Eon Altar - ejdouglas
We have a new update, not only for the Core Episode 1, but also our Handsets, so get them and give them a go!

It took a bit longer to get this update out than we hoped (found a nasty little bug at the *very last minute* right before we were about to ship out, yikes!) but we're live now.

As before, our focus is all about getting the core Eon Altar experience working as great as possible before we can consider it a 'Full Release' and start to roll out new episodes. So what's in store this patch? Well we have a new feature we're very excited about - Trading! You can now trade resources with all your fellow team-mates / friendly-fire victims. In addition, lots of little fixes to make the UI feel smooth, more intuitive and more bug free. And as always, bugs, bugs, bugs!

**Word of warning, you'll need to update both your Controller and PC version at the same time for this one!


Here's the full patch list:

Core Game issues addressed in this release:


· NEW FEATURE: Trade has been implemented! Just talk to your patsy…er, friend who you want to request resources from, choose ‘Request Resources’, and away you go! The target can decline, so maybe you should consider offering snacks.

· If you’ve decided that you no longer want a specific character in your party in later levels, total party kill (TPK) should now actually work, rather than just leaving you to stare at your corpse all day long. The difficulty level should also appropriately be set to the number of currently active players, rather than number of characters you’ve had participate in the campaign so far.

· Enemies with multiple attacks in a round should no longer cause the game to stall when you encounter them again after they TPK’d you mid-action.

· You should no longer get engaged with an enemy at a distance after getting TPK’d in melee or teleporting/blinking from melee and attacking them at range later.

· Unequipping gear mid-action should no longer stall your character.

· If you’re standing on an interaction node (like a chest, or dialogue), you should be able to activate it without having to step off it first.

· When using the movement marker, unsnapping your current target should clear the target/power wheel on the controller.

· When using the movement marker, snapping to a new target (without letting go of the movement marker) should now show the power wheel on the controller so you can see what actions are available without confirming your target.

· In the Prelude, the camera operator has gotten more training in and should keep up with the party better.


Controller-specific issues addressed in this release:


· The server selection screen now displays a Searching indicator so you can tell the controller app isn’t hung.

· Changing your network while on the server selection screen no longer requires a reboot of the app to find servers.

· Voting should now correctly report which choice you made. The most obvious example of this issue is the vote by the gate in the Prelude.

· Quest and Gear menus should now work correctly if they had been previously opened that session and get updated later.

· Swapping characters in a single session will now correctly show the new character’s ability/upgrade trees.

· Crafted items that only require one resource type now show that resource type instead of showing 0 Godstone.

· We no longer display the character level in the level lobby screen. Longer term we’d like to fix it, but for now we’re hiding it as it is erroneous.

· Upgrade/Ability menus should no longer be mysteriously entirely locked. You can get an upgrade, and you can get an upgrade, and YOU can get an upgrade!

· The Power Wheel should now get the hint that the party's over, and leave when it's not required. It should properly show when you can execute actions against a target, and go away when you have nothing targeted.

· Loosened timing for tapping powers to execute. You no longer need the lightest touch in the land to shoot that fireball.

· Power previews should now stay up when powers are pressed and held, even after letting go. You can dismiss the power preview by tapping it, or executing a power.

· Touching the movement marker should now clear your target, rather than leaving you in a strange state of what do you actually have targeted?

· When the power wheel is active, changes to the power's availability will cause the powers to update themselves in the wheel without requiring a full wheel refresh. For example, Muran using Transference to give another player Energy.


For all of you who've played through, suffered through the bugs, given feedback and even played again, we can't thank you enough! Seriously. It means the world to us. All the feedback we've gotten tells us we're making something new, innovative and truly worth doing, so thank you all!

What's in the works next? Lead Designer Scott Penner and Lead Programmer Joey Wiggs just finished up what we call the big 'Balance Summit' to talk about the world of combat - what's working, what's not, what we can do better. Scott is hard at work on a big new balance pass that's sure make all your characters feel much better, a lot more useful in all combat situations, in both multiplayer and single player, as well as feel even better when you get into Episode 2 and beyond. I'm sure Scott will discuss is more detail in an upcoming blog post, but one of the big things we're changing is how we treat 'Engagement' and what that means to both players and enemies. Exciting stuff! But that's still a few weeks away.

Until then, keep the feedback coming, tell all your friends about us, and keep on questing!

Edward J Douglas, Project Director Eon Altar
Eon Altar - ejdouglas
We have a new update, not only for the Core Episode 1, but also our Handsets, so get them and give them a go!

It took a bit longer to get this update out than we hoped (found a nasty little bug at the *very last minute* right before we were about to ship out, yikes!) but we're live now.

As before, our focus is all about getting the core Eon Altar experience working as great as possible before we can consider it a 'Full Release' and start to roll out new episodes. So what's in store this patch? Well we have a new feature we're very excited about - Trading! You can now trade resources with all your fellow team-mates / friendly-fire victims. In addition, lots of little fixes to make the UI feel smooth, more intuitive and more bug free. And as always, bugs, bugs, bugs!

**Word of warning, you'll need to update both your Controller and PC version at the same time for this one!


Here's the full patch list:

Core Game issues addressed in this release:


· NEW FEATURE: Trade has been implemented! Just talk to your patsy…er, friend who you want to request resources from, choose ‘Request Resources’, and away you go! The target can decline, so maybe you should consider offering snacks.

