A fantasy turn-based tactical RPG built on depth and mechanical complexity, featuring classless character building, strategic management, and small unit tactics on a world scale.
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Udgivelsesdato:
1. aug. 2019
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23. august

Sliding into your Settings, Patch 1.1.4502



August 23, 2019 - 1.1.4502

Hello, we’ve got a big update this week as we’ve compiled all the fixes and changes we’ve been working on since the last patch into this one and there is just so much to cover so I’ll stick with the marquee updates that we’ve included here and start with a small disclaimer:

Disclaimer:
1. With the implementation of so many updates and fixes, there is a minor chance that your main campaign saved games can be corrupted.

2. In order to address the most common cause of game crashes, we’ve had to remove the image loader for the loading screens for the time being. We will be using the default black with three white boxed loading markers, while we narrow down on the issues causing these crashes.


Now, on the good stuff.



Attiras at war, your sandbox.
Let’s start with the biggest and most requested feature: the sandbox mode. One of the most highly debated topics in our game is the presence of the timers that drive the game narrative and pacing. While I remain steadfastly behind our design and narrative decisions to have them there, I also recognize that it is not for everyone and have taken measures to address it via the implementation of our sandbox mode, titled: the Attiran Conquest.

The new Attiran Conquest mode is a new mode that players can enjoy free from the narrative and time restraints that are present in the main game. Upon completion of the first act, players can start a new campaign that jumps straight into the war without any preamble. For this mode to work, all faction and character arcs have been removed and while certain events will remain in the game, no additional events will happen past the main game’s end date - but the player is free to continue questing and conquering the world until the end. This also means that this mode will only have one outcome: outright victory or death.

Note that this mode is not the original intent of the game or the narrative, and thus certain aspects that remain in this mode may feel out of place.

Through thick and thin.
Our second biggest implementation is in direct response to many players who found the rigors of command to be particularly taxing and were plagued by desertion. Of course, our intent with this system to highlight those exact challenges faced by those in leadership positions - constantly on the razor's edge of your own personal ideals and that of those who follow. To that end, the implementation of a slider that allows players to enlarge the Philosophical Distance Threshold in their game empowers them with the choice to set the challenge they want. And yes, for the masochists out there you do have the option of reducing the threshold as well.

The future that awaits.
Now I’ll leave the myriad changes for you to browse below as they are a bit of a mouthful and I would like to address some of the things we have in the pipeline.

The codex is top priority and the sheer bulk of all the systems, mechanics, and lore that we are compiling for it is rather staggering - so, know that it is coming but it will take some time. As always, we are pretty active on the community hub and Discord if you have any questions, that remains an open line of communication for those who are keen to talk to us.

We are also working on a new mechanical feature that would allow players to play the game with our balanced settings but not be too severely punished for their philosophical choices. This will also take a hot minute to implement and test, but it should provide a lore friendly way to alleviate our player’s frustrations.

Finally, I am very happy to confirm that achievements are coming. We will have over eighty in all and we are awaiting final implementation and testing for the triggers.

And with that, I’ll end it there. Thank you so much for your patience and continued feedback. This patch is a long time coming and we’re thrilled to push it out tonight.

Cheers,
- Igor

[EDIT] P.S. We also added an extra regional quest that can be randomly triggered once a region has been as a thank you to some of our fans out there!

1.1.4502 - Patch Notes:

Removed: Images in the loading screens that have been causing crashes during loading to and from combat until further notice.
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Added: Cinematic audio volume is now affected by the master volume
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Fixed: Quest objective that causes game over is now evaluated first
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Changed: FactionXSurvive objective no longer main objective for SP_Girond quest
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Added: Separated scene mouse input with scene keyboard mouse input in strategic so that panning with keyboard still works when the mouse hovers over UI elements
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Fixed: Bug where dead creatures are looted at the end of battle
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Fixed: Bug where aura effect from active ability doesn't applied immediately
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Fixed: Display bug where staggered value in spell text is multiplied by 5
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Removed: "Increases Fortitude" tool tip text when you hover over the Endurance label in character sheet
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Changed: Max cover value bonus increased from 50% to 65%
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Added: Preliminary Codex Prep
- Enables codex button in tactical
- Remove economic overview button in tactical
- Change the hovered texture for both codex and ingame-menu button with the proper ones
- Added: UI sound effect for codex button in both tactical and strategic
- Added: Codex UI assets
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Fixed: Description for Executioner Training
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Fixed: Aura effects from another character’s aura will not be removed properly when Character is out of aura range
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Fixed: Tactical character sheet aura syntax
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Improved: UI Lag in character sheet panel
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Fixed: Sandbox Epilogue cinematic now will change active map to an empty one
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Fixed: Quest option, burying the dead miner in AridClaimingQuest3 now cost 200 gold instead of giving 200 gold
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Fixed: Enemy loot not dropping if dropped by the last enemy killed
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Added: Additional Gold rewards for creature quests (250)
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Improved: Reduced delay after battle result from 1.5 secs to 0.5 secs
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Updated: Screen capture 2D to update every time strategic map is opened and every time a region color is updated.
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Refactor: Removed PAX folder
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Fixed: decals and corrupted RebelGeneric4 map.
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Fixed: LoreArchive map floor.
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Fixed: Choices with negative gold now will no longer appear if player has insufficient funds
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Added: No stop battle delay for retreat and end tutorial
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Added: New quest: In Their Defense
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Added: "Attiran Conquest" label to save game that is saved in the Sandbox mode
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Added: Gold condition check in In Their Defense quest Post Battle Dialogue
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Changed: War Worn Wretches map from TM_RebelGeneric4_Night_Primary to TM_RebelGeneric4_Dusk_Primary because TM_RebelGeneric4_Night_Primary is corrupted
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Changed: Initial character level at the start of ActSandbox is 5
Added: 1 of each weapon in castle inventory at the start of ActSandbox (Attiran Conquest)
Added: Fully Implemented BracatiEvent for ActSandbox
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Internal: Exposing GenerateItemForGenerator to blueprint
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Added: Disclaimer at the start of sandbox mode (Attiran Conquest)
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Fixed: Additional and correct quest lifetime timing
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Updated: Characters and Items for the quest In Their Defense
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Fixed: null reference at the end of battle
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Added and reorganized Male and Female Battle Cues
- ClaimantTaunt, DefaultMale, 2, 3, 4
- RebelTaunt, DefaultMale, 2, 3, 4
- FemaleClaimantTaunt, DefaultFemale, 2, 3, 4
- FemaleRebelTaunt, DefaultFemale, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Loyalist, Female HitReaction - DefaultFemale (for all)
- Loyalist, Female TurnStartNotification, DefaultFemale, 2, 3, 4
- Loyalist, Female MoveConfirmation, DefaultFemale, 2, 3, 4
- Loyalist, Female WoundedTurnNotification, DefaultFemale, 2, 3, 4
- Male DeathReaction and RebelTaunt Cues
Updated and remixed Male and Female, WoundedTurnStart and FDeathReactoin
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Added: Leivan and Quintes non-essential marker in sandbox mode
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Base implementation for sandbox mode:
- Sandbox Act
- Button to start sandbox in both main menu and test menu
- Player can not start sandbox if he has not finished Act I
- Player can, however, play sandbox if he played the older version of the game
- Sandbox starts in day 1 with the same party as in act I
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Fixed: null reference in behavior tree check archetype decorator
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Added: new LoreArchive map.
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Fixed: Changing GoldIncomeModifier from the dialogue doesn't work, now the GoldIncomeModifier value will be saved
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Changed: FixCover related variable from WITH_EDITOR into EDITORONLY_DATA
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Refactor: Remove some unused assets and variables related to tactical game mode and session
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Added: Balanced the amount of gold in dialogue
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Fixed: localization key name conflicts in the code base
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Refactor: Remove unused assets, mostly related to PAX
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Fixed: Switching between general and weapon ability tree via the header title in the strategic menu is now using the same procedure as switching it via navigation button. This fixes the bug where up arrow notification is not affected by switching via header title
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Fixed: Incorrect archetype check for thermal, spirit, and arcane mage archetype variations
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Refactor: Remove old Game Prime related assets
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Fixed: Stop turn order from going to the next character when the battle ends
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Changed: Quest lifetime will continuously count down during journey
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Fixed: Character effects (buffs and aura) carried over through subsequent battle
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Fixed: Bug that collapses the loot panel when the player selects 'Takes all' in the battle result's screen
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Fixed: Typo in Antihalus Claiming Quest
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Fixed: Conquest win now show Leivan as king if Tavias never fight him, instead of Tavias
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Changed: the PDT slider label to 'Personality Distance Threshold'
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Added: a new gameplay option : Personality Distance Threshold slider
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Added: A functionality in grid manager to detect overlapped covers (covers that has the same index)
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Removed: Overlapped cover in TM_AttirasLibrary_Primary.umap
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Fixed: Finish quest from dialogue at the start of battle will stop the battle without delay (this fixes the bug where such thing will sometimes makes the game stuck)
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Fixed: bug where camera can still be controlled by player in tactical battle finish delay
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Fixed: finishing the quest doesn't trigger the Finish Quest Event
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Changed: If multiple quest objectives are completed/failed at the same moment in tactical battle, the worst one is chosen
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Fixed: Spellcasters will no longer target any character that has been vanished
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Fixed: Bug where Tactical Finish Battle is triggered triggered multiple times when more than one character died at the same time and at least two of them triggers end battle
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Added: A delay of 2 seconds before the result is shown in battle
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Fixed: All units will face nearest enemy at the start of battle
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Added: Screen capture 2D in strategic map has been changed from capturing per tick to capture on request
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Added: Balancing gold in Rebel arc
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Fixed: Foros' equipment bug fixed
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Fixed: Choices that give money, item, or characters in dialogues that is not part of the quest wouldn't show in the dialogue result (although said rewards are still granted to castle inventory/garrison)
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Improved: Spellcaster AI now only targets friendly unit and not neutral unit for healing and defensive spells
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Improved: Balancing gold in Act 1 and Act 2 Loyalist arc
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Fixed: Explorati report post-Coalescence now change depending on whether Rebel/Claimant faction still exists
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Fixed: Strategic main panel is now scales to fit the screen, so there's no cropped information anymore for resolution scale 16:10
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Changed: Reverted the minimum resolution scale back to 16:10
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Fixed: Bug where party is still going to its target quest node even though the quest in that node has finished (either by story or timed out).
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7. august

