Ravenswatch Patch note (Voice Chat and Balancing) - Version 0.17.03
Greetings, Ravens!
Today we have a small surprise for you! It’s a big patch (or mini update?) with tons of balancing improvements and even the first version of a key feature requested for months by the community: the Voice chat!
If you’re curious about why we changed this or that, you can read our latest Dev Diary where we shared our thoughts on the Fall of Avalon update and more on balancing:
Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
Voice chat is here!
Many improvements in VFX, decors, and UI
Faster Teleportation animations
Chapter 3 balancing
Heroes balancing
Crit Chance balancing
Economy balancing in higher difficulties
Quests balancing
Lots of fixes
Read the detailed patch note below:
New features
⚠ Note: In the preparation of version 1.0, some interfaces have been modified to welcome the changes of the full release. Things like Skins/Outfits are displayed but not available in this version of the game (they cannot be unlocked as well, navigation is greyed out). Some interfaces can feel wonky because of it. Take it as a little teasing of what’s coming!
🐦 Voice chat: Vocal chat is finally here!
Voice chat is disabled by default, you can activate it in the Options menu
Settings can be updated in the Audio tab: Open Microphone, Push-to-Talk, Muted, and Disabled
Push-to-talk is bindable in the keyboard section. Not available for Pads yet
Note: Beware, this is a very early version of the Voice chat and social features that we have in mind. A lot of quality-of-life options are missing and will be added for version 1.0. We’re launching it today to start collecting feedback and bug reports so that we’re ready for the full release!
General improvements
Health bars: Visualisation for Enemies health bars has been improved
Bar length is smaller or larger, depending on the enemy's pool health (Small, Regular, or Elite)
Mini-Bosses now display a Boss health bar at the top of the screen
The Boss health bar now displays their status effects
The Bleed damage now has feedback on the health bar
Some hero animations now affect their health bar’s height to avoid overlapping with the 3D model
🐦 Teleportation : Cinematic reduced from 6 to 4 seconds. Note: Teleporting could feel a bit sluggish at times, so we tweaked the timing to avoid players feeling stuck for too long during the landing animations.
Compendium: Some changes in the layout of the Heroes’ Compendium
The Abilities section is moved to the top-right of the page
Talents' disposition is changed to better showcase their categories
New PAD button to navigate through pages
VFX: Added some particle effects to guide players to unrevealed Teleporters and Health Fountains
Matchmaking: Now displays if another lobby is available for matchmaking (when choosing Difficulty modes in the Multiplayer section)
Avalon: Decors and VFXs for Avalon (Enemies and Environments) have been polished
Heroes adjustments
Design Notes: Crit chance tended to provide more power than intended due to certain talents or Magical Objects providing significant amounts of it. We have harmonized certain values so that synergies based on critical hits remain interesting but comparable to others in terms of power.
In the same way, certain Talents allowing you to launch other abilities "for free" have been adapted to maintain a reasonable level of power given the very high level of synergy they provide.
General:
VFX for all Final Talents have been polished
Heroes maximum level is now set to 20
XP required to get levels 9 and above has been slightly increased
Scarlet:
Increased orientation speed when using ‘Double Strike’ for more precise aiming
‘Shadow Strikes’ now gives +0.5% crit chance per objective (from +1%) and now has an x30 objective count (from x25)
‘Murderous Intent’ now grants 2 Combo Points (from full) and makes Defense last 20%/25%/30%/35% longer (from a fixed duration)
‘Energy’ now increases crit chance by +4%/+5%/+6%/+7% per combo point spent (from +4%/+6%/+8%/+10%)
‘Explosive Rush’ Special now deals 40%/50%/60%/70% damage (from 100%/125%/150%/175%)
The Pied Piper:
🐦 Rats can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
‘Spinning Solo’ crit chance set to +40%/+50%/+60%/+70% (from +55%/+70%/+85%/+100%)
‘Chorus’ now correctly takes into account attack frequency reduction when combined with ‘Low Notes’
🐦 ‘Sound Barrier’ effect is now correctly triggered when Defense is cast from Special with ‘Sforzando’ Talent
Beowulf:
🐦 ‘Breath of Fire’ now triggers the ‘Crimson Fire’ effect correctly
'Blazing Runes’ crit chance set to +40%/+50%/+60%/+70% (from +50%/+60%/+70%/+80%)
Adjusted hitbox of ‘Fiery Slash’ (wider from before)
🐦 ‘Bladestorm’ extra spins now keep Beowulf intangible
Improved Ultimate 1 Wyrm “AI” so it targets enemies closer to where Beowulf is
The Snow Queen:
‘Snow Storm’ Ultimate effect now lasts 10s (from 20s)
Fixed ‘Snow Ball’ size reset bug when multiple snowballs are thrown
Fixed ‘Snow Ball’ that didn’t deal damage to Tumors or Dream Crystals
Special now correctly takes into account specific damage modifiers (like Jack of Diamond Card)
Aladdin:
Attack’s damage increase from Enchantment set to +60% (from +50%)
Enchanted Jinn’s crit chance per enchantment set to 10% (from 20%)
Power Wish improved by ‘Wondrous Wishes’ now also deals with extra stagger
Changes on Special Wish loots :
Silver Bullets: +3 DMG (from +5)
Four-Leaf Clover: +3% Crit Chance (from +5%)
Whetstone: +10% Crit Damage (from +25%)
Melusine:
‘Aftershock’ damage set to 40%/50%/60%/70% (from 50%/60%/70%/80%)
'Spring Water’ healing per wave set to 2/2.5/3/3.5 (from 4/5/6/7)
Fixed ‘Water Bubble’, now correctly blocks Undead Hogs’ hook attack
Geppetto:
🐦 Dummies can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
‘Laser Eyes’ dummies’ attack will now be used only on targets within a 12m distance
‘Overclock’ stagger per hit set to 3 (from 5)
Sun Wukong:
Clones from Ultimate 1 can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
Jindou Yun (Power) stagger dealt after the first hit is now proportional to the distance covered before each strike (between 5 and 30 / from 30)
Reduced stagger dealt by ‘Stone Monkey’ reflects attacks to 1 (from 10)
Fixed the UI quest progression that refreshed between Chapters for ‘Thirst of Immortality’
General balancing
Design Notes: The rebalancing of the game's difficulty mainly concerns the difficulty levels higher than "Adventure" mode. We tried to adjust these based on an observation: experienced players easily accumulate a lot of items, mainly thanks to the Sandman rework during the Avalon update. In addition, the Stars of Fate (rerolls) have much more value for these players than anticipated, because they allow them to seek out specific combinations of Talents and magic items more easily.
