Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
  • Fixed a bug breaking movement on map with mounts on specific terrains
  • Mounts cost has been changed
  • Ingots cost has been changed
  • Gems cost has been changed
  • Community shortlink added to the main menu
  • Misc fixes [few dialogues now working as intended]

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Alaloth: Champions of The Four Kingdoms - Eldacar


Hello Champions!

Sunday is not the best day to deliver a massive update, said the PR experts, but hey, we were aiming to deliver strongholds before leaving for GamesCom and we did it! This is the first part of a major update which is super important considering the long term and the whole process in terms of balancing and polishing. This patch includes changes to the global economy sys and some other adds and fixes but doesn't require to start a new game!

IMPORTANT NOTE The game is playable usiing old saves as usual but issues can occurr from time to time. We are working try to prevent it, new saves will be bug free so if you spot something wrong, please consider this [i.e. Entering Free Mode could not stop enemy pawns or some UI elements as portraits or texts could be wrong[/i]

STRONGHOLDS
We were aiming to have strongholds by the end of the month, but we decided to speed-up things and go on with a first iteration of the sys, which is pretty cool. The stronghold has been thought to be a customizable personal hub, allowing players to plan their moves in a safe environment with the help of many different servants. The stronghold will be open to visitors, new characters will be available and new quests will be unlocked on the way. Taxes will be collected granted 10k gold per year.


  • Councilor: the Councilor is in charge to recruit servants on your behalf. When the Councilor is tasked and a new servant is hired, players will have to wait around one week to see him in the stronghold
  • Chef: the Chef grants the player the chance to cook recipes available in the cookbook in the comfort of a private kitchen
  • Priest: the Priest will unlock the private shrine to respec your character using Orbs of Chaos
  • Debt Collector: the Debt Collector is the one in charge to take care of taxes in your feud. A good Debt Collector can raise the amount of tax collected up to 50% per year
  • Architect: the Architect is in charge to provide upgrades to the stronghold and to make it better and better with fancy furnitures. Fancy stuff will pop-up in his store time by time. Upgrading a stronghold will take 2 weeks
  • Special Chars: unique characters will visit the stronghold granting new quests or asking for something from time to time [i.e. a special vendor with a unique stock, a unique QG and so on]
GAMEPLAY
We've put in a few important quality of life improvements, following your suggestions on our Discord server. We've worked on quests and the very good news is that we've finally put in all the contents we wanted, having more than 150 quests in place, now in their final shape with their final rewards. We've implemented the last 25 missing rewards today and there is just a bunch left still giving out money only [that were placeholders to let quests work]. This is a very important thing, because many players will notice big changes in their inventory as with everything in place, we've been finally able to determine the [almost] final level of rarity of each item. This means that what you see now is coherent with quests and tasks you can find all around Plamen and even if stats are not matching the real value/fancyness of the item/weapon, this will happen soon with the second part of the update. Moreover, we've added a new tracking sys with a cursor showing the direction for your tracked quesst [if any] that will be visible in the infobox of cities and places on the map.



As we said, saves are still working but we suggest to start over a new char to check what is changed and enjoy what is in now. We've even given a first pass to Grand Masters, changing their rewards. Not still working 100% but now they grant cool items basically lowering all cooldowns and in the future, they'll grant extra bonuses for the skillset linked to the respec of choice. Durability and repair costs have been iterated once again. Repair now costs 15% of the item value while selling an item to a merchant, will grant 40% of the item value to the player. Workbench have been iterated as well, considering the work done on all the items in-game. Repairing will be cheaper and workbench have been reworked accordingly.

ECONOMY
This is probably way more important than anything else at the mo. We've iterated every single item in-game, adjusting numbers a bit but working on in-game values to start. Doing like this is a bit weird, but for a number of reasons we're forced to do this kind of work to balance things properly. So, as we already said, this first round was mostly to align available rewards and avaialble items with a ratio, focusing on the progression of all systems together blending the proper way. Prices have been generally lowered and made consistent even if you are going to find items that will be still higher/lower in terms of stats, with the proposed value/rarity.



