Overview: Bug fixes, more content, and paving the path for chapter 3
The desvera casino should now have items for purchase, chapter 2 bug fixes allowing for even more of it to be accessable.
monsters will now appear in the over world near telar, there is a new optional explorable area(this area will serve a purpose in the next patch but you can check it out now)
new night time monsters added for chapter 2.
There is also a lot of changes that didn't get noted in my notes while i was going through some real life stuff so these patch notes don't reflect everything i worked on, there was also a lot of time that passed in between sessions of working on the game so some changes may not be streamlined to any one particular area or i may have forgotten what i was supposed to be working on. This is just the first of what i hope is many patches coming up in the next few months as i am getting back into swing of working regularly on the game.
Characters: There may have been some balance changes here but i didn't take note of them.
Classes: Dragon Knight now has spells past level 25.
Skills: Minor adjustments to various skills, keeping an eye on balance changes made in v28
Items: New casino items added to Desvera
Mithril items are currently being overhauled, they will soon be availble begining the end of chapter 2 through special finds and monster drops.
Maps: I have bug fixed several maps, new costal cave map located in chapter 2.
Port town Travestis (coming soon)
Events: some events that were bugged are now fixed. Menu: nothing new here
Quests: This feature may be cut if i cannot figure out a direction to take it.
Bugs: black screen after the void world ion chapter 2
alternate path in forest of hope boss not triggering.
various other bugs i found while internal testing, forgot to note them as i worked.
v.29 News and a Request
Hello all!
So with the new year has come new problems and new problems have caused development to slow to a near stand still.
I'm simply not able to put forth the time and effort I would like to into development at this time which is why a news update has taken so long to get around too.
With that being said V29 may end up being a much smaller patch with a focus on fixing bugs and adding content where its needed, via some of the areas in chapter 2 and fixing the chapter 2 end bosses bugs that currently make the fight near impossible without extreme measures taken (looking at a certain grinder).
With that being said I do need the help of anyone who is reading this and has purchased a copy of the game. There is a load of topics in the forums that have very little to no feed back from the community, I would love to hear your thoughts and ideas on how to improve the game and I'm not seeing any discussion.
Secondly, there's almost no reviews for the game, props to those who have, i realize this is a weird thing to ask but currently the game simply doesn't have enough reviews to be given a positive and or negative score to judge how good the game currently is. While i do hope most of you who have bought the game have been satisfied and are maybe waiting for more content before you make your final judgments a early access review would help me to know where to focus my attention
I realize the 3 major areas of the game needing attention are, grammar, art, and balance and i do have plans to tackle each in due time, with grammar probably the last on this list because there is still so much more story to write before i can go back and finalize all the text into what exactly should be said at what moment.
while the game is story boarded and has a already been meta written the finer details I have yet to truly dive in and write because i wanted to see how the story unfolded as I programmed the zones, sometimes you get a great idea and if you keep the story set in some sort of solid plans then you might miss out on being able to use that idea so while the main plot points are set there is still plenty of wiggle room as I move forward.
Currently there are no plans to cut content but there is still much to do in chapters 1 and 2 moving forward so I can shape the game where I want it there are a lot of systems in place that I want to finalize before I can keep that same consistency moving forward, the main ones being synthesis and de-sysnthsis and the new point allocation system that was put in some time ago.
I also have plans to overhaul the quest's in the game as I currently hate the system I'm using which is why there isn't any in chapter 2 as of this time.
That's all for now, so for the TL/DR Please leave feed back in the forums or a review, and v29 is coming along slowly but it is coming. Finalizing current content is going to be the focus so I work on using the same systems effectively for the rest of the game.
V.29 and beyond
Hello all,
I just wanted to pop in and discuss what to expect in the future for the game.
Dev Road map. I Already have one but i want to create on for you all to see, I will be posting this in the some time near future.
Possible cuts from the game. With the scope of the project being so massive and the state of developing rate of time there may have to be some major content cuts so that the game can be finished.
