Fixed various crash bugs that stopped people from finishing the game (showstopper)
UI shows remaining lifetime for summoned characters now
Summoned characters disappears after spell's duration ends (no corpse)
Fixed keyboard scrolling in exploration mode
Characters in prone stance are no longer looking at acting characters in combat
Fixed incorrect spellings (e.g. Halfing)
Reduced difficulty of two encounters in 2nd map (Ice Cave)
Rapier is now included in weapon finesse even not being a light weapon
Temporarily character conditions/effect are now being removed after combat (e.g. Rage, Entangled)
Visual effects of dead/inactive characters are correctly hidden now (combat)
Characters without equipped melee weapon/shield now automatically start the combat with ranged weapon (if available)
Minor fixes/improvement on combat controls
Additional tool tip information related to possible spells targets added
Fixed incorrect spell ranges (especially Touch)
Player-summoned creatures no longer get weapon penalties from natural weapons
Full Attack is now the default action until character moves or manually switches to Standard Attack
Combat Beta Update #2
Fixed charge attack corridors on blocked fields
Minor UI improvements
Assigned correct sound for tombstone in swamp
Added character condition information to tool tip
Fixed culling of characters and board fields intersecting the screen border
Skill descriptions added
Fixed a bug in exploration navigation with uninitialized examine points
Added list scrolling via mouse wheel in character pool on character entries
Enlarged level 3 map (Swamp)
Fixed incorrect tooltip for 'Full Attack' when actually 'Standard Attack' applies
Minor changes to NPC dialogues in start area
Fixed incorrect requirement for the feat 'Improved Critical One-Handed Bludgeoning'
Added feat for Dwarven weapon proficiencies including urgrosh and waraxe
Reduced cone range of spells 'Color Spray' and 'Burning Hands'
Reduced area radius of spell 'Sleep' from 15 to 10 feet (3 to 2 hexagons)
Fixed racial gnome +1 bonus to DC for saving throws against illusion spells
Fixed invalid/uninitialized screen resolutions in the option menu caused by monitor settings lower than the required screen height (< 860px)
Increased movement speed of 'Tiny Crab' and 'Lizardman'
Added additional tool tip information for unavailable actions, e.g. somatic component to cast spells
Fixed UI bug when looted container still seems to be empty after new game
Fixed party inventory cache bug when restarting new game
Added proper UI for defensive casting/fighting
Enabled correct selection interface of full attacks allowing characters to cleave
Combat Beta Update #1
Changed placement of tool tips to fix overlapping upscaled mouse cursors
Added additional information for armors (Max DEX bonus, Arcane Spell Failure Chance, Armor Check Penalty) to the item UI
Fixed wrong ability modifier calculation in dice rolling mode on character creation
Added short cut key to open the inventory screen
Fixed temporarily disabled WASD/cursor movement in combat mode
New characters will now enter the halls with some equipment
Re-enabled keyboard support for dialogue options
Fixed a bug that caused assertion due to invalid vector lengths (CMatVector2)
Balance: reduced hitpoints for zombie melee fighter
Finished Map, Coin Design & Combat Beta Status
Finished Map
As you may remember, a map painted by the talented Francesca Baerald was our first stretch goal. Today, we can proudly present the magnificent outcome. Francesca delivered a masterpiece of a map with a huge number of details and a high density of information for the player. Cities, villages, dungeons, rivers, roads… all the major landmarks you will encounter on your journey through Argea are part of this highly detailed hand-painted map.
As a reminder, the map will be printed and included into the physical game box editions. It will also appear in-game on the map screen, where it will help you plan your journey through the Realms Beyond.
We try to avoid spoilers at this point, therefore we won’t show the full high resolution map yet. But as little demonstration of the level of detail you can expect, here is a small zoomed in part of the map (marked in red color).
Along with the map, Francesca also designed the concept art of the coin that will be included in the boxed edition of Realms Beyond. The drawing is exceptionally beautiful, and we let you have a glimpse at what the coin will look like. On the obverse, you can see Conall, the King of Cormac, and the reverse bears his coat of arms and the motto of his kingdom.
The colored version is just an illustration. The actual coin will be minted from metal and therefore be of a single color. It will have a diameter of approximately 40 millimeters (about 1.57 inch).
Backer Contributions
Once the combat demo is complete and published, we will finally work on the backer contributions. For that purpose, we have already added an inventory to our forums, where backers can enter their reward data based on backer tier. Before we can unlock it, we first have to check for potential issues with privacy and copyright (this is especially relevant for backers contributing NPC portraits, since we will work with your photos).
In addition, backers of tiers from 500 EUR upwards will be contacted personally by email, as their reward content requires more in-depth cooperation for its implementation into the game.
