After 4 months (sorry about that) we are back with Did you know Fell Seal: Arbiter's Mark! With the fact #6 we conclude the series but we plan to revisit it in the future as your reactions were super awesome ːsteamhappyː
Build 1.1.1 is a PC only update with one main goal: improving the mouse keyboard experience by adding hotkeys to all main "commands list". This will allow players to easily make selections with the keyboard alone without needing to move the mouse and help speed things up. Here's what the menus now look like when using mouse and keyboard:
The short version is that you can press these hotkeys to automatically activate them and that things will remain consistent even as you learn new spells and abilities or use different characters.
The Details:
The numbers on the side are the default keys assigned to "Hotkey 1 to 12" and can be configured in the regular "key binding" menu to be any key.
Each action in a list is bound to a specific hotkey, so that they remain consistent through time. For example, the "End" command in battle will always be mapped to "Hotkey 6", regardless of which other commands are available. That way, units with Double Cast, Focused Rage, next to a treasure chest, etc., will still use "Hotkey 6" to quickly end their turn so it remains consistent at all times.
The concept is the same for skills and spells, where a specific spell, such as "Water II" for example, will always have the same hotkey assigned to it regardless of which spells a Wizard has learned. So, learning "Fire II" later won't suddenly change the hotkey for "Water II" because now there's a new spell before it in the list. For example, "Sniper Shot" will always be "hotkey 7" on every character at all times, even if you made a beeline for it and skipped most other skills in the Ranger tree.
The only exception to this is when using Double Cast, Infused Edge, etc. The generated list of available spells will simply use the hotkeys in order, since it's not possible to retain "always the same hotkey" across two different groups of abilities, since they would share hotkeys.
Lastly, please note that when using a gamepad, those hotkeys won't be visible in the lists and nothing is changed from the previous state of things.
We released Build 1.1.0 today. The main addition is a versatile New Game Plus mode. In keeping true to our style of granting the player as many options as possible, you get to choice what carries over or not to the next game.
The options will be available from the title screen once you have completed the game and seen any of the endings.
We're also adding support for the SteelSeries keyboards, where the keys will light up in different color depending on the current state of the game (menus, combats, enemy turn, etc) and also show all possible hotkeys for a quick visual cue of what they are.
There's also a fair amount of balance tweaks and bug fixes. Finally, there are a few changes to some data files and engines to be ready to support the upcoming DLC, although that's fully in the background for now. The full patch notes are at the end of this post!
DLC News:
We're still ironing out various DLC systems and we're not quite ready to reveal everything yet, but here's a very small subset of what the monster mini-classes are going to feel like in practice:
There are a lot more options than this though, as we currently have over 15-20 different mini-classes in the works for monsters. Those classes aren't quite as big as human classes in terms of number of abilities, but each monster can currently equip two at once, which will provide a lot of options. We're still hammering out the details to make sure it's both fun and balanced though!
Follow us on Steam:
A new system was added a little while ago to follow developers on Steams and be notified when they have new releases and such. If you want to make sure not to miss our upcoming DLC release, give it a try! You can follow us on Steam from our developer page, right here: 6 Eyes Studio Steam Page.
Change log:
10/11/2019 - Version 1.1.0
New Content:
New Game plus: Adding a New Game Plus option in the title screen. Upon clearing the game, the option will become available and the player can use the clear file to start a new game retaining various things from their previous game. The player can select what they retain and what is reset from a list of options.
SteelSeries: Adding SteelSeries integration. When using a SteelSeries keyboard with per-key lighting capabilities, the keyboard will take different colors based on the current game state, and show all available hotkeys in white.
New Male Portrait: Adding a forgotten male portrait.
Optimizations: The game should load slightly faster than before.
Balance:
Healers: Updating the weights associated with healer classes to limit their count in maps where enemies are randomly generated. The net result should be less classes with healing spells in general.
Bite: Increasing the base chance for the Poison effect to 62% (from 50%).
Meatshield: Meatshield used to wear off when the target of it got its turn. Now it will wear off when the caster of it gets its turn (or it gets replaced by another Meatshield/cover effect). This will make it last longer and thus be more reliable/useful.
New Recruits: When a class is unlocked, the player will always be able to switch to it, even if the requirements are not met. The main effect from this is when recruiting a unit in an advanced class (like Gambler for example), the unit will be able to switch back and forth to that class even if they don't meet the requirements.
