Beta Patch 1.6.23 lets you recruit characters for your roster from inns
This week’s patch lifts the restrictions on entering sites while committed to other quests; nodes should never be locked. The locking of sites served little purpose now that the other mechanisms of the roster overhaul are clicking into place.
The other big change is the way in which you can add new characters to the roster: you need to recruit them. You can often find recruitable characters in inns and other settled locations. Clan relations will affect their willingness to join Haven’s cause.
Gameplay Changes - Sites are no longer locked when you are committed to a different quest. However, completing those quests have little benefits. - More side quests need to be uncovered by finding rumors. - The map in the library can be used to commit to any known quest. - The First Lorekeeper is now the Keeper of the Codex and offers only diplomatic missions. - You can encounter characters you can recruit to your roster in inns, roadhouses, and similar settlements. - To be able to recruit a character you need to be friends with their clan. - Befriending clans no longer add a character to the roster immediately. - Recruitable characters you can currently encounter: Farland Hunter, Turnip Farmer, Elder Nomad, Free Sword, Relic Hunter, Dawn Stalker, Adventurer. More are to follow. - The Vault Warden has a new ‘signature skill’: Quick Retrieval (of thrown weapons) - The Disciple has a new ‘signature skill’: Raaf Inspired - The starting equipment of the basic backgrounds has been reviewed and adjusted. - The skill options of the basic backgrounds have been reviewed and adjusted. - The first character in a new world is now the ‘Adventurer’ (formally known as the ‘gate guard’). - The envoy has been removed from the starting roster. - When you complete a quest you committed to, your max hope increases by 1. - After you recover from a wound you will gain one of the following ‘physical scars’: Scarred, Limping, Aching Bones, Brittle Bones, Fragile, Aching Muscles, or Painful Joints. - After you recover from weary, you will gain one of the following ‘psychological scars’: Unfocussed, Shaken, Disillusioned, Lackluster, Nervous, No Appetite, or Ragged.
Bug fixes - Other wayfarers stay in a level after switching characters and levels.
Beta patch 1.6.22 Replaces the prologue with a new quest.
This week’s patch further streamlines Haven: you can find more supplies in the vault, but the basic traders have been removed. Rumors are no longer collected at the inn in Haven, but they can be bought by spending knowledge points in the library.
Special attention has also been given to the new prologue quest that unlocks access to vault, the library, and the shrine in the temple to begin with.
Finally, by popular community request we also added an ‘open world’ difficulty setting that allows you to ignore the requirement to commit to a quest before leaving, but that does require you to travel back to Haven yourself.
Patch 1.6.22 - Haven’s exterior has been reduced in size. - Haven no longer has any basic traders. - There are many more supplies in the vault at the start of a new world. - If you enter the temple in Haven, damaged equipment is automatically repaired and you are automatically healed from status effects like poison and infection. - The innkeeper in Haven no longer offers any rumors. - The Staff is now kept secure in a dedicated room in the temple. - Switching between wayfarers is streamlined better. - When you switch wayfarers, you automatically pass on items that are not equipped or assigned to a preset. - You can re-enter the temple in Haven freely once more. - Adds an open world difficulty setting that lifts the restriction that you cannot leave the temple without a quest, and that requires you to make your own way back to Haven after completing a quest. - Removes a few gameplay and difficulty options that are obsolete within the new framework. - Improves the ‘mysterious tower’ template. - Replaces the ‘Raaf Key’ quest with a simpler version that can spawn at a larger variety of locations. - Adventure sites have more places where you can camp. - Returning books gives you ‘knowledge points’ rather than sparks. - Knowledge points can be used to research inside the library (which no longer requires a test). - Knowledge points can be used to gain rumors from the Head Archivist. - The range of Haven’s rumors has been extended. - Abandon quest has been removed as a menu option as an automatic option when you leave a site.
Changes to the prologue - While playing the prologue, only the Loremaster is available in the Temple. The other rooms are locked. - Only one quest is initially available: a quest to retrieve Marang Machine parts that unlock the other rooms in the Temple. - During the prologue there are no traveling merchants in Haven.
Bug Fixes - You can correctly start a new world using a controller. - ‘Minor puzzle gates’ can be generated with the full scala of options once more. - Quests are not offered for locations inside the First Valley (with one exception, obviously).
Patch 1.6.21 restructures the gameplay flow in Haven at the start of a run
This patch restructures the design of Haven and the way it dictates the start of each run. In essence, you start inside the temple in Haven where you select and prepare for a new quest. You can only leave the temple when you have a quest, and once you have left you cannot return.
