It’s time for us to proudly present to you our Frozen Flame’s brand new update! This update is dedicated to improving the current state of the game, implementing some quality of life changes, fixing many known issues and improving the overall game experience. All of that is done to prepare the game for next patches and many wonderful content updates they will bring!
Main changes
Blend with your surroundings
No, we are not talking about a stealth suit or an invisibility potion (yet). But now, if you want to avoid other players’ unwanted attention, you can use crouching to hide your name from them and become a little bit less visible than before.
“So, what’s wrong with Tremula?”
Since the last update, we’ve been receiving plentiful bug reports regarding the quest line related to Tremula, appearing in many different instances, but all resulting in the whole quest being broken. We found and fixed those bugs, so now you can finally complete every task without any problems.
Server
Players who have private servers are advised to wipe before starting the game. Open Basic ettings / Delete all savegames.
“Do I hold it right side up?”
There are a couple of changes dedicated to the map. Firstly, you can now rotate the camera around your character while looking at the map by holding the Right Mouse Button. Secondly, the map got a much needed update, and now correctly represents the current state of terrain.
Other changes
Map
Titan Quarry area draft implemented.
Added new encounter zones to the Valley biome.
Added new encounter zones to the Dragon Cemetery.
Added more Glowing Mushrooms to the starting Valley biome.
Removed all cursed enemies that weren’t part of encounter zones.
Removed redundant sounds from the Dragon Cemetery area.
Butterflies will now be directly tied to static interactive objects, and the availability of loot in loot nodes.
Updated visuals of encounter Obelisks.
Corrected Landmark naming.
Added more birds to the map.
Reworked Blacksmith house.
UI/Crafting
The storage/fuel tab of crafting stations will now display the number of crafted items being stored in it.
Added “craft all” button to crafting stations, which queues crafting recipes based on all available materials.
Added Icons for Swiftness and Dead Man’s Memory potions.
Reworked health potion cooking recipe. It now requires a minimum of 2 Fireberries.
Quests
Added draft implementation of Hunter quest line.
Moved quest mark for Tremula’s corpse.
Added a second Tremula diary.
Modified Tremula’s quest loot.
Fixes
Fixed broken/missing texts in Hermit questline.
Fixed an issue with one of the Hermit’s quest tasks displaying improperly.
Fixed issue in Tremula’s corpse, which caused the interaction prompt to display too high.
Fixed an issue where Pungent Crystals weren’t properly calculated for cooking result.
Fixed an issue where starting dialogue SFX wouldn’t play on Hermit interaction.
Removed multiple objects that ended up under the terrain.
Fixed an issue that prevented loot containers from being properly registered on the map, preventing some players from interacting with them.
Fixed an error, which caused a UI element to cast shadows into the world.
Fixed infinite loop in the inventory, which could crash the game when there are a lot of items in the bag, which the game tried to sort.
Removed trash near the watermill.
All recipes requiring the Waterskin will now recognize the correct one.
Changed description of Tremula potion recipe to exclude non-existent ingredients.
We look forward to seeing you in the world of Arkana!
If you would like to know more about the game, join us on Discord, follow us on Twitter or Facebook or check out all of our other Social and Community channels here.
It’s been two weeks since the last update, and now we’d like to present you a brand new one! There isn’t that many changes this time around, but we hope you’ll still enjoy them. We’re also happy to inform you that starting from the next update we’re going to include more community-suggested changes.
Main changes
New questline
The Hermit has some tasks for you. If you want to help him out and claim his rewards, seek him in the Ghost woods.
Food and potions
For the longest time you had a very limited choice of food, and you could only dream about brewing any potions. Well, this update brings us a slightly reworked cooking system, and a bunch of new recipes for food and potions!
Little helpers
The nature is on your side.. well, at least a part of it. Crows will now lead you to the points of interest, and butterflies will indicate your arrival to them, so make sure to look around!