We have therefore chosen to make economic management progressively more difficult and to review the number of Stars of Fate (rerolls) that can be found in the game so that managing dream fragments/rerolls offers a real dilemma to seasoned players.
The "Nightmare" difficulty, extreme in principle, has also benefited from special adjustments to prevent the previous settings from making it too frustrating.
Note that we will, of course, continue to receive feedback regarding the difficulty, and that this update will allow us to keep adjusting it until the 1.0 release of the game (and even after!)
General:
Economy: Costs in Dream Shards are now higher in higher difficulties (Adventure: No change, Twilight: +20%, Darkness +40%, Nightmare +80%)
Nightmare Difficulty: XP malus set to -30% (from -40%)
Nightmare Difficulty: Enemies extra damage set to +20% (from +25%), enemies extra health set to +10% (from +15%)
Enemies:
Design Notes: Players' ability to inflict stagger on enemies can increase significantly from one chapter to the next (mainly due to Talents and additional ability charges the player can obtain) but enemies were not scaling correctly to this. Elite enemies and (optional) Bosses now have a shake value adjustment to ensure their relevance in Chapters 2 and 3.
Note: Standard enemies are not affected by this change! (Standard Crabs in particular ^^)
General:
🐦 Reduced Chapter 3 enemies damage scaling according to difficulty (Adventure: -15%, Twilight: -10%, Darkness: -5%, Nightmare: No change)
Elite enemies & Boss stagger resistance now scales with Chapter (+20% on Chapter 2, +50% on Chapter 3)
Faceless Master Nightmare (Chapter 2): Base HP set to 350 (from 400)
Claws Master Nightmare (Chapter 3):
Base HP set to 300 (from 400)
‘Bed of Spikes’ projectile speed and shot frequency are increased when enraged
'Grasping Claws' ability radius is bigger when enraged
'Corrupted Orb' ability changes :
The orb now follows Heroes for a short duration after being spawned (instead of instantly) In multiplayer, orbs are launched in different directions
Orbs now explode randomly after being spawned or if the boss is staggered (instead of exploding on impact). A feedback warning has been added when the orb is about to explode)
The orb deals damage overtime when passing through Heroes
The explosion radius is bigger if the boss is enraged
Boss Witches:
Boss Witches now have more health and deal more damage
Boss Witches are now bigger
Priest Cultists: Fixed heal calculation, now properly scaled for each Chapter
Wolves: 'Double Slash' (Dire/Alpha wolf) hit timing is slightly shorter
Bestial Gargoyles: 'Heavy smashes' are now harder to avoid
Crone Witch: 'Poison Apples' now explode when striking them
Pigs’ Quest (Dark Hills):
Pig Houses health set to 1500 (from 2000)
Waves of enemies are now capped (around 6 to 9 depending on player numbers)
Straw House: Less Elite enemies on the second wave
Wood House: Fewer enemies on the second wave
Stone House: Less Elite enemies on the first wave, fewer enemies on the second wave
Sinbad vs. the Cyclops Quest (Storm Island):
The Cyclops regains 15% of its health after eating a hero
The Cyclops gains STRENGTH for 15 seconds after eating a prisoner
Morgan against the Dullahan Quest (Avalon):
Base Health of the Tree is set to 500 (from 750).
The Dullahan spawns more adds (Skeletons and Skulls)
Magical Objects:
🐦 Tooltips: Fixed some wrong or missing tooltips on Magical Objects
Unicorn Horn: Unicorn Horn collection effect set to +50 DMG while under a REGENERATION effect (from +20)
Dragon Hide: Dragon Hide collection effect set to 40% of ARMOR value as DMG (from 20%)
Reduced Cooldown: Raven Wing, Raven Skull, Raven Beak, and Raven Claw now all reduce their respective ability cooldown by 25% (from 20%)
Tamatebako: Tamatebako now grants 2 Stars of Fate (from 3)
Raven Effigy: Raven Effigy now grants +1 Charge to Power and Special (not to Defense anymore)
Oni Mask: Oni Mask now grants +15 DMG per Cursed Object and -15 VITALITY per Legendary Object (from +20/-10)
Golden Coat: Golden Coat of Chainmail now clamps damage taken within 1 second to 50% (from 30%)
Holy Grail: Holy Grail now heals a fixed amount of health (10) instead of a percentage of max health. Amount scales with the current Hero Level.
