Hello adventurers. Some basic hotfix of issues today. Our next update will contain new features / polish. Stay tuned.
Changes
Maxed skills will display with a different color (the 95 cap)
Fixes
Fixed an issue where Scourges could activate, and Chaos could increment while in a dungeon
Fixed an issue where in the event of a critical being the outcome: an enemy or a player would override being shocked
Fixed some layout issues with 16*10 ratios
In rare occurrences: if a sidequest could not find a suitable location: the game could hard freeze
Declans Bow now has 4 slots, as intended and additional attacks
The Chaos Blade item card is now centered
If you resumed a game while in a balloon, and your balloon was over a cave or other POI: then the POI would be destroyed and inaccessible
The QuarterStaff is now properly configured and should not cause crashes
In the event that a character runs or flees from battle: he will no longer be considered for the item distribution pool. This would previously cause confusion and item loss when "passing" to a non-existent character
Fixed an issue where in a certain unlucky layout of belt items: it could become impossible to select the items in the second layer of the belt
Fixed bug that was allowing high level overworld encounters to spawn - for example: players could get an encounter that would grant them a 25 damage broadsword at level 0
If the tutorial was on: being ambushed by the Kraken would freeze the game
Fixed some navigation issues in the Display Menu as well as the Save Game menu when using the controllers
Hello adventurers. Some basic hotfix of issues today. Our next update will contain new features / polish. Stay tuned.
Changes
Maxed skills will display with a different color (the 95 cap)
Fixes
Fixed an issue where Scourges could activate, and Chaos could increment while in a dungeon
Fixed an issue where in the event of a critical being the outcome: an enemy or a player would override being shocked
Fixed some layout issues with 16*10 ratios
In rare occurrences: if a sidequest could not find a suitable location: the game could hard freeze
Declans Bow now has 4 slots, as intended and additional attacks
The Chaos Blade item card is now centered
If you resumed a game while in a balloon, and your balloon was over a cave or other POI: then the POI would be destroyed and inaccessible
The QuarterStaff is now properly configured and should not cause crashes
In the event that a character runs or flees from battle: he will no longer be considered for the item distribution pool. This would previously cause confusion and item loss when "passing" to a non-existent character
Fixed an issue where in a certain unlucky layout of belt items: it could become impossible to select the items in the second layer of the belt
Fixed bug that was allowing high level overworld encounters to spawn - for example: players could get an encounter that would grant them a 25 damage broadsword at level 0
If the tutorial was on: being ambushed by the Kraken would freeze the game
Fixed some navigation issues in the Display Menu as well as the Save Game menu when using the controllers
Hey all - some more juicy fixes have been added. Thanks for all your reports, they've been immensely helpful. It's been a trying feat to sort through all the bugs, but with all the reports: we've been able to identify the ones with the greatest impact due to the number of similar reports. We're happy to say we've taken care of most of the worst offenders.
We also have added some more logging to help us locate some that have proven troublesome.
Changes
The Party Buffs are now simply applied across the board - they would only apply in combat to characters involved in that combat, but this proved difficult to communicate, and people assumed the buffs were not working
Pathing: When moving about the world, your characters will now do their best to avoid problems. eg: Poison land, curse, chaos etc...
Adjusted UI (font sizes) to work better with various languages
Optimizations made to some particle systems
Fixes
Fixed an issue where time would pass in a dungeon
Fixed an issue where players could sell an item in any room in a dungeon as long as there was a merchant in that dungeon
In some circumstances: casting particular type of spell could crash the game if the player had the tutorial enabled
In some cases: player characters would flee from combat but without a valid flee hex, and the game would soft lock
The Cowards Clover now properly does not permit combat actions after use
Harazuel now shows a dungeon progress bar
Rare occurrence when dieing to a scourge: the player would get stuck on the dead characters turn
Rare occurrence when focus could not be used on a Chaos Generator
Fixed a resume game issue where if the game was terminated in the case of an unplanned disconnect: the game could not be resumed
Hey all - some more juicy fixes have been added. Thanks for all your reports, they've been immensely helpful. It's been a trying feat to sort through all the bugs, but with all the reports: we've been able to identify the ones with the greatest impact due to the number of similar reports. We're happy to say we've taken care of most of the worst offenders.
