Patch 1.22a and Northern Kingdoms development update
Hello everyone! The game was updated with version 1.22a:
Added two new epic sets of armor for previously missing character archetypes - Dark knight and Mystical archer. You can get them randomly through expeditions drops
Added an option to improve few bard abilities with runic forge
Magical chord and oppression chord abilities damage amount was quite overtuned, so it was decreased
Fixed bug with fishing in some lakes in the world
Fixed visual bugs with arcane mage set
Fixed bug with knock resistance and shield
Fixed the bug with killing enemies not counting in expeditions sometimes
Fixed werewolf and blood demon attack damaging friendly enemies
Northern kingdoms development
I wasn't able to work a lot in February due to family reasons unfortunately, but now I'm back at full force, and started working on Northern Kingdoms expansion. I'm not sure now long it will take to finish, cause there is a lot of stuff I want to add in this update. I have a few cool ideas for new dungeons, bosses, quests and activities to add, not even mentioning amount of level design that needs to be done. I think at the end of the spring I will be able to start some beta testing for it, and we will see how it goes from there.
Anyway, I wanted to share some progress that me and my 3d modeller managed to accomplish in these past few weeks. It's all work in progress and will be improved in time of course.
Hopefully I would be able to make a small preview/trailer for it on my youtube channel in upcoming weeks.
Thank you for your support!
Check out my youtube channel (I might post previews of new updates there, or might not): https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A
Check out our social media links:
Patch 1.21a
Hey everyone! The game was updated with small patch 1.21a
Fixed the bug with fishing struggle, now better fishing rods influence struggling fish speed
Fixed the bug with elemental beam lasting forever while aiming in the sky
Fixed the bug with knock defense and shield
Bard strike now doesnt target friendly NPCs
Fixed the bug with king sword making crit chance 0%
Fixed the bug with wrong lifetime of guardian flowers
Fixed the bug with movement speed value of effects in modding
Fixed the bug with enemies falling below ground while being executed sometimes
Patch 1.2d
Game was updated with small patch 1.2d
Fixed bug with new bard mage pants on female characters
Fixed buta hymn copy being invisible
Chords buffs now cap at 30 stacks
Rebalanced serenade of serenity healing
Fixed serenade of serenity healing stacking multiple times
You can now directly switch between serenades
Added multiple new tracks for serenades
Fixed bug with entering a dungeon and serenade keeping playing
Fixed fishing battle effects
Update 1.2a
Hello everyone! The game was updated with version 1.2
Bard skill tree
New, full skill tree was added to roleplay as a fantasy bard archetype. I always liked that archetype in fantasy, and I felt that it's quite rare and underrepresented in most games. This skill tree will allow you to additionally buff your companions and yourself, and give a couple of useful combat abilities aswell. It also solves the problem of companion playstyle being quite passive, because before you had to mostly wait around, while your companions did all the work.
I've also added new ability for speech tree called regroup. It's similar to Shift+V combination on keyboard, but also will heal your companions.
Maestro's tomb
New dungeon was added, called Maestro's tomb. You can find it on the border of endless fields and enchanted forest zones. It's for higher level bard players, so entering it will require using some bard abilities, and it reward you with 2 new epic sets, specifically made for bards.
It also has a small story going through it, about a famous bard called Maestro, and his sad fate.
Fishing
Fishing was one of the most requested features for the game since day one, and I never got enough time to implement it. Now it's finally here. You can buy fishing pole from food merchants in first three zones, and start fishing wherever you want. I've added a bunch of fishing spots that will improve your catch, you can buy/craft and apply different lures, and there a couple of new recipes for cool new items in cooking, specifically made from fish. In future I want to possible tie a couple of achievements with fishing. Hope you all have fun with it.
Other changes:
Nerfed radius increase for rain of arrows (with items and runes) because it become too large
Fixed a zone that was hard to explore in golden forest
Shaman event in the desert properly respawns now
Fixed bodies being removed on the arena
Fixed the bug with boss barrier in swamp dungeon
Fixed bug with infinte exp. points in dungeon mode
Scrolls of experience can be sold now
Fixed aoe increase for fireball
Modding improvements:
Added dialogue deletion button
You can now correctly add loot in created dungeons
Added a way to remove items after completing a quest through item removal list
Added a way to move/rotate selected objects in placement mode
Fixed few small other issues
Thank you for your support!
