Knock on the Coffin Lid - marfonium
Greetings, seekers!

Knock on the Coffin Lid is participating in The Storyteller's Festival 2024 from January 29 to February 2!
Organized by indie studio Two and a Half Studios, each year the festival offers the opportunity to discover new games and embark on an exciting journey through uncharted worlds.

The Storyteller's Festival is a celebration of storytelling, with games ranging from heart-wrenching dramas to lighthearted novels, there's sure to be something for everyone.

And in honor of the event, Knock on the Coffin Lid is available for purchase at 10% off 🙂

Knock on the Coffin Lid - marfonium
Knock, knock!

As tradition has it, Friday has come and it’s brought with it a new entry for the diaries. What have we been up to this week? Let's see!

Arrows? Which Arrows?

This week, we asked for your help in choosing the best arrows for trophy selection to make this crucial moment in the game clearer. The voting is still happening, so if you want to make a contribution to the creation of KOTCL, don't miss your chance!



Beautiful, Vibrant, Demonic

We continue to explore the Northern Gate, which is densely 'inhabited' by various demonic creatures. Although they can quite often be encountered in the Castle and its surroundings, we didn’t have a worthy visual representation for such encounters. Lately, we've been actively addressing this regrettable situation, and now we want to share the results with you. What do you think of this demonic collection? Sometimes it might seem that they aren’t even all that evil... don't you think?









Animation Digest

Of course, we can’t do without news from our animation room! More details on this week’s agenda below.

Inside Stories From The Bog
We like to periodically show the inner workings of our project because it can be quite interesting; and for some, it might even be useful. This week, another event was animated. Let's take a look at it through the eyes of the animator.


It’s not clear what it is, but it’s very interesting, isn’t it? So what came out of that multi-colored ‘palisade’?



Pretty lively! Perhaps, one shouldn’t linger in this place – it’s all mosquitoes, swamp and who knows what else…

A Marauder Without A Marauder
(That’s what we called this scene amongst ourselves.)

And we keep on animating scenes that can be changed by the player, like this one. So where did the marauder go?



Holy Moly Goblins!
The elves, orcs, Firebrothers, and even death all have their own idols, but the goblins don’t. It seemed unfair to us; do they really have nothing sacred at all? We decided to make things better for poor goblins. Soon you'll come to this place in the caves. What you do there – you’ll have to decide based on the situation.



How About Some Chit-Chat?

It’s me, Andrew aka Innrey, the founder of RedBoon, once again. When you’ve got something to do, the days fly by at warp speed, and the things that we have to keep on increasing and increasing.

Beside the tasks concerning Vanadis and Bjorn, there’s one that popped up literally just now. We've added a lot of new content to the game: cards, sets, items of all kinds, and so on. That’s all wonderful, but there's one small issue – elite battles and boss fights pretty much haven't changed and have become too easy and, in some places, tad boring.

‘That won't do!’ – we thought, so now it’s up to Ksay and Cain Caiaphas to spruce the battles up. We’re not planning extensive or critical changes. We want to make the battles a bit more challenging, diversify them, and in general, get rid of the blandness. Moreover, I've seen feedback that the game has become too easy for some, even on the high difficulty level. We hope that the changes made to elite battles and bosses will make our players happy.

The final battles can also feel boring in some places. For example, we’re currently not satisfied with the battle with Mortis – in the first phase, he has too few attacks, and there are no differences when you play as different heroes. It's sort of illogical. An event like the confrontation with Mortis can be made much more interesting. There's plenty of room for imagination, all we need is to come up with something new.

On the other hand, Sigismund, for example, in his second form turned out to be much weaker than a hero who’s all leveled-up and stuffed with talents and wearing shining armor. The whole fight feels like some ignoble massacre of the helpless. I'm joking a bit, but the fact remains, and we’d like to add something here so that no one thinks that life is all wine and roses :)

Well, that's it for now. See you next week – make sure to drop by, we're cooking up something new for you

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Knock on the Coffin Lid - marfonium
Greetings, players!

Recently on our Discord server we discussed the non-obviousness of trophy selection.
How to understand which trophy you donate and which one you keep and not make a mistake? This is a very important issue, because sometimes a successful choice of the trophy can decide the outcome of the whole run. Earlier we tried to make it clearer, but, apparently, we didn't turn the obviousness resistor all the way down.

A player suggested this option and we liked it.

After talking to players, we realized that visual arrows and the trophy card enlargement can solve this problem, so that now definitely no one is not confused. We have prepared several options for the arrows and now it's up to you. By the way, the card enlargement will also be implemented, but now let's choose the arrows.