When i started the project it was a solo project with a solo scope. As development evolved some people came on board to help out with things such as art, music, and an extra pair of hands to help with the dev process.
Now that the game has evolved beyond a solo project and it is now back to being a one person show I may not be able to keep the pace of development and all the bells and whistles that have been going into the game and still produce the finished product i have in mind in a time frame that feels good.
For now i'm playing it by ear but if i have to start cutting content i just wanted to be sure everyone knew ahead of time. The things i'm looking to cut are pretty major, mainly being chapters 3, and 4 of the story with plans to make them into a separate game some time down the road. This is the last thing i want. There are many roads i can take so i will just need to see what best fits.
If you have any ideas or suggestions moving forward feel free to drop them in the suggestion box.
My vacation is over and i am back to work. So development for v.29 has begun. This patch i'm planning on focusing on balance, bugs, and synthesis for both chapters 1 and 2. After i feel these area's are in a good place i will need to decide whether to begin work on chapter 3 and beyond or to wrap up the story in preparation for the next game.
There is tons to do so i will just get started and feel it out as i go. Feel free to drop us a line in the comments or on the forums and thank you all for playing!
Patch V.028 Is now Live.
Patch Notes ver.028
Overview: Chapter 2 is here. This early version of Chapter 2 will under go several revisions, additions and overhauls. Once I feel it is in a good spot I will begin work on chapter 3.
Dragon Warlock has arrived, Along with this new class there has been a skill and combat overhaul balance with the new Spiritual power Mechanic and Skill mastery update. The early game has been impacted some, but once the ball is rolling it should feel better over all in the grand spectrum.
Monsters have been buffed to adjust to new character power.
New maps, items, and more!
Characters: Some characters received slight adjustments.
Classes: Dragon Warlock: Load your enemy up with various Elemental dot’s, use shadow magic to unleash chaotic Ailments upon your foes.
Skills: Skills will now level up the more you use them decreasing casting cost and increasing damage/healing.
All skill cooldowns have been adjusted. High Skill mastery now lowers cooldown. Many Cooldowns now will start off higher than before potentially slowing the pace of combat, but after some skill mastery levels the cadence of combat should flow smooth and perhaps at a greater pace.
More skills have been moved into the instant cast category, some classes were lacking options in combat which made them feel stifling to test, moving more into instant cast should open up unique combos and allow for a greater variety in combat.
Most of the skills moved into the instant cast were also often ignored, as better options were available to cast instead. While many of these skills were needing improvement moving them into the instant cast tier of skills allowed their tuning to be just fine. Now using these skills will determine your play style, do you just dump the load, or do you use them strategically, that’s now your choice.
Cure, Cure II, Casuna, Casuna II, and Casuna of the Pheonix have been reworked to remove multiple Afflictions in a single cast. Now removes any affliction.
Items: New items have been added in for chapter 2.
Balancing for early iron tier weapons for transitioning into chapter 2
New Bronze synth recipes to add in some variety.
Many consumable items have had their prices increased, The materials to make them have also increased in value. Now selling items you find will be more impactful if you do not intend to keep them.
Perma Stat boosts have been increased, These felt like they were falling behind so I doubled their values. Example: Life up +50HP is now Life up +100HP
Fate up’s now give 5 Fate instead of 1.
Elemental Hearts have been boosted as well.
Maps: All Chapter 2 maps have received an overhaul, New Chapter 2 maps have been added.
Callinder Chapter 2 has new shops.
Desvera Kingdom has Arrived. Who dwells in this mysterious place?
Desvera Caverns have Arrived. A new Chapter 2 dungeon.
Desvera Casino. Try you hand at a variety of mini games, earn rewards to empower your heroes.
Port town Travestis (coming soon)
New music for Castle town Tamarack.
Music in the class change rooms has been updated with a finalized version.
A forge has been added to Scaldraid.
