Sep 6, 2018
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Some of the stats balance changes (assassin, reaver mainly) in the patch notes had somehow not been exported to the build.

This hotfix adds them correctly.
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello all,

This update is mostly a Patch. It is fixing a lot of bug found by the community and integrating some of the feedback we've been gathering from the forums.

The patch notes are a little long as we were initially planning on only releasing a 'big update' once a month, with new content, fixes, etc, all bundled into one.
But after some thought, we decided we'd try to release our fixes faster, while still keeping the monthly "big update".

So, the next "big update" should be coming fairly soon and will have new story/map content.

Here are the highlights of the build:

UI Improvements
Mouse Improvements:
We're adding a new system to allow the player to select overlapping tiles with the mouse: hovering over the tile space will switch the between the possible tiles every second or so.

"Zoom" improvement for resolutions lower than 1050:
Adding a new graphic config option to select between "pixel perfect" or "proper map zooming" for resolutions lower than 1050. Default is now "proper map zooming" (whereas before it was "Pixel Perfect").

This isn't a zooming option, but it should enable people with a resolution lower than 1050 to see the correct amount of map. Our current feedback notes indicate the vast majority of people that wanted to "zoom out the view" were using a lower resolution that resulted in a very "zoomed in" view to begin with.
We'll be monitoring feedback to see if that does the trick or if more love is required on that front!

Balance
Weapons in general, and most notably Daggers, have had their vertical attack range tweaked.

Reavers and Assassins stats were lowered a bit.


Patch Notes:

UI and visuals:
  • Adding a new system to allow the player to select overlapping tiles with the mouse: hovering over the tile space will switch the selected tile every 1 seconds.
  • When using the KB to select an entry on an information page (such as a skill), moving the mouse will no longer "deselect" the entry.
  • Adding a new graphic config option to select between "pixel perfect" or "proper map zooming" for resolutions lower than 1050vertical. Default is "proper map zooming".
  • Adding the ability to delete save files from the save/load menus.
  • Updating/adding visuals of many spells. New spells include: Rend, Blood Nova, Fetid Breath, Fellburst, Polestar, Howl and a few more.
  • Updating various items/abilities descriptions that were a confusing or misleading.
  • Adding owned count next to the item that's being crafted.
  • When in combat, showing the information of a new character will always start them on information page 1 by default. Adding a new option to turn this on/off.
  • Adding a new hat and a new accessory to the visual customization of characters.
  • Adding a lot of names to name pools.

Balance:
  • Increasing the vertical range of daggers from 1 to 2. Spear from 4 to 5. Staves from 2 to 3. Rapiers from 2 to 3.
  • Increasing the MND value of all rapiers by 50% of more.
  • Lowering Reavers' HP and speed growth just a little.
  • Lowering Assassin's ATK growth just a little and SPD just a little. Raised HP/MP a little.
  • Lowering Reaver's Primal Wave and Primal blow dmg.
  • Reducing Pektites MND score by about 15%
  • Doubling the boost from scartissue on tangrels.
  • Changed Quicken so that it can't be self targeted. We're leaving it as it is otherwise for now, but the next step will be to prevent it from working with Double Cast if it looks like it's a problem still.
  • Increasing healing for all Revive abilities/items a little bit.
  • Reducing the AI chance to use Steal GP significantly.
  • Reducing difficulty level in Timber Roads to compensate for Rogues being more aggressive.
  • Making "Mystic Shield" spawn at a later level on enemies.
  • When generating enemies class/subclass, the game will now check for a "maximum healers" count from the gameoptions.txt file. It won't generate healing classes if the maximum is reached.
  • Adding extra DEF to most shields to make them a little more attractive.
  • Bumping Stunning Strike turn reduction up to 0.6 from 0.5.
  • Lowering Soul Suck MP cost from 10 to 4. It was never meant to be 10 in the first place.
  • Lowering Defensive Hit damage from 1x to 0.95x