This will be fixed in the second round, but you can already see improvements around, making the whole thing way more coherent. Consumables, weapons, shields, armors, trinkets, belts, rings, cloaks: everything has had a first rework and even if we've tested things a bit, this week will be useful to gather feeds and data for the future updates. As usual, don't panic if something seems broken: we can revert and even if we'll be out for GamesCom and the team is going to take a break, we'll be available for emergencies.

NEXT
We are leaving for Germany today, have a great week! We have 50+ meetings for Alaloth and we hope to come back with enough info to be able to draft the long term plan heading to the full release. A few publishers would like to jump-in, investors are asking about our future projects and we are in the middle of a huge puzzle, trying to find the best way to solve it. Considering our past experiences and the actual situation, we'll be very careful with the next steps. The game is doing well, feeds are cool and we feel, now more than ever, to have something unique to push here. So no rushes and we'll keep you posted as usual [we realized just yesterday how many updates & patches we've sent out in one month and how many channels we handle real time trying to answer to every single question we receive...]. Happy to confirm that we are completely aligned with the roadmap we've shared and we'll probably be able to speed-up things in September, with the things scheduled [M&K anyone?].

CHANGELOG
  • Strongholds are here! [with 7 achievements]
  • New quest available Venomous Strike
  • Overviews are now shown in a frame, supporting all resolutions the proper way
  • A new pop-up shows now the total required cost when repairing the equipment
  • Quest icons in World Map are now bigger
  • Active quests titles and their statuses are now shown in the locations' info boxes on the World Map
  • A new marker has been implemented on your pawn, to show you the right direction to the tracked quest [when possilbe]
  • First round of iteration for global economy has been done. More than 700 items checked
  • Quest Woe of a Stubborn can be completed as intended
  • Quest A Whole New World had a typo in one of the characters name, now fixed, and its update notifications are now properly shown after each step completion
  • Lesser Cloak of Vigor can now be equipped properly, showing the right cloak model on you character
  • Quest The Hunt has been fixed and now do fails when conditions occurr
  • Quest Imperial Intolerance makers have been fixed and now the quest is doable as intended
  • Grand Masters' rewards have been iterated and are now more powerful and unique. More on the way
  • In Thilaris a Quest Giver, not showing the proper 3D model, is now fixed
  • Some POIs names in Codex have been fixed, as many other typos around. Proof in progress
  • Blacksmith showing doubled blueprints in Winterleaf has been fixed
  • VFX and SFX for eating/drinking actions are now shown in Inventory view, making it more clear when you eat/drink something directly from that UI, out of the FA
  • The Citadel overpaint and navmesh have been improved, some unwanted obstacles to the player navigation have now been removed
  • The Harbingers have been iterated to have more challenging fights
  • Hashak overpaint has been iterated and improved [do you see the arena?]
  • Timelines in strongholds have been improved
  • Quest Troubles of a Merchant removes QI correctly when completed
  • Frostsong has now its icon and card properly displayed
  • Quests The Wold Rider, The Woods Keeper, Condemned, Accused, Exiled, have now their markers correctly displayed
  • A Northern Voyage interactable item is no longer interactable during combat, as intended
  • Bosses Xamoth and Drag'Drimin aren't spawning anymore if their FA has been already claimed by anyone, as intended
  • Quest Nature's Keepsake reward is now as intended [showing 3 rings of the same kind]
  • A few 1H weapons showing wrong assets in size, have been fixed
  • Quest Lost on the Frozen Trail interactable in Silvermoor is now properly working
  • Quests A Lovely Gift and Queen of the Dead have now their day/night indicators properly shown in World Map
  • Cosmetic improvements on almost every in-game environment
  • Misc performance fixes