Queen of Hearts: Fixed ‘Queen of Hearts’, now deactivated during cinematics
Sandman: ‘Star Fragment’ now grants 1 Star of Fate (from 2)
Grimoires:
‘Chapter on Luck’ now gives +6%/+9%/+12% Crit Chance (from +8%/+12%/+16%)
‘Chapter on Astronomy’ now gives +2/+3/+4 Stars of Fate (from +4/+6/+8)
‘Chapter on Dreams’ now gives 120/180/240 Dream Shards (from 150/225/300)
Altar of Heroes: Base XP gain from XP reward set to 750 (from 500)
Fixed issues
🐦Crone Witch: Fixed the Teleport from the Crone Witch that made the Grimoires fail
Holy Grail: The ‘Holy Grail’ Magical Object effect should not heal the Tree of the Morgan against the Dullahan quest
Localization:
🐦 Fixed the names of newly discovered Talents that did not appear in the Rewards screen in Japanese
🐦 Fixed the Italian localization that overlapped the Custom Mode’s Score
Thank you for sharing your feedback, videos, and suggestions on Ravenswatch! All of this is extremely helpful for us to keep updating and balancing the game.
We hope you enjoy the new Vocal chat feature, even though it is still a very early version of it. Looking forward to your feedback to make it better and more stable!
Stay tuned for more info on version 1.0. in our next Dev Diary.
The Madness of the Fall of Avalon update - Dev Diary #09
Greetings, Ravens!
Wow, it’s been a hectic month! We’re glad today to take some time to retrospect on the Fall of Avalon update that came out last month, as well as to chat about our short/medium-term plans for Ravenswatch.
But first and foremost, how are you doing? :)
We’ve got quite a bit of things to tackle in this dev diary, here’s a summary of the subjects you can read about in detail below:
Crazy positive response to the Fall of Avalon update, thank you!
Reacting to feedback and data from the community
What do YOU think of the Custom Game Modes?
Balancing patch incoming?
What about version 1.0?
The Madness of the Fall of Avalon Update
I think “Madness” pretty much sums up everything about the Fall of Avalon update. The content, the reception, the numbers, the balancing (😈)... We thought BIG with the update and BIG we received!
The Fall of Avalon update is the largest iteration ever made to Ravenswatch’s Early Access and we didn’t even plan it this way.
Triple-i Showcase
We were approached by our friends at Evil Empire for the Triple-i Initiative, and seized the opportunity to make a big boom! After all, the Fall of Avalon update was already shaping up to be the bulkiest of our Early Access, so it was the perfect opportunity to introduce Ravenswatch to new people. We knew that many players were also waiting for more content before finally taking the plunge into Reverie's nightmares, and we were delighted to see players' positive opinions on the update.
We enjoyed the event very much (soooo many cool games were revealed) and we hope you did too. You can see the full replay here:
Madness in numbers!
With 5,940 concurrent active players the week of the launch, the Fall of Avalon update is simply our greatest release since the beginning of the Early Access! We know that it can look pale compared to some recent successes on Steam, but that’s still a very impressive number for our small team, and for a game that has been in EA for more than a year. And the icing on the cake was going from Mostly Positive to Very Positive on the overall score of the game on Steam! The team is very proud and grateful, thank you all!
Many of you also joined us on Twitch for the official Fall of Avalon update showcase. It was a great moment that we loved sharing with you. If you're curious about the format, you can find some of the replays (Q&A, interviews, gameplay) on our YouTube channel, or follow us on Twitch to not miss the next ones!
Looking at the data & balancing matters
Here’s a cool infographic of in-game stats, dating back to this month:
Custom Game Modes
There's one subject that doesn't stand out in this infographic, and that's Custom Game Modes! Here's a short video explaining this new feature, which we shared at the AG French Direct this week:
https://youtu.be/_NVT6QtLZ_Y
With the additions of Custom Modes and Challenges, we aimed to give a breath of fresh air to players who wanted to rediscover the game from a different angle. They make Ravenswatch more accessible for new/chill players, let you test out some funky combinations, and can also provide an extra challenge for hardcore players.
What do you think of Custom modes? Our in-game stats show that 13% of games (of all difficulty levels) use at least 1 Game Modifier, and we think that's already a pretty cool number! We'd love to hear more opinions on the matter so that we can improve the system and add new modifiers. If you've got a bit of time to spare, here's a questionnaire you can fill out.
Did we talk about Madness already?
On the topic of balancing, we’ve spent a considerable amount of time reading your feedback, watching videos and live streams, and checking our data. We spotted quite a few interesting things! We're happy with the balancing for the "Adventure" difficulty mode. The game is globally more fun to play because it’s more permissive.
We did note, however, that Avalon's enemies were oversized in terms of damage, and were very hard on players arriving at Chapter 3. A rebalancing of their damage according to the difficulty modes is planned. On the same note, and for a healthier feeling of progression within a run, the Master Nightmares in Chapters 2 (Faceless) and 3 (Claws) are also oversized in terms of resistance. This is harder to notice, as there are currently too many ways to "break" the game. But for players who don't make builds optimally, these bosses are too powerful.
