We just released a patch to address a smooth motion issue observed by Vive players. Anyone experiencing issues walking around the world while using smooth motion in Vive will now see that the issue has been corrected.
Included in the patch is also a fix for the holstering system. We also noted that the holstering of items was not functionally 100% with Vive but the problems have now been corrected.
Live Stream: Team Discussion on Release - Friday, August 16th @ 12 PM EST
Come join us on Twitch tomorrow at 12pm EST / 9am PST for a special live stream team discussion. We'll be discussing Patch 2.0 and the full release of When Wardens Fall.
Leave us your questions below!
https://www.twitch.tv/whenwardensfall
When Wardens Fall 2.0 (FULL RELEASE) - Available Now
https://youtu.be/h1XR633tuO8
We've just released Patch 2.0 for When Wardens Fall, which marks our transition out of Early Access to Full Release. Thank you for those that supported us in our Early Access period. If you already picked up When Wardens Fall during Early Access be sure to download the latest update of the game and check out the new patch.
If you haven't yet experienced When Wardens Fall, we would be so grateful if you could support us by picking up the full release version of the game. Grab it this week when it is available at a 10% launch discount!
Patch Notes:
The Camp
The newest and largest feature in When Wardens Fall 2.0 is the inclusion of The Camp. This new player hub allows for enhanced progression systems, found outside of the dungeon to encourage subsequent playthroughs.
The Lab
The Lab is where players will find the all too familiar alchemy system, however it has received a facelift. With a completely reworked UI, players now have more control over the potions they create and there a lot less trial and error.
The Armory
Here players will find their weapons. Each weapon can now be upgraded from Level I through to Level 4, bringing with it visual enhancements as well as statistical bonuses. No longer will players be given random items in the dungeon that you never wanted in the first place. All weapons can be chosen from to create the character you want.
The Forge
The Forge can be used to increase the power of the weapons found in The Armory. This is a key function of the Camp as When Wardens Fall 2.0 has received a massive rebalance encouraging players to upgrade their equipment if they hope to reach the lower levels of the dungeon.
Demonic Shards
Demonic Shards represent the new boss encounters located at the end of every dungeon level. These Shards of pure energy are able to spawn demonic soldiers, fire bolts of energy or even split into multiple smaller shards. Beating these Shards will reward you with a large amount of gold.
Updated Inventory
The inventory system has been updated with new UI as well as size based slots. No longer will players be carrying a great axe on the front of their body. These larger weapons are now restricted to the large slots found on the back of the player.
Parry System
Unlike in previous versions, simply blocking an attack will no longer stagger an enemy. Players must now time their blocks for when the enemy demons weapon is highlighted red. If you block within the “parry window” then you will stagger your opponent, giving you the opening you need. Standard blocks will still negate the damage, though you will lose the striking opportunity.
When Wardens Fall 2.0 - Let's Play: Dungeon Level I
To celebrate 1 week until the release of When Wardens Fall 2.0 and our transition from early access to full release, we've got a Let's Play for you! This Let's Play features Level I of the dungeon. Keep in mind that every level of the dungeon features a different tile set and a different variety of monsters.
https://youtu.be/jgp0rNt9R7A
Let us know what you think & feel free to leave any questions in the comments below!
We have a release date! AUG. 15. 2019
https://www.youtube.com/watch?v=h8RVo2e_cmA
When Wardens Fall full release version (Patch 2.0) will be available AUGUST 15TH.
The wait is almost over. When Wardens Fall is transitioning from Early Access to Full Release on Thursday, August 15th, 2019. We are so excited for you to get your hands on the full release version of the game, and experience all the changes that we've made to the game since the last patch.
Keep an eye out for more previews of full release content over the next two weeks. Next week you can expect to see an amazing Let's Play!
We're happy to answer any question you may have about the release. Leave your comments/questions below.
When Wardens Fall 2.0 - Patch Trailer
Hello Hunters,
Welcome to this week’s developer update. Today we are sharing our Patch 2.0 Trailer highlighting all of the new features you will can expect in When Wardens Fall 2.0 - the full release version of our game coming this August!
Either watch the video below or take a read!!
https://youtu.be/QU52NstXRdg
The release of patch 2.0 will mark our transition out of Early Access into Full Release. We have been working on this patch for many months, overhauling and refining the game to get it ready for full release.