Check out my youtube channel (I might post previews of new updates there, or might not): https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A
Check out our social media links:
Patch 1.11a
Game was updated with version 1.11a
Added cooking book to merchants in Ertoron
Fixed the bug with jewelry enchants not saving while equipped on characters
Added a way to repeat flying on dragon cutscene if you drop or teleport from a fight with Zegrath
Reworked damage calculation on companions. Previously damage bonuses were multiplyng, leading to huge numbers at endgame. Now they add correctly
Reduced aoe effect on elemental attack
Update 1.1
Hello everyone! The game was just updated with version 1.1a
Arcane rift
New endgame zone was added, called Arcane Rift. It has a couple of respawnable bosses, which will be randomized each world respawn, two new epic tiers of armor and new resource to gather called arcane gems, which will be used for new high level enchants for rings and amulets. Enchanting can now be used to also enchant rings and amulets.
New abilities
Arcane barrage. A powerful aoe spell in arcane tree, that is influenced by arcane magic damage. Works best for huge groups of enemies.
Enchant bow. A spell that adds to magical archer archetype playstyles, can heavily increase ranged damage.
Distract. New ability in banditry tree, which is used to improve stealth playstyle for rogue characters. Can be used as passive or active ability, and will allow you to disable some of the enemies before engaging in the fight.
Faction consumables
Each faction except merchants now offers unique consumables, which should make choosing a faction more rewarding. These range from items that will add buffs to player, or companions, to items which will attack enemies around.
Gameplay changes
Power jump was removed from the game. It was a clunky and rarely used ability, and it actually made platforming harder and less responsive for characters with 4 strength, Now, instead of that, characters with 4 strength will get increased jump height and wont receive fall damage anymore.
Damage of wild darklands demons was slightly reduced
Added a counter of explored map zones in the map window, which should help players with getting explorer achievement
Druid epic set now adds attack range for flower defenders, tooltip was fixed
Experience reward for a lot of demons in darklands was decreased
Reworked VFX for mark of the blood spell
Shadowdance now knocks enemies down at the end
Added messages when you kill last boss in a dungeon
Fixes
Fixed the bugs with aoe damage of nature, ice and fire skeletons. Now it works properly.
Fixed the bug with blink and arcane master trinket
Fixed the bug with necromant prisoner quest and orc's key
Fixed the exploit with Shan-gax dialogue and 4 charisma
Balanced a volume for a couple of hit effects
Fixed hard jumps on boxes in Desert temple
Fixed death triggers in poisonous dungeon
Fixed damage passives bonuses not showing properly in skill window
Fixed bug with repeating hunting quest over and over
Fixed broken geometry for some armor and hair models
Fixed game crash with using water drain ability with green rune applied
Fixed resource tooltip staying on screen after leaving your farm
Fixed the bug with renaming companions
Fixed grass settings bug in main menu
Fixed few translation issues in options and quests
Fixed being available to join merchant faction after completing bandit quest line
Fixed few map markings for some quests
Fixed shovel requirement for ball mystery in Volflar fields
Fixed animation issue for ghouls in Darklands
Fixed few bugs with expeditions not completing
Fixed bug with elemental fury set and fire element
Fixed bug with stealth resetting armor paint sometimes
Fixed issues with enemies falling through geometry upon death sometimes
Fixed issues with targeting dead enemies near campfires
Regarding roadmap
A few people have been asking me, if I plan to release roadmap for post-release content. I have few updates planned, but I'm not sure in which order I want to approach them, and when they will be ready. I prefer to keep it vague for now, before I am 100% sure about what I'm talking about. I've released some of my plans previously here: https://steamcommunity.com/sharedfiles/filedetails/?id=2793614245 Most of the stuff there is still planned, so you can check it out.
Thank you for your support!
