Hardland - SirGalis




Hello Adventurers!

For the past month we've been working on the new inventory, quick equip slots, formations, new characters and character variants, improved combat which is more physics driven, new locations and quests.

The next update will mostly showcase the inventory, quick equip slots, formations, combat and some of the new characters. The other features will follow in a later update as we need more time to integrate them properly into the game.

Formations mean that with the correct faction mask you can lead groups of AI characters into combat in a nice tidy formation.

To make space for the combat changes characters have been grouped into stronger hero characters (with random generated gear and names) and dozens of weak cannon fodder characters around them:


Elven Magician:


Character AI reactions have been improved as well:


Mertusks are big elephant like creatures. When talking to mertusks (or other large characters) the camera will now zoom out so you can see them in their full glory:


Skeletons are no match for them:


(Or anybody else for that matter, so it's smart not to anger them.)


Funny glitch, the goblin pit:


Release 15 should be out within the next two weeks!
Hardland - SirGalis




Hello Adventurers!

For the past month we've been working on the new inventory, quick equip slots, formations, new characters and character variants, improved combat which is more physics driven, new locations and quests.

The next update will mostly showcase the inventory, quick equip slots, formations, combat and some of the new characters. The other features will follow in a later update as we need more time to integrate them properly into the game.

Formations mean that with the correct faction mask you can lead groups of AI characters into combat in a nice tidy formation.

To make space for the combat changes characters have been grouped into stronger hero characters (with random generated gear and names) and dozens of weak cannon fodder characters around them:


Elven Magician:


Character AI reactions have been improved as well:


Mertusks are big elephant like creatures. When talking to mertusks (or other large characters) the camera will now zoom out so you can see them in their full glory:


Skeletons are no match for them:


(Or anybody else for that matter, so it's smart not to anger them.)


Funny glitch, the goblin pit:


Release 15 should be out within the next two weeks!
Hardland - SirGalis



(The new dust, grass, sand, snow and water trail effects in action)

Here is the latest release just before our summer vacation.

NEW FEATURES
  • Audio and sound system improvements:
    - Footstep sounds for many different materials
    - Set of new human villager sounds
    - Nature sounds
    - Portal sounds
    - Door opening sound
    - Sound variation system added

  • Visual effects for snow, sand and water


  • Faster player movement
  • Load time optimizations
    (The initial loading still takes a long time. Luckily it seems like we might have found a good solution. Unfortunately it wasn't finished for this release but it should be done for the next update)
  • Faster physics simulation
  • Polished town well location
  • Fog color variations
  • Small foliage bends
  • New field landmarks
  • Mountain glitch fixed
  • Several item bugs fixed
  • Some trees can fall down
  • Few carry poses improved
  • Tweaked some object models
  • New coffin object (used for witch quest)
  • New trigger system for quest flags (not used yet)
  • Various minor additions: foliage, pollen particles etc.

That's it for now, we're off to holidays. We're gonna be back in action next month!

- Timo
Hardland - SirGalis



(The new dust, grass, sand, snow and water trail effects in action)

Here is the latest release just before our summer vacation.

NEW FEATURES
  • Audio and sound system improvements:
    - Footstep sounds for many different materials
    - Set of new human villager sounds
    - Nature sounds
    - Portal sounds
    - Door opening sound
    - Sound variation system added

  • Visual effects for snow, sand and water


  • Faster player movement
  • Load time optimizations
    (The initial loading still takes a long time. Luckily it seems like we might have found a good solution. Unfortunately it wasn't finished for this release but it should be done for the next update)
  • Faster physics simulation
  • Polished town well location
  • Fog color variations
  • Small foliage bends
  • New field landmarks
  • Mountain glitch fixed
  • Several item bugs fixed
  • Some trees can fall down
  • Few carry poses improved
  • Tweaked some object models
  • New coffin object (used for witch quest)
  • New trigger system for quest flags (not used yet)
  • Various minor additions: foliage, pollen particles etc.

That's it for now, we're off to holidays. We're gonna be back in action next month!

- Timo
Hardland - SirGalis
It is time to plug in some new music! The music is composed by our talented friend Ilmari Tiitinen. (We've worked with him since Minigore 2)


FEATURES
  • New music and ambience can be heard in the following locations:
    - Desert World
    - Snow World
    - Houses
    - Dungeons
    - Goblin Forest
    - Town of Fortuna
    - Night time audio (really helps with the dynamic time of day)

  • Placeholder friendly witch replaced with final art
  • New enemy: Evil Witch


  • Improved spell effects for Goblin King

    (Dust effect added for butt stomp)

  • Projectile knockback works more reliably
  • Added secondary attack for merchants

    (Merchants are deadly with their melee strikes)

  • Refined the random generation system
  • Eat spam exploit removed
  • Rigid doll physics added for dead Goblin King

    (bowling with goblins)

  • Optimized some performance heavy effects
  • Small changes here and there

Stay tuned, more audio improvements coming after this update as well!