Some new features you'll encounter in Patch 2.0 are:
+ The Camp - a completely new Start Room
+ Ability to Spend Coin to Enhance your Camp
+ Upgradeable Weapons
+ Overhauled Alchemy System
+ New Place to Enter the Dungeons
+ All New Boss Rooms
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We hope that you are excited to experience all of these features in When Wardens Fall 2.0. If you have any questions, feel free to leave a comment. If you don't already own the early access version, make sure you add the game to your Steam Wishlist so you can stay up to date on what is happening with When Wardens Fall 2.0.
You can expect a video & post every week until the release of When Wardens Fall 2.0 in August.
When Wardens Fall 2.0 - Monsters Overview
Hello Hunters,
Welcome to this week’s developer update. Today we are going to be reviewing all the monsters that you can fight and destroy in When Wardens Fall 2.0. We’ll look at what each monster does, a little bit of their lore, and how you can expect to fight them when you get your hands on patch 2.0 in August.
Either watch the video below or take a read!
https://youtu.be/7gZABGZuAm0
The Forgotten
The Forgotten are the most common monsters that you’ll find in the dungeon and act as the rank and file of the demonic hoards. Forgotten are the initiates of the Warden Order now corrupted by the darkness within the dungeon and turned into husks of what they once were. Forgotten carry light armor in their default form. Most of the time they have a shield and sword, but sometimes they spawn without a shield, and other times they spawn with small pieces of armor scattered around their bodies. The Forgotten Elite on the other hand always spawn with a shield and a full suit of armor, which includes a chest piece, two shoulder pads, arm bands, a helmet, and knee guards. Hitting any of those pieces counts as hitting armor and certain weapons, such as daggers, are very bad at taking on armored targets.
The Sister
The Sister acts as a magical support unit for the early game of When Wardens Fall. You’ll find her primarily within the Warden’s quarters and the two upper levels of the dungeon. Once you get down to the more pestilent ridden areas of the dungeon the Sister gets replaced with the Fiend, another magical unit. The Sister’s primary form of attack is her magic missile, which can deal high damage if not blocked or reflected. The Sister is pretty fragile but she’s a threat in her own right and ignoring her on the battle field would be a mistake.
The Warden
These hulking beasts of muscle and sinew are the creations of years of corruption, taking some of the most powerful human warriors and twisting their image into a more demonic form. Wardens are large, lumbering monsters with heavy attacks. They are not the quickest, but do hit the hardest. They come in two varieties: the standard Warden or the heavily armored Warden. Dealing with the heavily armored Wardens is quite the task especially when they carry rune encrusted blades. Getting hit by one of these monsters is sure to hurt and taking one down will take a good amount of effort for any hunter.
The Disciple
Followers of the ways of pestilence, the Disciples have been remade by their god into their disgusting forms. However, Disciples are also quick and very deadly. With a powerful charge attack, Disciples can launch themselves across the room, stabbing at you with their deadly and long blade arm. These are among the fastest monsters in the game and have extremely high damage statistic, however they are also on the squishier side.
The Chosen
In contrast to the Disciple, there is the equally fast, if not faster, and much more tanky, Chosen. The Chosen are select Disciples picked from the cream of the crop to be turned into Chosen. Wielding not only one, but two blade arms, these monsters are capable of massive amounts of damage to players that are unaware of their threat. In addition, they feature small amounts of armor located on different parts of their body, and can even spawn in an Elite form which is far more armored.
Both the Chosen and the Disciple are very deadly combatants found on the lower levels of the dungeon and make for an interesting and tricky fight.
The Fiend
The Fiend is a being of pure pestilence. This caster is capable of summoning small armies of Clots. On its own, the Fiend is not the most threatening of monsters, preferring to stay out of the fight for as long as possible, and unable to really lash out at players if you get close to them. However, left unattended, this monster is capable of dealing more damage than any other in the game through its variety of explosive and deadly summons. The Fiend is a pure demon of pestilence and takes the fat off of its back and sculpts them into small, adorable but deadly Clots; congealed fat and magic made manifest. These monsters love to hug players, but of course when they do this they tend to explode.
