Fell Seal: Arbiter's Mark - 1C_David
We are happy to announce that Fell Seal: Arbiter's Mark will be releasing in Japan on January 28, 2021 through our partner DMM GAMES for Nintendo Switch, PlayStation 4 and PC!

Pre-orders are now available here: https://fellseal.games.dmm.com/






Fell Seal: Arbiter's Mark - 6 Eyes Studio

2 Years!
It's been 2 years now since we launched the Early Access for Fell Seal.
Once again, we want to thank everyone for the incredible support and engagement we've received!

You guys have been truly awesome and we're very grateful!

To celebrate, we're releasing a little pack of goodies that will be placed in a "Goodies" folder under the game's files. It contains some character art, portraits and other fun knick-knacks. Give it a look!


DLC Update:
We're still wrapping up testing, but we have a big update to Missions and Monsters lined up. It'll include, amongst other things, 2 brand new monsters, some new missions and various tweaks and updates.



We might also have a few more surprises in the works, but we can't quite announce those yet.
Stay tuned! :)
Jul 15, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone!

We had a lot of feedback after our last update, about our new UI to show quickly when units have enough AP to master their class, and we made some tweaks to make the feature even better.

Now, the mastery star will be shown as well as the AP-arrow icon, so the player can see all the information at once. Also, the star will bounce up and down if there's new AP to master a class, but it's not yet mastered and won't bounce if the class is already mastered. We also made some visual adjustment to pretty things up.

Here's the full change list:

07/15/2020 - Version 1.4.1
UI:
  • Troops Menu: The star that shows a character has learned all the abilities for their current class will now be shown next to the AP Arrow, rather than replace it, so more information is conveyed. Also, it will bounce if the character "has enough AP to master the class but hasn't learned it all yet" versus not bounce if the class is already mastered.

Bug Fixes:
  • Victory Dance: Could still apply deep wounds or venom to allies under certain circumstances. Fixed.
  • Troops Menu: Fixing some issues where the AP arrow/mastery icon in the main troops menu would disappear after changing class on a unit, until the menu was reopened.
  • Deployment: For monsters using "default variant visuals", when changing their class during deployment, their sprite wouldn't update on the map if they were already deployed. Fixed.
Jul 12, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

We have another update today. Mostly bug fixes, but we've also been listening to feedback on the forums and added some UI changes to help people deal with their increased roster size.

From the troops menu, you'll now see a star on units that have mastered their current main class, or have enough AP to master it. From the Ability learn menu, there'll be a new option to "learn all" abilities if there's enough AP to do so. This should help players manage their troops easier and faster.

We're still gathering feedback on that front so feel free to let us know your suggestions on the forums.

Thanks!

07/12/2020 - Version 1.4.0
UI:
  • Troops Menu: Now showing a * icon for a unit (instead of the arrow-up icon) if they have mastered their main class, or have enough AP to master it.
  • Learn Ability Menu: Adding a new button to instantly learn all the skills on the page if there is enough AP to do so. A tutorial about this new feature will be shown the first time the player could use the new button.

Balance:
  • Maximum Units: Increasing the default amount of maximum units from 54 to 66.

Bug Fixes:
  • Aegis Hide: Was incorrectly greatly reducing damage from back attacks as well as front/side attacks. Fixed.
  • Heel!: Would still work on targets market as "non-displaceable". Now it'll show 0% chance to work if the target is immune and it won't displace them.
  • Oldebzar: Some water tiles had incorrect height information. Fixed.
  • Arena: One enemy had 2 body armors equipped in one of the bouts. Fixed!
  • Text: There were various small errors in non-english text and UI. Fixed all we found.
  • Equilibrium: Dispelling effects would not correctly trigger Equilibrium in all cases. Fixed. Also, Equilibrium will be applied after regular damage, so if the target dies from the attack, Equilibrium will not be applied.
  • Dumadi Depths and Three Sisters Hunt: Fixing level range if player accesses it as early as possible in the story.
  • Helhunds: Fixing some visual inconsistencies when using multiple variants (some issues remain on that front that require some asset updates and will take a little longer to get fixed).
  • Monsters Customizations: Some of the customizations were not layering in the correct order. Fixed many of them, although we could have missed some (so many permutations, it's hard to check it all). Let us know if you find anything weird, thanks!

Modding:
  • Abilities.txt: Adding the "kRes" value to the list of values for DmgSource in abilities. This functions like kDef that was already there but will use the unit's RES value as the source stat for the power of the ability.
  • Monster Portraits: There was still an issue with custom monster portraits where they would stop loading after reloading a save file. Fixed.
Jul 8, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone!

