Hello everyone! We have addressed a few more bugs from some great reports coming in lately.
New
Disabled Inventory Use during overworld walking animations to prevent some exploits, and possible bugs
The End Turn button now (unobtrusively) flashes when you're out of action points (many people assumed the game was hanging, but did not find the End Turn Button
NOTE: You can always turn Auto End Turn on in the options, or bind your own hotkey to End Turn
Fixes
Sometimes in online play: if a character died, a crash could happen if a character controlled by the same player was up next. This happened when Rosoman attempts to reveal a Cult Device for you.
Fixed an issue where an item card could remain on screen in a specific scenario in a dungeon. We think we have this one, but if you see it happen again: please detail explicitly the steps you took to get there, and report it!
You can now pickup party in the Balloon after beating Harazuel
If using a controller, and paginating to another belt item page in combat: there was a scenario where you could not page back
Hello everyone! We have addressed a few more bugs from some great reports coming in lately.
New
Disabled Inventory Use during overworld walking animations to prevent some exploits, and possible bugs
The End Turn button now (unobtrusively) flashes when you're out of action points (many people assumed the game was hanging, but did not find the End Turn Button
NOTE: You can always turn Auto End Turn on in the options, or bind your own hotkey to End Turn
Fixes
Sometimes in online play: if a character died, a crash could happen if a character controlled by the same player was up next. This happened when Rosoman attempts to reveal a Cult Device for you.
Fixed an issue where an item card could remain on screen in a specific scenario in a dungeon. We think we have this one, but if you see it happen again: please detail explicitly the steps you took to get there, and report it!
You can now pickup party in the Balloon after beating Harazuel
If using a controller, and paginating to another belt item page in combat: there was a scenario where you could not page back
Hello everyone! We have addressed a few major bugs.
Fixes
Fixed an issue with the Goblin Staff when players were attempting to Rush Group causing the game to lock
Fixed a problem with the Water Temple dungeon where the screen was just black (Note: It currently looks like the Glittering Mines but we have new art underway)
Fixed a problem with Volcanoes causing the game to lock
Fixed an issue when entering Harazuel from airship
Fixed an issue when encountering something from the boat onto the shore which was causing the game to lock
Addressed a few missing localization strings
Prevented the camera from scrolling continuously when the cursor is outside the game window
Hello everyone! We have addressed a few major bugs.
Fixes
Fixed an issue with the Goblin Staff when players were attempting to Rush Group causing the game to lock
Fixed a problem with the Water Temple dungeon where the screen was just black (Note: It currently looks like the Glittering Mines but we have new art underway)
Fixed a problem with Volcanoes causing the game to lock
Fixed an issue when entering Harazuel from airship
Fixed an issue when encountering something from the boat onto the shore which was causing the game to lock
Addressed a few missing localization strings
Prevented the camera from scrolling continuously when the cursor is outside the game window
Well, JoePlayer, we've got a nice meaty upgrade with so many quality of life enhancements, improvements, and polish. We're really excited to get this one out, as it addresses a lot of things that we've been putting off for quite some time. Of course there's new balance, and features too.
I'll start with some explanation of key changes, and as always: will end with a list of everything.
SAVE SLOTS and a whole new save system
That's right. You wanted it. You got it. You can now save, and resume any number of games you want. Now for those of you who like to play with many different friends, or just have more than one run going at a time: you can do it. No restrictions.
In the immortal words of Billy Mays: "But wait, there's more!"
"May he rest in peace"
We didn't stop there. We've now made the idea of online versus single player totally interchangeable when it comes to saved games. You can resume an online game in single player, or host your single player game online with just a simple click.
Achievements
Ok, so not much to explain here, but it's a key feature for lots of players, so I wanted to highlight it.
"I can finally numerically prove that I'm better than some of my friends!"
I mean, sure. If you wanna look at it that way.
Weapon Item Card Info
Sure, those spells in that book have a bunch of pretty names, but you have no idea what they do? Well wonder no longer! Now you can toggle between the front and back of the weapon and see all the attacks, and relevant information to help you decide the eternal question: equip or sell.