If you complete a quest successfully, you immediately gain a skill, and return to Haven to prepare for the next quest.
Gameplay Changes - You start each run inside the temple in Haven. - You can only leave the temple once you have accepted a quest. - After leaving the temple you cannot reenter. - The loremaster offers main quests. - The first lorekeeper offers side quests. - After you have accepted a quest you can still change your current quest by accepting another. - To switch between wayfarers you walk up to another wayfarer and interact with them. - When you accept a quest you no longer gain provisions, instead they automatically appear in the vault section of the temple. - Provisions are replenished between runs. - The legacy chest has been removed from the vault. Legacy items appear in the regular chests should you die. - You no longer gain skill points for performing a quest, instead at the end of a successful quest you can immediately pick a new skill. - The old prologue has been disabled for now. - Camping / not camping at minor settlements (farms, trading posts, etc.) has been made more consistent. - If a site is locked you are still able to find a camping spot ‘nearby’.
Beta branch patch 1.6.20 makes small nodes smaller (and faster to load)
This week we have been working hard on rebalancing the item economy, the rumor economy, and the camping regime. The aim is to match these mechanics better with the hero roster.
You will find that you will need to work much harder to find and upgrade your well-made items. We have made these changes so that you have to work a little harder to get the really good gear. And with legacy items being extremely rare, hopefully you’ll think twice before risking all your high-tier equipment on a single quest.
In Haven the only spot to gain rumors is now the inn. We decided to remove rumors with traders and Haven’s gate keepers, in order to streamline the things you need to do while preparing for a run. Behind the scenes, we are already taking a closer look at the layout and locations of various functions in Haven, to make sure the ‘downtime’ between runs is not unnecessarily tedious.
Instead of camping anywhere you will need to find designated camping spots. On small nodes these spots will be easy to find. Most of the small sites have been made much smaller. Basically they are now just a simple location where you can camp, or possibly encounter folk, enemies, or prey. On larger adventure sites finding a good spot to rest will be more difficult. Probably the chance you currently encounter a campsite is a little bit too sparse, but this will be improved over time as we will be adding more designated campsites to adventure sites and simple locations.
The patch is still in beta. This is taking longer than we anticipated, but hopefully when we are ready to drop the big update, it will be worth the wait.
Gameplay Changes - The last quest you looked at on your map is a quest you can accept at the Task Master when it is applicable. - Retrieving the Staff of Surveyor is now a quest goal. - Adjusting loot tables so that good weapons and armor drop less frequently. - Legacy has become a very rare attribute only found on mission critical items. - Legacy signets have become rarer and only bestows minor legacy. - Traders no longer have rumors. - The price for rumors has gone up. - The gatekeepers in Haven no longer offer a rumor. - Starting characters typically do not have well-made items. - You can only camp at designated campsites. - The quick rest option is removed. - Reduces the size of many smaller locations so they generate and load much faster.
Bug Fixes - Forgotten weapons quest closes correctly on completion.
Patch 1.6.18 brings back many of the old combat skills to the beta branch
We’ve made good progress this week. The new roster and quest system are settling nicely. A large part of the main quest and tasks you can perform for the benefit of Haven have been integrated into the new quest system. On top of that, clan envoys now also offer quests for the benefit of their own clan. Completing those quests will befriend them and add new characters to your roster.
Another significant change is the return of many ‘old’ combat skills. You will find that the wayfarer has much more potential for growth, partially because some aspects of combat that previously were a given (parrying, riposting, blocking many times with a shield), are now unlocked by acquiring skills.
This patch also means a return to the more hardcore no-save-restore loop version of the game. Previously made worlds will keep the possibility to save and restore, but for new worlds the feature must be added in the difficulty setting of a world. Instead the option to restore a save, an option to abandon a quest has been added to the pause menu.
We still need to polish all these changes up some more, but slowly and surely the beta is getting close to a good enough shape for a wider release…
Gameplay Changes - Most steps of the main quest are now presented as a quest you can (and sometimes need to) commit to. - Many extra missions (to collect sigils or other treasures) are also presented as quests. - Each quest description indicates a challenge level. This is a first rough draft of that system, it will take some time to increase its accuracy. - Brings back many combat skills. - Trainers offer a wider range of skills to train. - Most deeds can only be collected on quest locations, this limits the number of deeds you can collect to 1 or 2 per quest in most cases. - Save game features must now actively be added to a world as an easy difficulty option. - You can abandon a quest from the pause menu. - In most cases, after completing a quest the quest will only end when you leave the area. - If you leave a quest location without completing a quest you will abandon it. - Clan envoys offer quests as well (unless they are angry with Haven). - Befriending clans will add new characters to the roster. - Missions to claim keeps and discover possible mines are now integrated into the new quest system and need to be accepted before starting a journey. - When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen. (WIP)
Patch 1.6.21 restructures the gameplay flow in Haven at the start of a run
This patch restructures the design of Haven and the way it dictates the start of each run. In essence, you start inside the temple in Haven where you select and prepare for a new quest. You can only leave the temple when you have a quest, and once you have left you cannot return.