One week after launch, Patch 1.0.4379



August 7, 2019 - 1.0.4379

Hello everyone!

It has been just under a week since we launched and we’ve been delighted to see players beating unbeatable missions, finishing the game and using the magurite system as the overpowered beast it can be. As game makers, watching and hearing your stories of how you have used or abused these systems have truly brought joy into the hectic days we’ve had since launch.

The team here at the Forge has been hard at work tackling the feedback we have gathered from all of you. Today’s update addresses a couple of the big issues most of you have been having with our magic. The biggest change we’ve implemented addresses the stat stacking effects that can be exploited to a ludicrous degree in combat; now, stat modifying effects from can no longer be stacked endlessly. We also added more descriptive text for the modifiers per many players’ request and increased the effectiveness of the healing effect by 20% while also adjusting the Canae’s Grace preset spell to be more effective.

Among the most requested quality-of-life fixes is for the ability to rebind the camera control keys so that keyboards from around the world can be used more comfortably. We offer our humblest apologies for the discomfort our worldwide fans have had to deal with and are pleased to say that the controls can now be rebound in the settings menu.

As always, your feedback is invaluable to us. Our small team is working as hard as we can to address the issues you bring up, and I hope that you will understand that not all issues can be fixed easily. The team is divided up to tackle a few main issues at the moment and the plans for a codex and Steam achievements have been drawn up and are underway while we continue to chip away at the list of fixes.

From all of us here at the Forge, thank you for your support and we wish you all well in Attiras.