What do you think, which variant is the most successful and suits the game’s style? Help us decide!

Please feel free to share your opinion in the comments, because this way you help to make KOTCL better (and clearer🙂).

Variant 1


Variant 2


Variant 3


Variant 4


Variant 5


Knock on the Coffin Lid - marfonium
Knock-knock! A new patch 0.82.01 is already available. You’ll find some bugs and softlocks fixes as well as some new things.

Balance changings
🔸 There has been a nerf of the card "Forest Breeze". Sorry Bjorn, fate is cruel
🔸 Demonic Claw and Demonic Bow have had 50% max health penalty removed.
🔸 Agility reduction/increase has been removed from Demon Set (2)

New
🔸 The inscribed Fire Brothers set has received a visual update
🔸 Added new item The Marauder''s Blade
🔸 Added new item Soultaker
🔸 Added animation for the “Cursed Sword” event
🔸 Added visual effect for the Dynamite item
🔸 Added sounds for the Dynamite item
🔸 Added sounds for Answers and Nods in the "Turmoil" event
🔸 Added sounds for vendors in the Crimson Steppes

Fixed
🔸 The "Forest Breeze" card now correctly doubles health points
🔸 Removed blank button on the starting language selection screen
🔸 Fixed the icon on the card for the battle with the Demon of Illusions
🔸 Fixed the animation of taking damage from the "Double Strike" card
🔸 Fixed visual display of evasion buffs
🔸 Fixed animation of buff icons zooming in and out in battle, when applying/removing them
🔸 Fixed ability to use attack cards in click in Tutorial (previously only drag and drop worked)
🔸 Fixed display of multiple warp paths in the Crimson Steppes
🔸 Fixed cards types (Attack/Skill) in new cards
🔸 Fixed softlocks in events under certain circumstances
🔸 Fixed Tutorial appearing after skipping it under certain circumstances
🔸 Fixed softlock after defeating Millenis
🔸 Fixed softlock in fight with Lycan
🔸 Fixed softlock in battle with Archdruid
🔸 Fixed the work of the Internal Reserves card. Energy now works correctly. Also made a variation for Bjorn
🔸 Fixed the display of set parts of the Bandit set at the top of the screen
🔸 Handmade Magic card has changed animation of transition to discard pile
🔸 Exposed from Demonic Axe is now correctly blocked by Ward
🔸 Drain Strength card now correctly steals power.
🔸 Added bowstring for "Bow of the Crimson Steppes"
🔸 “Self-Destruction” card now correctly takes away HP
🔸 Fixed the "Unblemished Honor" card. It now correctly doubles all positive buffs.
🔸 Fixed the damage dealt by the "Full Force" card
🔸 Fixed "Resistance Is Futile" card
🔸 Fixed missing battles in the Crimson Steppes
🔸 Updated animations and sound for Father's attacks in the "Father and Son" event
🔸 Fixed display of new weapons icons
🔸 Fixed the exp points multiplier for story mode difficulty
🔸 Returned unfolding scroll effect for Frontier map
🔸 Fixed unsightly roads in Frontier
🔸 Fixed hand shadow in traders' events
🔸 Added Esc button triggering on the map view panel in battle (right mouse click)
🔸 A number of localization fixes

Persival
🔸 Fixed display of Persival's bare feet in the inventory panel
🔸 Updated the animation for the “Elven Hospitality” event for Persival
🔸 Millenis in battle with Percival no longer freezes when moving to the third phase of the battle

Bjorn
🔸 Fixed “Caravan” event development blocking when playing as Bjorn
🔸 Fixed a bug in Bjorn's Demonic Claws work
🔸 Removed an extra button in the event "Mite's Bride" when playing as Bjorn, and fixed localization on the button
🔸 Fixed the battle background in the "Crazy Alchemist" event when playing as Bjorn.
🔸 Added a reward in the event "Gram" when playing as Bjorn.
🔸 The Bandit’s Shiv is now correctly sold only to Bjorn

Vanadis
🔸 Added animated portraits for the classes: Raven''s Sister and Honey Badger''s Ally
🔸 Added sounds for Vanadis' "Demonic Blacksmith" and "The Well" answers
🔸 Added sounds for Vanadis' "Mite's Bride", "Mushrooms" and "Zombie Catch" answers
🔸 Fixed a bug in Bandit’s Bandana
🔸 Removed Persival videos when playing as Vanadis


Knock on the Coffin Lid - marfonium
Knock, knock!