Balancing with your feedback
Our main takeaway from watching your videos and studying your feedback is that access to Magical Objects is too important in the game: players are picking up more objects than we estimated (especially in the higher difficulties, or for hardcore players who know the game's meta inside out). The result is a feeling of power that greatly exceeds the game's level. It's also combined with the fact that players have too many ways of controlling the game's RNG (with the abundance of rerolls) and that build synergies (talents, power-ups, items…) that should be exceptional to do aren't all that exceptional. This detail detracts greatly from the game's replayability, as it becomes too easy to reproduce epic situations and feel overpowered. We feel that we’ve lost a little of the challenge in the game's higher difficulties.
A more minor issue is the fact that there are major imbalances in the crit chances and crit damage builds. This results in certain build configurations literally flying in terms of damage figures that unbalance the game dramatically 😄
There you go! We got a bit candid here in our analysis of the feedback received from the Fall of Avalon update. We hope you enjoy this kind of design-nerd talk as much as we do, and that it helps the community understand the changes we make in the balancing of the game. Currently, we’re testing out a few solutions to improve the feeling of being “overpowered” without sacrificing the fun and satisfaction of going crazy with the builds. As mentioned before, we quite like the current challenge of the Adventure mode so we’re looking more into having an economy that complexifies the other difficulty modes. We’ll share more on this matter when we’ll be confident about our changes!
Road to 1.0
Now what? It’s already been a month since the release of the Fall of Avalon update.
Most of the team has been focusing on version 1.0 and the console versions, and this has become our priority. We want to focus all our efforts on finishing this Early Access development by providing the community with a polished final experience.
We've got lots of ideas to implement and lots of player suggestions to incorporate, so it's going to take some time. Don't worry if we become a little quieter and less regular in releasing content/patches, we’ll share our progress along the way. We are considering releasing a balancing patch in the coming weeks, but that would slow down our 1.0. progress, so we're still debating the idea! Stay tuned for that!
Here’s a reminder of our plans for the full release of Ravenswatch:
Final confrontation against a special someone…
A new Hero joins the Ravenswatch!
Achievements
Skins
Vocal chat
Consoles: PS4, PS5, Xbox One, Xbox Series, Nintendo Switch
And more we’re hushing for now…
Check our updated Roadmap below:
That is it for today’s Dev diary, we hope you enjoyed this long read. You can always ask your questions or share your feedback on the Steam forums or our official Discord. Talk to you soon!
UPDATE 28/04, 9:20AM CEST: Online servers should be back online! We're going to monitor the situation, let us know if you run into new issues.
---------
Greetings, Ravens!
Our online servers are currently down.
The team is doing its utmost to fix the issue and get the servers back online. We're sorry for the inconvenience and we will keep you posted once it's back up.
Solo is not affected and runs can resume.
Thank you for your patience,
- The Passtech Team
Ravenswatch Hotfix (Localization, Online fix and Launch Crash) - Version 0.17.02
Greetings, Ravens!
We have another hotfix today for the missing localization of our Fall of Avalon update, as well as a fix for a crash at the launch of the game, and a potential fix for a connectivity issue. Read the patch note below for more details.
Hotfix 0.17.02
Fixed issues
Added localization for German, Spanish, Korean, Portuguese, and Russian
Fixed a crash that occurred at the launch of the game
Potential fix for the "Unable to join party (Authenticator disconnected. Call login before using the UsersApi" online issue
Known issues
No code in the lobby may occur for some players: please reach out here on our Discord server if you’re encountering this issue
The ‘Hungry Grass’ Magical Object effect doesn’t work if the ‘Black Lotus’ Magical Object is equipped
The ‘Balor’s Eye’ Magical Object doesn’t properly work with abilities that don't directly hit enemies (examples: Scarlet and Geppetto’s bombs)
Cinematic issue after killing the Cyclops for peers
A sound of healing is played when the custom modifier “Dried up fountain” is selected
Witches can sometimes disappear for Peers before they die
Softlocks are possible if getting disconnected in co-op while in the inventory
Softlocks are possible if the player is disconnected while on the Abandon pop-up box
A crash can occur when changing the texture quality (from low to high) during a run
A crash can occur on the Steam Deck while returning to the lobby
Thanks again for the outpouring of love for this new update! The team is beyond happy with your feedback and we're already working on the future of the game :)
Ravenswatch Hotfix (Localization and Multiplayer Crash) - Version 0.17.01
Greetings, Ravens!
We're pushing this hotfix quickly after the release of the Fall of Avalon update to resolve a crash occurring in Multiplayer, as well as adding some missing localization.
Hotfix 0.17.01
Fixed issues
Added localization for Simplified Chinese, Traditional Chinese, Italian, Polish and Japanese
Fixed a crash that occurred while playing in Multiplayer
Our next patches will take care of
Missing localization for German, Spanish, Korean, Portuguese, and Russian.
Crash that occurs when launching the game
The team is more than happy to see you all enjoy the Fall of Avalon update! We've been having fun watching your streams and videos.
There's nothing better than to see your reactions to the new content and features! We've also started reviewing your feedback and we're taking good notes of your suggestions, keep them coming!
Update Notice: Translation Delay for Fall of Avalon Update
Greetings, Ravens!
We've just released our latest Fall of Avalon update, and we hope you enjoy it as much as we enjoyed producing it.
We're writing to inform you about a minor delay in the translation process for this update. Currently, Fall of Avalon is available in English and French only.