Bug Fixes
  • Fixing "time played" in save file description not showing hours played passed 24 hours.
  • Fixing autosaves not rotating as well as they should after using Continue with an autosave as the last save.
  • Fixing a crash when quitting to title from the debug menu.
  • Fixing issue where disabled options could still be selected with the mouse in the recruit/customize menu in the Guild.
  • Fixing a bug with Scar Tissue and Auto-Rebirth not reseting correctly for Bzaro at the start of a new battle.
  • Fixing issue with "ability can be learned" arrows remaining after dismissing a party member from the menu (and other circumstances).
  • Fixing issue with Charge ability preventing the enemy from being targeted when used "point blank".
  • Fixing various issues when leaving the buy/sell menu by mashing the "leave button".
  • Fixing issue with certain users not being able to launch the game and ending on a "victory" screen. The game will now start correctly, although the error will be a concern (ie, unable to write to the save folder due to various reasons, such as no more space or permissions, etc).
  • Fixing Heavy Hit having 100% accuracy always. This fix should have fixed other abilities that shouldn't have had 100% as well.
  • Fixing bug where player didn't get EXP from putting a trap down (and enemies got some). Now everyone gets EXP.
  • Fixing a "special class" abilities not correctly draining HP/MP as indicated and their special "added damage" not triggering when expected.
  • Fixing missing frames on tangrel/bzil when using Defensive Hit.
  • Some abilities description would show a status effect that wasn't listed with the 'help key'. Fixed.
  • Fixing a potential "weird autosave file" issue when skipping chained cutscenes.
  • Fixing issue where "Equip All" passive only affected armors and not weapons.
  • Fixing a bug where 2 specific maps were saving their treasure chests information oddly. This fix will result in those chests being available again this one time.
  • Fixing various issues with the gamepad input system. If you were having a problem with a gamepad, it might have fixed it :)
  • Fixing bug where one could use open/gather from a location that "wrapped around the sides of the map".
  • Adding prefetching of Sounds for spells, which should help prevent any slowdowns during spell playing.
Fell Seal: Arbiter's Mark - 6 Eyes Studio
We're finally back from Gamescom!
Now that we're back, we should get more active on the forums again. We didn't have a very good access to the internet during our trip >.<


Progress Report

There isn't as much as usual to report, as we ended up spending about 2 weeks in Germany. We got back home early on Friday and spent the rest of the day catching up on the Steam Forums and fixing bugs from the Bugs report section.

For the coming weeks, our plan is to focus on the first Early Access update, which should be out mid September. It'll have more story encounters, bug fixes and updates from the community feedback we've gathered so far.

On that note, we'd like to thank everyone for the great feedback we've been getting on the forums. We sincerely hope you guys will keep it coming, as it's been immensely useful! :)

We'll resume our regular progress reports next week, as we should have a lot more to show then!


Gamescom Pics

For anyone interested, here are some pictures from our Gamescom booth, which was within the 1C Media Booth section.

A big poster of Fell Seal from outside the 1C Booth.



Our general setup within the booth. We met with a lot of press/streamers/journalists and the reception was great! We gathered a bunch of feedback/notes from the event as well, which we'll be integrating soon.


Up-close view from one of our demo stations. Our publisher brought some Fell Seal energy drinks, which made for awesome swag!


A Fell Seal t-shirt we had made for Gamescom. Those were surprisingly popular with the press. Our color scheme was liked a lot we were told! :)
Evergarden - contact@rockpapershotgun.com (Sin Vega)

Today’s selection marks the 1,000th game I’ve played this year. One sodding thousand. Admittedly it’s a meaningless number but it might give some hope to those of you who are worried that games are going downhill or it’s been a bad year. It really hasn’t.

There are loads and loads of great games out there. Sure, there’s some rubbish too, but this column alone has sifted through a thousand in a mere 8 months, and that’s after> discarding the big names, the stuff Fraser or Dominic have poached, the shovelware, and the inevitable daily idiot-milking dreck about PUTIN JONG BITCOIN HA HA HA. And that’s just on Steam!

Things are good, my brave Unknowanauts. Whatever our complaints about Steam? The games, they are good. We are very lucky to be here, now. Long may it continue. Onwards then, to another round of Unknown Pleasures.

Poking the squinty eye of Gary Naysayer this week: capitalist ambitions, parental responsibilities, and racial tensions. (more…)

Fell Seal: Arbiter's Mark

The new world map is instantly more impressive than its predecessor.

I picked up Fell Seal: Arbiter’s Mark right where I left off at the end of the Kickstarter Backers’ build, guiding my team of fantasy sheriffs on a globetrotting adventure to root out the corruption in their order of peacekeepers. Now, in Early Access, I’m hunting down a cure for one of my suddenly indisposed party members (the cliffhanger from the Kickstarter build) and kicking a party of amateur temple crashers in the pants.

I don’t want to spoil the details of what's happening in Fell Seal, because its story has so far been inventive, and its characters as serious and interesting as the ones in Final Fantasy Tactics, its main inspiration. So far it's perfectly playable in Early Access—but I don't think you should play it yet. I've had no issues with crashing or game-stopping bugs, but playing Fell Seal: Arbiter's Mark now, with its story unfinished, would feel a little bit like peeking at your presents.