"Oooh handy, but what key do I press for that?!"
Good question, JoePlayer - and that leads me to our next feature
Bindable Keys
Yes. No more must your precious gamers fingers suffer the interminable quest for the DELETE key when you want to end your turn... aintnobodygottimeforthat.gif
Turnless time between Dungeon Rooms
"Uhh what does that even mean?" Yes yes, let me explain. If you play online: you'll know how annoying this is. You've completed a battle in a dungeon, you are no longer limited to one character at a time for inventory management, and item equipping and or gold giving. Everyone can do anything they want until they simply ready up, and the next dungeon room loads. That old problem of getting an item in a fight, but not being able to equip it until the NEXT battle - yeah, that's GONE! Oh, and this also works with the Dungeon Merchants! Because we love you
A Whole new Front End Menu
For a long time: we've felt that the menu system was really just functional at best. We've crammed new features in there over time, and it got more and more confusing as you navigate down what we termed: "The Rabbit Hole."
Now, we've reduced the number of clicks to get around to do anything you want. Including a quick "Resume" feature to just help you load the latest run you have. We touched every screen, so click around! Enjoy!
"TLDR, JayNic. Give us the list" Ok, ok. List ahoy!
Features / Changes
Achievements - 50 to be exact
Save slots - save any number of games
Interchangeable game mode - there’s no difference between online/solo play: so you can now swap anytime from playing alone to playing with friends, or vise-versa
Weapon Item Card details (Left Shift to toggle) - displays the stats of all special attacks on each weapon
Consumable items now contextually display the values they give (eg: Godsbeard now says “+15hp” or applicable and scales with your pipe level)
New dungeon! The Obsidian Keep
Cult Devices Revealed: a new system where Rosoman will reveal a Cult Device when out of lives and at least one member still alive
Bindable keys found in the options menu
Turnless time between dungeon rooms - swap gear without worry
Front end flow totally re-designed for a more streamlined experience
Audio: New soundsets for all player characters
Audio: Added new Dungeon sounds for traps and creatures
Audio: New Spells sounds
Audio: New Character and Creature taunts
Skills display on the Character HUD now shows LUCK
Adventure Mode will no longer start you in the Swamp
Boats: Now they move faster to speed things up
Boats: when you start your turn on a boat, we now show the “pickup party” option if it’s relevant - this should help those occurrences where you sail away and forget your party members ;)
Dungeon Merchants are now “turnless” anyone can buy and sell and trade goods until they “ready up”
Changed the way damage is calculated regarding damage and resistances to show more player friendly numbers that make sense
Help Text: When you discover hidden locations/encounters/statues etc: new help info is displayed
Encounters: The text for the encounter cards has been refreshed, and polished. Providing flavour text, and more relevant help text
Balloons: Now move faster
Balloons: Added a “Pickup Party and Launch” option to reduce some clicks
Support Combat Range clarification: Combat overlay hexes now help drive home if the character is involved in combat because of their ADDED support range
Enemies in the overworld will now occasionally play a taunt animation/sound to add a bit of life
If the final character “Passes” an item during loot distribution after a battle: the button now says “DISCARD”
The Combat Timeline has been REVERSED to mimic the Overworld timeline
Improved/Fixed Zombie Puke FX, Heavy Magic FX, Volcano Hat FX/*]
Destroyed Cult Devices now remain on map so you can tell when you’ve found them in each realm
Bolder hex highlights to more easily identify enemies, locations, towns, and events
Damage increased by +1 on BowStaff
General Lute Balancing (most lutes -1 damage, most heavy lutes roll 5 slots instead of 4 to reduce frequent OP splash damage, AOE attacks do more dmg and have less ACC penalty)
Heavy Blunt Weapons do +1 damage
AOE attacks do slightly more damage and/or less ACC penalties
Bone Charmer’s Fire Attack now Harmless, just enflames
Most special attacks/buffs (fire, bleed, armor up/down, resist up/down) now have 3 tiers to make Fire and Armor Buffs more effective in late game. Effectively upping damage and increasing buff strength on high level tiers. This works for players AND enemies.