We also have added some more logging to help us locate some that have proven troublesome.
Changes
The Party Buffs are now simply applied across the board - they would only apply in combat to characters involved in that combat, but this proved difficult to communicate, and people assumed the buffs were not working
Pathing: When moving about the world, your characters will now do their best to avoid problems. eg: Poison land, curse, chaos etc...
Adjusted UI (font sizes) to work better with various languages
Optimizations made to some particle systems
Fixes
Fixed an issue where time would pass in a dungeon
Fixed an issue where players could sell an item in any room in a dungeon as long as there was a merchant in that dungeon
In some circumstances: casting particular type of spell could crash the game if the player had the tutorial enabled
In some cases: player characters would flee from combat but without a valid flee hex, and the game would soft lock
The Cowards Clover now properly does not permit combat actions after use
Harazuel now shows a dungeon progress bar
Rare occurrence when dieing to a scourge: the player would get stuck on the dead characters turn
Rare occurrence when focus could not be used on a Chaos Generator
Fixed a resume game issue where if the game was terminated in the case of an unplanned disconnect: the game could not be resumed
Hey everyone, With the release of the bug form we've gotten an onslaught of really valuable information! With this, we've been able to find and fix a number of bugs.
We've had a few hotfixes in the last couple days, and I'll summarize them all up to now:
Black screen on resume game - In a certain circumstance, the game would go black when resuming a game.
Soft lock after an enemy steals from you - Sometimes, if an enemy stole from you and ran, the game would hang
Enemy scaling in dungeons/sidequests - Some enemies were not properly scaled in early dungeons resulting in a very difficult fight
Sidequest freezes non-host players - When accepting a sidequest, sometimes the non-host player would freeze
Number of visual fixes/changes
Thanks everyone! These will NOT require you to start a new game.
Also, please note: The bug form is for functional game issues only. If you have gameplay ideas, questions, or suggestions: please keep those in the discussion forums.
Hey everyone, With the release of the bug form we've gotten an onslaught of really valuable information! With this, we've been able to find and fix a number of bugs.
We've had a few hotfixes in the last couple days, and I'll summarize them all up to now:
Black screen on resume game - In a certain circumstance, the game would go black when resuming a game.
Soft lock after an enemy steals from you - Sometimes, if an enemy stole from you and ran, the game would hang
Enemy scaling in dungeons/sidequests - Some enemies were not properly scaled in early dungeons resulting in a very difficult fight
Sidequest freezes non-host players - When accepting a sidequest, sometimes the non-host player would freeze
Number of visual fixes/changes
Thanks everyone! These will NOT require you to start a new game.
Also, please note: The bug form is for functional game issues only. If you have gameplay ideas, questions, or suggestions: please keep those in the discussion forums.
Oh yes Joe Player, we’ve been tirelessly working away on Adventure Mode with great feedback, and bug reports. Adding things, changing game mechanics, and refining the whole game. It’s not been without major trials, but we’ve made amazing progress to a more feature rich experience for everyone.
If you’ve been testing it out on XBRANCH you’ll be familiar with how it works. For those who haven’t: you’ll be excited to see that now you can roam the Realm and fight baddies, and clear dungeons without the narrative directing you. If you are on XBRANCH: you can migrate back to main. This is now the most up to date build.
"So is it everything we dreamed?"
Wow. Way to put me on the spot, Joe Player... It’s fun, open, playable, and beatable. The world refreshes and updates as you progress through it, level, and complete objectives. But we’re not done. There’s still more to do to add some new events, and a richer experience. The cool part is that now these new events and features will be able to seamlessly fit into both the Story Mode and Adventure Mode.