Brave new world map 

Since the build released to Kickstarter backers in March, Fell Seal has been expanded significantly. The campaign has doubled in length, with yet more to come. New animations and sound effects have made it feel far more complete. My favorite addition is the new world map, which doubles down on the painterly look of the previous version—so much so that I had to flip back through my older screenshots to remind myself what the map had looked like before. Not that different, it turns out, but the animated props and sketchier style give it so much more personality. I’ve rarely had such strong feelings about a map, but here we are.

There are more story missions, which means there's also higher level equipment and new classes with new skills. I eagerly dumped my cash into new gear for my favorite characters. There aren’t a plethora of available options yet, but just enough to get my imagination working.

My wizard who s invulnerable to fire laughs while standing in the middle of his own spell.

The best investment I’ve made so far is a cape for my wizard (his name is Barrow, thank you for asking) that boosts his fire resistance to 100 percent. It’s likely overpowered, but it allowed me to take Barrow into a crowd of enemies and have him drop a Fire II spell on his own head. He’s immune, but the bandits around him were boiled in their boots.

I haven't tried the same play with other elements, but there are also capes for 100% resistance to water, earth, and lightning damage, and I imagine they’ll work the same. It’s a move that I’ve used to get into plenty of trouble. I've yet to perfect the part where I get back out again.

The “in” crowd

I now have a mixture of story characters and custom units that I like to take into battle. My wizard Barrow, for instance, and my knight Thane are both custom characters that I’ve taken a shine to for no reason other than that I made them myself. They have no involvement in the story, though you can see their sprites hanging about camp during cutscenes as if they might have some hidden personality of their own, if only they had the chance to speak up.

With so many classes to try out, it feels like I ll fall into bad habits unless all party members, present in the fight or not, earn the same experience.

I ended up neglecting about half of my troops throughout the new round of missions. Characters only earn experience by participating in fights, so I now inevitably have a handful of level four and five characters hanging about with my otherwise level eight to twelve crew. I’m supposed to be encouraged to spread my attention evenly by leaving injured characters, those who were downed in the previous encounter, at camp. I can jog around to map to take on random encounters and rack up experience, which also kills time and lets a character recover from an injury. The further back my neglected units fall from the main party though, the less likely it is I’ll bother taking them on a non-story mission to catch them up.

Characters being injured and forced to sit out a fight (or suffer a penalty) is a welcome alternative to the permadeath of Final Fantasy Tactics or Fire Emblem, but it's also caused this big gap between by A team and B team fighters. One of the main three protagonists, the mercenary Reiner, has even begun to fall behind my other characters in level. It’s now difficult to bring him along without saddling him with another injury and thus another missed fight and more unclaimed experience.

With so many classes to try out, it feels like I’ll fall into bad habits unless all party members, present in the fight or not, earn the same experience. Otherwise, I imagine any new class I’d like to try I’ll need to spend the gold to recruit a high level custom character.

The higher level you want to recruit, the more gold you’ll spend, and that's not even including the gear you'll want to buy for them. It’s a pricey venture, but I’ve never been one to tolerate random battle grinding without story beats to prop it up. In the significantly shorter Kickstarter demo, it was easy to sweep level disparity under the rug. Now it looks like the power imbalance will only grow as I play more.

A brand new boss fight. Click to animate.

Don’t spoil your supper 

Fell Seal: Arbiter’s Mark has grown significantly since the first time I played, but its developers plan to add many more missions before its story is finished. Pleasantly, they have added mod support, which is great for those who’d like to tweak skills and classes. But unless you’re an avid modder with a thirst for tactical RPGs, or an absolute devotee to the genre who wants to have their voice heard during the planned six months of Early Access, you’re better off giving it a few more months. There’s plenty of polish yet to be done, as with any game in Early Access.

Fell Seal is a singleplayer game with a story you may only want to play through once. And because that story so far has been enjoyable, my gut says hold off playing until the final version. Fell Seal is planned for release in early 2019, which isn’t too long a wait to see the game at its best.

Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark, a turn-based RPG being developed by 6 Eyes, is in Early Access now. After its successful Kickstarter, our writer Lauren Morton checked out how it was coming along back in March. She said, "Fell Seal's current demo includes 11 story missions and the option to replay most of the maps as random encounters. In true JRPG style, it also features fantasy monsters, bumbling henchmen, and a haughty antagonist with a terrible haircut. The protagonists, by way of contrast, stray a good deal from the plucky heroes of the coming-of-age tale I expected to find."

Since then it's been added to, and if you pick up the current version you'll get 21 story encounters and 30 optional encounters to play through, and you'll have access to over 25 playable classes and 200 abilities.

Fell Seal should be leaving Early Access in about six months. Head to Steam for more details.