It’s Friday and the new entry in our developer diary is making its way to you. The second work week of the year made us more active than ever. You’re going to see it all for yourself now, below.

Daddy Can Do, Daddy Can Do...

…anything – and that’s a fact. Especially now, when his arsenal includes updated attack animations. Just look at that left hook! As for his mighty axe blow, it can be fended off only by sturdy armor or inhumane agility.




Animated METAMORPHoses

As you can see below, elves have finally had their turn with SPIne-procedures. Our latest patient was Bjorn’s fellow in misery – the strong and very angry Lycan. He changes his appearance so swiftly now. It’s simply stunning! However, he still needs to work on his manners a bit.

But, to be honest, we are surprised that he patiently sat through the whole process without obliterating everything around him. We all know how those 'wolves' can be.




No Peace in This Coffin, pt 2

Remember how we kept working and working on the coffins on the character selection screen? Well, we can inform you of the following: there have been some movements in the matter, in the literal sense of the word. We’re happy as ever to share the interim results with you.

How do you like the new animations? Feel free to share your opinion in the comments!




Peace and Quiet

A couple of backgrounds have been animated this week, too. Let’s add some serenity and fluidity to our diaries.


It seems that someone was not letting the characters past here…Someone insane, obviously.


And here we diversified the goblins’ ecosystem with the fungi kingdom. Because why not?

KOTCL has talent, err, questions

This week, we’ve been gathering up your questions for our video diaries. Don’t miss this chance to ask us about whatever interests you. We'll do our best to answer, even if it’s a question about the release date. We promise!

Speaking of talent, we’re always on the search.

How About Some Chit-Chat?

Hello again, my friends. It’s Andrew aka Innrey, the founder of RedBoon.

The farther into work, the deeper, as they say, and the more tasks, of which we already have plenty. But what am I saying? Getting deep into work is exciting and engrossing (spoiler: well, not always, which is a pity).

After significantly changing the game balance in the last year we still have things to strive for.
Aside from the long-suffering Vanadis, Bjorn requires an intervention, too. He’s still got some misbalance that messes things up.

For example, while playing for Bjorn, you can endlessly use all sorts of combos on enemies thanks to the ability to use health points to draw more cards. Bjorn also has some imbalanced cards that give armor and healing. And if you combine healing with drawing cards, you become a terrible and undefeatable force (if you didn’t known about this, hurry up and use it before we nerf it all). On top of that, Bjorn is still quite powerful in the lycan form; his multiple attacks, additionally multiplied by the strength stat, sweep away all before him. All of this is great fun, of course, but it doesn’t really fit with our concept of how Bjorn’s mechanics should work.

We see it this way: lycan-Bjorn uses very powerful one-off attacks, casts debuffs on his opponents - for example Bleeding - but receives curses as a trade-off. That would be a peculiar and logically sound way to help elf-Bjorn.

Although many players are not very fond of Bjorn’s mechanics of curses, we’d like to make playing the lycan more attractive and add more variability so that players will find it interesting to explore new strategies rather than just abusing the game over and over. However, making it too difficult is as bad as making it too easy. The key is not to overdo it. We won’t forget about taming our inner hardcore and finding the right balance.

Perhaps, on this profound note about balance, we’ll end our diaries for this week :)

Wishing you a great weekend and successful game runs!

Check out our social media, where you can ask questions, have discussions with other players and our team, and contribute your suggestions – we're always happy to hear from you

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Knock on the Coffin Lid - marfonium
Greetings, seekers!

Recently, we asked our players to ask Vanadis uncomfortable and tricky questions. It turned out to be really exciting and helpful. Thanks to the questions, we came to several conclusions and even learned a few new things for ourselves. Overall we enjoyed the experience.
And so because of that we’ve decided to call on our community again, but this time with a different theme: if you’d like to learn something about creating video-games, we'd love to share our experience with you!

Are you considering becoming a Unity developer, but you don’t know where to start and what to expect? Or do you dream of a career in game design? Maybe you’d like to break into game development with your own game studio? Don’t be shy – ask us about things you’re keen on knowing. And of course, we’ll happily answer your questions about KOTCL, too – we can’t do without them, can we?
The most interesting questions will be answered in a new format in the Developer Diaries. We won’t show our hand right away, but we think it will be not only insightful, but also entertaining. We hope you’re intrigued :)

Feel free to post your questions in the comments!
Knock on the Coffin Lid - marfonium
Knock-knock, travelers!