In addition to Adventure Mode: we’ve also added a bunch of other things (full list as always is below). A whole new dungeon, The Mage Dungeon is now available in Adventure Mode.
"Somewhere new I can crawl into and get party wiped!"
Bit of a bleak outlook, there Joe Player... Also a handy little quality of life feature is the display of hexes that you haven’t yet explored.
"I don’t know where I’m going, but at least I’ll know where I’ve been."
That’s the idea… Oh yeah, this is also a thing:
There’s a new playable Challenge Character to unlock. Before you ask: when you unlock him/her: you’ll know it. It should be noted that as of right now: the character can only be unlocked in Single Player (Story or Adventure) - but this is not permanent design.
Oh, and for those who are interested: we’ve also upgraded to the newest version of Unity. Many players have reported great performance increases, and we even experience it while developing!
"Enough banter! To the list!"
Features / Changes
Adventure Mode! Save the realm without a narrative by starting in a random town
Adventure mode has light Chaos, no narrative, unstructured progression and exploration. Your goal is to simply clear all dungeons
As you defeat dungeons in Adventure Mode: the remaining dungeons level up
Adventure mode towns refresh their quests and markets each morning
New unlockable character. When you unlock it: you’ll know it.
Mage Dungeon added
Flooded Crypt added
Goblin enemies with chance to drop special goblin loot added
Gnoll enemies added
Quarterstaff and Spiked pole weapons added
Dungeons now have unique different types of doors (wood, stone, metal, magic) that have different attributes
Chaos Knight boss added to Free Adventure
Inspire changed to potentially affect only linked players
Enemies will not Scare if there is no valid hex to run to
Enemies will not try to stun already stunned players
Adjusted Wheel Of Death carnival game result set
Player select will not show Characters unrevealed in Lore Store
The Player Hud now stays in the same place - no scrolling. Characters still randomize their positions in battle
Both Adventure Mode and Story Mode now allow you to continue playing after you beat the game
Clicking on Quest GPS marker will pan camera to center it
Path Finding will avoid Enemies if possible
Player HUD glow added for current player
General UI polish
Polish pass on several combat FX
In game Bug Reporting. Click the button near the version in the bottom left at any time
Bug Fixes
Teleporting to near hidden POI will reveal it
Dungeon Trap freeze bug fixed
Changing resolution now correctly updates the selected resolution
Mac OSX cloud save now works correctly
Lock cursor correctly respects new aspect ratio after resolution change (the “I can't move my mouse here” bug)
The Caustic Ink now functions correctly on turn 0 (buys you one more round you were owed)
Several Localization errors fixed (STR_someThing)
Thief's Delight consumable now consumes after use
Razor Pole Arm is now held correctly by characters
The Chaos Blade is now held correctly by Characters
Fixed issues involving fleeing and game hangs
On Apprentice difficulty: character stats now cap 95 as intended
Fixed a bug where some players would experience not being able to pass the intro splash screen if their controller was not neutral
Engine Features
Most of the work to get Adventure Mode was related to major system redesign. Both Colby and Dave have been working hard on restructuring, and refactoring legacy systems to make this work. We’re very proud of this: so I’ve decided to add this as it’s own section.
Upgraded to newest version of Unity!
New Game Definition system which drives all current and future game mode mechanics. Understands the difference between story mode, and adventure mode easily
New Progression system which moderates the challenge curve for all game modes
Revised Encounter spawn logic to allow for more variety in your random event encounters
Migrated all slot outputs to dynamic values
Bug Reporting has gotten WAY easier
Because we’re a small team, we don’t have the luxury of a hive of bug hunters cramming away. We need reports from players like you so we can make the game better for things we just didn’t anticipate. With that in mind: you can now simple click the “bug button” down in the lower left next to the version number. This gathers hardware specs, logs, the save file, and even takes a screenshot of what’s on screen at the moment then sends it to us. Find the bug, click the button, fill out a simple form (so we know what data to send): and then submit! We’ll email you back if we need more info. We will never use your email addresses for marketing, or selling or anything other than getting in touch related to bug reports.