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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/
Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
CHANGELOG
  • Unity updated to a new stable version allowing us to put in custom tool to get useful data for balancing and iterations. Small issues could pop-up despite the intensive testing sessions before the switch. Just be sure of send over dumps if weird things happen
  • Dhara’Ahzim codex entry now works properly
  • Leaping Strike attack making the player ‘bounce-back’ when used on a wide enemy now works properly
  • Shaba-Ku quests’ order switched (House of Orphans, Baga’s Shame, Mirrored Vanities)
  • Brewdall Family Crest Quest dialogue is now fixed
  • See-through outlines of players when behind some NPC now fixed
  • Warlord skills not working properly with an unarmed char now fixed
  • Polearms are now correctly held with both hands while in fighting stance
  • Pad now works properly when remapping mouse & keyboard
  • North-East corridor navmesh in Stonechair now fixed [behind Xamoth]
  • Spawn point and irregula navmesh in Rot Finger now fixed
  • Tentative fix of the cage’s glitch in Black Heart deployed
  • Fixed Odan’s skill description showing incorrect ‘Physical Damage’ icon.
  • Red Crystal used in one of The Citadel’s puzzle, has its description fixed
  • Typos in Star Path texts, fixed
  • Cut off description in Journal for “Deal with the Devil” quest fixed
  • Removed invisible unwalkable spots in upper area of The Citadel
  • “Tranquil brigands” perk will now affect only the brigands of the relative kingdom and not every hostile pawn as it (wrongly) happened before
  • A guard in Westwall wrongly handled 2 weapons, now fixed

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald


Hello Champions!

Just a quick update to inform you that we are pretty confident about releasing the major update with strongholds before leaving for GamesCom. We initially targeted the end of the month to release it but you know we are fast, and we are testing the feature right now so we'll hopefully be able to deliver next week. The update will come with a new round of balancing and misc improvements that will be detailed before the patch of course. Two more important info: we are going to release a new patch today or tomorrow too, because we are updating Unity to a new version right now. We were using an old version of the engine because it was super safe and we've waited for a new one with the same stability to make the move. Of course, even if we are testing everything right now, a few issues could occurr but in case, once again, don't panic. We are here to fix everything if needed. The new engine version is needed on our side to include a new set of tools to gather data and info that will be crucial in the next months, for balancing and improvements. We should be able to unveil a few community-related features as well, involving players on our Discord server. Anyone helping us with the development and contributing to the community itself, just helping others or simply contributing with your suggestions, will be rewarded with gifts and perks. More info to come! GamesCom will be pivotal for our future plans, so expect big news in September. While a couple of heroes will be in Cologne [Alberto and Giulia], the whole studio will take a short break the same week. This means that this will be probably the only week of the year in which the game will not be updated. We'll be available 24/7 as usual on our channels but the guys are going to recharge batteries after this super crazy summer in which everyone gave 110% for the EA launch. In case of emergency [catastrophic events or such], we'll find a way to fix as usual so, no worries anyway.

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Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
  • Typos in “General Vendors” and “Traits” tutorial sections have been fixed, so as some typos in Codex descriptions
  • Deity codex entries will now be unlocked correctly, as intended, depending on the chosen deity during the Character Creation phase
  • Heater Shield’s size has been reduced to the proper one
  • Black Heart, Cleaverocks, Brystead Lookout walkable areas have been improved (some invisible obstacles have been removed)
  • Companions Revive interaction sometimes was not disappearing after reviving companions, now fixed. Other mixed issues related to the Revive mechanic have been fixed, and the issue that caused interactable objects to be no more interactable should be fixed too
  • Repair costs have been lowered compared to the last patch after last iterations
  • “Artifact found” notification text has been fixed
  • Karak-Hohn Reputation Quest Reward for Home Under The Mountain quest has been changed into King Under the Mountain

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald


Hello Champions!

