We have learned a lot with the creation of Reverie - A Heroes Tale. We've received a lot of feedback, most good, some not so good, and have taken both sides into account to create somewhat of a sequel.
Reverie - A Heroes Fate is in the works and takes place after the events of Reverie - A Heroes Tale. However, the story is not directly related in such a way that one would have to play A Heroes Tale in order to enjoy A Heroes Fate.
We're keeping the concepts of creating your own party with an all new set of class choices and expanding upon the customization even further with game modes and randomizers.
This time, you do not play the role of chosen warriors and instead take on a more ambiguous role. Will you stand with the Divine in conquering a new evil, or will you side with the Corrupted and bring forth an era of darkness?
For this week only, Reverie: A Heroes Tale is now half off. Not exactly a break-the-bank difference considering the base price of the game, but if you're among the super thrifty, then this sale is for you.
New guide for Reverie: A Heroes Tale
Hope you are all doing well!
It was much to our surprise and delight that an outside user (by that I mean one that is not a member of the Reverie: A Heroes Tale team) created a very in-depth guide as to the variety of skills and shards within the Reverie: A Heroes Tale world, even including the location of certain shards and how to go about getting them!
We felt it deserved a mention and could prove useful to any future adventurers, but mainly we're just really happy that someone thought our game was deserving of such a thing.
Check it out here: https://steamcommunity.com/app/813030/guides/
Patch 1.1.3
- Alchemist's "Acid Demonstration" now properly consumes Volatile Mix on use.
- In order to prevent soft-locks, the "Aegis Shield" and "Crest Shield" now grant immunity to the Charm status effect.
- Bardos no longer casts "Foxfire", preventing him from causing Sleep and Charm to your party members in an infinite - very unfun to experience - loop.
- The doors within the Great Shrines now clarify that they will only open once the Shrines have been visited and the Great Sage within spoken to.
As usual, some of these changes may unfortunately not take effect on current playthroughs and may only be effective on new playthroughs. Fortunately, none of the changes made involved particularly game-breaking scenarios, so current playthroughs should still more-or-less be fine to continue without these changes.
Patch 1.1.2
- Corrected bug where some classes started with skills they should not be starting with. This change will effect new playthroughs, but will not effect playthroughs where this is already the case. As it stands, nothing particularly game-breaking is being presented with this bug, so it likely doesn't effect your current playthrough much, if at all, as is.
- Fixed issue where some Return items would delete themselves after use (or non-use). Again, this will only take effect for new playthroughs, unfortunately.
Reverie - Patch 1.1
This patch touches up on the Airship and does the following:
- The "Ancient Cube" item received when selecting the Airship is now usable. When using it, it recalls the Airship to the players location. It can only be used in the Overworld.
- If you selected the Airship, you can speak to the King of Anavyl to have it recalled to the outside of Anavyl. Anavyl is the town you start in.
There's good odds that if you already have a savefile with the Airship that the Ancient Cube will not work. In this instance, you'll need to return to the King of Anavyl to have your Airship returned if you misplaced it.
Reverie - Patch 1
We've heard your feedback regarding issues with the game and have done the following:
- When selecting the Dark Knight class in the Character Creation screen, the description text now says that the Dark Knight can only be healed by using an Inn, instead of saying that the Dark Knight cannot be healed by outside sources. This should help clear up any initial confusion when selecting the class.
- Corrected an issue where interacting with a certain object in River Run would soft-lock the game.
- Fixed an issue where using skills involving certain status effects would render the target unkillable.
- Likewise fixed an issue where when an enemy used skills involving certain status effects on the player would give them NaN HP values, making them unkillable.
- Corrected issue where some skills stated that they could only be used once per battle, but could actually be used infinitely.
- Vagabond's "Aether Weaver" ability no longer has "Wild Magic" as a possibility in its list of random skills to be invoked
* Wild Magic is a skill that damages random targets with high variability, but by random targets it includes enemies AND allies as possibilities. Randomly pulling this skill out and getting unlucky with it is not a fun mechanic, and thus should not exist in Vagabond's pool of random skills.
If you have any further issues with the game, please don't be afraid to reach out and bring them to our attention.
Thanks!
Reverie - A Heroes Tale has been released!
Not sure what else to say, but kind of felt like something needed to be said, so there it is. Absolutely let us know if you have any issues with the game, we're excited to hear back from you, whether it be good news or bad news.