Server protection
We have fixed the issue resulting in not being able to set a password for your servers. Now you can properly do that, by turning the server off, setting up a password, and turning the server on again.
Other changes
Map
Updated the placement of some Road stones
Increased grass visibility distance, improved visual quality of faraway grass
Updated resource placement
The Cursed now only spawn in encounter zones
UI
Added PixelPerfect for the server list
Added text scaling for level indicator
Swapped places for Settings and Main Menu
PVP
Modular buildings can’t be climbed anymore
Buildings can’t be damaged by ranged attacks anymore
Local play
Fixed object visibility distance
Characters
Fixed the animation for standing near the campfire
Fixes
Technical
Optimized the server coding
Reworked and optimized resource spawners
Bugs
Fully healed enemies will no longer have their HP bar hidden
Fixed the placement of the Obelisk near swamps
Building menu is correctly closed upon player death
Composite item crafting in now correctly interrupted upon exiting the crafting menu
Players will no longer get stuck crouching after interacting with objects
Fixed some localization issues for quest log
Fixed visual artifacts of spear attacks
We look forward to seeing you in the world of Arkana!
Closed beta testing is in the full swing and once again we would like to express our gratitude for your feedback. In this update we want to address some of the more serious gameplay and balance issues, even though some solutions have to be delayed till future updates. In any case, we hope you would be pleased with the changes this patch will bring!
Main Changes
New enemy type
Nocturnal Skeleton-Guard arrived in the lands of Arkana to make your night adventures even more dangerous. You will encounter them at night along the roads outside of the Valley. Beware!
Road stones
This update also brings changes to road stones. Regular road stone descriptions are now accompanied by lore images, providing adventurers with better immersion and exploration experience.
Rent your own server
Starting from the October 1st, all players will get an opportunity to rent their own server, complete with tools to customize your experience. Do you want an easier narrative experience, or will you go full hardcore mode? It's up to you! This became possible thanks to the G-portal service. We'll provide you with more details in a separate newsletter later this week, don't miss it!
No-building areas
During the first weeks of CBT you might have noticed that some locations and monster spawns were blocked off by other players’ buildings. We took notice of this issue and decided to block off the most problematic areas from building. Such areas include: the Memorial of Time, Bastion of Keepers, the Temple of Water and encounter zones.
Improved structure defences
It’s only a small part of planned changes to defenses, but we hope it’ll be enough for now. Now Sentinels inflict more damage on cursed characters and their durability was increased from 10,000 to 25,000.
Lower recipe requirements
It’s become apparent the crafting requirements are a bit too harsh at the moment, denying the craftsmen from enjoying their own gear and forcing wanderers to rely on said craftsmen to get any decent weapons and armor. We hope lowering some stat requirements will help to mitigate this problem a little bit. You'll also be pleasantly surprised to find out that you no longer need to spend Memory Shards to research Flame Crystal recipes.
Important: please, delete your local save files. They are located in the game's Steam folder, e.g: Steam/steamapps/common/FrozenFlame/Saved/SaveGames
Other changes
Map
General map changes
Getting some work done on the Grave of Dragons and the Titans’ Peaks
Added new encounters
UI
Doubled the speed for quest notification appearance
Changed resource slots for crafting
Combat
Reduced spear heavy attack damage
Character
Changed crouching animation for male characters
Changed over encumbered animation speed for male characters
Changed encumbered animation for female characters
Fixes
Technical
Fixed some localization errors
General map optimization
Began working on game settings
Monsters
Fixed elemental’s turning in combat
Boars will no longer appear in blocked spawn points
UI
Fixed wrong names of some resources
Local play
Spells are now correctly bound
Items are now correctly saved in quick slots
Bugs
Glider can now be dropped from the inventory
Player model no longer disappears when obstructed by compass
Players can no longer fast travel in tutorial
We look forward to seeing you in the world of Arkana!