We understand the importance of providing the best experience to all our players worldwide. That's why we're dedicated to translating each update into multiple languages to ensure everyone can fully immerse themselves in Ravenswatch.
Unfortunately, we have a slight delay of one to two days for translations with this update.
We apologize for any inconvenience this may cause and will notify you as soon as the additional languages are available.
The Fall of Avalon update is now live on Steam for everyone to enjoy. This major update brings the third Chapter of Ravenswatch: Avalon, as well as the highly anticipated Custom Game Modes! Check the patch note below for the details on the Fall of Avalon update.
Passtech Games is beyond excited to release this new milestone in the development of Ravenswatch in Early Access! We are not done yet with Early Access as the team will now focus on version 1.0, a big step for the game and us! You can check our updated Roadmap below for some more details on that.
We are already planning the ‘after’ as well, with post-launch support for Ravenswatch. More information on that as we get closer to the final release.
To celebrate the new update, Ravenswatch is also 30% off on Steam starting today at 7 PM CEST!
Watch the Fall of Avalon Update trailer
Summary
REACH THE FALLEN CITY OF AVALON
Chapter 3 - Avalon: a new map to explore
New enemies and mini-bosses
The Claws Master Nightmare
New themed quest: Help Morgan defeat the Dullahan / Headless Horseman
Runs are now 60+ minutes long
Reach level 10 (and beyond) in your runs, get more talents and power!
Upgrade your Ultimate abilities: 16 new final Talents (two per hero)
8 new standard Talents (one per hero)
All starting Talents are available to choose from at the beginning of a run
Rerolls!
New Magical Objects and a new feature: Super Effects!
Reworked Rewards system (Sandman’s Shop, Grimoires of Monsters, economy)
Custom Game Modes: Remove the timer, And more!
And more!
Read the full patch note here: https://store.steampowered.com/news/app/2071280/view/4185608262914177743
Get the Update
Update the game for free on Steam right now to start playing the third Chapter and get a ton of other new content for Ravenswatch!
Ravenswatch is currently 30% off on Steam until April 28th, don't miss it:
Ravenswatch Patch note - Fall of Avalon Version 0.17.00
Greetings, Ravens!
The Fall of Avalon update is now live on Steam for everyone to enjoy. This major update brings the third Chapter of Ravenswatch: Avalon, as well as the highly anticipated Custom Game Modes! Check the patch note below for the details on the Fall of Avalon update.
Passtech Games is beyond excited to release this new milestone in the development of Ravenswatch in Early Access! We are not done yet with Early Access as the team will now focus on version 1.0, a big step for the game and us! You can check our updated Roadmap below for some more details on that.
We are already planning the ‘after’ as well, with post-launch support for Ravenswatch. More information on that as we get closer to the final release.
In the meantime, watch our Update trailer for Fall of Avalon here:
PATCH NOTE 0.17.00 (April 22nd, 2024)
🐦 = Community additions, suggestions, reports
TL;DR:
Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
Chapter 3 - Avalon: a new map to explore
New enemies and mini-bosses
The Claws Master Nightmare
New themed quest: Help Morgan defeat the Dullahan / Headless Horseman
Runs are now 60+ minutes long
Reach level 10 (and beyond) in your runs, get more talents and power!
Upgrade your Ultimate abilities: 16 new final Talents (two per hero)
8 new standard Talents (one per hero)
All starting Talents are available to choose from at the beginning of a run
Rerolls!
New Magical Objects and a new feature: Super Effects!
Reworked Rewards system (Sandman’s Shop, Grimoires of Monsters, economy)
Custom Game Modes: Remove the timer, And more!
And more!
Read the detailed patch note below:
New features
⚠ Disclaimer: We were not able to add all the localization in time for the update. A patch will add the missing localization as soon as possible. We’re sorry for the inconvenience.
⚠ Double Disclaimer: In addition, some audio or visual feedback may need improvement, we’re looking forward to your feedback on what could be improved!
⚠ Triple Disclaimer: Difficulty progression has been reset following the addition of Chapter 3: Avalon. With a whole new Chapter to explore, we think it is important to relearn the difficulty curve of going through the full experience of a run. Completion Badges are also reset to reflect the increased challenge of the three Chapters. We believe that this is the final reset of Difficulty progression and Completion Badges.
Your progression on Heroes and other unlockables is not affected by this reset!
New Chapter - Avalon: + A new map in a new location! The gates of Avalon are opening, make your way into the abandoned castle and defeat the Nigthmare’s invasion! + After Chapter Two, continue your journey to Chapter Three, allowing you to reach level 10 (and beyond!) + Runs are now 60+ minutes long with the addition of Chapter Three + 1 new themed quest: Help Morgan defeat the Headless Horseman (Dullahan) + 10+ new enemies:
Wolves: Timber Wolf, Dire Wolf, Alpha Wolf
Gargoyles: Bestial Gargoyle, Fire Gargoyle, Blood Gargoyle
Witches: Young Witch, Crone Witch, Broom Witch
Knights: Sword Knight, Spear Knight, Mage Knight
Skeletons
+ 1 new Mini-boss challenge: Boss Coven + 1 new Master Nightmare: Claws Master Nightmare
🐦 Custom Game Modes: + Create customizable runs with selectable positive or negative modifiers + Increase or decrease the difficulty of runs with modifiers + A score modifier is applied to reflect your choice of modifiers + 11 Positive modifiers: No timer mode, Play a single random Chapter, Quick Dash cooldown… and more. + 11 Negative modifiers: No Mini-Map, Healing Fountains are empty, No Raven feathers available… and more.