· If you’ve decided that you no longer want a specific character in your party in later levels, total party kill (TPK) should now actually work, rather than just leaving you to stare at your corpse all day long. The difficulty level should also appropriately be set to the number of currently active players, rather than number of characters you’ve had participate in the campaign so far.

· Enemies with multiple attacks in a round should no longer cause the game to stall when you encounter them again after they TPK’d you mid-action.

· You should no longer get engaged with an enemy at a distance after getting TPK’d in melee or teleporting/blinking from melee and attacking them at range later.

· Unequipping gear mid-action should no longer stall your character.

· If you’re standing on an interaction node (like a chest, or dialogue), you should be able to activate it without having to step off it first.

· When using the movement marker, unsnapping your current target should clear the target/power wheel on the controller.

· When using the movement marker, snapping to a new target (without letting go of the movement marker) should now show the power wheel on the controller so you can see what actions are available without confirming your target.

· In the Prelude, the camera operator has gotten more training in and should keep up with the party better.


Controller-specific issues addressed in this release:


· The server selection screen now displays a Searching indicator so you can tell the controller app isn’t hung.

· Changing your network while on the server selection screen no longer requires a reboot of the app to find servers.

· Voting should now correctly report which choice you made. The most obvious example of this issue is the vote by the gate in the Prelude.

· Quest and Gear menus should now work correctly if they had been previously opened that session and get updated later.

· Swapping characters in a single session will now correctly show the new character’s ability/upgrade trees.

· Crafted items that only require one resource type now show that resource type instead of showing 0 Godstone.

· We no longer display the character level in the level lobby screen. Longer term we’d like to fix it, but for now we’re hiding it as it is erroneous.

· Upgrade/Ability menus should no longer be mysteriously entirely locked. You can get an upgrade, and you can get an upgrade, and YOU can get an upgrade!

· The Power Wheel should now get the hint that the party's over, and leave when it's not required. It should properly show when you can execute actions against a target, and go away when you have nothing targeted.

· Loosened timing for tapping powers to execute. You no longer need the lightest touch in the land to shoot that fireball.

· Power previews should now stay up when powers are pressed and held, even after letting go. You can dismiss the power preview by tapping it, or executing a power.

· Touching the movement marker should now clear your target, rather than leaving you in a strange state of what do you actually have targeted?

· When the power wheel is active, changes to the power's availability will cause the powers to update themselves in the wheel without requiring a full wheel refresh. For example, Muran using Transference to give another player Energy.


For all of you who've played through, suffered through the bugs, given feedback and even played again, we can't thank you enough! Seriously. It means the world to us. All the feedback we've gotten tells us we're making something new, innovative and truly worth doing, so thank you all!

What's in the works next? Lead Designer Scott Penner and Lead Programmer Joey Wiggs just finished up what we call the big 'Balance Summit' to talk about the world of combat - what's working, what's not, what we can do better. Scott is hard at work on a big new balance pass that's sure make all your characters feel much better, a lot more useful in all combat situations, in both multiplayer and single player, as well as feel even better when you get into Episode 2 and beyond. I'm sure Scott will discuss is more detail in an upcoming blog post, but one of the big things we're changing is how we treat 'Engagement' and what that means to both players and enemies. Exciting stuff! But that's still a few weeks away.

Until then, keep the feedback coming, tell all your friends about us, and keep on questing!

Edward J Douglas, Project Director Eon Altar
Eon Altar - ejdouglas
Hi All,

Thank you all so much for your feedback and support in our first few weeks! Our first update is out!

Update 1 has a whole host of little bug fixes making the game much more stable, and quests clearer. Some of the big ones:

  • Quest Pendants help lead towards next objectives in Critical Path Quests
  • Reconnect Stability much improved
  • Camera keeps characters on screen better
  • In Level 3 Captain Jormund won't accidentally join combat before the boss fight.
  • Tons of little fixes, polishes and improvements that we've found internally and from feedback from all of you!

For full list check out the Patch Notes on the Eon Altar forums.

We are working hard on the next update for both Core & iOS / Android Controller, which should land in the next few weeks. Looking like we have a new feature for the next one!

Please keep the feedback coming and we'll continue to improve the game with every update for all of you!

- Flying Helmet Games
Eon Altar - ejdouglas
Hi All,

Thank you all so much for your feedback and support in our first few weeks! Our first update is out!

Update 1 has a whole host of little bug fixes making the game much more stable, and quests clearer. Some of the big ones:

  • Quest Pendants help lead towards next objectives in Critical Path Quests
  • Reconnect Stability much improved
  • Camera keeps characters on screen better
  • In Level 3 Captain Jormund won't accidentally join combat before the boss fight.
  • Tons of little fixes, polishes and improvements that we've found internally and from feedback from all of you!

For full list check out the Patch Notes on the Eon Altar forums.

We are working hard on the next update for both Core & iOS / Android Controller, which should land in the next few weeks. Looking like we have a new feature for the next one!

Please keep the feedback coming and we'll continue to improve the game with every update for all of you!

- Flying Helmet Games
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