Eon Altar - Altheus_Stone
Checkpoint Saves have been one of the most asked for features since we launched Eon Altar in Early Access. This feature was always on our list and only slipped until post Early Access due to our limited resources. But it's here now!

  • When you approach a Destiny Marker, your game will be automatically saved. You can quit and reload to your last save any time, and return to any Destiny Marker to save again.

Here are a few other fixes and improvements in this update:
  • Powers that cause Engagement no longer cause Engagement when they 'Miss.'
  • Bloodguard Soldiers are less punishing to fight in Single Player.
  • Ambiences and Sound Effects no longer disappear after multiple reloads.
  • Lord Baryson, the Crusader, has improved specular mapping on his model so he's not so shiny and plastic!

You can see the complete patch notes here
Eon Altar - Altheus_Stone
Checkpoint Saves have been one of the most asked for features since we launched Eon Altar in Early Access. This feature was always on our list and only slipped until post Early Access due to our limited resources. But it's here now!

  • When you approach a Destiny Marker, your game will be automatically saved. You can quit and reload to your last save any time, and return to any Destiny Marker to save again.

Here are a few other fixes and improvements in this update:
  • Powers that cause Engagement no longer cause Engagement when they 'Miss.'
  • Bloodguard Soldiers are less punishing to fight in Single Player.
  • Ambiences and Sound Effects no longer disappear after multiple reloads.
  • Lord Baryson, the Crusader, has improved specular mapping on his model so he's not so shiny and plastic!

You can see the complete patch notes here
Eon Altar - Altheus_Stone
Checkpoint Saves have been one of the most asked for features since we launched Eon Altar in Early Access. This feature was always on our list and only slipped until post Early Access due to our limited resources. But it's here now!

  • When you approach a Destiny Marker, your game will be automatically saved. You can quit and reload to your last save any time, and return to any Destiny Marker to save again.

Here are a few other fixes and improvements in this update:
  • Powers that cause Engagement no longer cause Engagement when they 'Miss.'
  • Bloodguard Soldiers are less punishing to fight in Single Player.
  • Ambiences and Sound Effects no longer disappear after multiple reloads.
  • Lord Baryson, the Crusader, has improved specular mapping on his model so he's not so shiny and plastic!

You can see the complete patch notes here

- Scott Penner, Lead Designer Eon Altar
Eon Altar - Altheus_Stone
Checkpoint Saves have been one of the most asked for features since we launched Eon Altar in Early Access. This feature was always on our list and only slipped until post Early Access due to our limited resources. But it's here now!

  • When you approach a Destiny Marker, your game will be automatically saved. You can quit and reload to your last save any time, and return to any Destiny Marker to save again.

Here are a few other fixes and improvements in this update:
  • Powers that cause Engagement no longer cause Engagement when they 'Miss.'
  • Bloodguard Soldiers are less punishing to fight in Single Player.
  • Ambiences and Sound Effects no longer disappear after multiple reloads.
  • Lord Baryson, the Crusader, has improved specular mapping on his model so he's not so shiny and plastic!

You can see the complete patch notes here

- Scott Penner, Lead Designer Eon Altar
Eon Altar - ejdouglas
Hotfix Patch 1.160315.0 (PC) is now released

  • Ancient Gears in The Portal Obstinate should now correctly work if you have collected all 4 of them. This works for both new campaigns and existing save games.

This took us a long time to pin down, so a huge thank those of your playing our Early Access builds who helped us track this one down!
Eon Altar - ejdouglas
Hotfix Patch 1.160315.0 (PC) is now released

  • Ancient Gears in The Portal Obstinate should now correctly work if you have collected all 4 of them. This works for both new campaigns and existing save games.

This took us a long time to pin down, so a huge thank those of your playing our Early Access builds who helped us track this one down!
Eon Altar - ejdouglas

Muran the Battlemage

Hello friends!