Check out my youtube channel (I might post previews of new updates there, or might not): https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A
Check out our social media links:
Update 1.02a
Hey everyone! The game was updated with version 1.02a
Fixes:
Fixed few typos in item descriptions
Fixed the bug when poisonous plants didnt spawn sometimes in Trapped in a dream quest
Fixed the bug when companions didnt receive armor from rings and necklaces
Fixed the bug with incorrect cooking addition with gamepad
Fixed yellow rune with Paladin Seal
Fixed crusher armor tier set bonus not working
Fixed enraged bull boss in expeditions being stunnable
Changes:
Two-handed and one-handed passive skills in ferocity imrpoved, now they give more damage, attack speed and crit chance
Merchant set (reward for merchant questline) improved. Now you only need one item of any type equipped to have one additional companion. Fixed the bug when sometimes companions werent dissmissing after unequipping the set.
Added a way to reset tablets in swamp dungeons to their original position
Modding:
Added small buttons under sliders with for more precise values changes
Fixed the bug with effects not adding to consumable items
Fixed the bug with effects not saving health regen and movement speed
Fixed the bug with modded quests not rewarding items for completion
Fixed the bug with not being able to add merchant assortiment to modded npcs
Patch 1.01n
Hello everyone! The game was just updated with version 1.01n
Bug fixes:
Fixed the bug with Wyanna model in cutscene in Dragonfire fortress
Fixed the bug with sprinting while flying
Fixed geometry issues in few caves
Fixed charisma check in In Snake's coil quest
Fixed couple bugs with building in dungeons mode
Fixed bug with collision of spiders in Royal mine
Fixed bug with Zegrath falling out of platform
Fixed few interface bugs
Fixed issues with categories and putting items to player chests
Fixed bug with world event of fish gathering for monastery
Fixed waterfall sound bug on start cutscene
Fixed bug with King's sword VFX
Fixed few bugs with expeditions
Changes:
Armor hardening now also adds physical damage absorb
Damage numbers will now be added to each other, if there is too much hits over time (for example poisons or any dots)
Added an option to stop character if any interface window is open (accessibility option)
Cooking doesnt require intellect anymore
Controller support improvements:
You can now control companions by using RB+LB
Fixed companions abilities tooltips in companion window
Added an option to zoom player camera
Thank you for your support!
Check out my youtube channel (I might post previews of new updates there, or might not): https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A
Check out our social media links:
Patch 1.01k
Hey everyone! the game was updated with patch 1.01k
Bugfixes:
Fixed range of companion projectiles
Fixed few typos and interface issues
Fixed falling through the floor in a couple of dungeons
Fixed enchant weapon skill requiring stamina
Fixed the bug with unability quit flying sometimes
Fixed few instances of NPCs falling through the floor
Fixed enemy damage resetting in difficulty settings
Fixed the bug when summoned skeletons were inactive upon loading
Fixed the bug with horse and water swimming
Fixed the bug when werewolf and blood demon form were falling through the floor upon entering dungeons
Reduced amount of screaming for enchanted deer mount
Energetic sprout now creates roots for 20 seconds instead of 10
Energetic sprout now can be used outside of the dungeon
Controller support improvements:
You can now move cursor from one side of the screen to the other, when you try to go outside of the screen
You can now dive in the water with controller
The world map can be zoomed out with triggers
Fixed few issues in building mode
Patch 1.01g
Hello everyone! The game was updated with patch 1.01g
Fixed companion AI bug that caused them to not attack enemies sometimes
Improved pathfinding in the orc mountain ruins and enchanted forest root nightmare
Improved pathfinding on Ertoron Arena
Fixed elemental beam attacking enemies through walls
Fixed few controller interface issues
Fixed collision for stone archway in house building
Fixed wrong formatting of dialogue for some traveller NPC near Ertoron city
Fixed bartender in the Ertoron tavern sometime falling through the floor
Fixed few small interface bugs
Balance changes
I've improved passive damage bonuses is skill trees to give up to 70% more damage at level 5, to make them more meaningful to research. To balance these changes, some damage bonuses on high-level armor are slightly reduces for about 5%. This change will also make undegeared and middle-level characters slightly stronger, while endgame characters will stay the same for the most part
Reduced animation speed for dual weapons attack for about 4-5%