It's a rainy Sunday here and we would like to drop a super quick note about the latest hotfix released on Friday. As you know, we are super fast with bug fixing and this is the most important thing we've considered when we started thinking about the long term plans for the game. We've released 10+ patches so far and i think nobody in the world can say a thing about our availability here or on our social, trying to solve as much problems as possible when they pop-up. We are proud of the work done, and we would say that we've always pushed the EA launch as something different from the usual EA launches. We don't have a vertical slice of the product to iterate, we have a fully playable product that needs to be iterated, polished and balanced to became what we had in mind since the very beginning. No game breaking bugs, no crashes, solid builds: we can say that all of this is real and again, proud of this and happy to know that players appreciated it. By the way, all of this does not mean that we have done with the development of course. We've updated the game trying to keep game saves safe everytime [and we'll continue like this], we've updated the game testing stuff on our internal branch and we've updated the game keeping in mind what we said above. A solid build to play is a must for us, and this is not going to change, but it's important to remind that development is a pain and sometime we can't simply know what is going to happen with the implementation of new features. The last patch was basically built around a first round of economy balancing that will be completed tomorrow. Two weeks ago we've put in the revive for companions. Yesterday we've receveid a few messages complaining about both things so it was worth claryfing once again what's going to happen next.



The revive feature was working fine when patched. We've worked on the feature this week too, and apparently the last update caused some regression. A few players experienced crashes or have been forced to restart the game trying to revive companions or trying to interact with them once gone. Crashes or no chances to interact with items/loot chests in FA, are directly connected to this, we are going to fix this tomorrow. The other economy-related issue is the one about repair costs and durability. We've increased durability for items on Friday, we are going to release the [almost] final iteration tomorrow. Repair costs will be lowered [by now, they are lower than the costs we had at release] and a first bunch of items will get their real in-game value. Remember that is never about a single feature but we are talking about connected systems. The problem with the repair cost is that the value of the items is still wrong and super high, compared to the money available in loots, quests and so on [even because right now, the sellling price for items have been decreased and we've iterated loots and rewards as well]. In both cases and for future patches, please, don't panic :) . "The game is broken" or "The last patch destroyed everthing" or stuff like that is non sense now, because bugs can happen at this stage, even if we had no significant tech issues since launch. And we are aware in real time of things gone wrong in case. Regression is pretty normal, we usually talk about what we do before and after a patch note and we build and fix at speed of light. Our idea was to update twice per week when possible but to avoid issues like this, we are probably going to patch on Thursday instead of Friday, to avoid scary weekends like this and let you play safe. Thank you for the support as usual, Major Update on the way soon! Have a great Sunday!

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
CHANGELOG
  • Tutorial has been updated to explain Revive in coop sessions with companions
  • Night/Day cycle is now properly explained and a new tutorial window is available in Codex
  • When all the human-controlled companions are dead in a FA, the player takes back full control on zoom
  • New barks for companions entering/leaving a hurt state have been implemented, so as for when they die.ì
  • The revive option in coop is much clear now with a green filler visible on hold when helping a companion
  • Revive will now be interrupted and reset when the player's poise breaks
  • Fixed a bug making barks visually overlapping
  • Fixed a bug in the quest “A Woe of a Stubborn Dwarf” preventing completion
  • Fixed a bug that was preventing some barks to be properly shown in certain combat contexts
  • Fixed a bug that was making some floating texts wrongly positioning in certain combat contexts.
  • Wandering Characters won’t spawn anymore after the ritual in Dremadea, unless the player did complete their respective quests, as intended
  • Fixed a bug that was preventing the resolution setting to show all supported resolutions (UHD)
  • Eagle Blade now renamed to Windweaver.
  • Lileah will now avoid casting her spell when the party doesn’t need healing
  • The giant undead summoned by Kariasha is now really giant, as intended
  • “Windback Hearts” Quest Giver in Bardushel will now correctly spawn from phase 2 onwards
  • Moonvale navmesh has been fixed (the big plant on the main path is no more an obstacle to players’ movement)
  • Alaloth life bar is now properly displayed at the beginning of the final fight. Max HP are just reduced if Ahromon and Ilzeborth have been previously killed
  • Nhulbarar water is now properly displayed, also in the overview mode
  • Proofreading and typos correction always ongoing (i,e, Ballek’Mahl now properly written in Tavern, Khoran properly written without double “h”, etc)
  • Repairing cost has been iterated as part of the general economy balance work, and is now higher than before, proportionally to the item vale
  • Selling cost has been iterated as part of the general economy balance work, and is now lower than before, proportionally to the item value
  • Durability of all items has been iterated. Almost any item/weapons/armor has now a x2/x3 value
  • Various fixes helping performance with potato hardware