Tuned Harazuel Mini Bosses Special Attacks and Vexor battle
Harazuel Art Polish Pass
Tuned camera positions for Crypt, Plains, Desert, Bog, Flooded Crypt and Dropstone
Subtle tweaks to Color Corrections
Alluring Pool color change to be more in line with portal scrolls, less like curse/chaos color
General UI visual polish
Bug Fixes
Reflect now reflects AOE melee attacks
An Ice Sword attack was previously unnamed
Fixes to 16*10 aspect ratio spacing
Changed the way LORE is stored in an effort to curb the occasional bug report where people lost their LORE unlocks
The Alluring Pool location choices now has a Cancel option
Fixed an occurrence where you could “false revive” a character with Godsbeard in a dungeon
Fixed a rare scenario where you could find yourself unable to select the second row of belt items when using a controller
If you crossed a cursed/poisoned hex too soon after purifying it: the character would still get the negative effect
General UI glitch fixes
Fixed a rare scenario where if you quit before reviving a dead character in a dungeon, and then resumed: the character could not be revived
Fixed a bug where if a character dies to the Kraken: he doesn’t stay on the boat
Balloons: fixed a minor issue showing characters on the balloon menu out of context
Audio: fixed an issue where resuming a game plays a bunch of sounds from the overworld all at once
Audio: Minor mix changes and various bug fixes
In some cases: the “sneak” option would appear on an enemy even if there was nowhere to sneak to and could hang the game
Fixed a problem with resume games on remote clients not properly clearing clouds going forward
When resuming a game online: remote clients were not properly updated with the explored hexes - leaving them to believe they had not explored anywhere
Fixed some items’ status effects not propagating across the network
Fixed skelly head falling through ground
Heavy Polearm characters now properly look at enemies
Fix Heavy damage animation transitions which were causing some audio events to not fire
Well, JoePlayer, we've got a nice meaty upgrade with so many quality of life enhancements, improvements, and polish. We're really excited to get this one out, as it addresses a lot of things that we've been putting off for quite some time. Of course there's new balance, and features too.
I'll start with some explanation of key changes, and as always: will end with a list of everything.
SAVE SLOTS and a whole new save system
That's right. You wanted it. You got it. You can now save, and resume any number of games you want. Now for those of you who like to play with many different friends, or just have more than one run going at a time: you can do it. No restrictions.
In the immortal words of Billy Mays: "But wait, there's more!"
"May he rest in peace"
We didn't stop there. We've now made the idea of online versus single player totally interchangeable when it comes to saved games. You can resume an online game in single player, or host your single player game online with just a simple click.
Achievements
Ok, so not much to explain here, but it's a key feature for lots of players, so I wanted to highlight it.
"I can finally numerically prove that I'm better than some of my friends!"
I mean, sure. If you wanna look at it that way.
Weapon Item Card Info
Sure, those spells in that book have a bunch of pretty names, but you have no idea what they do? Well wonder no longer! Now you can toggle between the front and back of the weapon and see all the attacks, and relevant information to help you decide the eternal question: equip or sell.
"Oooh handy, but what key do I press for that?!"
Good question, JoePlayer - and that leads me to our next feature
Bindable Keys
Yes. No more must your precious gamers fingers suffer the interminable quest for the DELETE key when you want to end your turn... aintnobodygottimeforthat.gif
Turnless time between Dungeon Rooms
"Uhh what does that even mean?" Yes yes, let me explain. If you play online: you'll know how annoying this is. You've completed a battle in a dungeon, you are no longer limited to one character at a time for inventory management, and item equipping and or gold giving. Everyone can do anything they want until they simply ready up, and the next dungeon room loads. That old problem of getting an item in a fight, but not being able to equip it until the NEXT battle - yeah, that's GONE! Oh, and this also works with the Dungeon Merchants! Because we love you
A Whole new Front End Menu
For a long time: we've felt that the menu system was really just functional at best. We've crammed new features in there over time, and it got more and more confusing as you navigate down what we termed: "The Rabbit Hole."