We are back and very happy to greet you in the first diary entry of the new year. Here’s how it went: holiday break was successful, energy has been restored, and fighting spirit is present.

Let's get started!

I Can't Stop

Very often, when various cards, buffs, and de-buffs are triggered, it's completely unclear what the effect was and what’s happening on the battlefield. To make everything clear and illustrative, we’re continuing to work on visual effects. This time it was Vanadis’s turn to go under the animator’s “knife”.


Upon being triggered, damage is dealt to all enemies.


Parrying enemy’s card damage.


Restoring health.

Knives Out

By the way, beside the animator’s knife we also skillfully wield the art-department knife. What do we mean? You’ll find out right now.
After a final polish, every model, every piece of art ends up in the caring hands of our animators. But before that, however, the art needs to be prepared for the animation process. That is, the artists have to cold-bloodedly chop up and dissect each object into parts that will be animated.
This dismemberment certainly looks amusing and perhaps – slightly frightening. However, we've gotten used to it :)







Worshipping Idols Is A Personal Choice

Our heroes can find plenty of ways to achieve their goals. Sometimes their journey becomes so perilous that their only solution is to trust to higher powers. Specifically for desperate moments like the above, a new animation for one of the idols has appeared in the world of KOTCL. Is it menacing? Mysterious? Will it help? You won't know until you try.



How About Some Chit-Chat?

Andrew aka Innrey, the founder of RedBoon, is with you again. Our short holiday rest is over, and it’s time for us to gradually get back to work.

We did a lot last year, but lots more awaits us in this year. For example, right from the beginning of the year we’re starting another re-working of Vanadis. I’d like to say that this will be the last, but I won’t, because anything can happen.

Recently, we asked our players whether they had any uncomfortable questions for our archer, and we received interesting and, I must say, fair feedback. Yes, there are issues in the mechanics, yes, we are aware of them, and yes, we will definitely come up with some fixes. Moreover, the Game Design team already has some ideas, and community members have provided valuable suggestions. It's good to see players recognizing the potential in Vanadis and actively participating in discussions. We'll delve into the details of Vanadis’ reworking process in future diaries. If you have suggestions or just want to discuss anything related to KOTCL, feel free to join our Discord server; social media links are, as always, at the end of the diary.

At the end of last year, the live version of our game got significantly updated with a lot of additions (did you see the patch note?) But, as they say, with great power comes great responsibility. More specifically, with new content came new bugs. It's its own kind of balance :) But we're not despairing; we're slowly figuring out and fixing all the issues. As for me, I think I'll go look for more bugs to fix now.

Well, those are the results of the year’s first work week. Don't forget to take care of yourself, and remember that it’s not worth stressing after you’ve had a long break.

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Dec 31, 2023
Knock on the Coffin Lid - marfonium
Hello, everyone!

We'd like to wish you a Happy New Year! 🎄

May your skills and strategies grow stronger and more cunning, and your achievements become even more impressive. Don't forget to enjoy your gameplay and share your experiences (especially from KOTCL and especially with us).

Thank you for inspiring us with your enthusiasm and passion for gaming. We really appreciate your support ❤️

May the new year be full of adventures, new worlds, and incredible opportunities! Good luck to your gaming achievements, and beyond, and Happy New Year!



RedBoon team🎉
Knock on the Coffin Lid - marfonium
Knock-knock, seekers!

Are you ready for the last diary of this year? We certainly are. Shall we begin?

Bring On The Dessert!

And we’ll start with the biggest and most interesting news. Amidst the hustle of the past few days, we managed to create a special video-diary dedicated to the major update of the live game version. In the video, we talk about and show many, many new things, but the most exciting stuff is waiting in the game, of course!

We recommend watching our video-diary, and please don't forget to give it a like – we put a lot of effort into it :)


Tooting His Own Horn

We continue our animation experiments: this time we updated a couple of this nice dwarf’s movements. Now everyone will definitely hear him sounding his horn.



And look at the way he rejoices! Just like we do when we defeat an elusive bug :)



Not a moment’s peace

Remember when we told you about our plans to enhance the visual aspect of the hero selection screen? Well, the coffin lids aren't moving yet, but our animators are diligently working on it. For instance, there's currently on-going testing of how exactly our heroes' coffins will open. Some moments from this process we’ll gladly share with you.



Movement Is Life

And a bit more news from the animation room: two more events have received their long-awaited animations.


Do this one exercise every day to relieve back pain.


Psst, hero... Need a sword?