Thanks Everyone!
We’re so deeply grateful for everyone’s continued support. We thrive on your experiences, feedback, and comments. We look forward to continuing to develop and grow the product with you all.
Oh yes Joe Player, we’ve been tirelessly working away on Adventure Mode with great feedback, and bug reports. Adding things, changing game mechanics, and refining the whole game. It’s not been without major trials, but we’ve made amazing progress to a more feature rich experience for everyone.
If you’ve been testing it out on XBRANCH you’ll be familiar with how it works. For those who haven’t: you’ll be excited to see that now you can roam the Realm and fight baddies, and clear dungeons without the narrative directing you. If you are on XBRANCH: you can migrate back to main. This is now the most up to date build.
"So is it everything we dreamed?"
Wow. Way to put me on the spot, Joe Player... It’s fun, open, playable, and beatable. The world refreshes and updates as you progress through it, level, and complete objectives. But we’re not done. There’s still more to do to add some new events, and a richer experience. The cool part is that now these new events and features will be able to seamlessly fit into both the Story Mode and Adventure Mode.
In addition to Adventure Mode: we’ve also added a bunch of other things (full list as always is below). A whole new dungeon, The Mage Dungeon is now available in Adventure Mode.
"Somewhere new I can crawl into and get party wiped!"
Bit of a bleak outlook, there Joe Player... Also a handy little quality of life feature is the display of hexes that you haven’t yet explored.
"I don’t know where I’m going, but at least I’ll know where I’ve been."
That’s the idea… Oh yeah, this is also a thing:
There’s a new playable Challenge Character to unlock. Before you ask: when you unlock him/her: you’ll know it. It should be noted that as of right now: the character can only be unlocked in Single Player (Story or Adventure) - but this is not permanent design.
Oh, and for those who are interested: we’ve also upgraded to the newest version of Unity. Many players have reported great performance increases, and we even experience it while developing!
"Enough banter! To the list!"
Features / Changes
Adventure Mode! Save the realm without a narrative by starting in a random town
Adventure mode has light Chaos, no narrative, unstructured progression and exploration. Your goal is to simply clear all dungeons
As you defeat dungeons in Adventure Mode: the remaining dungeons level up
Adventure mode towns refresh their quests and markets each morning
New unlockable character. When you unlock it: you’ll know it.
Mage Dungeon added
Flooded Crypt added
Goblin enemies with chance to drop special goblin loot added
Gnoll enemies added
Quarterstaff and Spiked pole weapons added
Dungeons now have unique different types of doors (wood, stone, metal, magic) that have different attributes
Chaos Knight boss added to Free Adventure
Inspire changed to potentially affect only linked players
Enemies will not Scare if there is no valid hex to run to
Enemies will not try to stun already stunned players
Adjusted Wheel Of Death carnival game result set
Player select will not show Characters unrevealed in Lore Store
The Player Hud now stays in the same place - no scrolling. Characters still randomize their positions in battle
Both Adventure Mode and Story Mode now allow you to continue playing after you beat the game
Clicking on Quest GPS marker will pan camera to center it
Path Finding will avoid Enemies if possible
Player HUD glow added for current player
General UI polish
Polish pass on several combat FX
In game Bug Reporting. Click the button near the version in the bottom left at any time
Bug Fixes
Teleporting to near hidden POI will reveal it
Dungeon Trap freeze bug fixed
Changing resolution now correctly updates the selected resolution
Mac OSX cloud save now works correctly
Lock cursor correctly respects new aspect ratio after resolution change (the “I can't move my mouse here” bug)
The Caustic Ink now functions correctly on turn 0 (buys you one more round you were owed)
Several Localization errors fixed (STR_someThing)
Thief's Delight consumable now consumes after use
Razor Pole Arm is now held correctly by characters
The Chaos Blade is now held correctly by Characters
Fixed issues involving fleeing and game hangs
On Apprentice difficulty: character stats now cap 95 as intended
Fixed a bug where some players would experience not being able to pass the intro splash screen if their controller was not neutral
Engine Features
Most of the work to get Adventure Mode was related to major system redesign. Both Colby and Dave have been working hard on restructuring, and refactoring legacy systems to make this work. We’re very proud of this: so I’ve decided to add this as it’s own section.