We haven't sent out a patch update in a few months, and that's because we've been cooking up a big one, including the all new Combat Arena, new enemies and a huge overhaul of many of our combat and RPG systems! Today's update addresses a lot of issues and - more importantly - makes the game an overall much better experience. Only through your diligence in providing constructive criticism, praise, and bugs, can Early Access be of any use to us, so for your patience, and continued enthusiasm and support, we thank you.

Character Progression
  • The first, most apparent change is a complete overhaul of every character(!). We were never happy with our characters in our first release, and it was clear that they didn't all feel as unique and compelling as we initially planned. We've changed that today with a complete overhaul of powers, progression and economy. Now, every hero is replete with a stunning arsenal of useful powers and unique tactical options.

  • Complete overhaul of progression, including some new powers, a ton of traits and skills, new recipes for crafting, and streamlining of the progression pages.

Combat
  • We took a strategic step back on the 'Engagement' system. It was an interesting idea, but never came out the way we had hoped. Some powers can still cause engagement, but it's a special event now, instead of a penalty for every melee attack ever. This should open every character up for much more interesting tactics, and allow you to be more reactive in battle. You'll have more choices moment to moment in every battle.

  • Only 0-energy 'farmer' powers grant energy for attacks now. 3 for a miss, 5 for a hit, and 8 for a critical. Simple.

Exploration & Skills
  • We took a mulligan on loot! Containers now give recognizable types/amounts of loot, have a random chance of being locked or trapped (better work on those skills!) and should work more consistently in and out of combat. Oh, also enemies drop loot too now. For the ruined friendships we're about to create from all this stolen loot, we're sorry.

  • Oh, and speaking of skills, we've streamlined these a lot. Every hero now has 6 (except silent thorn, who stole an extra one) and they correlate with base attributes.

  • Status Effects have been simplified as well. When looking at a power description on handset, teal text can be tapped to get more information.

  • Crafting and Gear now works better. We're still in the process of working out some interface challenges, but expect to pick up and craft a lot more gear and have it be actually useful.


The new Bloodguard Commander now in the Combat Arena

Enemies
  • Enemy difficulty and placement have been tuned to compensate for all the great stuff up there, so don't think this is going to be a cake walk now.

  • New enemies including the massive Bloodguard Heavy and Bloodguard Commander, the venomous Collectors and Corrupted Harvesters, and grand-daddy of the Arboleks, the Arbolek Spine Tyrants to menace you in Campaign and Combat Arena.

Combat Arena
  • We're also happy to introduce the Episode 1 Combat Arena! This is a survive-until-you-don't wave scenario independent of your main campaign that can be accessed on the main menu. Choose any hero, experiment with high-level power strategy. Try to get more kills than your allies, and work as a team to live longer. Everyone starts with a power load-out at Level 6 with more Renown and Resources to spend.


The new Bloodguard Heavy Soldier in the Combat Arena

As we get ever closer to a 'Full Release' we hope all of you who've been with us since the early days jump back in and let us know what you think of the new balance and progression!

And that's not all! We've fixed a bunch of stuff that we're sure was an enormous bother. You can read up on all the patch notes here

- Scott Penner, Lead Designer Eon Altar​

WARNING! Your previous save games will work, but since we've rebalanced resources significantly, you may end up with fewer resources than intended. Powers that no longer exist, or which have moved and are no longer unlockable will be refunded for their original purchase price. However, it is strongly recommended you do not use those saves.

WARNING for our Lead Programmer! Image of Spider ahead!!!





















Muran the Battlemage vs. a Corrupted Harvester
Eon Altar - ejdouglas

Muran the Battlemage

Hello friends!

We haven't sent out a patch update in a few months, and that's because we've been cooking up a big one, including the all new Combat Arena, new enemies and a huge overhaul of many of our combat and RPG systems! Today's update addresses a lot of issues and - more importantly - makes the game an overall much better experience. Only through your diligence in providing constructive criticism, praise, and bugs, can Early Access be of any use to us, so for your patience, and continued enthusiasm and support, we thank you.