Wanderers, It’s been a long way for all of us, and soon the gates of the closed beta test (CBT) will be open for you! We thank you all for your support and feedback during the alpha testing, we wouldn’t have reached this milestone without it. For now, let’s take a peek into the changes that this update brings, shall we?
Main Changes
Singleplayer mode
For those who prefer to explore the world in solitude, without anyone to disturb them, we introduce the singleplayer mode. No PvP, no resource or land race – claim all the atmosphere, riches, and challenges for yourself! In addition to that, soon you’ll be able to dive into the world of Arkana with your friends through the local play mode.
Obelisks
In this update you’ll find new objects on the map – Obelisks and the treasures they guard. If you happen to get close to them, the Obelisk will summon monsters for its protection. Slay them and reap the rewards! After a while the Obelisk will restore its powers and you will be able to challenge it once more. Obelisks’ design is temporary and will be changed in future updates.
Character reset potion
Spent way too much time leveling-up your character and found out it’s not really what you wanted? Not a problem! Stop by Mithra and purchase a character reset potion to reset your attributes and create your dream build from scratch (perhaps more than once).
Two-way friend request system
Have you ever caught yourself thinking – “Who are all those people in my friend list and why can’t I remember most of them?” No? Well, after this update this won’t happen anymore, because both players must agree to add and be added by each other into their friend lists!
Curse system rework
After this update, cursed players will feel the full weight of their dark deeds, losing Flame on death. Some may see this as a direct discouragement and negative experience for PvP-oriented players… but such a small risk won’t be enough to stop the truly Cursed ones among us, right?
Composite crafting changes
Now your attributes directly affect the quality of items you produce! Raise your Discipline to create items of higher quality, or increase your Dexterity to craft items of higher tiers. Or simply level-up both of those attributes to become a true God among the craftsmen.
Quest log changes
Irritated by the quest log always lingering on your screen? Well, now it gets automatically hidden after a short period. In order to look at it again, all you need to do is to open your map, easy as that!
Anti-cheat (Easy AntiCheat)
We understand that there seems to be no cheaters in our game yet, or, perhaps, there are too few and they are too harmless, but with the release of CBT coming close, when the number of players will undoubtedly rise, we made the decision to prepare for the cheaters’ appearance to preemptively improve our players’ experience.
Other changes
Map
resource spawn points have changed
new players will spawn near Mithra
the Memorial of Time has become even more beautiful
stone textures are updated
quest NPCs' placement has changed
various improvements of the Green Woods location (starting area)
new biomes are being worked on
UI
button changes for inventory and crafting windows
final crafting result visuals have changed, positive changes are indicated by green color, negative by red
now during the choice of crafting resources you’ll be shown a type of material you’ll need
durability is now only shown for others’ buildings and for those that are not protected by a Sentinel
“previously visited server” mark doesn’t displace the server’s name anymore
Combat
axe and bow attacks have changed, both for players and monsters
the Staff is now a usable weapon
Quests
now upon the completion of a quest, a dialogue for the next one will begin, no need to interact with the NPC again!
Fixes
Technical
optimized the server code
done some work on localization
added an option to completely disable Motion Blur
Bugs
characters don’t get stuck between a wall and an open door anymore
now characters will properly get Flame for collecting resources from bushes and pine trees, as well as for destroying crates and barrels
increased the interaction distance for memory shrines
resource stacks are now correctly re-counted upon refreshing the inventory
fixed the audio for memory shrine, monolith and chest interactions
players can no longer build inside the red zone of others’ Sentinels
tectonic Shift spell doesn’t affect the caster
when attacking an enemy from behind it won’t get target-locked
Wanderers, we’ve prepared for you the first event in addition to the main campaign that will be available for a limited time during the closed beta-test (CBT), planned for 15th of September 2020.