- Timo
Hardland - SirGalis
It is time to plug in some new music! The music is composed by our talented friend Ilmari Tiitinen. (We've worked with him since Minigore 2)


FEATURES
  • New music and ambience can be heard in the following locations:
    - Desert World
    - Snow World
    - Houses
    - Dungeons
    - Goblin Forest
    - Town of Fortuna
    - Night time audio (really helps with the dynamic time of day)

  • Placeholder friendly witch replaced with final art
  • New enemy: Evil Witch


  • Improved spell effects for Goblin King

    (Dust effect added for butt stomp)

  • Projectile knockback works more reliably
  • Added secondary attack for merchants

    (Merchants are deadly with their melee strikes)

  • Refined the random generation system
  • Eat spam exploit removed
  • Rigid doll physics added for dead Goblin King

    (bowling with goblins)

  • Optimized some performance heavy effects
  • Small changes here and there

Stay tuned, more audio improvements coming after this update as well!

- Timo
Hardland - SirGalis

After lots of work Release 12 is finally ready!

FEATURES
  • Massive improvements in the generated worlds.

    - 4x larger random world
    - Generation speed improved

    - New road system which can create main road, side roads and small paths
    - Improved draw distance and new faraway mountain to give better sense of scale

    - Infinite water plane which makes the sunsets that much nicer
    - Added new nature landmarks and improved old ones

    - Set of new trees and old trees improved
    - Set of larger houses
    - Additional version of blacksmith
    - Wind affects tree branches
  • Weather is completely dynamic everywhere
  • First version of random generated desert island

  • Witch sells transformation potions:

    - Butterfly potion
    - Chicken potion
    - Fox potion
    - Pig potion
    - Goblin Minion potion
    - Goblin Brute potion
    - Goblin King potion
    - Spider potion
    - Wood Elf potion
    (some are still unfinished)

  • Support for NPC signature animations:

    - Fisherman fishing animation
    - Blacksmith forging animation

  • Dungeon improvements:
    - Dungeons can have several floors
    - Boss floor at the bottom of the dungeon
    - Cave entrances in random world lead to dungeons
    - New rooms
    - More detail in old rooms
    - New roofs which can have holes

  • Building interiors, random generated and handmade
    - Random interiors can be found in the random world

  • Handmade interiors include:

    - Fisherman Dave's house
    - Larry's house

  • Combat improvements:
    - Player can dodge in any direction (consumes stamina)
    - Player can shoot vertically with ranged weapons
    - Enemies can track player during their strikes
    - Group battles are more dangerous

  • Goblin King is combat ready:

    - Butt-stomp attack
    - Can summon minions

  • New enemy: Goblin Brute - ranged and melee
  • New variant of Merchant
  • More legs for Spider
  • Lots of new items
  • Added shortcut portals to handcrafted levels
    - Way to Fortuna connects to Barry's Field and Old Path
    - Cobold Cave connects to random snow world
  • Level of detail system introduced
  • Carrying system improved
  • Camera tweaks
  • Map screen shows trees, buildings and some characters

  • Several quest glitches fixes

More good stuff to come in the next update!

- Timo
Hardland - SirGalis

After lots of work Release 12 is finally ready!

FEATURES
  • Massive improvements in the generated worlds.

    - 4x larger random world
    - Generation speed improved

    - New road system which can create main road, side roads and small paths
    - Improved draw distance and new faraway mountain to give better sense of scale

    - Infinite water plane which makes the sunsets that much nicer
    - Added new nature landmarks and improved old ones

    - Set of new trees and old trees improved
    - Set of larger houses
    - Additional version of blacksmith
    - Wind affects tree branches
  • Weather is completely dynamic everywhere
  • First version of random generated desert island

  • Witch sells transformation potions:

    - Butterfly potion
    - Chicken potion
    - Fox potion
    - Pig potion
    - Goblin Minion potion
    - Goblin Brute potion
    - Goblin King potion
    - Spider potion
    - Wood Elf potion
    (some are still unfinished)

  • Support for NPC signature animations:

    - Fisherman fishing animation
    - Blacksmith forging animation

  • Dungeon improvements:
    - Dungeons can have several floors
    - Boss floor at the bottom of the dungeon
    - Cave entrances in random world lead to dungeons
    - New rooms
    - More detail in old rooms
    - New roofs which can have holes

  • Building interiors, random generated and handmade
    - Random interiors can be found in the random world

  • Handmade interiors include:

    - Fisherman Dave's house
    - Larry's house

  • Combat improvements:
    - Player can dodge in any direction (consumes stamina)
    - Player can shoot vertically with ranged weapons
    - Enemies can track player during their strikes
    - Group battles are more dangerous

  • Goblin King is combat ready:

    - Butt-stomp attack
    - Can summon minions

  • New enemy: Goblin Brute - ranged and melee
  • New variant of Merchant
  • More legs for Spider
  • Lots of new items
  • Added shortcut portals to handcrafted levels
    - Way to Fortuna connects to Barry's Field and Old Path
    - Cobold Cave connects to random snow world
  • Level of detail system introduced
  • Carrying system improved
  • Camera tweaks
  • Map screen shows trees, buildings and some characters

  • Several quest glitches fixes

More good stuff to come in the next update!