Now, we've reduced the number of clicks to get around to do anything you want. Including a quick "Resume" feature to just help you load the latest run you have. We touched every screen, so click around! Enjoy!
"TLDR, JayNic. Give us the list" Ok, ok. List ahoy!
Features / Changes
Achievements - 50 to be exact
Save slots - save any number of games
Interchangeable game mode - there’s no difference between online/solo play: so you can now swap anytime from playing alone to playing with friends, or vise-versa
Weapon Item Card details (Left Shift to toggle) - displays the stats of all special attacks on each weapon
Consumable items now contextually display the values they give (eg: Godsbeard now says “+15hp” or applicable and scales with your pipe level)
New dungeon! The Obsidian Keep
Cult Devices Revealed: a new system where Rosoman will reveal a Cult Device when out of lives and at least one member still alive
Bindable keys found in the options menu
Turnless time between dungeon rooms - swap gear without worry
Front end flow totally re-designed for a more streamlined experience
Audio: New soundsets for all player characters
Audio: Added new Dungeon sounds for traps and creatures
Audio: New Spells sounds
Audio: New Character and Creature taunts
Skills display on the Character HUD now shows LUCK
Adventure Mode will no longer start you in the Swamp
Boats: Now they move faster to speed things up
Boats: when you start your turn on a boat, we now show the “pickup party” option if it’s relevant - this should help those occurrences where you sail away and forget your party members ;)
Dungeon Merchants are now “turnless” anyone can buy and sell and trade goods until they “ready up”
Changed the way damage is calculated regarding damage and resistances to show more player friendly numbers that make sense
Help Text: When you discover hidden locations/encounters/statues etc: new help info is displayed
Encounters: The text for the encounter cards has been refreshed, and polished. Providing flavour text, and more relevant help text
Balloons: Now move faster
Balloons: Added a “Pickup Party and Launch” option to reduce some clicks
Support Combat Range clarification: Combat overlay hexes now help drive home if the character is involved in combat because of their ADDED support range
Enemies in the overworld will now occasionally play a taunt animation/sound to add a bit of life
If the final character “Passes” an item during loot distribution after a battle: the button now says “DISCARD”
The Combat Timeline has been REVERSED to mimic the Overworld timeline
Improved/Fixed Zombie Puke FX, Heavy Magic FX, Volcano Hat FX/*]
Destroyed Cult Devices now remain on map so you can tell when you’ve found them in each realm
Bolder hex highlights to more easily identify enemies, locations, towns, and events
Damage increased by +1 on BowStaff
General Lute Balancing (most lutes -1 damage, most heavy lutes roll 5 slots instead of 4 to reduce frequent OP splash damage, AOE attacks do more dmg and have less ACC penalty)
Heavy Blunt Weapons do +1 damage
AOE attacks do slightly more damage and/or less ACC penalties
Bone Charmer’s Fire Attack now Harmless, just enflames
Most special attacks/buffs (fire, bleed, armor up/down, resist up/down) now have 3 tiers to make Fire and Armor Buffs more effective in late game. Effectively upping damage and increasing buff strength on high level tiers. This works for players AND enemies.