Cheers,
- Igor

1.0.4379 Patch Notes:

Changed spell effect and modifier descriptions to be more descriptive as to their functionality
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Fixed bug where non-stackable effect replace mechanics were flipped, the lower value will no longer replace the higher value now.
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Added customizable keys for Camera Controls in Gameplay Settings
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Fixed bug where dead characters are shown still in personality (TPI) screep
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Fixed receiving any kind of healing (either from spell or from regeneration) will now remove bleeding
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Added a slight dialogue edit in the Korhall regional quest
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Fixed the overlapping battle lines issue with the character VO. Characters will no longer trigger multiple battle lines when prompted.
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Changed LeivanFaction UI color to a lighter grey for visibility
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Fixed bug where the combat log text is not formatted properly after loading a saved game
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Fixed several UI bugs that was introduced while we were fixing the UI memory leak
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Decreased the power progression for Timestop and Vanish in the Arcane stone
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Fixed the description text of "Shortbow Proficiency"
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Updated Spell Effect and Modifier descriptions to be more detailed
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Fixed incorrect text formatting in strategic log when the party is exploring a region
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Fixed a memory leak bug where Save/Load screen is not released from the memory
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Fixed Marketplace UI bug: dragging and dropping and item to and from the marketplace will not appropriately update the transaction value.
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Fixed typos in the tutorial text
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Fixed bug where pressing 'Exit' (exit to main menu) from in-game menu will open an invalid map
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Changed Character effects from spells are now no longer stackable:
- Stat modifiers from spells is now using a non-stackable stat modifier effect
- Blink is now not stackable
- Vanish is now not stackable
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Fixed Brothers no More triggered from PDT break not teleporting Tavias' party directly to the appropriate quest node
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Fixed typos in item descriptions
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Changed Healing Effect now heals 20% more
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Canae's Grace is updated to replace the Chaos modifier with the Staggered modifier.
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Fixed quest balancing and added retreat box in ambush_night Primary
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Om dette spil



Forged of Blood is pushing the boundaries of depth and mechanical complexity for the modern turn-based tactical RPG. Classless character building, strategic management, and small unit tactical gameplay combine to create a multi-layered experience that puts players in the middle of a civil war in a morally grey fantasy world.

A game of hard decisions and harsher consequences, Forged of Blood will challenge players to make decisions across every layer of the game. On the battlefield, character builds, turn-order efficiency, and positioning will be key to victory. While off the battlefield, your choices on the world map will determine the fate of your kingdom and future of your people.

Key Features:


  • Tactical Fantasy: Take to the field with sword and shield or cast powerful spells in deep turn-based tactical combat against monsters and men.
  • Classless Warfare: With 9 unique weapons and a vast magic system, Forged of Blood lets you build your characters any way you want – without being constrained by the typical tank/DPS/healer roles.
  • Science in Magic: Explore the freedom and mysteries of one of the most complex and unique magic systems ever attempted in video games.
  • Kingdom at War: Command up to three parties of heroic characters on the strategic layer in your fight to reclaim the empire you lost.
  • Meaningful Choice: Your choices matter. From character building to your choices in the game narrative, your decisions will reverberate across the Strategic and Tactical layers of the game.
  • Your ends; your means: In a world of grays and unique perspectives, it is up to you to decide what is “right” and “wrong” for the future of Attiras. Forged of Blood will introduce a new Tri-axis Personality Plot (TAPP) system in lieu of the traditional Good vs. Evil scale common in most RPG settings.

Tactical fantasy, unbound.

Building your own character has rarely been so liberating with 9 weapon types – each with its own ability trees - along with 6 general ability trees. Going into battle, players will be able to take customized parties of up to five characters, each with two weapon sets and abilities to respond to any tactical situation.

Spellcrafting, as it should be.

Few systems will match the freedom of our Magurite Spellcrafting mechanics. Forged of Blood puts players in direct control of the powerful magical forces they can wield in battle, allowing the creation of spells from 6 different “Primordials” each with 8 Effect Classes, that can be individually modified with 12 Effect Modifiers. The spell is then shaped and tuned through 12 unique Global Modifiers. This is spellcrafting the way it should be.

Philosophy in War.

Focusing on player choice, Forged of Blood accentuates the morally grey world of Attiras with a personality trait system that follows the player’s actions on a Tri-Axis Personality Index. With no light or dark, good or bad, right or wrong – actions are judged by three philosophies: Altruism, Rationalism, and Hedonism.

Small Unit Tactics on a World Scale.

Your forces are few, but the world is large. Forged of Blood is a game that will be won on and off the field of battle as players manage 3 parties across the great continent of Attiras. Striking the balance between outright conquest, appeasing conquered territories, and managing your own character's growth will prove that while tactics may win the battle, strategy will win the war.

Systemkrav

    Minimum:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 7, 10
    • Processor: i5-7200
    • Hukommelse: 8 GB RAM
    • Grafik: Nvidia MX150 or equivalent
    • DirectX: Version 9.0
    • Diskplads: 11 GB tilgængelig plads
    Anbefalet:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 7, 10
    • Processor: i7-7700
    • Hukommelse: 16 GB RAM
    • Grafik: Nvidia GTX 760 equivalent or higher
    • DirectX: Version 9.0
    • Diskplads: 11 GB tilgængelig plads

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