To Ruin Karma Or Not To Ruin It? That Is The Question

Every action has its consequences, especially in the world of KOTCL. Sometimes it's not entirely clear in which direction the karmic serpent will move after an agonizing – or not so agonizing – choice. Our artists have proposed several options for indicating the impact of choices on the hero's karma, so now we need some time to ponder and choose. What do you think of this? Share your thoughts in the comments!



How about some chit-chat?

Andrew aka Innrey, the founder of RedBoon, is at the keyboard. Perhaps today is the right time to share some thoughts on the passing year.

This year has been significant for us, filled with challenges and achievements. We've continuously worked on KOTCL, bringing it closer to its finalé. I am so grateful and proud of our team for all the work they’ve done!

The year 2023 has been eventful and, one might even say, thrilling. A lot of effort and time went into our game's development. I'm pleased to acknowledge that we've made substantial progress. Take rebalancing the whole game alone! Truly, KOTCL at the beginning of the year and now – are two entirely different games. We meant it when we said that the game wouldn't be the same anymore :) Everyone contributed, and many proposed ideas which have been incorporated into the development. Sometimes I'm amazed at how cool and talented the folks on my team are!

Moreover, I’d like to express gratitude to our players, those from the CBT, and those who simply support us. Your kind words helped us greatly to keep our spirits high even at the most challenging moments. We've been reading and continue to read your feedback and suggestions; they help us improve the game. I hope that the result we're striving for will truly delight you.

Reflecting on the year, I would like to say that it was the best year for our studio and we have finally reached quite a high level of production capacity - development is in full swing. I must say that a lot has been achieved indeed, just look at the statistics of our work for 2023 from the previous diary. But you know our journey isn't over yet; we continue working on KOTCL, striving for new achievements. We can’t help but wonder what the next year will bring. Whatever that might be, we’ll do our very best, because the farther in you go, the deeper it gets.

Thank you for being with us throughout this year. We hope we've made you happy with this big update, so now we’re striding (trudging, if we’re being honest) towards the holidays with peace of mind.

The RedBoon team is taking a short break to recuperate, and then dive back into work with renewed vigor! We’ll see you soon! :)



Happy New Year, friends!


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Knock on the Coffin Lid - marfonium
Knock, knock!

Released a small hotfix for the update. What's inside?

New

🔸 Changed map icons for all Idol events
🔸 “Dishonour” event has been remade with animation (previously there was a video)
🔸 Buff Vanadis "Cover" got a visual effect
🔸 Added new dialogs when visiting merchants in all biomes
🔸 New ambient and music for the "Pipe of Peace" event
🔸 New ambient and music for the "Abandoned Village" event
🔸 New ambient and ambient music for the event "Gram or Gorbigon".
🔸 Answer and event election sounds for Björn (demons and “Abandoned Village” events)

Fixed

🔸 Small localization fixes
🔸 The ally in tutorial is no longer dumb
🔸 In tutorial the last event takes into account whether the ally survived in the last battle
🔸 Added tooltip with a description for the Hedgehog buff.
🔸 Fixed display of Champion’s Sword for all classes
🔸 Training: corrected the position of units, in the last battle with demons
🔸 Added blow animation and visualization of damage effect to the Skillful Strike map.
🔸 Fixed Corticus display on all classes
🔸 Fixed visual display of some paths in steppes
🔸 When exiting the event, the sound is correctly muted
🔸 When opening a hero book in the glossary, the icon of the selected class scales correctly
🔸 Fix icons in the dialogs of the “Last Fly” event when playing as Bjorn
🔸 Eliminated the appearance of unnecessary elites in free races
🔸 Made edits to the “Membership” event when playing as Bjorn and Percival
🔸 “Herb of Oblivion leaves” item is now strictly a quest item.
🔸 Fixed display of Batu's Vassal glove and Gauntlet of the Firebothers on Bjorn.
🔸 Fixed a bug with the Purification armor effect
🔸 Fixed a bug where the tooltip for unknown events was shown as for already visited ones.
🔸 Quick mode now affects unit appearance animations
🔸 Fixed dialog background in events (English)
🔸 Fixed Moggoth initiative override
🔸 Fixed gift of ferocity
🔸 Fixed the ability to report a bug directly from the game

A reminder of what was in the big update:

Changes of the balance and gameplay

🔸 Added version control for the current run (if the run was started in a different version of the game, a recommendation to start a new one will appear when trying to continue)
🔸 Added Tutorial at the beginning of the game
🔸 Biomes’ maps were changed: Story mode became more story-driven, the overall run time shortened
🔸Added icons of event designation (after the first visit to the event in the next races the corresponding icon will be visible on the map)
🔸 Added 2 new sets: Demonic and Bandit
🔸 Bjorn has 1 less Draw
🔸 Vanadis’ Survivor class set has been changed
🔸 Persival’s Golddigger class set has been changed
🔸 Troll items are not considered as set anymore
🔸 Disabled setting of weights in free run
🔸 Glossary. But be warned, it is still in the process of finalization, so it may not always work correctly
🔸 Event log is available, which accompanies the player during the whole run. The log contains brief descriptions of the events attended and what happened. It is designed to help players keep track of key moments, plot reveals, and important points. The event log displays information pertaining to a specific biome
🔸 Significant improvements have been made to the visual display system for combat effects. We paid special attention to eliminating the problem of non-obviousness, which was mentioned by players in their suggestions and during the streamings
Previously, only icons were used to display buffs and debuffs, but they were too small. We have expanded the range of visual elements that help players better understand the current state of events in battle. Now during the battle you will see a text line that will gradually disappear, as well as clear visual effects. In addition, familiar icons have been given extra emphasis when appearing at the start of battle to make it easier for players to navigate
🔸 Most events have received long-awaited development. If you notice discrepancies, such as missing buttons or mixed-up dialogues, or if something seems illogical, please report it.

Changes in decks

Added new sprites for Vanadis’ deck

🔸 Look into Future
🔸 Mighty Pet
🔸 Fox Trap
🔸 Ember (for pet)
🔸 Ember (for Vanadis)
🔸 Dangerous Concentration
🔸 Bitter Pill
🔸 Embrace of Flame
🔸 Shackles of Ice
🔸 Burning Man
🔸 BurningMan (for pet)
🔸 The Cost of Providence
🔸 The Power of Providence
🔸 Bone Shot
🔸 Sacrifice to the Spirits
🔸 The Power of the Spirits
🔸 Critical Limit
🔸 At the Limit of Strength
🔸 Annoying Ant
🔸 Sour Ant
🔸 Sacrifice the pet
🔸 Sacrifice Yourself
🔸 Last Chance
🔸 Knowledge of War
🔸 Knowledge of Peace
🔸 Examine Shortcomings
🔸 Examine Advantages
🔸 Deep Freeze
🔸 Emergency Defrost
🔸 Return
🔸 Ice Pick
🔸 Scatter the Ashes
🔸 Take a Bite
🔸 Best Defense
🔸 Tactics
🔸 Bite Hands
🔸 Reinforcing Attack
🔸 Penetrating Attack

Added new sprites for biomes’ cards

🔸 Drain The Juices
🔸 Forest Breeze
🔸 Boost
🔸 Reconnaissance
🔸 Drain Strength
🔸 Supply
🔸 Golden Scales
🔸 Insatiability
🔸 Resistance Is Futile
🔸 Plague Priest
🔸 Sepsis
🔸 Blow Of The Cursed
🔸 On The Edge Of Survival
🔸 Cursed Immunity
🔸 Core Stabilization
🔸 All In
🔸 Inner Reserves
🔸 Self-Destruction
🔸 Hedgehog
🔸 Hedgehog’s Agility
🔸 Skillful Blow
🔸 Armageddon
🔸 Shield of Fire
🔸 Purifying Flame
🔸 Possessed Attack
🔸 Gift Of Possession
🔸 Gift of Chaos
🔸 Orcs Idol
🔸 Cards for Demonic Set
🔸 Cards for Bandit Set
🔸 Cards for Demon of Greed

Animation changes

New Spine animations have been added to units. The old animation method restrained our development, so we decided to switch to Spine. This decision not only allowed us to create more vibrant and high-quality 2D animations but also sped up the animation process for game elements and events in 4 times.

Added or renewed animations for events

🔸 “Who Cares”,
🔸 “Armory”,
🔸 “Last Fly”,
🔸 “Elixir of Growth”,
🔸 “Mushrooms”,
🔸 “Gram or Gorbigon?”,
🔸 “Dishonor”,
🔸 “Crazy alchemist”,
🔸 “Sad Troll”,
🔸 “Father and Son”,
🔸 “Scout”,
🔸 “Peace Pipe”,
🔸 “Ritual”,
🔸 “Abandoned Village”
🔸 "Catching Worms"
🔸 "Well"
🔸 "Arena"
🔸 "Oath Of Loyalty"
🔸 "Ancestors Care"
🔸 "Marshal Lupen"
🔸 “Orc Spearman”
🔸 "ChooseYourSide" - added sequence of events animations
🔸 Battle backgrounds in Frontier, Steppes, Swapms
🔸 Background animation for traveling from Frontier to Steppes
🔸 New vendors
🔸 Animation of bag on the head was added to “Elven Hospitality” event