Fell Seal: Arbiter's Mark - contact@rockpapershotgun.com (Dominic Tarason)

There are some who feel the strategy RPG genre peaked with Final Fantasy Tactics back in 1997, and I struggle to find a solid counter-argument. 6 Eyes Studio must feel the same way, as they’re happy to call their own entry into the genre – Fell Seal: Arbiter’s Mark – a spiritual successor. It’s an impressive-looking game, and, after a successful run on Kickstarter, seems to have caught the eye of Russian publisher 1C Company, who are bringing it to retail. The first early access version of Fell Seal: Arbiter’s Mark is out now on Steam, but you can find an older demo here on Itch.

(more…)

Fell Seal: Arbiter's Mark - 1C_Dan


Hi guys,

we will be attending Gamescom this year and we would love to see you there. We can play the game, chat and maybe take a selfie together?

We also have a lot of swag ready for you guys so don’t be a stranger :)

You can find us at Hall 10.1., booth D92!


And now, for this week's dev log:

We spent most of the week preparing for our Early Access launch, by adding polish to the game and fixing last minute bugs. It's been a very busy week indeed!

On the programming side, other than getting everything ready for the EA, I've wrapped up our next story map events and fixed a few issues that were found from thoroughly testing our worm boss battle. That one is now truly and fully finished at last (it took at least a full week to get the custom AI, custom abilities and special visuals just right!).
Here's what it looks like:


Otherwise, our artist has been working mostly on polish as well, but we do have a few new spells to show this week, mostly focusing on weapon skills:



We most likely won't be putting up a devlog next week as we'll be at Gamescom, but we'll gather some pictures of the events for the next update!

Thanks again for the support!
Fell Seal: Arbiter's Mark - 1C_Dan


Hi guys,

it is finally happening! After your support through our Kickstarter campaign and months of hard work we are ready to start a new chapter in the development of Fell Seal! Early Access!

Ever since our Kickstarter, we've had solid lines of communication with you guys and your comments/suggestions have been invaluable to us. That feedback and communication is the main reason we're here in Early Access after all!

Our official position is always to try to answer all fan inquiries and comments, wherever they are posted. That being said, with all the various social platforms out there, it's easy to miss some. So, we're going to focus our efforts and attention in one main location primarily, which is going to be the Steam forums. Thus, we'd like to encourage everyone to post their comments and feedback right here, on Steam. We'll be able to get to it more easily and quickly, and it should foster more conversation, which ultimately should lead to even better feedback and suggestions and thus, to a better Fell Seal: Arbiter's Mark!

The EA version is in a great state currently and pretty much all of the games systems and mechanics are already in place.

There are 21 Story encounters in the current version and around 30 optional non-story encounters. There are over 25 playable classes, 200 abilities and a crafting system. We have the ability for players to use custom portraits, to mod the game to add abilities, classes, languages and even customize core systems via a simple (but very large) customization file.

If we're looking at what's missing, it would be more story battles, about 50% of the sound effects, a Hard Mode and optional story-characters events. And, of course, your feedback! The above systems are all created and in game, but we're very eager to get your feedback to tune and improve them!

With all that being said, the most important thing in the end is that you enjoy the game :)

With regards,
6 Eyes Studio and 1C Company
Fell Seal: Arbiter's Mark - 6 Eyes Studio
We've been running a devlog on our website for a bit now and we're already up to weekly update 54!

We recently had a fan discover our site through our Steam page and mention they felt a little sad they'd been missing out on all our devlogs previously and suggested we bring them to Steam as well.

Thus, starting this week, we'll be bringing our weekly devlog to Steam to showcase the progress we're making every week on Fell Seal: Arbiter's Mark.


Progress Report:

We're still hard at work adding polish to the current build.
We've been adding ambient sprites and sounds to most maps, updating items, maps and classes descriptions, fine tuning abilities and revamping dialogues. It's really shaping up!

We've also added a new UI element to our main menu, which puts an icon next to any character that has enough banked AP to purchase new abilities. The quick visual indicator should cut down on the amount of menu-ing the player has to do in between battles to make sure their troops are "up-to-date". It's a small addition, but we think the quality-of-life improvement it brings is actually pretty awesome.

We're also wrapping up the last of the secret classes and we expect to be done with those come the week-end. It will bring our playable classes to: 20 normal classes, 6 secret classes and 4 story classes, for a grand total of 30. That's a lot of classes!


Now, unto the new and exciting art!

We have another new map ready. A good old-fashioned "arena" map. Really, one can't have a proper RPG without one of those I say!


And we already have our next map in the works, in the form of a basic sketch. Here's the general looks of it:


And finally, we have some new story characters completed. I think they look absolutely great!



Hmmm, yes. Not ominous in the slightest, friend.


And once again, a big thank you to our Discord community for their continued incredible feedback and support! You guys really rock! :)
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