Clots come in three varieties: red, green, and yellow. The Red Clot is a medium sized Clot with a larger health pool than most, but cannot revive itself. The Green Clot is capable of bringing itself back to life. The Yellow Clot cannot revive itself and has a low health pool, but also leaves the most damage when it explodes. All of these Clots are dangerous threats that you’ll find within the dungeon, and together the Fiend and the Clots can easily overwhelm players.
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We hope that you are really excited to battle all of these monsters in When Wardens Fall 2.0. If you have any questions, feel free to leave a comment. Make sure you add the game to your Steam Wishlist so you can stay up to date on what is happening with When Wardens Fall 2.0.
You can expect a video & post like this every week until the release of When Wardens Fall 2.0 in August.
When Wardens Fall 2.0 - Dev Vlog
Hello Hunters,
Welcome to our first ever When Wardens Fall Developer Vlog. Today we are looking at all the new features that have been added to When Wardens Fall 2.0, the patch that will finally bring us out of Early Access. Either watch the video below or take a read!
https://youtu.be/zcKjUjAUhxY
The biggest addition to When Wardens Fall 2.0 is the The Camp. The Camp acts as our new player hub. The current game has a starting room which allows you to enter the dungeon, look at your gear, but not much else. The starting room right now is essentially just a staging ground for you to enter the dungeon. In When Wardens Fall 2.0, The Camp will replace the starting room and contain a lot of special and unique features, including progression and interesting customization options. When you enter The Camp, you’ll see that there are different sections.
In The Armory, you’ll see that all of your favourite weapons are back. The Armory is where you are now able to pick up and choose the weapons you want before going into the dungeon. In previous versions of the game you were stuck using the weapons that we gave you through the chests. That’s no longer the case! Chests now drop gold, and that gold can be spent in The Camp to upgrade different parts of The Camp, upgrade your weapons, and unlock alchemy stations, which allow you to refine different chemicals and plants down to make different potions, poisons, and flasks. The Armory has all the classic weapons: daggers, swords, great axes, hand axe, shield, and our beautiful long sword. All weapons can be carried into the dungeon by holstering them into your inventory slots. Alternatively, you can fill your inventory slots with alchemical concoctions that you develop in The Lab.
The Lab, is the section of The Camp devoting to alchemy. The alchemy station works the same as it does in other versions of the game, allowing you to create unique and interesting potions, poisons, and flasks. The difference is that you can now bring the alchemy concoctions that you want into the dungeon, and not just use what you find. In The Lab there is a book with a legend of all the available effects when creating potions, poisons, and flasks. Available effects include: instant heal, fire, blind, heal over time, increase damage, paralyze, damage over time, freeze, and defense increase. The Lab also contains a book from which you can retrieve the plants that you collected in the dungeon. You can flip through the book and collect the plants from the two podiums on either side of the book. This book also indicated what effects can be found within each plant.
When you first enter The Camp in When Wardens Fall 2.0, you’ll notice that the boiling pot and grinder, both used to refine plants with two effects into their singular components, are missing from The Lab. In When Wardens Fall 2.0 players are now required to upgrade their camp to unlock addition functionality that was there by default in the previous versions. You now have to spend your hard earned gold to upgrade The Lab. Doing this will unlock additional pieces including the boiling pot and the grinder, as well as the ability to create poisons and flasks. By default, when you start the game, you will only be able to make potions, and there will only be a few starting ingredients for you to work with.
The newest addition to the When Wardens Fall 2.0 is The Forge. The Forge is where you can take the items that you’ve collected from The Armory and upgrade them up to Level 5. All weapons by default start at Level 0 and can be leveled up from Level 1 up to Level 5. Leveling up not only adds stats to your weapons but also customizes them and edits their appearance. Just like The Lab, The Forge can be upgraded. If you have a weapon that you want to upgrade, The Forge must be at least that level. For example, if you want to upgrade your sword to Level 3 your forge must also be at Level 3.
Beside the waterfall, you’ll find the dungeon door, which has been revamped and moved to the end of The Camp. In addition, the settings board has been moved to beside the dungeon door so that players can make changes before going into the dungeon. The settings board allows you to change your movement method, your dominant hand, and how you want to drop items.
The Camp adds much needed progression between your dungeon runs. Players will no longer be able to enter the dungeon and reach Level 5 on their first playthrough. Instead they’ll be required to level up and improve the components of The Camp so they can get deeper and deeper into the dungeon.