Character Progression
  • The first, most apparent change is a complete overhaul of every character(!). We were never happy with our characters in our first release, and it was clear that they didn't all feel as unique and compelling as we initially planned. We've changed that today with a complete overhaul of powers, progression and economy. Now, every hero is replete with a stunning arsenal of useful powers and unique tactical options.

  • Complete overhaul of progression, including some new powers, a ton of traits and skills, new recipes for crafting, and streamlining of the progression pages.

Combat
  • We took a strategic step back on the 'Engagement' system. It was an interesting idea, but never came out the way we had hoped. Some powers can still cause engagement, but it's a special event now, instead of a penalty for every melee attack ever. This should open every character up for much more interesting tactics, and allow you to be more reactive in battle. You'll have more choices moment to moment in every battle.

  • Only 0-energy 'farmer' powers grant energy for attacks now. 3 for a miss, 5 for a hit, and 8 for a critical. Simple.

Exploration & Skills
  • We took a mulligan on loot! Containers now give recognizable types/amounts of loot, have a random chance of being locked or trapped (better work on those skills!) and should work more consistently in and out of combat. Oh, also enemies drop loot too now. For the ruined friendships we're about to create from all this stolen loot, we're sorry.

  • Oh, and speaking of skills, we've streamlined these a lot. Every hero now has 6 (except silent thorn, who stole an extra one) and they correlate with base attributes.

  • Status Effects have been simplified as well. When looking at a power description on handset, teal text can be tapped to get more information.

  • Crafting and Gear now works better. We're still in the process of working out some interface challenges, but expect to pick up and craft a lot more gear and have it be actually useful.


The new Bloodguard Commander now in the Combat Arena

Enemies
  • Enemy difficulty and placement have been tuned to compensate for all the great stuff up there, so don't think this is going to be a cake walk now.

  • New enemies including the massive Bloodguard Heavy and Bloodguard Commander, the venomous Collectors and Corrupted Harvesters, and grand-daddy of the Arboleks, the Arbolek Spine Tyrants to menace you in Campaign and Combat Arena.

Combat Arena
  • We're also happy to introduce the Episode 1 Combat Arena! This is a survive-until-you-don't wave scenario independent of your main campaign that can be accessed on the main menu. Choose any hero, experiment with high-level power strategy. Try to get more kills than your allies, and work as a team to live longer. Everyone starts with a power load-out at Level 6 with more Renown and Resources to spend.


The new Bloodguard Heavy Soldier in the Combat Arena

As we get ever closer to a 'Full Release' we hope all of you who've been with us since the early days jump back in and let us know what you think of the new balance and progression!

And that's not all! We've fixed a bunch of stuff that we're sure was an enormous bother. You can read up on all the patch notes here

- Scott Penner, Lead Designer Eon Altar​

WARNING! Your previous save games will work, but since we've rebalanced resources significantly, you may end up with fewer resources than intended. Powers that no longer exist, or which have moved and are no longer unlockable will be refunded for their original purchase price. However, it is strongly recommended you do not use those saves.

WARNING for our Lead Programmer! Image of Spider ahead!!!





















Muran the Battlemage vs. a Corrupted Harvester
Eon Altar - ejdouglas
This update contains a lot of bug fixes that have long plagued us as well as a couple of little polish pieces, and will smooth out and stabilize everyone's experience.

Core Game issues addressed in this release:

  • Load Screen Images now change based on what level you're in
  • In Combat the Engagement Lock icon and Target Pennant now persists between turns so you can always see who you're engaged with
  • Enemies no longer 'Pop' up after dying
  • Getting hit by DoTs while in Exploration can no longer stall the game. There were rare issues where being affected by a DoT while interacting with Quest Items could stall those quest flows.
  • There was once a Crossbowman in Level 3 who had unlimited health. No more. This far, no further.
  • Lots of navigation and collision fixes throughout Levels 2 & 3

This Update also comes paired with a Controller Update! The Android version is available today, and the iOS update will release as soon as Apple approves it, within two weeks of this announcement.