Missable Character: A certain character can't be recruited anymore after a certain point of the story has passed. There will now be a warning on the world map about the specific event vanishing soon if the player ignores it for too long.
Double Cast: AI will be a little smarter with their second cast when using Double Cast. This is mostly a result of fixing a bug that make the second cast fizzle at times (it had other ramifications).
Blood Suck: Increasing ratio bonus when the target is bleeding from 0.35x to 0.45x.
Soul Suck: Increasing ratio bonus when the target is bleeding from 0.25x to 0.30x.
Drain Health: Increasing damage ratio from 1x to 1.1x.
Drain Soul: Increasing damage ratio from 0.35x to 0.45x.
Gold Thread: Will now be granted as a victory reward in one of the late game story battles (this is not retroactive).
Ancient Path: Small adjustments to a few random drop rates for ingredients.
UI:
Map Position: The map position will now update in the top left corner after an enemy has done moving.
Bugfixes:
Gelligh Treasures: If the player opened the treasures there "late into the story", it's possible it could have caused a problem with the "open all treasures" achievement. Fixed.
Dialogues: Various small typos got fixed.
Dash Strike/etc: Charge abilities would act weirdly when targeting large units. This is fixed.
Class Change: The "Cancel sound" would play 2x in quick succession when leaving the screen. Fixed.
Gogomboba City: Some extra units had their levels incorrectly set too high. Fixed.
Maps: Fixing minor visuals issues with the grid on some maps.
Vampire: Couldn't equip "cloth helmets" as they should. Fixed.
Lists: Fixing a very rare case where a list would cause issues when empty and hitting confirm.
Cleave: Fixing issues with Cleave not triggering at times: killing a target sporting Rebirth with a Collect ability, or with drowning wouldn't work correctly before.
Screwworm Swamp: The map could be won by killing all allies. Fixed.
Custom Portraits: Custom portraits had issues on Linux/Mac and would have issues if the user synced files across computers where the absolute customdata path was different. This is resolved. Save files will not save the absolute path of custom portraits anymore (that wasn't intended to begin with). Previous custom portraits shouldn't be affected, but if they are, setting them again at the guild should fix any issue.
Enemy Passives: Fixing two instances of specific enemies having the same passive equipped twice.
Pektites: Tier 3 red pektites had the wrong counter. Fixed.
Meatshield: Fixing a rare crash with Meatshield.
Sorting: Sorting units from the troops menu while in combat would have all sorts of weird issues. Disabling Sorting from the battle screen for now.
Master of All: If a unit had mastered a class for which they didn't meet the requirements (so, a unit was recruited as an advanced class directly), that mastery wouldn't count towards the "Master of All" achievement. This should be fixed.
Options: Selecting a line on the Options screen could feel unresponsive with the mouse as the far right side of the line wouldn't trigger the line selection without a click. Fixed.
Arena: The enemies speed value wouldn't be used correctly on their first turn during arena matches (due to not being calculated until the match starts). Fixed. The turn-order might not be accurate until the match starts because of this.
Pounce: It was possible for an enemy to use pounce to land on the same tile as another enemy that died with rebirth. Fixed.
Dreadmaw: Ability was supposed to steal Buffs from the target, but that wasn't working correctly. Fixed.
Dash Strike/etc: When an enemy would charge over a trap without having moved before, they would still be able to move after the trap interrupted the charge attack. Fixed.
Dash Strike/etc: Under specific and rare circumstances, some the red tiles representing the charge area of effect could remain visible during targeting, even though they should have been erased.
Descriptions: Fixing various descriptions typos.
Loco Rush: Fixing a rare issue where a character might disappear oddly if there is no obvious valid destination when getting pushed around by Loco Rush.
Spread Pain: Can now be used with Infused Edge and Focus Fire, as intended.
Shoving Abilities: Fixing a wrong interaction between pushing abilities and targets with Mirage, where the Mirage would absorb the base damage but still displace the target or apply the bonus damage from the collision. Mirage now absorbs the whole effect.
Music: Music could have a jump in volume when backing out on the Load menu from the Title screen. Fixed.
Options: The Apply command in options list couldn't be clicked with the mouse before. Fixed.