If you complete a quest successfully, you immediately gain a skill, and return to Haven to prepare for the next quest.
Gameplay Changes - You start each run inside the temple in Haven. - You can only leave the temple once you have accepted a quest. - After leaving the temple you cannot reenter. - The loremaster offers main quests. - The first lorekeeper offers side quests. - After you have accepted a quest you can still change your current quest by accepting another. - To switch between wayfarers you walk up to another wayfarer and interact with them. - When you accept a quest you no longer gain provisions, instead they automatically appear in the vault section of the temple. - Provisions are replenished between runs. - The legacy chest has been removed from the vault. Legacy items appear in the regular chests should you die. - You no longer gain skill points for performing a quest, instead at the end of a successful quest you can immediately pick a new skill. - The old prologue has been disabled for now. - Camping / not camping at minor settlements (farms, trading posts, etc.) has been made more consistent. - If a site is locked you are still able to find a camping spot ‘nearby’.
Beta branch patch 1.6.20 makes small nodes smaller (and faster to load)
This week we have been working hard on rebalancing the item economy, the rumor economy, and the camping regime. The aim is to match these mechanics better with the hero roster.
You will find that you will need to work much harder to find and upgrade your well-made items. We have made these changes so that you have to work a little harder to get the really good gear. And with legacy items being extremely rare, hopefully you’ll think twice before risking all your high-tier equipment on a single quest.
In Haven the only spot to gain rumors is now the inn. We decided to remove rumors with traders and Haven’s gate keepers, in order to streamline the things you need to do while preparing for a run. Behind the scenes, we are already taking a closer look at the layout and locations of various functions in Haven, to make sure the ‘downtime’ between runs is not unnecessarily tedious.
Instead of camping anywhere you will need to find designated camping spots. On small nodes these spots will be easy to find. Most of the small sites have been made much smaller. Basically they are now just a simple location where you can camp, or possibly encounter folk, enemies, or prey. On larger adventure sites finding a good spot to rest will be more difficult. Probably the chance you currently encounter a campsite is a little bit too sparse, but this will be improved over time as we will be adding more designated campsites to adventure sites and simple locations.
The patch is still in beta. This is taking longer than we anticipated, but hopefully when we are ready to drop the big update, it will be worth the wait.
Gameplay Changes - The last quest you looked at on your map is a quest you can accept at the Task Master when it is applicable. - Retrieving the Staff of Surveyor is now a quest goal. - Adjusting loot tables so that good weapons and armor drop less frequently. - Legacy has become a very rare attribute only found on mission critical items. - Legacy signets have become rarer and only bestows minor legacy. - Traders no longer have rumors. - The price for rumors has gone up. - The gatekeepers in Haven no longer offer a rumor. - Starting characters typically do not have well-made items. - You can only camp at designated campsites. - The quick rest option is removed. - Reduces the size of many smaller locations so they generate and load much faster.
Bug Fixes - Forgotten weapons quest closes correctly on completion.
Patch 1.6.18 brings back many of the old combat skills to the beta branch
We’ve made good progress this week. The new roster and quest system are settling nicely. A large part of the main quest and tasks you can perform for the benefit of Haven have been integrated into the new quest system. On top of that, clan envoys now also offer quests for the benefit of their own clan. Completing those quests will befriend them and add new characters to your roster.
Another significant change is the return of many ‘old’ combat skills. You will find that the wayfarer has much more potential for growth, partially because some aspects of combat that previously were a given (parrying, riposting, blocking many times with a shield), are now unlocked by acquiring skills.
This patch also means a return to the more hardcore no-save-restore loop version of the game. Previously made worlds will keep the possibility to save and restore, but for new worlds the feature must be added in the difficulty setting of a world. Instead the option to restore a save, an option to abandon a quest has been added to the pause menu.