Controller-specific issues addressed in this release:

  • Load Screen images now change based on what level you're in.
  • Disconnecting while dialogue or tutorial is up no longer causes the handset to get stuck on the dialogue or tutorial.
  • Controllers now make a sound when your turn comes up in combat.
  • Accuracy calculations on powers preview are now more accurate.

Note: Your old iOS Controller still works with this update, but there is a known issue where the Controller will show incorrect information on level select. This is harmless and will go away as soon Apple approves the update!

What's Next?

We're hard at work on a bunch of new updates that didn't make it into this patch. They were close but we wanted to get these bug fixes out before any more time went by. Our next Feature Update is looking like early December, and here's what we're cooking up for that one:

  • Powers Progression Overhaul! Lead Designer Scott Penner has been hard at work on a revamp of all the powers to make the trees more focused, balanced and fun. It's also reconsidering how we're approaching the 'Engagement' feature, so you'll see some changes in how we approach combat strategy soon
  • Combat Arena! You'll be able to try out a characters full ranges of powers in the all new Combat Arena, hidden under the 'Coming Soon' button on today's update.
  • Lore! Collect and read lore throughout the world! Eon Altar's rich history comes from over 15 years of development by designers Scott Penner, Lukas Reynolds and Joey Wiggs and you'll be able to dig deep into that wide world.
  • Personal Quests! While we've had individual quests in Early Access already, they've never been everything we want from them. We're very close to being able to give each player private notifications for their own quest lines, and are working on excited content to let you compete with your fellow teammates for Resources and Renown.

Lots to look forward to, and lots of work for us! Until next time!

Edward J Douglas, Project Director Eon Altar
Eon Altar - ejdouglas
This update contains a lot of bug fixes that have long plagued us as well as a couple of little polish pieces, and will smooth out and stabilize everyone's experience.

Core Game issues addressed in this release:

  • Load Screen Images now change based on what level you're in
  • In Combat the Engagement Lock icon and Target Pennant now persists between turns so you can always see who you're engaged with
  • Enemies no longer 'Pop' up after dying
  • Getting hit by DoTs while in Exploration can no longer stall the game. There were rare issues where being affected by a DoT while interacting with Quest Items could stall those quest flows.
  • There was once a Crossbowman in Level 3 who had unlimited health. No more. This far, no further.
  • Lots of navigation and collision fixes throughout Levels 2 & 3

This Update also comes paired with a Controller Update! The Android version is available today, and the iOS update will release as soon as Apple approves it, within two weeks of this announcement.

Controller-specific issues addressed in this release:

  • Load Screen images now change based on what level you're in.
  • Disconnecting while dialogue or tutorial is up no longer causes the handset to get stuck on the dialogue or tutorial.
  • Controllers now make a sound when your turn comes up in combat.
  • Accuracy calculations on powers preview are now more accurate.

Note: Your old iOS Controller still works with this update, but there is a known issue where the Controller will show incorrect information on level select. This is harmless and will go away as soon Apple approves the update!

What's Next?

We're hard at work on a bunch of new updates that didn't make it into this patch. They were close but we wanted to get these bug fixes out before any more time went by. Our next Feature Update is looking like early December, and here's what we're cooking up for that one:

  • Powers Progression Overhaul! Lead Designer Scott Penner has been hard at work on a revamp of all the powers to make the trees more focused, balanced and fun. It's also reconsidering how we're approaching the 'Engagement' feature, so you'll see some changes in how we approach combat strategy soon
  • Combat Arena! You'll be able to try out a characters full ranges of powers in the all new Combat Arena, hidden under the 'Coming Soon' button on today's update.
  • Lore! Collect and read lore throughout the world! Eon Altar's rich history comes from over 15 years of development by designers Scott Penner, Lukas Reynolds and Joey Wiggs and you'll be able to dig deep into that wide world.
  • Personal Quests! While we've had individual quests in Early Access already, they've never been everything we want from them. We're very close to being able to give each player private notifications for their own quest lines, and are working on excited content to let you compete with your fellow teammates for Resources and Renown.

Lots to look forward to, and lots of work for us! Until next time!

Edward J Douglas, Project Director Eon Altar
...