A forge has been added to Telar
Telar has people! Telar has npc’s that are awaiting the up coming Arena competition.
Tamarack NPC’s have undergone some cosmetic changes.
Events: Chapter 2 had a story rework to continue the rewrite done on chapter 1 this includes more cutscenes, text placement and flavor, a complete overhaul of dialog, more dialog added and a change of pacing and events.
Chapter 1 events that lead to dead ends may now continue into chapter 2.
Monsters: Will be watching these closely to see if they need a bump in power.
A planned feature to make hardmode bosses enrage is still under works.
Menu: New spiritual power menu for allocatiing SP
Quests: quest overhaul coming soon. No new quest’s will be added until Chapter 1 receives an update for its current quest’s
Bugs: There were some triggers not working in mount lional and port targe. There was also a glitch where you could hop over a small gap by port targe and get the boat early. Other minor fixes on various maps
Beta Build V28
Hello all! I just thought i'd drop in here and let you all know that patch v28 Is avaiable in the Test branch SRB-Beta.
Once initial testing is done the patch should be pushed to live hopfully sometime soon, Estimate end of june.
After v28 is live i will be taking a break to celebrate my birthday and the 4th with the family.
Patch Notes ver.028 Beta Patch (i'm certain 95% is accurate)
Overview: Chapter 2 is here. This early version of Chapter 2 will under go several revisions, additions and overhauls. Once I feel it is in a good spot I will begin work on chapter 3.
Dragon Warlock has arrived, Along with this new class there has been a skill and combat overhaul balance with the new Spiritual power Mechanic and Skill mastery update. The early game has been impacted some, but once the ball is rolling it should feel better over all in the grand spectrum.
Monsters have been buffed to adjust to new character power.
New maps, items, and more!
Characters: Some characters received slight adjustments.
Classes: Dragon Warlock: Load your enemy up with various Elemental dot’s, use shadow magic to unleash chaotic Ailments upon your foes.
Skills: Skills will now level up the more you use them decreasing casting cost and increasing damage/healing.
All skill cooldowns have been adjusted. High Skill mastery now lowers cooldown. Many Cooldowns now will start off higher than before potentially slowing the pace of combat, but after some skill mastery levels the cadence of combat should flow smooth and perhaps at a greater pace.
More skills have been moved into the instant cast category, some classes were lacking options in combat which made them feel stifling to test, moving more into instant cast should open up unique combos and allow for a greater variety in combat. Most of the skills moved into the instant cast were also often ignored, as better options were available to cast instead. While many of these skills were needing improvement moving them into the instant cast tier of skills allowed their tuning to be just fine. Now using these skills will determine your play style, do you just dump the load, or do you use them strategically, that’s now your choice.
Items: New items have been added in for chapter 2.
Balancing for early iron tier weapons for transitioning into chapter 2
Synthsis book reworks, as well as locations where to obtain them. Bronze tier 3 bronze book is no longer purchased in tamarack but has been added in a secret elsewhere. Bronze Tier 2 book is no longer availble in Palentis but has been added in as a secret elsewhere. (not sure i did this can't find them if i did lol!!! but will make sure this gets fixed asap if not)
Maps: All Chapter 2 maps have received an overhaul, New Chapter 2 maps have been added.
Callinder Chapter 2 has new shops.
Desvera Kingdom has Arrived. Who dwells in this mysterious place?
Desvera Caverns have Arrived. A new Chapter 2 dungeon.
Desvera Casino. Try you hand at a variety of mini games, earn rewards to empower your heroes.
Port town Travestis (coming soon)
New music for Castle town Tamarack.
Music in the class change rooms has been updated with a finalized version.
Events: Chapter 2 had a story rework to continue the rewrite done on chapter 1 this includes more cutscenes, text placement and flavor, a complete overhaul of dialog, more dialog added and a change of pacing and events.
Chapter 1 events that lead to dead ends may now continue into chapter 2.