Added or renewed animations for units

🔸 Priestess (“Three graves” event)
🔸 Elven Archdruid
🔸 Elven champion
🔸 Bandit
🔸 Cannibal
🔸 Veteran Brother-in-arms
🔸 Brother-in-arms
🔸 Witches from “Double, Double Toil and Trouble” event
🔸 Swamp zombies
🔸 Mite
🔸 Cultist
🔸 Poisoned Blades
🔸 The Golden goblin
🔸 Volg
🔸 Millenis’ Vessel
🔸 Mite’s Queen
🔸 Orc Spearman
🔸 High Goblin
🔸 Boar
🔸 Bow Orc
🔸 Lycan
🔸 Vendors

Changes in Sound

Added new music for events

🔸 Holiday Main theme
🔸 “Gram”
🔸 “Gorbigon”
🔸 “Marshal Lupen”
🔸 “Catching Worms”
🔸 “Who Cares”
🔸 “Crazy alchemist”
🔸 “Anthony”
🔸 “Demonic Blacksmith”
🔸 “Mad Doctor”
🔸 “Wandering Merchant”
🔸 “Well”
🔸 “Dying Bandit”
🔸 “Father and Son”
🔸 “Desperate Scout”
🔸 “Elven Hospitality”
🔸 “Bomber”
🔸 “Hide and Seek”
🔸 “Corpse”
🔸 “Stop or We''ll Shoot!”
🔸 “Sharpshooter”
🔸 “Ferocious Bear”
🔸 “Down with Idols”
🔸 “A Powerful Thirst”
🔸 “Sad Troll”
🔸 “Mite''s Bride”
🔸 Renewed answer and nod sounds in Frontier and Steppes

Added or renewed sounds for units

🔸 Bomer
🔸 Champion
🔸 Sigizmund (all forms)
🔸 Golem
🔸 Commander of the Fire Brothers
🔸 Steel-Clad Zombie
🔸 Warriors of the Cult
🔸 Fat demon
🔸 Millenis’ vipers
🔸 Fire Brothers units
🔸 Ghost
🔸 Nazim
🔸“Dwarven Loot”
🔸 Moggot
🔸 Elven Archdruid
🔸 Weakling and Fatso zombies
🔸 Robber
🔸 The General
🔸 Mosquitoes
🔸 Batu
🔸 Pudge zombie
🔸 Thresher
🔸 Golden Goblin
🔸 Father (“Father and Son” event)
🔸 Son (“Father and Son” event)
🔸 Witches from “Double, Double Toil and Trouble” event
🔸 Cultist
🔸 Orc Spearman
🔸 Orc Archer
🔸 Mites

Renewed ambient sounds

🔸 “Mosquitoes”
🔸 “Oath of Fealty”
🔸 “Chest” (The Castle location)
🔸 “Sharpshooter”
🔸 “Golem”
🔸 “Steel-Clad Zombie”
🔸 “Elven Hospitality”
🔸 “Stop or We''ll Shoot!”
🔸 ”The Puddle”
🔸 “Sad Troll”
🔸 “Dishonor”
🔸 “Zombie Haul”
🔸 “Secret meeting place”
🔸 “Crazy alchemist”
🔸 “Killy and Philly”
🔸 “Armory”
🔸 “Marshal Lupen”
🔸 Gram
🔸 Gorbigon
🔸 Fire Idol