Combat Beta Status
We’re still working hard on completing the combat beta, but aren’t quite happy with its current state yet. Apart from a couple of bugs and missing elements (such as monster portraits and SFX), we are also working on the content and encounter design. As the combat beta will be the first public release of our game, we want to deliver a good first impression (especially since some people will likely show off the gameplay on stream or on YouTube). Therefore we can’t hastily release a half-baked and bug-ridden version of it, as this would taint the image of our game in the public eye. We ask you to be patient for a few more weeks, so we can release a polished version we can be proud of and you can enjoy without hiccups.
To make the waiting a little more bearable, here are a handful of screenshots from the first level of the combat demo (we don’t want to spoil the later levels yet!):
Combat Demo, Character Creation and Screenshots
It’s been a while since our last update. We’ve been hard at work designing maps and writing quests – and finishing up the combat demo, which is taking us longer than expected. The main reason for that is the combat demo’s scope: rather than just giving you an arena with a handful of fights, we give you a small story, four different maps with varied environments, shops to buy new equipment in, and the full character creation system as it will appear in the complete game.
The combat already works very well, but we still need to finish up the character creation menu and the shopping interface, and the encounters you’re going to face in the combat demo will have to be playtested a couple of times to make sure it offers just the right amount of challenge. The combat demo is the first taste of the game you’re going to get, and we want to make sure the first impression is a great one. Honestly, we underestimated the actual amount of work the combat demo would require. At the end, we don’t want to release unfinished gameplay elements and that’s why we need to spend more time in designing, implementing and polishing than originally planned. Therefore we are moving the release date of the combat demo to January.
Character Creation
The most important part of any RPG is its character creation. Many of us have spent hours trying to create different character builds in Fallout, or assembling that perfect party of six in Icewind Dale or the old Gold Box titles. Realms Beyond is going to offer you a complex character creation tool that gives you all the classic choices you would expect – ability scores, classes, skills, feats – and some unique ideas of our own that allow you to further define your characters and their role in the world. Rather than just picking a race and be done with it, Realms Beyond lets you choose your character’s origin: which region of the world does your character hail from? It is more than just a cosmetic choice, as your character’s origin will influence the knowledge of local customs, politics and events the character has, as well as the reaction some NPCs will have towards that character.
Furthermore, you will be able to select a descent for your characters: which social class they hail from and what they did before they became adventurers. Noble, craftsman, peasant – these descents also come with unique background knowledge for your character. Characters with a noble background will be familiar with the customs of the nobility, while characters with a peasant background will be able to tell a farmer why his crops are failing.
The character backgrounds are more than just flavor, as they will occasionally offer unique insights into the events you encounter during the game.
New Screenshots!
Finally, we want to give you some new eye candy to feast on: a few shots of some of the beautiful new locations we have built, and some shots from the combat demo maps in action will follow.
Development Update: Reactive Dialogues
In the weeks since the last update, we’ve been hard at work designing quests and locations. And to make sure that our quests are as good as they can be and offer the highest possible degree of reactivity towards the player character, we’ve also improved our dialogue system and added a handful of new features to it.
In this update, we’re going to show you the new features of the dialogue system, as well as screenshots of some beautiful new locations we’ve added to the world of Argea. The section of the update that shows off the dialogue tool will contain minor spoilers for early content in the game, as well as a side quest later in the game. If you wish to avoid such spoilers, please take note of the warnings and skip ahead.
In an RPG, it is important that the game recognizes the player’s character build. And since Realms Beyond allows the player to create (or to recruit) a party of six characters, a diverse party should mean that NPCs react differently to each of them. Different characters should also be able to react differently to NPC statements. While most characters might agree with the assessment that orcs are savage barbarians, a half-orc character might object to such a statement.
Dialogue options can depend on many things: the player character’s sex, race, class, ability scores, skills, equipment, current status effects, faction reputation, and more. If you want to find a peaceful solution with the orcs, letting your half-orc do the talking might be a good idea. Similarly, in a village where everyone is prejudiced towards elves because of an old grudge that has never been forgotten, an elven or half-elven character will have a harder time winning the sympathies of the populace.
Warning: minor spoilers for early content ahead! To skip any spoiler, please jump to the screenshot section at the end.
In the following example, the player is attempting to escape from prison and spotted by a group of card-playing guards. In the ensuing dialogue, the player can choose to surrender and allow them to drag him into the dungeon cells, ready his weapon and fight, or convince them to play a game of cards with his freedom as the wager.
Each yellow dialogue option is associated with a certain precondition. If the player has recruited a certain companion into the party, he or she can offer the companion’s knowledge of secret hallways in the fortress to the guards. If the player is a wizard, he can offer to cast a spell of their choosing for them. If he’s a priest, he can offer them a blessing. And if the player’s character is female and has sufficiently high charisma, she can flirt with the guards.
You may also notice that some of the dialogue options, and the dialogue spoken by the NPCs, contain some conditions in themselves. Things like the player’s gender, race and class will be referenced by NPCs when appropriate, and rather than writing the entire sentence anew, the scripting capabilities of Realms Beyond allow us to just set a condition around certain words of the sentence.