Monsters: All monsters have received a balance update for the new SP and Skill mastery systems. Hardmode bosses will now have soft enrage timers. Enraged bosses will hit harder and act more often. Bosses are still killable in their enraged states.
Soft Enraged bosses will eventually berserk. Making them nearly unkillable.
Hardmode bosses have been balanced with a generous amount of time before enrage timers become a problem. This will be monitored closely to not make bosses impossible. The goal is to make bosses difficult and fun without taking away from the overall experience of the game. (This has been disabled for this particular testing round.)
Menu: New spiritual power menu for allocatiing SP
Quests: quest overhaul coming soon. No new quest’s will be added until Chapter 1 receives an update for its current quest’s
Bugs: If you see or know of any bugs please report them so they can be fixed in patch v.028
Master Forge May be coming soon
***if you're reading this please comment afterwards***
So, I've been asked by a few people in privet for a place to come and have a way to test the synthesis system and a way to mess with the characters through min / maxing the stats of the game to stress the systems in play.
I already have a test environment i set up for my self for internal testing and i am considering opening that up to the public.
The master forge would include.
A way to fight every single monster currently in the game (hidden or not)
Be able to control the characters level / class level
Have access to nearly every item in the game.
Have access to every synth recipe in the game broken or not.
Unlimited resources to craft as much as needed,
A shop in which to sell / dump un-wanted items.
This would be a closed environment and there would be no access to the full game from it so it would be a beta branch only. Although old save files will work as normal any new game created would go to the master forge.
If this is something more then just a few people want i will work on it here and there and get it finished, currently it is only set up to test the few monsters i needed to test for game balance. It wouldn't delay progress on the game since i use the forge my self to check a lot of things for my self when developing.
Patch v.028 (Preview)
Since i've been busy with other things i wanted to hit the ground running with various new systems i will be testing. Once those systems are in a testable state i will put a beta branch up for them to be tested on. Looking forward to getting to work :)
Patch Notes ver.028 patch preview Overview: Extra stat points now called SP to further customize your characters to be gained each level. Skills will now level up the more you use them up to a certain point.
Characters: Experimenting with giving all characters access to dragon classes that the main character starts with, how ever they will be unlocked through side quests and hidden content.
Classes: New class in the works, the Dragon Warlock
Skills: Skills will now level up the more you use them decreasing casting cost and increasing power.
Items: always more synth recipes to be added.
More Iron tier polishing and balancing
Will looking to be fleshing out some additional areas I feel are lacking in item variety
Maps: Bug hunting on new maps, getting chapter 2 maps ready for release
Events: Will be looking into finishing up few things in chapter 1 and then I will work on overhauling chapter 2
Monsters: Monster will get a slight tweak to keep up with the new skill and stat systems making later tier monsters harder if the systems are not being utilized.
Menu: Will be looking for improvements here
Quests: quest overhaul coming soon.
Bugs: If you see or know of any bugs please report them so they can be fixed in patch v.028
Delay in Development
Hello all!
Some things are in the works but I am going to be putting the Game development on hold while I finalize my Second book.
I hope to have it finished within a few weeks and off to the editor by the end of the month in which I will continue to work on the next patch.
See you all soon =)
Major bug Fix.
Just found a bug i noticed earlier this week when streaming.
If you went through the Saldina forest camp scene and noticed the encounters stop working after that point you would have ran into this bug.
I have located and fixed this particular scene but the encounters turning off has been a problem on and off bug hunting. if you notice your random encounters turn off and you are not using ninja stealth please let me know.
I also added some back up trigger points beyond this scene for dungeons that should always have encounters turned on.
This hotfixed has been patched so make sure to update your game if you were playing in version 27.
Live Stream
Hey!
If you ever wondered what the dev looks like playing his own game come check out my stream. Doing a live dev stream right now! I will be streaming sometime in the mornings all week usually between 8 -5 pm central us time.