Challenges: 5 pre-made Challenges available + Untouchable + Black Moon + Power of the Sun + Adrenaline + Terra Incognita
🐦 Rerolls: + Stars of Fate will let you reroll Talents, Magical Objects as well as Rewards at the Grimoires and Wishing Well + You get 3 Stars of Fate at the start of a run, pictured by a shooting star ☄ symbol + More Stars of Fate can be obtained during a run
Heroes content and adjustments
General: + Upgrade your Ultimate Abilities with final Talents, now available! + 🐦 All four Starting Talents are now available to choose from at the start of a run + Reach Level 10+ in runs. Levels beyond 10 continue to scale Attack damage and Health points + Dash UI has been reworked to welcome the possibility of having multiple charges. When an arrow (or multiple arrows) is displayed, a Dash is available.
Scarlet: + 2 final Talents:
Fiery Maw
Bone Cracker
+ 1 new standard Talent:
Evisceration
+ Adjustments:
🐦 ‘Savagery’ timer is now frozen during the Trait passive transformation
🐦 ‘Fan of Spikes’ will now only trigger when Scarlet is in combat
Transformation with ‘Shapeshifter’ Talent now grants an Intangibility window instead of an Invincibility window
The Pied Piper: + 2 final Talents:
Jig
Vermin Massacre
+ 1 new standard Talent:
Sforzando
+ Adjustments:
🐦 Reviewed ‘Invasive Blast’ Talent, it now spawns a given amount of rats if Defense hits at least one enemy
‘Ghost Notes’ now ignore scenery collisions before exploding
Beowulf: + 2 final Talents:
Immolation
Volcanic Rage
+ 1 new standard Talent:
Breath of Fire
+ Adjustments:
🐦 ‘Sparkling Shield’ reflects damage reduced to 120%/150%180%/210% (from 200%/250%/300%/350%)
Fixed ‘Scorched Earth’: damage is now properly scaled with power damage
Snow Queen: + 2 final Talents:
Royal Ray
Rending Storm
+ 1 new standard Talent:
Snowball
+ Adjustments:
🐦 ‘Freezing Stars’ now detonate (instead of vanish) when their lifetime expires. Reduced lifetime to 10s (from 15s)
Fixed Defense, it now correctly applies damage multiple times to the same target, even if the Snow Queen stays within the enemy hurtbox
Fixed ‘Protective Crow’ and ‘Ice Shield’ Shields that would override themselves
Aladdin: + 2 final Talents:
Wondrous Wishes
Dream Stride
+ 1 new standard Talent:
Shard Blades
+ Adjustments:
‘Jinniya’s Gift’: changed formula for chances to get better talents, it is now more effective and accurate
🐦 ‘Dream Scimitars’ doesn’t proc anymore during Master Nightmare fights
Consumables dropped from Special Wishes now offer a choice between 2 (instead of 3)
Fix: ‘Air Dash’ can now properly be chained without any cooldown between two
Melusine: + 2 final Talents:
Vortex Bomb
Crescendo
+ 1 new standard Talent:
Water Bubble
Geppetto: + 2 final Talents:
Bomb Reverse
High Voltage
+ 1 new standard Talent:
Explosive Builds
+ Adjustments:
🐦 ‘Lightning Rod Dummies’ now triggers lightning strikes after 2-2.5s (instead of 0.5-1s). Base damage set to 28 (from 20)
🐦 Magical Object drops generated from ‘Flash of Genius’ now offer choice among 2 objects (instead of no choice)
Slightly reduced recovery time of ‘Nailing Strike’s last attack
Sun Wukong: + 2 final Talents:
Army of Monkeys
Perfect Copy
+ 1 new standard Talent:
Ōm
Magical Objects content and adjustments
General: + Super Effects: Magical Objects now have a ‘Super Effects’ that can be triggered if a collection is complete. A collection is a specific number of identical Magical Objects found in your Inventory.