Tuned Harazuel Mini Bosses Special Attacks and Vexor battle
Harazuel Art Polish Pass
Tuned camera positions for Crypt, Plains, Desert, Bog, Flooded Crypt and Dropstone
Subtle tweaks to Color Corrections
Alluring Pool color change to be more in line with portal scrolls, less like curse/chaos color
General UI visual polish
Bug Fixes
Reflect now reflects AOE melee attacks
An Ice Sword attack was previously unnamed
Fixes to 16*10 aspect ratio spacing
Changed the way LORE is stored in an effort to curb the occasional bug report where people lost their LORE unlocks
The Alluring Pool location choices now has a Cancel option
Fixed an occurrence where you could “false revive” a character with Godsbeard in a dungeon
Fixed a rare scenario where you could find yourself unable to select the second row of belt items when using a controller
If you crossed a cursed/poisoned hex too soon after purifying it: the character would still get the negative effect
General UI glitch fixes
Fixed a rare scenario where if you quit before reviving a dead character in a dungeon, and then resumed: the character could not be revived
Fixed a bug where if a character dies to the Kraken: he doesn’t stay on the boat
Balloons: fixed a minor issue showing characters on the balloon menu out of context
Audio: fixed an issue where resuming a game plays a bunch of sounds from the overworld all at once
Audio: Minor mix changes and various bug fixes
In some cases: the “sneak” option would appear on an enemy even if there was nowhere to sneak to and could hang the game
Fixed a problem with resume games on remote clients not properly clearing clouds going forward
When resuming a game online: remote clients were not properly updated with the explored hexes - leaving them to believe they had not explored anywhere
Fixed some items’ status effects not propagating across the network
Fixed skelly head falling through ground
Heavy Polearm characters now properly look at enemies
Fix Heavy damage animation transitions which were causing some audio events to not fire
This is a reminder that our next update will break your existing saves. If you want to keep playing them, please opt in to the legacybranch in the BETAS tab in the For The King game Properties. Whenever you're ready to take advantage of all our hard work: you can swap back to main at any point.
Opt in to the LegacyBranch to keep playing old saves
We're mainly waiting on a bunch of localization text from our provider, and once that's in: we'll be pushing an update. Very likely tomorrow.
--
There does seem to be some confusion, so I want to clarify: LORE IS FINE. Repeat LORE WILL NOT BREAK OR GO AWAY. It's only saved games that are not compatible with the newest version.
This is a reminder that our next update will break your existing saves. If you want to keep playing them, please opt in to the legacybranch in the BETAS tab in the For The King game Properties. Whenever you're ready to take advantage of all our hard work: you can swap back to main at any point.
Opt in to the LegacyBranch to keep playing old saves
We're mainly waiting on a bunch of localization text from our provider, and once that's in: we'll be pushing an update. Very likely tomorrow.
--
There does seem to be some confusion, so I want to clarify: LORE IS FINE. Repeat LORE WILL NOT BREAK OR GO AWAY. It's only saved games that are not compatible with the newest version.
Howdy all! It’s been a little while since we’ve posted an announcement, but we want to let you all know that we have an update incoming imminently. This update will likely be next week.
Saved games will break, but Lore is fine
It’s important to note that the update will not be backwards compatible with save games. With this in mind: we are starting a new standard procedure where we will use the Steam Betas feature to keep the previous game version live for people who want to stick around on there for a while.
You will need to opt in to this in the BETAS tab in the For The King game Properties. It will be called “legacybranch” So use this if you want to keep playing your old saves until you’re ready to swap over to main.
Opt in to the LegacyBranch to keep playing old saves
Sneak Peak
Without giving it all away, I'll let you know a couple cool new things in the update:
New Dungeon! The Obsidian Keep
Multiple saves / save slots
Complete weapon attack descriptions
Achievements! A big first batch of around 30 will go in. We’ll add more as time goes on ;)
Expandable weapon info
Multiple Save Slots
We’ll post another announcement the day before we’re going to set the update just to remind you of the Save Games breaking.
Howdy all! It’s been a little while since we’ve posted an announcement, but we want to let you all know that we have an update incoming imminently. This update will likely be next week.
Saved games will break, but Lore is fine
It’s important to note that the update will not be backwards compatible with save games. With this in mind: we are starting a new standard procedure where we will use the Steam Betas feature to keep the previous game version live for people who want to stick around on there for a while.
You will need to opt in to this in the BETAS tab in the For The King game Properties. It will be called “legacybranch” So use this if you want to keep playing your old saves until you’re ready to swap over to main.
Opt in to the LegacyBranch to keep playing old saves
Sneak Peak
Without giving it all away, I'll let you know a couple cool new things in the update:
New Dungeon! The Obsidian Keep
Multiple saves / save slots
Complete weapon attack descriptions
Achievements! A big first batch of around 30 will go in. We’ll add more as time goes on ;)
Expandable weapon info
Multiple Save Slots
We’ll post another announcement the day before we’re going to set the update just to remind you of the Save Games breaking.