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald


Hello Champions!

Time flies and here we are again, one month later, with a new general update about Alaloth's developmnent! When we posted this just one week after the release, we were over the moon and we were still absorbing what was happening all around us, just putting pieces togheter to plan things at the best. Since the Early Access launched, we've gathered tons of feedbacks and we've released 10 patches to improve the game [the last one yesterday, [url=https://store.steampowered.com/news/app/919360/view/3404176654593897303]check the changelog here[/url]]. We sat down and shared the first draft of the development roadmap, and we can't wait to show you the cool things we are cooking here. The good news is that Strongholds are almost ready so even if we scheduled the update for August, this will probably happen before GamesCom and all of this will let us work properly on full Mouse & Keyboard support, that is still missing menu navigation at the mo. We've done with the new areas too for the first map update, so we are going to dress these areas asap, filling them with new NPC, quests and so on. The first round of reviews for quests is almost done and we've finalized a bunch with the latest update. Something like 20 still need a bit of refinment [final rewards, proofreading, etc.] but we'll be able to move on by the end of the next week. Weapons, armors, items will be the focus of the very first round of balancing on our dev branch, along with the in-game economy. We've just done very small changes to numbers in the past month, but it was something expected. We collected tons of data [thank you so much for this] and we had the chance to work on some tools that will be very useful for us to debug and polish the proper way. We have now a full working analytics sys telling us about every single iteration with every single in-game object/place/char and so on, so we will be able to tune things using both your feeds and data at the best. We've even created a new tool that will be available next week, dumping automatically when an issue occurs. This will save extra time on both sides, allowing us to spot problems that could be invisible in a standard run. Back to gameplay-related stuff: companions and champions will follow the first round of changes, along with skills and traits. Lot of fun ahead on the design side.


The team in full wearing our amazing armor sets. And cats. Cats everywhere.

Moving to different topics: we are working on many community-related features and we are on the hunt for a Community Manager and Mods for our Discord server [covering US timezones]. As you know, it's basically two people handling everything on our board here now, while checking all the other channels all around the web. We love the discussions we are having with players and we could say that it is way beyond our expectations, with interesting chats and super constructive feeds. The only thing that we would like to remind, as the one and only community rule, is the respect for people, both users and from the dev team. Respect is due. We are always on to discuss, and I think we can proudly say that our availability could be considered a key point for the Early Access. We really try to answer every single message on any channel but sometime it's hard so we ask you to help us with this once again. We are on Steam 24/24 but for real time iterations, Discord stays as the main point of contact, because it's the tool we use to work and the hub we are developing to develop the community itself. We are working on a super cool program to enjoy life on the server with a stand-alone economy sys, that will let you being rewarded with a few cool perks [including games, phisycal goodies and more]. A dedicated updated will be posted soon, but it was worth to mention! We'll be back with some lore-related post next week, enjoy the weekend! Oh, Alaloth has been among top grossing games on Steam in the first two weeks of July. No need to say that this has been epic. considering one year of silence, no marketing budget and a release set in nearly one month of work. Nope, we are not suddenly rich but we'll have the chance to plan things in a way that was not possible until last May, after a long period of blood and pain. You can bet we'll deliver the game we've always had in mind since the very beginning btw. GamesCom is on the way, decisions will be taken after the event. Brace yourself [again]: winter is coming!