Common: 5 identical Magical Objects for a complete collection
Rare: 4 identical Magical Objects for a complete collection
Epic: 3 identical Magical Objects for a complete collection
Legendary/Cursed: Don’t have a ‘Super Effect’ as they are unique
+ Meta: Magical Objects are now all unlocked by default, and are not part of the meta progression. Effects and Super Effects are hidden until equipped or discovered during a game
New Magical Objects: + Leprechaun Coin (Common) + Green Armor (Common) + Queen of Hearts Card (Rare) + Charmstone (Epic) + Holy Grail (Legendary) + Raven Effigy (Legendary) + Ring of Dispel (Legendary) + Hungry Grass (Cursed) + Fast-Walker Boots (Cursed) + Balor’s Eye (Cursed)
New Effects: + Goldilocks’ Porridge: Healing Orbs grant STRENGTH for 4 seconds + Fairy Dust: When taking damage, gain 15 SHIELD (Max. every 30 seconds) + Eternal Rose: After DASH, gain +10% Crit Chance for 2 seconds + Golden Egg: Each time Dream Shards are consumed, gain DMG +1 + Oni Mask: DMG +20 for each cursed magical object, VITALITY -10 for each legendary magical object + Baba Yaga’s Mortar: Warns of lethal damage and restores all health instead (only works once) + Mad Hat: Taking damage earns 10% of their value as Dream Shards + Bloody Mary’s Mirror: DMG now counts as ARMOR and vice versa + Cauldron of Dyrnwch: VITALITY +100, all healings are reduced by 50%
Removed Magical Object: + Little Thumb Pebbles
Adjustments: + Voodoo Doll: Extra damage to boss reduced to 10% (from 20%) + Tamatebako: now also grants 3 Stars of Fate (rerolls) + Water of Life: now also grants +25 VITALITY + Witch Broom: extra damage taken reduced to 25% (from 50%)
General Improvements & Balancing
Rewards and Economy: + The Sandman:
‘Consumables’ have been replaced by ‘Dreams’, a new Reward type only available at the Sandman’s Shop
10 Dreams are available:
Star Fragment
Sand of oblivion
Dream of power
Dream of invulnerability
Rapid Shaping
Minor Shaping
Major Shaping
Sand of Knowledge
Grandiose Shaping
Stand of Enlightenment
Legendary and Cursed Magical Objects can be found at the Sandman’s Shop
Prices for upgrading Talents have been adjusted to match the new progression with Chapter 3 and the adjustments on the economy of the game
+ Grimoires of Monsters:
Grimoires now offer flat stats or rewards instead of the 3 same offers
Offers are still scaled with the difficulty of the Grimoire (Green, Orange or Red):
Health chapter: +X VITALITY
War chapter: +X DMG
Protection chapter: +X ARMOR
Luck chapter: +X CRIT CHANCE
Anatomy chapter: +X CRIT DAMAGE
Astronomy chapter: +X REROLLS
Dream chapter: +X DREAM SHARDS
+ 🐦 Dream Crystals: Small and Medium Dream Crystals found in between Camps and Activities now drop more Dream Shards to increase their attractiveness + Enemies:
Gnolls: Shielded Gnolls now properly deal extra damage when corrupted or under a Strength effect
Mini-Boss stagger: In multiplay only, increased the stagger bar on mini-bosses so they're not so easy to stun and a bit more resistant (no changes in solo)
Status: Negative statuses on enemies are now displayed above their health bars (Chilled, Weakened, Ignited…)
Enraged: The enraged effect on Master Nightmare is now displayed on their Health Bar.
Fixed bugs
General performance improvements
Improved Network Stability (some issues remain and will be our next priority. Please reach out on the Steam forums or Discord if you’re encountering specific problems)
Major
Fixed a crash that occurred when accepting a Game invitation on Steam during the loading screen
Fixed a crash that occurred with Beowulf and ‘Sparkling Shield” against the Faceless Master Nightmare
Minor
Fixed an issue where a Cursed Magical Object could be collected multiple times
🐦 Fixed the intangible Roc Birds
🐦 Fixed an issue where the timer was not the same between players
Fixed an issue where a Host player who died in the Altar of Heroes was not redirected to the defeat screen if another player abandoned the run
Other minor fixes
Known issues
Some issues have been tracked by our testers’ team and will be fixed with following patches. Sorry for the inconvenience.
No Localization for other language than English and French
No code in the lobby may occur for some players: please reach out here on our Discord server if you’re encountering this issue
The ‘Hungry Grass’ Magical Object effect doesn’t work if the ‘Black Lotus’ Magical Object is equipped
The ‘Balor’s Eye’ Magical Object doesn’t properly work with abilities that don't directly hit enemies (examples: Scarlet and Geppetto’s bombs)
Cinematic issue after killing the Cyclops for peers
A sound of healing is played when the custom modifier “Dried up fountain” is selected
Witches can sometimes disappear for Peers before they die
Softlocks are possible if getting disconnected in co-op while in the inventory
Softlocks are possible if the player is disconnected while on the Abandon pop-up box
A crash can occur when changing the texture quality (from low to hight) during a run
A crash can occur on the Steam Deck while returning to the lobby
What's coming in the Fall of Avalon Update - Dev Diary #08
Greetings, Ravens!
New Dev Diary incoming! After being quiet for a few months, this one is going to be a good and long read! We were very busy with this update, which turned out to be a MASSIVE one.
Last week, we revealed that the Fall of Avalon would be released on April 22nd, that's in a week! Today we’re diving into all (or almost) the details of what's coming in this update.
Brave enough to continue? Let’s go!
Chapter 3: Avalon
The third Chapter of Ravenswatch is finally here! Or at least, it’s coming out very soon! 😇 On April 22nd, explore a new map with new enemies, new challenges, and a new Master Nightmare to defeat!
Avalon is the last stop on the heroes' journey to overcome the Nightmares (or is it?). Meet dangerous Witches, dishonored Knights, and corrupted Wolves in the fallen city of Avalon. We’re also keeping the last enemy type a secret so there are still some surprises on the release day, but do you want to take guesses? 😏
The Coven is waiting for you
WOLVES!!!
Along your journey, you may find a mysterious woman named Morgan, asking for your help in the abandoned city of Avalon. Her brother, the King, is threatening the last hope of light on the corrupted lands of Reverie. Defeat the Headless Horseman (Dullahan) in this new themed quest available in the third Chapter of Ravenswatch.
Help Morgan to defeat her brother
Slay the Dullahan
Finally, are you up to the challenge of a new Master Nightmare? We couldn’t resist a little tease in our Reveal Date trailer, but sorry that’s all you’ll get today! Maybe tune in tomorrow during our Devstream for a first official look at this new boss.