Upgraded to newest version of Unity!
New Game Definition system which drives all current and future game mode mechanics. Understands the difference between story mode, and adventure mode easily
New Progression system which moderates the challenge curve for all game modes
Revised Encounter spawn logic to allow for more variety in your random event encounters
Migrated all slot outputs to dynamic values
Bug Reporting has gotten WAY easier
Because we’re a small team, we don’t have the luxury of a hive of bug hunters cramming away. We need reports from players like you so we can make the game better for things we just didn’t anticipate. With that in mind: you can now simple click the “bug button” down in the lower left next to the version number. This gathers hardware specs, logs, the save file, and even takes a screenshot of what’s on screen at the moment then sends it to us. Find the bug, click the button, fill out a simple form (so we know what data to send): and then submit! We’ll email you back if we need more info. We will never use your email addresses for marketing, or selling or anything other than getting in touch related to bug reports.
Thanks Everyone!
We’re so deeply grateful for everyone’s continued support. We thrive on your experiences, feedback, and comments. We look forward to continuing to develop and grow the product with you all.
Oh yes, JoePlayer! The long awaited iteration of our Adventure mode (aka Free Adventure Mode) is available on the XBRANCH! (For information on how to get it, skip to the end of the post)
For those that don't know: Adventure Mode is a game mode where we're basically just free of the narrative of the story. It's something we've promised, and hinted at for quite some time - and now we're delivering.
"So after all this time: wtf IS Adventure Mode?"
Good question. If you've been in the community for a while, you've seen some posts hidden in the nooks and crannies of the discussions forum, or discord channel about various features of "Free Adventure Mode." Many of which are vague, or just suffer from the ol' "telephone game" syndrome. We're happy to have some concrete features down, ready to be played.
XBRANCH Adventure Mode Features
In terms of features in our first Experimental implementation, we have the following. NOTE this is the first iteration, and features will change and expand or contract as your feedback rolls in.
No narrative
Open exploration
Light Chaos
All towns (quests/markets) refresh each morning
Remaining dungeons level up as others are completed
Random starting town
Experimental means Experimental
"Yes yes... Early Access, in Experimental branch - you've told us this before"
Yes, I know. But it's important to re-iterate it. Adventure Mode required us to make some very low level, but much needed, and ultimately very good deep system changes to unhook all kinds of things to make it possible. We started this months ago with the new Chaos system changes, and the removal of quest time limits.
"Right, you did mention that back then..."
Yes! See?! Proof I'm not just making this stuff up. That being said: There will be bugs. That's why we need your help! And on that note: we've made it SUPER EASY to submit bugs as you encounter them! You can submit it directly in game via the Main Menu, or clicking down near the Version display in the bottom left.
This opens up a form with simple inputs for you to fill out.
Previously: we had to get you to send us emails with save files, and log files and screenshots. Now: the system automatically grabs your logs, save files and even take a screenshot for us! You just tell us what happened, and whatever detail you can provide, and we do the rest.
Your bug reports are invaluable to us. We're not a big team, and we rely on the input and reports from the community. That's why we devoted time to this feature, to make it easier on all of us.
How to get on the XBRANCH
We use the XBRANCH to push out experimental features when we need front line feedback during development from committed community members.
You can get it right away without a password. Just select the xbranch in the Betas tab of the game properties in Steam