the last enemy killed ---- Added: Additional Gold rewards for creature quests (250) ---- Improved: Reduced delay after battle result from 1.5 secs to 0.5 secs ---- Updated: Screen capture 2D to update every time strategic map is opened and every time a region color is updated. ---- Refactor: Removed PAX folder ---- Fixed: decals and corrupted RebelGeneric4 map. ---- Fixed: LoreArchive map floor. ---- Fixed: Choices with negative gold now will no longer appear if player has insufficient funds ---- Added: No stop battle delay for retreat and end tutorial ---- Added: New quest: In Their Defense ---- Added: "Attiran Conquest" label to save game that is saved in the Sandbox mode ---- Added: Gold condition check in In Their Defense quest Post Battle Dialogue ---- Changed: War Worn Wretches map from TM_RebelGeneric4_Night_Primary to TM_RebelGeneric4_Dusk_Primary because TM_RebelGeneric4_Night_Primary is corrupted ---- Changed: Initial character level at the start of ActSandbox is 5 Added: 1 of each weapon in castle inventory at the start of ActSandbox (Attiran Conquest) Added: Fully Implemented BracatiEvent for ActSandbox ---- Internal: Exposing GenerateItemForGenerator to blueprint ---- Added: Disclaimer at the start of sandbox mode (Attiran Conquest) ---- Fixed: Additional and correct quest lifetime timing ---- Updated: Characters and Items for the quest In Their Defense ---- Fixed: null reference at the end of battle ---- Added and reorganized Male and Female Battle Cues - ClaimantTaunt, DefaultMale, 2, 3, 4 - RebelTaunt, DefaultMale, 2, 3, 4 - FemaleClaimantTaunt, DefaultFemale, 2, 3, 4 - FemaleRebelTaunt, DefaultFemale, 2, 3, 4 - Female Rebel + GenericAction Cues, Default, 2, 3, 4 - Female Rebel + GenericAction Cues, Default, 2, 3, 4 - Loyalist, Female HitReaction - DefaultFemale (for all) - Loyalist, Female TurnStartNotification, DefaultFemale, 2, 3, 4 - Loyalist, Female MoveConfirmation, DefaultFemale, 2, 3, 4 - Loyalist, Female WoundedTurnNotification, DefaultFemale, 2, 3, 4 - Male DeathReaction and RebelTaunt Cues Updated and remixed Male and Female, WoundedTurnStart and FDeathReactoin ---- Added: Leivan and Quintes non-essential marker in sandbox mode ---- Base implementation for sandbox mode: - Sandbox Act - Button to start sandbox in both main menu and test menu - Player can not start sandbox if he has not finished Act I - Player can, however, play sandbox if he played the older version of the game - Sandbox starts in day 1 with the same party as in act I ---- Fixed: null reference in behavior tree check archetype decorator ---- Added: new LoreArchive map. ---- Fixed: Changing GoldIncomeModifier from the dialogue doesn't work, now the GoldIncomeModifier value will be saved ---- Changed: FixCover related variable from WITH_EDITOR into EDITORONLY_DATA ---- Refactor: Remove some unused assets and variables related to tactical game mode and session ---- Added: Balanced the amount of gold in dialogue ---- Fixed: localization key name conflicts in the code base ---- Refactor: Remove unused assets, mostly related to PAX ---- Fixed: Switching between general and weapon ability tree via the header title in the strategic menu is now using the same procedure as switching it via navigation button. This fixes the bug where up arrow notification is not affected by switching via header title ---- Fixed: Incorrect archetype check for thermal, spirit, and arcane mage archetype variations ---- Refactor: Remove old Game Prime related assets ---- Fixed: Stop turn order from going to the next character when the battle ends ---- Changed: Quest lifetime will continuously count down during journey ---- Fixed: Character effects (buffs and aura) carried over through subsequent battle ---- Fixed: Bug that collapses the loot panel when the player selects 'Takes all' in the battle result's screen ---- Fixed: Typo in Antihalus Claiming Quest ---- Fixed: Conquest win now show Leivan as king if Tavias never fight him, instead of Tavias ---- Changed: the PDT slider label to 'Personality Distance Threshold' ---- Added: a new gameplay option : Personality Distance Threshold slider ---- Added: A functionality in grid manager to detect overlapped covers (covers that has the same index) ---- Removed: Overlapped cover in TM_AttirasLibrary_Primary.umap ---- Fixed: Finish quest from dialogue at the start of battle will stop the battle without delay (this fixes the bug where such thing will sometimes makes the game stuck) ---- Fixed: bug where camera can still be controlled by player in tactical battle finish delay ---- Fixed: finishing the quest doesn't trigger the Finish Quest Event ---- Changed: If multiple quest objectives are completed/failed at the same moment in tactical battle, the worst one is chosen ---- Fixed: Spellcasters will no longer target any character that has been vanished ---- Fixed: Bug where Tactical Finish Battle is triggered triggered multiple times when more than one character died at the same time and at least two of them triggers end battle ---- Added: A delay of 2 seconds before the result is shown in battle ---- Fixed: All units will face nearest enemy at the start of battle ---- Added: Screen capture 2D in strategic map has been changed from capturing per tick to capture on request ---- Added: Balancing gold in Rebel arc ---- Fixed: Foros' equipment bug fixed ---- Fixed: Choices that give money, item, or characters in dialogues that is not part of the quest wouldn't show in the dialogue result (although said rewards are still granted to castle inventory/garrison) ---- Improved: Spellcaster AI now only targets friendly unit and not neutral unit for healing and defensive spells ---- Improved: Balancing gold in Act 1 and Act 2 Loyalist arc ---- Fixed: Explorati report post-Coalescence now change depending on whether Rebel/Claimant faction still exists ---- Fixed: Strategic main panel is now scales to fit the screen, so there's no cropped information anymore for resolution scale 16:10 ---- Changed: Reverted the minimum resolution scale back to 16:10 ---- Fixed: Bug where party is still going to its target quest node even though the quest in that node has finished (either by story or timed out).
One week after launch, Patch 1.0.4379
August 7, 2019 - 1.0.4379
Hello everyone!
It has been just under a week since we launched and we’ve been delighted to see players beating unbeatable missions, finishing the game and using the magurite system as the overpowered beast it can be. As game makers, watching and hearing your stories of how you have used or abused these systems have truly brought joy into the hectic days we’ve had since launch.
The team here at the Forge has been hard at work tackling the feedback we have gathered from all of you. Today’s update addresses a couple of the big issues most of you have been having with our magic. The biggest change we’ve implemented addresses the stat stacking effects that can be exploited to a ludicrous degree in combat; now, stat modifying effects from can no longer be stacked endlessly. We also added more descriptive text for the modifiers per many players’ request and increased the effectiveness of the healing effect by 20% while also adjusting the Canae’s Grace preset spell to be more effective.
Among the most requested quality-of-life fixes is for the ability to rebind the camera control keys so that keyboards from around the world can be used more comfortably. We offer our humblest apologies for the discomfort our worldwide fans have had to deal with and are pleased to say that the controls can now be rebound in the settings menu.
As always, your feedback is invaluable to us. Our small team is working as hard as we can to address the issues you bring up, and I hope that you will understand that not all issues can be fixed easily. The team is divided up to tackle a few main issues at the moment and the plans for a codex and Steam achievements have been drawn up and are underway while we continue to chip away at the list of fixes.
From all of us here at the Forge, thank you for your support and we wish you all well in Attiras.
Cheers,
- Igor
1.0.4379 Patch Notes:
Changed spell effect and modifier descriptions to be more descriptive as to their functionality
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Fixed bug where non-stackable effect replace mechanics were flipped, the lower value will no longer replace the higher value now.
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Added customizable keys for Camera Controls in Gameplay Settings
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Fixed bug where dead characters are shown still in personality (TPI) screep
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Fixed receiving any kind of healing (either from spell or from regeneration) will now remove bleeding
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Added a slight dialogue edit in the Korhall regional quest
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Fixed the overlapping battle lines issue with the character VO. Characters will no longer trigger multiple battle lines when prompted.