Ravenswatch's Early Access is not done yet, even with the Fall of Avalon update! We're getting closer to the end but we have still a lot of work ahead of us for version 1.0. If you’ve missed it, watch our latest trailer showcased at the Triple-i Initiative event last week for a good look at the Fall of Avalon update:
Custom runs and Challenges are making their big debuts in the Fall of Avalon update! In addition to a whole new Chapter to explore, we thought: why not even more replayability with a way to customize runs?
With modifiers, players will be able to tailor their Ravenswatch experience the way they want it to be. No more timer? Done. Play only during Nighttime? Done. All enemies are Corrupted? Done. No Mini-Map? Done. We could go on… But we’ll let you discover all that on April 22nd! You’ll be able to lower or increase the challenge with the Custom Modes.
With those modifiers, we created pre-made Challenges that you can select both in solo or in co-op. Here’s an example of a Challenge we curated for you 😈 :
Terra Incognita
Explorer: No countdown before Master Nightmare awakening
One Chapter: Play a single random Chapter
Angry Birds: Heroes start with no raven feather, and none can be recovered
Shadowy Fog: The map is not displayed and cannot be used
Lack of Imagination: 1 offers less for each choice of Talent or reward
Want to see this live? Join us tomorrow on Twitch for an exclusive showcase of the custom modes and challenges!
Rerolls?! New Magical Objects?! Reworked rewards system?!
If you’ve been around since the launch of Ravenswatch in Early Access (or even before with the Closed Alpha?), you’ve probably noticed we haven’t touched the Magical Objects and reward system too much!
Well, we were waiting for a better vision of what a complete run (3 Chapters) would be and we’ve now made significant changes. Here’s just a short list of what’s been modified or added:
Rerolls! You’ll get to use reroll to control the randomness of Talents, Magical Objects, and Rewards at Grimoires of Monsters
The Sandman will have some new offers in his store…
…As well as the Grimoires of Monsters.
New Magical Objects! (and some changed…)
Magical Objects will now have a ‘super-effect’, triggered by the number of identical objects you have in your inventory.
Check our patch note on April 22nd for a detailed description of all the changes.
Upgrade your Ultimates and new Talents
The more you progressed into a run, the less your Ultimate ability could compare to your regular abilities that were upgraded with Talents. Now reaching Level 10 will let you upgrade your Ultimates to add even more power to your builds!
Alongside the Ultimates, we’ve also added 1 talent per hero so you can bring, once again, more variety into your builds! In total, that’s 24 new Talents available!
A good example with Volcanic Rage for Beowulf's second Ultimate!
Live Showcase and Q&A
Bookmark our future Devstream for an exclusive showcase of the Fall of Avalon Update! We’ll chat, show some gameplay, explain our decisions, and reveal almost EVERYTHING from the upcoming update! Oh, and it’s going to be 4 hours long… Check our program down below :
Fall of Avalon Update Showcase: 📆 April 16 🕚 4 PM CEST
16:00 - 17:00 CEST (w/ Margaux and Mathilda)
Welcome to the Fall of Avalon showcase!
General Q&A session (w/ Margaux and Mathilda)
First showcase of new features and balancing
17:00 - 18:30 CEST (w/ Romane, Pascal, Max and Margaux)
Q&A session with the Map team
Artworks and concept arts of Avalon
First runs on Avalon
18:30 - 20:00 CEST (w/ Adrien, Valentin, Margaux and Mathilda)
Exclusive reveal: Custom Modes!
Runs with new Challenges
Passtech Games
Passtech Games had the chance to participate in the Triple-i Initiative, a whole new online showcase of trailers, demos, and game announcements! We gathered the team for a live watch party and we were beyond excited to see Ravenswatch during the event!
You can watch the full replay of the showcase here and also check out all the great games and DLCs that were announced on Steam:
https://www.youtube.com/watch?v=S9eP0JWIk8U
We’ve been hosting cool community events on our Discord server! From a Build Your Hero Workshop to playing with the Devs, the team at Passtech and the community has been busy haha
Hero concepts by ZeRG, notfuegonasus, weijak, RedRan6er, and Deka
The Fall of Avalon Update will be released on April 22nd!
We're thrilled to share with you today the Reveal date trailer for Fall of Avalon, Ravenswatch's next update releasing on April 22nd! This third Chapter will extend the length of a run and bring many, many new content and features into the game!
The Triple-i Initiative was a blast! We were able to showcase exclusive gameplay footage for the Fall of Avalon update, coming out on April 22nd on Steam! What was your favorite announcement? Watch the replay here:
Link
Ravenswatch's Early Access is not done yet, even with the Fall of Avalon update! We're getting closer to the end but we have still a lot of work ahead of us for version 1.0. Learn more in our updated roadmap plan soon.
Get ready for April 22nd
REACH THE FALLEN CITY OF AVALON
Chapter 3 - Avalon: a new map to explore
New enemies and bosses
Reach level 10 (and beyond) in your runs, get more talents and power!
New themed quest: Help Morgan to defeat the Dullahan / Headless Horseman
Upgrade your Ultimate abilities!
A lot of community-requested features!
And WAY more! No seriously, this is our biggest update ever and we cannot wait to share it with you 😊
Learn more in our upcoming Dev Diary on April 15th! We will also make a HUGE Dev Stream on Twitch to showcase the new content and features of the Fall of Avalon update, on April 16th!
If you don't want any spoilers, see you on April 22nd for the official release of the update!