Double Cast: On rare occasions, when enemies would use Double Cast, their second spell could fizzle. Hopefully this is fixed now.
Worms: Worms wouldn't use their breath attack as often as they should have due to a bug. Fixed.
Kawa Bandits: Small adjustment to one of the early-game tables that had a typo, resulting in worse loot than it should have.
Name Input: Using the "cancel key" in the name box would cancel the name input before. Fixed. Some minor mouse interactions were cleaned up as well.
Obelisks: An extra check was added upon loading a save file to make sure the flag about having "all obelisks" is correctly set. There probably wasn't an issue on that side, but "just in case".
Enemies: Once the player reached level 99, some enemies could be generated with story classes they shouldn't have access to. Fixed.
Modding:
Fonts: Adding a Vietnamese font to the list of available fonts for modders to use.
Fonts: Adding a Japanese font to the list of available fonts for modders to use (it currently doesn't support Kanjis though).
Errors: Adding more error checking for invalid data.
Ingredients: Ingredients file will not require all sections to exist anymore (recipes, badges, gadgets, ingredients) and non-existent section will be treated as empty.
Ingredients: Fixing some potential errors when modding this file where added data would behave oddly.
Save Files: Slight update to the format to make it a little bit more efficient.
We're still getting things ready for our detailed devlog on the DLC creation process, but we've been itching to give everyone a little preview of the new art we've been creating!
We're planning to add a bunch of new maps to the DLC, including to any town that doesn't currently have one. This is a preview of the Port Grendal map:
We're still wrapping up details for all the new monsters-related systems we'll be adding, but we already have a solid idea about our new Wrangler class, which will be using small pets for its abilities. Stay tuned for the juicy details of their unique mechanics in our upcoming devlogs!
We hope you guys are as excited as we are about the new content that's coming!
Stygian: Reign of the Old Ones
We also wanted to mention that Stygian: Reign of the Old Gods, a Lovecraftian horror RPG with turn-based tacitcal combat, just released today!
It's made by some good friends of ours and packed with madness-inducing lore, tentacles and fun!
we reached a great milestone and only thanks to you! We passed over 1k reviews here on Steam! ːsteamhappyː
We said multiple times but let us say it again. You guys have been simply amazing through-out the early access and after the release. Thank you for your continuous support and faith in us.
We launched our Steam Early Access on August 16th of 2018, so it's been about a year!
Looking at Fell Seal today against what it was at the start of the Early Access really brings home the value of all the great feedback we received during that period (and afterwards as well)!
The balance improvements, various UI adjustments and AI upgrades that we've implemented during the EA were all greatly influenced by your comments and suggestions and it has made the game that much better for it!
You guys are terrific and we couldn't have done it without your support! So again, a big "thank you" to everyone!
Nintendo Switch
On another note, we released the Nintendo Switch version of Fell Seal a few days ago, which means it's now officially on all major consoles and all major PC platforms!
While it was quite the journey getting this far, we're still not quite done yet! And here's what's next...
What's coming next!
We've been working on a big DLC package for Fell Seal for a while now, tentatively titled Missions and Monsters.
We're still wrapping up some of the core designs for it, but it should have a hefty amount of new things!
It'll feature recruitable monsters and monsters "mini-classes" which allow the player to customize their monster troops with quite a lot of options.
It'll have a new missions system where the player can take on special quests from the Arbiter's Guild, expand the influence of the Arbiter's on various regions of the world and even upgrade the Guild with new buildings and features. There's a lot more to it, but we're still ironing out the intricacies of the system.
And of course, there will be new classes (including a monster-themed class), new encounters, new equipment, and a lot more! We'll also be releasing a new base update at some point before the DLC which will feature a New Game+ option, some QoL updates and more goodies. Stay tuned!
We want to keep everyone in the loop, so we're planning to have a Dev Log every few weeks during the creation of the DLC, just as soon as we start having some visuals to show for it!
And once again, thanks for all the support everyone!
Since its launch back in April this year, Fell Seal has gathered a lot of accolades from the media. To celebreate this, we put together a small trailer highlighting the aforementioned accolades.
We are very proud and honored that Fell Seal: Arbiter's Mark has been awarded for the Best Strat / Sim game at the Indie Playground Dreamhack 2019! A HUGE THANKS to everyone who has been supporting us so far!