We still need to polish all these changes up some more, but slowly and surely the beta is getting close to a good enough shape for a wider release…
Gameplay Changes - Most steps of the main quest are now presented as a quest you can (and sometimes need to) commit to. - Many extra missions (to collect sigils or other treasures) are also presented as quests. - Each quest description indicates a challenge level. This is a first rough draft of that system, it will take some time to increase its accuracy. - Brings back many combat skills. - Trainers offer a wider range of skills to train. - Most deeds can only be collected on quest locations, this limits the number of deeds you can collect to 1 or 2 per quest in most cases. - Save game features must now actively be added to a world as an easy difficulty option. - You can abandon a quest from the pause menu. - In most cases, after completing a quest the quest will only end when you leave the area. - If you leave a quest location without completing a quest you will abandon it. - Clan envoys offer quests as well (unless they are angry with Haven). - Befriending clans will add new characters to the roster. - Missions to claim keeps and discover possible mines are now integrated into the new quest system and need to be accepted before starting a journey. - When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen. (WIP)
Patch 1.6.17 Introduces hero rosters to the beta branch
This patch introduces character rosters! Instead of creating a character for each run, 3 random characters are made available when you generate a new world. While in Haven you can switch between these characters freely. However, when characters are wounded (updated effect) or weary (new status effect) they need some time to recover before they can leave Haven again.
The patch also introduces a new mechanism that automatically returns a wayfarer to Haven when they complete a ‘task’. Combined, this creates a completely different flow for the game. One where characters can actually progress, rather than only wear out over time!
The update will only be available on the beta branch on Steam, as everything is still in a somewhat experimental state. There are definitely a few unresolved issues. The most important being the controller support in the title menu. The fundamental structure of the game has changed dramatically (a roster of heroes rather than a single wayfarer). Unfortunately many core systems were setup in way that assumed one single wayfarer. Unexpectedly, controller support for the main menu was one of them…
Rosters - Removes character creation. - Adds 3 random characters to a roster when you create a new world. - While in Haven you can change between these characters from the in-game menu. - To recover from the wounded status, a wayfarer needs to spend time recovering in Haven (you should take another character). - When you deplete a character’s hope, they gain Weary. - To recover from the weary status, a wayfarer needs to spend time recovering in Haven. - If there are no characters available a new rookie Disciple will join the roster.
Tasks - In order to enter certain adventure sites the wayfarer needs to commit to a task. - Upon completion of a task the wayfarer automatically returns to Haven. - The wayfarer can commit to task by talking to the Task Master, when they do, the Task Master will give the wayfarer some provisions. - Tasks have been implemented for the Raaf Key, and the Raaf Temple quests.
Character Progression - Reduces the standard starting HP. - Reduces the standard starting Hope. - The immediate rewards for performing deeds are diminished. Instead, you can use each deed to improve a character. You need to find a trainer for that. - Trainers are available in all settlements.
Other Changes - Changes the way Dry and Sandstorm fortunes work. - Introduces a new Thirsty status effect. - Started to implement ‘windswept’ regions as a regional quest (still WIP).
Patch 1.6.16 Adds two new regional quests to the beta branch
This week’s patch adds two new regional quests. One for the Dandelion Highland regions, and one for the Broken Plain regions. Both quests come with their own new and improved bells and whistles attached.
Again, this patch will only be available on the beta branch. The reason is that we'll need to get enough of these regional quests done before it all really starts to make sense. That probably requires about 7 of them. Currently we only have made 3.
Gameplay Changes - Adds a new quest associated with the Dandelion Highlands. - New quest item: the dandelion highland map. - Dandelion seeds can be used to avoid hazards in the dandelion highlands. - Updates the map presentation of Dandelion Highlands. - Adds a new quest associated with the Broken Plains. - Updates the cliff fortune. - Climbing gear no longer has uses. - To avoid cliff fortunes you need to have climbing gear and rope. - New quest item: the Staff of the Surveyor - Ropes are now stackable items. - Spider silk ropes are now stackable items without bulk. - When you use a rope or spider silk rope to climb down a cliff, well, or vent. The game should be aware of the ropes nature (spider silk or normal). - Sentient trees have a visual presence on the map. - Research test no longer make you lose hope, instead there is an increased chance of failure. - You are no longer automatically exposed after 3 attacks. - Refactors the way travel fortunes are selected. This makes the system more reliable and consistent, but it will take some more time to improve it further.
Bug Fixes - Marang puzzle boxes only stack when they are identical and in an identical state. - You can no longer use the start journey option when viewing the map to cheat your way past the entrance gate to the first valley.