A simple greeting text with conditional parts
We shall look at a side quest the player will encounter later in the game to see how these conditions can be used in practice.
Warning: spoilers for a mid-game side quest ahead!
During your travels through Argea, you will come upon several wizards living in solitary towers, dedicated to their research. One of these wizards, a man named Obalor, tells you about his rivalry with a fellow sorceress named Jeralis. Many years ago, she lost her eyes in an accident, and went on to craft a pair of enchanted emeralds to return her sight. Wizards all across the realm have wondered how she fashioned that enchantment, and Obalor is determined to find it out. He hires the player party to take Jeralis’ emerald eyes and bring them to him, so he can examine the enchantment and learn his rival’s technique.
If the player accepts the quest, he must travel to Jeralis’ tower and get his hands on her emerald eyes. One way to do this is to engage her in dialogue and convince her that he himself is an arcane researcher and interested in studying the enchantment. Jeralis isn’t opposed to borrowing her eyes to someone interested in the workings of their enchantment, but the player’s character doesn’t quite strike her as a magical researcher.
This is where more complex conditions come in. If the player’s character is a highly intelligent wizard, he (or she) can easily convince her of being a researcher himself. If the player’s character is a wizard, but has only average rather than exceptional intelligence for his class, he’ll have to bluff a little to make her believe him. And if the player’s character is not a wizard, he’ll have to bluff a lot.
As you can see, rather than adding several different conditions to the dialogue choice (our editor allows for up to two conditions to be attached to a dialogue choice at once, so adding three or more individual conditions would be logistically impossible, anyway), we have created a new local condition simply named MAG_RESEARCH, which checks whether the player’s character can successfully convince Jeralis of being a researcher of the arcane or not. The custom condition looks like this:
As you can see from these lines of code, the character will succeed the check if he has a bluff skill of 6; if he is a wizard, he will succeed with a bluff skill of 3; if he is a wizard with INT greater than 18, he will succeed automatically.
Our scripting system allows us to make dialogue checks as complex as we need them to be for any given quest situation. We can check the player character’s gender, race and class. We can check the player character’s attributes and skills. We can check the player’s equipment, and whether she’s wearing something on an equipment slot at all: a guard might demand your character take her helmet off before she enters the throne room, as it would be rude to enter the royal chambers with a covered head. It is as simple as checking for the condition of BAREHEADED being false.
We can even add dialogue choices based on temporary conditions the player is effected by. When Obalor offers the player the quest to fetch Jeralis’ eyes for him, maybe an insane and hungry character might react like this?
This powerful scripting system allows us torecognize any state a player character may be in, and have NPCs acknowledgeeverything that is appropriate for them to comment on (like a dwarf reactingfavorably toward a fellow dwarf and skeptically toward an elf, a priestessmentioning you should take your boots off before you enter the inner sanctum, amerchant greeting you as a colleague because your character is a member of themerchants’ guild, etc). It also allows for creative quest solutions. Let’s imaginea magic mirror that guards a magically locked door. You can interact with it,but looking into it doesn’t do anything. In another chamber of the dungeon youfind out that the door only opens for those who stare into the mirror withblinded eyes – you can cast a spell of blinding upon your character, interactwith the mirror while the BLIND condition is true, and the door will open!
As for the quest to get Jeralis’ emerald eyes – there are approaches other than asking her and bluffing, such as intimidation, combat and stealth, but how exactly those can be pulled off is up to you to find out when you play the game! Our quests generally offer at least two possible solutions, usually more. Every player will have a different party and follow a different playstyle, so we try to add multiple solutions and decisions to each quest to offer a large amount of choice to the player – and, of course, a high degree of replayability.
Quest spoilers over. You may continue reading from here if you wanted to avoid them.
Finally, we’re going to show you some screenshots of a cozy village on the remote island in the Northern sea. Enjoy the scenes of tranquil village life!
The local physician’s house. He cares for the sick and also serves as the local coroner. His cat is doing its best at keeping the village rat-free. The chopping block, where prisoners condemned to death meet their end. You can sit down in the tavern next door and watch the execution through the windows, comfortably seated with a mug of ale in your hands. The pinnacle of entertainment in a sleepy little village like this. He’s not drinking on duty! He’s merely sampling the ale to make sure it is of high enough quality. A diligent guard would never let his officers taste sub-par ale. He’s just doing his duty. Besides, it’s not like these prisoners need much guarding. They’re locked behind bars, tight and secure, with no way to escape.
And that’s it for today! We’ve given you a more thorough look into how our dialogue system works, along with a glimpse of one of the game’s many side quests – and keep in mind, this is the very same dialogue tool you will be able to use to create new modules for Realms Beyond, so all the power of setting custom conditions for dialogue checks and writing quests with multiple solutions and outcomes will be in your hands!