Another small update with a few fixes:
07/08/2020 - Version 1.3.6
Bug Fixes:
  • Zzakander Spires: Had incomplete shop entry when using "Missions and Monsters" upon reaching the city initially. Fixed.
  • Crafting: The "new crafting" notification could be shown when it shouldn't under specific circumstances (being able to craft an higher tier of item upgrade without having crafted the previous tier).
  • Troops Menu: Clicking on the "bottom right hints" could sometimes activate the unit underneath them instead of the hint itself. Fixed.
  • Tame: Under very specific and rare circumstances, it could happen that some of your units would "vanish from the battle" after trying to tame a unit. Fixed.

Thanks again to everyone that took the time to report issues to us. At this point, most of the issues we're aware of are fairly minor, so we'll probably hold off on releasing another update until we have something critical, or a fair bit of changes.

As always, please, let us know if there's anything weird going on!

Thanks again!
Jul 6, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

We have another update today, mostly fixing a few issues tied to mods, but also to making sure the Master of Monsters achievement is correctly awarded (you incorrectly needed all drakes variants before).

07/05/2020 - Version 1.3.5
Bug Fixes:
  • Custom Monster Portraits: There was an issue with those. Fixed.
  • Modded Missions: There was an issue with recruits, hunts and "class tags" fields of the custom mission file not being loaded. Fixed.
  • Master of Monsters: This achievement incorrectly required the player to master all variants (including all different drake elements). This is fixed now and will require the player to master only one of the drake variants (that change is retroactive and the player will get the achievement upon loading a save file that meets the requirements).

Balance:
  • Rogue's End: The crossbow is now "sellable".
Jul 5, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

We have another small update with bug fixes that have been reported over the weekend. Nothing too major, but we don't like to sit too long on bug fixes, haha.

Here goes:

07/05/2020 - Version 1.3.4
Bug Fixes:
  • GameOptions.txt: One of the values to modify AP gains in battle could create a divide by zero with some extreme values. Fixed.
  • Teleport Other: Special enemies with that ability could teleport units on top of "other units" if there was a trap under them.
  • Meatshield: The ability was never meant to be useable on an enemy. Should be fixed.
  • Shove: The player could "cancel" their movement back to where it was before being pushed by the enemy if they took their movement after the counter was triggered. Fixed.
  • Difficulty Settings: The "enemies use drowning" settings wasn't always saved correctly. Fixed.
  • 2 Kyries: During certain story battles, the player could place Kyrie on the map even though she was already deployed by the story if they had no other units available at all. Fixed.

Balance:
  • Bzil Units: Will now gain vicarious AP from monsters (for the respective monster class) for missions AP as well as battles. They were already gaining it from battles. (This is really in this time).
Jul 2, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello!

We had a fix recently to address monsters without Deft not being able to activate crystals in the Ancient path and one for monsters not being able to activate "special commands" like the Ancient Bones.

It turns out these issues could still happen under some specific circumstances >.<
Patch 1.3.3 fixes that, this time for good!

02/07/2020 - Version 1.3.3
Bug Fixes:
  • Ancient Path: There were still circumstances where monsters without Deft couldn't click the crystals. Fixed!

Balance:
  • Bzil Units: Will now gain vicarious AP from monsters (for the respective monster class) for missions AP as well as battles. They were already gaining it from battles.
[/strike] (edit: that didn't make it in after all)
[/list]
Jun 30, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

we have another small update from bugs reported on the forums.
The majority of reports have been fixed by now, and we're hoping we won't have to deploy another update for a bit, but we'll see what happens.

As always, we'd rather have a few more patches than not and make sure bugs are taken care of promptly!

Here are the notes for this one:

30/06/2020 - Version 1.3.2
Bug Fixes:
  • Kawas: The passive "Item Potency" for tamed Kawas gave them "Quick Fingers" instead. Fixed.
  • Guild Upgrades: Input from the gamepad in that section didn't respect the type A/B control scheme before. Fixed.
  • NewGamePlus: Characters won't retain previous injuries upon starting a new game plus. A certain character could potentially not have access to his story class under specific circumstances. Fixed.
  • Missions: Under very specific circumstances, a character could fill more than 1 slot for a mission. Fixed.

Balance:
  • Dismiss: Non-dismissable units from mission rewards can now be dismissed in a New Game Plus, to help the player manage their roster.
Jun 28, 2020
Fell Seal: Arbiter's Mark - 6 Eyes Studio
Hello everyone,

We're releasing another small update with some quick fixes to issues that users reported that we thought should be fixed ASAP. So here goes:

28/06/2020 - Version 1.3.1d
Bug Fixes:
  • Victory Dance: Could sometimes trigger "added negative effects" from passives on allies. Other inconsistencies existed. Fixed.
  • Monsters Visuals: Monsters using manual visuals, but without any selected visuals would revert to "default" instead after loading a save. Fixed (they will now use no visuals after reloading a file).
  • Tame: Two "monster elements" couldn't be tamed correctly (Polar Bulldrake and Water Pektites), although their other elements were tamable. Fixed.

Thanks again to everyone that reported these issues! :)
...