- Timo
Hardland - SirGalis

Very excited about this one, it's the biggest release so far!

NEW FEATURES
  • 12 new open-world landmarks and plenty of polish in the generation system:

    first iteration of random snow world



    goblin army camp blows up Broforce style


    improved blending from random generated wilderness to the handcrafted landmarks

  • NPC characters can walk roads

  • New characters:
    - Mayor Marquardt
    - Mayor's Bodyguard Errol
    - Mayor's Bodyguard Clint


    - Domovoi


    - Brigand
    - Jim the Big Criminal
    - Larry the Drunk


    - Father Ghoul
    - Mother Ghoul
    - Kid Ghoul


  • New units:
    - Rotten merchant


    - Ghoul giant


    - Goblin minion archer
    - Goblin captain archer


    - Sheep
    - Goblin shepherd (non hostile towards humans)


  • New handcrafted locations:

    - Barry's Field
    - Town Well

  • Work-in-progress character:
    - Witch of Hardland

    she'll be selling potions in the final game

  • Much more dialogue (new dialogue options can be unlocked by talking to different characters)

  • Dialogue and quest system upgraded:

    - Quest name, description and requirements are shown in quests screen (shortcut is J)
    - Small selection icons added to dialogue UI
    - Disclaimer: many quests are incomplete as we don't have all of the necessary assets and locations yet - so you might hear references to places or characters which are missing at the moment

  • Minimap and map improvements:
    - Fog of war to improve the sense of exploration
    - Camera direction is shown in the map screen
    - Waypoints can be clicked in the map screen

  • Press P for photography mode which enables the depth of field effect, + and - keys control focal plane. Works well in combination with "show HUD" option disabled. (note: DOF doesn't work on low graphics settings)

  • More detail and stuff on the existing locations and we'll continue to improve them

  • Several new hats, items and objects

    goblins with explosive arrows

  • Improved guard animations
  • WTF portal, try it out! :)

Next release will bring even more improvements to the random generated areas and we're also working on indoor areas so you can enter some houses. Patrol routes will be used more extensively. Until next time!

- Timo
Hardland - SirGalis

Very excited about this one, it's the biggest release so far!

NEW FEATURES
  • 12 new open-world landmarks and plenty of polish in the generation system:

    first iteration of random snow world



    goblin army camp blows up Broforce style


    improved blending from random generated wilderness to the handcrafted landmarks

  • NPC characters can walk roads

  • New characters:
    - Mayor Marquardt
    - Mayor's Bodyguard Errol
    - Mayor's Bodyguard Clint


    - Domovoi


    - Brigand
    - Jim the Big Criminal
    - Larry the Drunk


    - Father Ghoul
    - Mother Ghoul
    - Kid Ghoul


  • New units:
    - Rotten merchant


    - Ghoul giant


    - Goblin minion archer
    - Goblin captain archer


    - Sheep
    - Goblin shepherd (non hostile towards humans)


  • New handcrafted locations:

    - Barry's Field
    - Town Well

  • Work-in-progress character:
    - Witch of Hardland

    she'll be selling potions in the final game

  • Much more dialogue (new dialogue options can be unlocked by talking to different characters)

  • Dialogue and quest system upgraded:

    - Quest name, description and requirements are shown in quests screen (shortcut is J)
    - Small selection icons added to dialogue UI
    - Disclaimer: many quests are incomplete as we don't have all of the necessary assets and locations yet - so you might hear references to places or characters which are missing at the moment

  • Minimap and map improvements:
    - Fog of war to improve the sense of exploration
    - Camera direction is shown in the map screen
    - Waypoints can be clicked in the map screen

  • Press P for photography mode which enables the depth of field effect, + and - keys control focal plane. Works well in combination with "show HUD" option disabled. (note: DOF doesn't work on low graphics settings)

  • More detail and stuff on the existing locations and we'll continue to improve them

  • Several new hats, items and objects

    goblins with explosive arrows

  • Improved guard animations
  • WTF portal, try it out! :)

Next release will bring even more improvements to the random generated areas and we're also working on indoor areas so you can enter some houses. Patrol routes will be used more extensively. Until next time!

- Timo
...