In the first event, called “The Keepers’ Secrets”, you will descend into the darkness of the ancient catacombs of the mysterious Order of Keepers. This adventure promises to become a truly challenging experience, as the artifacts and mysteries of the Order are firmly protected from unwelcome guests. Only the most skilled players will manage to reach the last stage of the catacombs and challenge the boss.
Furthermore, a series of events will be developed for future updates, which will be available as separate game modes, dedicated to introducing players to a new gaming experience and further develop the story behind the game’s world. The development of these events won’t hinder the release time of the main campaign, since it is performed by a separate subdivision.
We hope that you are all staying safe and are finding ways to enjoy your summer. We’re in the middle of a heatwave so we’re doing our best to stay cool while we work on Frozen Flame!
In the last month we’ve been hard at work listening to the feedback of our alpha players and have used your insights to help us focus our work. So, we are pleased to now lift the lid on our upcoming update.
So, without further ado, let’s dive into what we have been working on and what you can see in the update!
Gameplay
Let’s start with the updates to our gameplay. For this part, we’ve focused on optimising the construction and building system to make it much more friendly and logical.
Construction System Reworks
We’ve heard many of you comment that it was a real shame that the buildings could not be packed up and moved once you have placed them, so we’ve reworked our system. Now all the machines, workbenches, shutters and doors can be packed and moved, but the walls, foundation and roof can be disassembled and partially get resources for them back. When it comes to storing your buildings, we’ve removed the specific building storage tab and have moved all of your buildings to your main inventory.
When it comes to the buildings themselves, you will now be able to pack up most of them, allowing you to move them to a new location.
Finally, we’ve made one (major) change to the crafting system. Players now will have the ability to craft armour of varying quality from ordinary all the way to legendary.
Check out the images below to see what they look like and how the modifiers affect the item stats!
Notice how when you attempt to craft an item, you are shown a probability chance that displays the various rarities.
You can see some examples of how rarity affects items in the examples below:
Here is the complete rarity list:
Shoddy - no rank/colour the most basic.
Common - white
Refined - blue
Superior -green
Exquisite - purple
Mastercraft - orange
Legendary - yellow
Combat and PvP
It’s only logical that you’ll want to use your new items once you have them, so lets look at the changes that we’ve made to the combat!
Who here has had a run in with our cursed system? If so, you’ll probably know that it does somewhat penalise PvP. Afterall, in the system once you’ve become cursed it doesn’t fade away. This has been discouraging people from engaging in PvP.
To fix this, we’ve made the cursed system a lot fairer. When you kill other players you will still gradually get cursed, however the curse will now fade away over time. This means that if you want to go PK’ing, you can do so knowing that once you’ve had your share of the action, the curse will gradually lift - provided to take a long enough break to let it fade away! So for all the red guild players, It’s showtime!
However, if you do become cursed, you may want to remain in your zone as players who are cursed will take damage if they enter the zone of a different Sentinel. This works as a balancing act so that we don’t make PvP too overpowered for those that want to avoid it.
On the combat itself, we’ve added in new animations for the creatures to show when they are stunned, player dodges are now shorter, and the ax strike on right mouse click has been disabled.
Check out the stun animation and new dodges in this video:
Quests
Just a small one here, we know that PvP is not for everyone - some people want to focus on PvE and the general storyline. So, along with the changes made that we listed in the Gameplay section, we’ve also added in 2 new quests for Skull and the Blacksmith.
Changes to the World
And finally we come to some of the changes that we’ve made to the world itself. Firstly, we’ve fixed several bugs with the tree colliders so they will react properly when they should be hit.
The visuals of ore has been updated to look much better
The position and animations of the blacksmith have been fixed.
The columns at Mithra and the Sanctuary of Times have been reworked to be more visually pleasing
And finally, the memorials have been moved to a new location on the map - good luck in your search for them!