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Changed LeivanFaction UI color to a lighter grey for visibility
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Fixed bug where the combat log text is not formatted properly after loading a saved game
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Fixed several UI bugs that was introduced while we were fixing the UI memory leak
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Decreased the power progression for Timestop and Vanish in the Arcane stone
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Fixed the description text of "Shortbow Proficiency"
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Updated Spell Effect and Modifier descriptions to be more detailed
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Fixed incorrect text formatting in strategic log when the party is exploring a region
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Fixed a memory leak bug where Save/Load screen is not released from the memory
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Fixed Marketplace UI bug: dragging and dropping and item to and from the marketplace will not appropriately update the transaction value.
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Fixed typos in the tutorial text
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Fixed bug where pressing 'Exit' (exit to main menu) from in-game menu will open an invalid map
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Changed Character effects from spells are now no longer stackable:
- Stat modifiers from spells is now using a non-stackable stat modifier effect
- Blink is now not stackable
- Vanish is now not stackable
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Fixed Brothers no More triggered from PDT break not teleporting Tavias' party directly to the appropriate quest node
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Fixed typos in item descriptions
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Changed Healing Effect now heals 20% more
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Canae's Grace is updated to replace the Chaos modifier with the Staggered modifier.
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Fixed quest balancing and added retreat box in ambush_night Primary
Post-launch Feedback & Patch 1.0.4346
August 3, 2019 - 1.0.4346
Hello!
The last 48 hours has been a bit of a whirlwind for all of us here at the Forge and we are really excited to share the game with all of you. We’ve prioritized tackling the crashes some of you are experiencing for our first patch and have implemented a couple fixes for them in addition to a preventive measure that should lower the chance of a crash on the loading screens.
We’ve also been watching and listening to the feedback you are giving us on Discord, Steam and other communities and we’re collating all that feedback into a list for the team and I to go down. Some requests and critiques are easier to handle than others, some are more pressing, and some might be outright impossible with our current systems and we’ll be sorting through that as we go. One of the immediate things we are prioritizing is the implementation of a codex or glossary with additional information that might not have been covered clearly in the tutorial. This is definitely something we’ve wanted to do for a long time and we’ve pushed that forward in our to-do lists.
All of us here at the Forged are grateful for the feedback both good and bad. Our tiny team will work our hardest to alleviate the issues that is barring your enjoyment of the game, and we are incredibly thankful for all the support and encouragement we’ve received as well.
On a side note: We’ve seen a number of requests for trainers and cheat mods around the web, and I feel like I would be remiss if I didn't point to the fact that a lot of the things people are asking cheats/trainers for are already available in the gameplay settings. The game is currently balanced and tuned to present our vision of the game and world it is in. Admittedly, that vision is of a dark, brutal and unforgiving world, so if you’d like to adjust that vision to better enjoy the game, then please do not hesitate to do so.
With that, I’ll push out this update and hope that you will all continue to communicate with us as the days and weeks go on.
Thank you!
- Igor
1.0.4346 Patch Notes:
Fixed minor map errors (e.g. flickering decals, fixing props, etc) for Town Night map and Random Bracati Encounter 501 map.
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Increased minimum screen aspect ratio to 16:9 (was 16:10) to avoid cropped and overlapping UI elements
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Vanished unit will no longer be affected by aura and bypass effects.
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Fix display bug where spell global modifier 'accuracy' value is displayed with an extra 0 (+10 DC displayed as +100 DC)
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Add safeguard for stat text in character sheet that prevent corrupt old save data to crash the game
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Root loading screen and the textures that it uses at the game instance's Init
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Changed the Legendary item Thornsright to be made of Adamantium as per its description in the lore
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Fix bug where Magurite in an item slot sometimes shows low MC overlay even though the character has enough MC to cast all the spells in the Magurite
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Decreased the scaling for Spirit Expel Xeno
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Fixed loading screen crash: loading screen widget is now preloaded before loading the map
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Fixed minor map errors (e.g. flickering decals, fixing props, etc) of Rebel Generic 4 maps.
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Missing Genevan Guardsman portrait added to dialogue
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Missing Bastard's End quest description added
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Fixed crash when StartingBattle because of null CombatLog