Hot fixes

🔸 Fixed the visualization of block (receiving, removing, changing, and working in complex situations)
🔸 The character class selection screen now has the option to go back by pressing ESC
🔸 Fixed the display of descriptions for certain buff
🔸 Disabled the exit to the menu button during the end of a battle. (Previously, when exiting to the menu during a unit's death, the reward panel loaded)
🔸 Health bars now immediately appear on summoned units.
🔸 Intent tooltips now dynamically change their size, and additional special properties panels open downwards when more than one (previously they opened sideways and only one)
🔸 The position of the tooltip with a description of set items in the inventory has been corrected; previously it could be displayed below the screen
🔸 Upgraded Rush card now triples the Strength properly
🔸 Fixed events related to Marcus Pass
🔸 Fixed softlocks when selecting certain answers in different events
🔸 Fixed softlock in the Ancestors Care event
🔸 Intent tooltips now dynamically change their size, and additional special properties panels open downwards when more than one (previously they opened sideways and only one)
🔸 Fixed a bug with the repeated event Demonic Gatekeeper in story mode
🔸 Fixed Anthony's death animation in his first form
🔸 Fixed freezing of the summoned Illusion unit after the death of the owner
🔸 The black stripes at the top and bottom have been removed from the Oasis event
🔸 Fixed the display of Elven boots in battle among set items
🔸 Fixed Carving Set, now correctly increases maximum health
🔸 Fixed the display of the Plague Defense intent for the Undead the Thing unit
🔸 Fixed display of Series Strikes intent for the Keeper of Hatred Demon
🔸 Fixed progression in the “Swamp Fever” event
🔸 Added the correct tooltip for the golem to the “Demonic Blacksmith” event
🔸 Fixed skipping an event battle in some events when loading a save from it
🔸 Fixed chances to escape in “Worm’s nest” and “Double, Double Toil and Trouble”
🔸 Improved visuals in the "Mite’s Bride" event
🔸 "Clutch of Eggs" event mobs no longer change their position when new ones appear. In other words, they no longer overlap
🔸Technical and narrative fix for using the Elixir of Oblivion
🔸 Elven set (5) miss now correctly blocked by Ward and similar effects
🔸 Fixed clouds
🔸 Battle with Mosquitoes can’t last endlessly

Other

🔸 Added new vendors
🔸 Added new arts while opening new hero’s class
🔸 Added animated avatars for the classes: Boar Tamer and Fox Apprentice
🔸 Renewed visual effects at the beginning of the battle (buffs, debuffs)
🔸 Added new dialogues for chests
🔸 Added unique enemy in “Three graves’ event
🔸 Expanded dialogue in the Clan Chief And Shaman boss battle
🔸 Disabled personal and event endings after defeating Sigismund for further processing
🔸 Millenis Nightmares are switched off
🔸 Deleted “Can’t stop” achievement

Persival

🔸 Added new sounds for Persival in Glossary
🔸 Renewed about 900 VFX
🔸 Fixed Thundering Mountain helmet dasplaying
🔸 Fixed display of Vassal Armor, returned the animation of punches
🔸 Fixed a bug with a duplicate response in the Turmoil event
🔸 All button sounds for Percival for Frontier, Steppes, Swamps and Castle have been reworked
🔸Fixed the double appearance of the continuation of the "Double, Double Toil and Trouble" event
🔸 Fixed the missing button in the "Arena" event
🔸 Knight's sword display issue resolved
🔸 Persival no longer jerks his hand when entering the inventory
🔸 Display issues with "Golden Armor" corrected.
🔸 Display issues with "Crimson Boots" corrected.
🔸 Display issues with "Obsidian Knife" corrected.
🔸 Additional dialogue added to the "Dishonor" event.

Bjorn

🔸 Added about 1000 new answers and nod
🔸 Reworked the Tumbleweed event
🔸 The Worm's Nest event has been reworked
🔸 Fixed death animation in Lycan form
🔸Fixed the animation of the Moon Druid portrait on the character class selection page.
🔸Fixed the relationship in the Unknown Idol and Oblivion Grass events
🔸Added commentary keys to the effects in the Last Flight
🔸Fixed the Court Mage
🔸Removed inappropriate note from Mortis after the Elixir of Growth event
🔸 Bjorn's path to Father and Son has been removed. This event and battle are no longer accessible for Bjorn (plot-justified).
🔸 Bjorn’s Stun card now work properly
🔸 Key issue fixed on the button in the "Healing Potion" event for Bjorn

Vanadis

🔸Added about 500 new answers
🔸 Added animated avatars for the classes: Boar Tamer and Fox Apprentice
🔸 The display of the Hundred Year Raven Boots has been corrected
🔸 Added punching animation
🔸 Unarmed attack animation now looks like a one-handed weapon strike instead of a bowshot.
🔸 Artwork added for the Look to the Future/Mighty Pet card
🔸 Fixed the soft lock in the "Worm Nest" event for Vanadis.

Known issues we’re working on

🔸 Effects are not always displayed correctly. The effect of getting hit is not always displayed on the character
🔸 Events in the glossary can be opened in all characters at once
🔸 There is no Vanadis final battle, it will only be available in the release version of the game
🔸 Not all monsters in the glossary are displayed after encountering them. Will be fixed in future updates
🔸 Events appear randomly in the Castle and may be duplicated
🔸 Localization of new and changed items may not match. Please send reports
🔸 Several sprites may not appear in dialogues


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