In addition to the changes that we’ve described above, we’ve made several major bug fixes and UI changes. The list is as follows:
Bugfixes
Fixed: Sentinel gave extra resources when destroyed
Fixed: Sentinel abusing resources by spawning
Fixed: Christmas trees glow at sunset
Fixed: Wrong lodes for pine branches
Fixed: When a character is on fire - he may freeze
Fixed: When respawning, the sound of receiving a quest is played several times
Fixed: Cursor stays in the center of the screen
Fixed: Altar is blocking other buildings
Fixed: Position of the iron shield in the character's hands
Fixed: Now all construction items can be destroyed
Fixed: Information about window opening and shutters is displayed in one place
Fixed: Boars get stuck on the map
Fixed: Sentinel is not displayed on the radar
Fixed: Bug in which the character cannot stand up while entering the server
Fixed: Unable to repair and disassemble Bone and Rawhide armor
Fixed: Some armor does not display stats
UI Changes
Added an icon to display the negative Sentinel effect
Improved the death window
Players can now hold E to collect all loot from monsters
Improved how the friends list looks
Smoother map zooming
All markers are displayed on the map and radar
Added the ability to use resources by double-clicking in composite crafting
And of course we’ve worked on a lot of server side fixes and improvements to make the game run smoother!
We look forward to seeing you in the world of Arkana!
To celebrate this milestone, we wanted to write up a dev blog that looks at some of the changes that we've made to the game in our latest update. These changes are all based on feedback that we've received from our Founders Alpha testers, so thank you to everyone who is playing and testing our game, even in this early stage!
Introducing a New Enemy - The Elite Cursed!
A new and powerful opponent has been added to the game, meet the bloodthirsty Elite Cursed
When compared to the other monsters of the same type, these are much stronger and far more cunning (thanks to an improved AI), so it is advised that players upgrade their equipment and stock up on potions before engaging these monsters.
Improved AI
The work that we've done on the Elite Cursed has also been trickled down to the other monsters. In general, many of the existing enemies have been improved, with a special focus on the behavior of their AI when in battle.
In terms of the AI, particular focus has been placed on the strategies that they pick when fighting and also the aggro targeting. This should mean that they will no longer make strange decisions mid-fight, making the entire combat experience a lot more enjoyable.
When looking at the enemy units, the two that benefit from these changes the most are the Stone Elemental and the Manticore. Let's look at the Stone Elemental to show you how these changes have improved it.
Stone Elemental
The first thing that you'll notice is that the Elementals will now move much more actively, this means that the old tactic of attacking it from behind without it reacting will no longer work.
On the topic of the Stone Elemental, we have made things better for the players as well as the shells that it throws (its ranged attack), will no longer penetrate obstacles, giving players much more tactical options when they fight these monsters.
Earlier, we mentioned Aggro as an improvement to monsters so let's explore what this means for the Stone Elemental. Though we won't tell you exactly how it assesses threat (too many spoilers are also not fun), what we can tell you is that instead of being confusingly random, the Stone Elemental will target the player that it perceives as the main threat.
Finally, if you leave combat, the Stone Elemental will no longer teleport to its original position, but instead, it will walk there on its own!
Check out this short video to see how the Stone Elemental now works.
Manticore
We do want to mention the manticore as well, as this was a monster that proved to be quite difficult to fight. So as well as improving their AI, their health pool has been decreased in order to make them
Character Customisation
Giving players more customization options is always a good thing, so we've added new styles for hair and beards. We'd love to see what your favorite combination is.
On the bug fixing front, specific male characters had a rather humorous bug where their beard and eyebrows would vanish as if the player had visited a barbarian hairdresser. Well, you'll be happy to know that hair will now remain in all the places that you want it to remain!
Improving the Buildings and the Environment
When a player destroys their own building (we hope intentionally) a part of the resources spent on it will be returned to the player. What's more a particularly nasty bug that prevented players from being able to improve and/or remove their buildings has been sorted out.
On the environmental front, our level designers have worked very hard to create new locations and new content with all new environmental elements.