We hope that you are really excited for this new way to play When Wardens Fall and we can’t wait for you to get your hands on it later this summer. If you have any questions, feel free to leave a comment. Make sure add the game to your wishlist so you are up to date on what is happening with When Wardens Fall 2.0.
Where have we been?
Hello fellow Hunters,
It has been 5 months since our last update and I am here to let everyone know that we are still here, hard at work on When Wardens Fall 2.0. Even better than that though I am here to tell you that the aforementioned patch is almost ready to make its way into your hands. This patch marks the full release of When Wardens Fall, bringing it out of Early Access, and also marks a massive number of systemic changes which will dramatically change how all players experience When Wardens Fall.
If you have been following these blogs you will know that a few months ago I spoke about The Camp, a brand new player hub. This is the flagship change coming to When Wardens Fall 2.0, bringing with it a revamped Alchemy System, Upgradable Weaponry and, unlike before, you can finally choose your gear rather than relying on random drops with our new Armory. Players will now be able to collect gold which can then be spent in The Camp on Weapon Upgrades and Camp Upgrades to help build you into the Hunter you want to become.
Another huge change is the new Boss Encounters found at the end of each dungeon level. Faceoff against the Great Crystals. Crystalized Evil which seeps into every crack of your sanity. These powerful magic artifacts are able to wield a variety of magic and will provide players a unique challenge for them to play against.
Thank you very much for your patience. We look forward to showing you more of what we have been working on as we approach our final release in August. Next Thursday we will be releasing a detailed Developer Update where we will take you through everything new coming in next month’s patch.
When Wardens Fall 2.0 – Alchemy Overhaul
Welcome back everyone!
A few weeks ago you got your first look at When Wardens Fall 2.0 when we introduced you all to The Camp and all the features that are currently being developed to make our front end experience more satisfying for players.
This week we are focusing in on a specific system that is receiving a lot of love in patch 2.0. When we started thinking about the future of the alchemy system in When Wardens Fall 2.0, our team agreed that we liked our initial approach to alchemy. The system we decided allowed players to get creative and build the potions, poisons and explosives that worked best for them. However, we also knew that this system was often hard for players to understand or interact with, limiting that creative nature and making it a frustrating experience.
Effect Indicators
Step one in our alchemy overhaul is making sure that players know exactly what effects are being created from their recipes. For us the most important part was to keep the Alchemy System as menu – less and interactive as possible. After some experimentation we came up with Effect Indicators.
As seen in the picture above these new indicators allow us to show what effects are currently being created inside the distillery. In addition, the Effect Indicators shows the number of each effect you have created inside the distiller and the resultant potency. We are hoping that with these Effect Indicators players will be able to more accurately work with their plants and ingredients to create the recipes they want.
Alchemical Compendium
Don’t worry though you won’t have to remember all these icons or guess at them. Welcome to step two of our alchemy overhaul – the Alchemical Compendium. Located directly in front of the distillery, the compendium explains each effect indicator symbol. This useful tool will allow players to accumulate knowledge of the game but if you take a break and come back later we aren’t punishing you for forgetting the meaning of a symbol.
Plant Inventory
Previously when approaching an alchemy station, all of the plants that a player picked up throughout the dungeon would magically appear on the alchemy table. The main issue with this system was that every plant type required an individual spot. Meaning, with our current 12 plants, we needed 12 individual spots for the plants to spawn, in case a player had one of every plant. This of course causes an issue when we start to think of adding more ingredients. In addition, we wanted a way of telling the player the effect of each plant, once the player had used that plant at least once.
Step three of our alchemy overhaul is making plants through a book and podium system as pictured above. The Plant Inventory Book displays the plant name and the two effects associated with that ingredient. Based on the page you are currently on in the plant inventory book, the relevant plants will appear on the pedestals next to the book. A plant will only display for the plant to grab and work with is that plant is in their inventory (they collect that plant in the dungeon).
Handy Hands
Have you played When Wardens Fall and been confused on where you can put certain plants and ingredients when playing with the alchemy system. If the answer is yes, meet step four of our alchemy overhaul – our new Handy Hand. This hand will appear on any of the stations when you are carrying an item that is valid to be placed inside that station.
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I hope everyone has enjoyed this look into the future of our alchemy system. Bear in mind that all of this is still in development, but I hope this gives a good idea of the direction we are taking with alchemy as we try and make a more user-friendly experience for everyone.