As part of this push for new content, we took the time to work in improving the regular everyday terrain as well. So objects such as rocks, trees, and the general landscape have all had a much-needed quality uplift!
And so this brings us to the end of the more detailed look at the most important parts of this update. That said, we have fixed a lot more bugs, and added in quite a few new features as well.
One month has passed since our crowdfunding campaign on FIG campaign has ended and the atmosphere in our studio has been electric, thanks in no small part to the confidence that our amazing backers have placed in us!
To keep the momentum going, we’ve decided to give you a quick round of what we’ve done in our first post-crowdfunding month!
Proper management of player feedback is what makes or breaks a game, afterall, though we put the game together, it is you - the players - who ultimately keeps it alive. So it’s a good thing that for many of us this is not our first rodeo and we know the importance of managing feedback.
To briefly touch on the feedback, the main points that were brought to our attention were:
Improving the game animation
Making the UI more intuitive
Polishing the rough edges around our game
Fixing the mobs
And working to improve the game map
New Features and Animations
A continual stream of new features is vital to any MMO, and naturally we are no different. Based on the feedback that we received from our play testers, we highlighted two important additions for us to work on, a new weapon and a new skill.
The Two Handed Axe
This will be the weapon of choice for players that prefer to dish out massive amounts of damage in a single, powerful blow. That said, to balance it out the attack speed is rather low, so players will need to be skilled in the arts of timing and coordination to land a hit. But the reward will surely be well worth it!
The Trap Spell
The second major addition is the trap spell. Core to our game is the use of strategies to overcome the monsters that roam our game. In keeping with that mindset, we’ve added in a new support/debuff skill that locks a monster in place. Players who prefer a supporting role in large fights, or players that regularly want to explore solo will want to make use of this as it has the ability to turn the tide of a fight, or give you the precious few seconds to make a daring escape!
The Art of Polishing!
What do we mean by polishing the game? That’s quite an easy one, much like the animation improvements, we revisited some of our older models, textures, maps and gave them a much needed touch up to bring the quality up to a standard that we are happy with!
Though the changes are very subtle, take a close look at the character model and also the weapon that he has, then look at the trees and even the grass. Hopefully you’ll notice what we’ve worked on!
When it comes to the trees, we even went as far as to redesign them in zBrush, giving the trunks and branches a new feel altogether.
Take a look at how this all came together when working in Unreal.
So we guess that you can now see and understand what we mean when we say that we’ve been working on improving the game.
For those of you that are more interested in the actual tasks that we’re working on, did you know that you can track our development progress in our public roadmap? Check it out here.
That brings us to the end of this quick update! Of course there are many more things that we have been working on that we mentioned earlier, so do keep checking back with us as we’ll be going over some more of them in a future article.
Our campaign has ended on https://www.fig.co/campaigns/frozen-flame. We would like to thank all of our backers and investors for your support. The campaign results have exceeded our expectations, and we couldn’t have done it without your help!
Premium backers will get access to the development build in the first half of June.
We have raised enough funds for us to finish the game and launch it in early access this fall. We also decided that we would definitely include the mounts, and some parts of other goals in the Early Access version of the game. Watch our roadmap to stay up to date on those.
Please, be sure to go to your profile settings and enable integration with discord, all further discussions and news on current bundles will be in the Support/Premium Discord channel.
If you don’t have access to these channels, you need to exit our Discord server, set up integration in your Fig.co profile and re-join our Discord server to receive the proper permissions.
Keep warm out there and hope to see you in the world of Arcana!
We have prepared for you 7 founders packs, which include Frozen Flame game keys, many digital and physical rewards, for example, the Dragon Statue or the Mask of Keeper. Premium packs give you an access to closed testing in the end of the May⭐
Only 10 days left before the end of our campaign at Fig.co 🔥 And this means that there is little time left to support us and get packs with the game and other cool rewards ⭐