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
CHANGELOG
  • Reverted a fix out with the previous Hotfix: we are working on map overviews now and the changes applied by the last patch have been reverted due to issues connected to support for different resolutions. Some missing icons in the overviews have been fixed too, but these overviews are under a deeper review process and will be hardly iterated in the next days to give you the best results in terms of visuals and functionalities
  • Added final rewards to the following quests: Double or Nothing, Dovkam’s Personal Hell, Offerings to the Fallen God, The Boar’s Prey, The Picture of Alabaster Frey, The Western Wall, Troubles of a Merchant, Elven Rhymes, Imp Tale, Imperial Tolerance, Nature’s Keepsake, Of Mice and Kin, Scrolls of Varitan, A Burning Rage, A Merryspindle Shortage, Crawling Nightmare, Dudrin’s Blues, Frozen Goblins, Lost on the Frozen Trail, Master of the House, Meeting You Heroes, Shiny Scaly Lizards, Stones of High Stature, ThE Dueling Clans of Dir Lodar, The Eye of the Stone, The Steel Fronds, The Tale of Volkar the Brave, The Truffle Queen, Crimson Tears, Shadows Awakening, Shattered Memories, Sins of Firail, Wrapped in Silk. Rewards are final but expect changes in quality/rarity for these items in the next days
[/b]
  • Lileah behaviour has been improved, to avoid her going out of her Sanctified Field when active
  • Ambiguous text in the Respec Tutorial has been improved. Now it is made clear that respec is only available in sanctuaries
  • Fixed wrong quest tracking for Infested Minds, Tribal Damnation and Woe of a Stubborn Dwarf
  • Fixed texts for dialogues and barks, showing typos [all kingdoms]. Proofreading still on-going
  • Lost Brotherhood quest has now the right 3D assetl for the prisoner: human has intended, not orcish as before
  • Addressed an issue preventing certain barks to be shown: dozens of new lore barks o will be displayed as intended all around the world
  • Fire Blast skill second AOE damage is now fixed, centering the original target rather than the vfx spawn position
  • A new option is available among Video Settings Menu, allowing to cap FPS. Now players can choose to lock their game at 30 FPS increment without v-sync or at 1/1, 1/2, 1/3 or 1/4 of their monitor maximum refresh rate with v-sync.
  • [/b]
  • Fixed a bug allowing to buyback an infinite amount of a items previously sold
  • Healing Wells now work as intended, healing both the player and companions
  • Some achievements have been fixed, preventing a nearly endless pop-up of notifications
  • Companions will not be out of combat losing all their HP since now on. They could be wounded and could be revived while fighting in a FA. To heal them, just stay close and press the interaction button [3 second]. Only player characters can revive the companions, as they can’t revive themselves. Once revived, the companion will recoup just part of their HP. We are currently iterating this so expect changes by next week [barks when wounded/revived, revive interrupted when hit and so on]
  • [/b]
    [/list]

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    https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/
    Alaloth: Champions of The Four Kingdoms - Eldacar
    CHANGELOG
    • Combat Slowmo option iterated. When it is option is enabled, the player attacks will cause a very small hitstop. When the player dodges an incoming attack a small slowmo will play. When the player breaks the enemy poise there will be first a hitstop and then a slowmo. With the option disabled there's no slowmo and the poise break hitstop is now heavily reduced
    • Windowed Mode and Resolution Options are now available
    • Overviews have been iterated, now all the icons will be visible as intended
    • Traits and Stats descriptions now correctly show icons and text
    • Constitution happened to buff just Max Health, works properly now as per description, also buffing poison/stun resistance
    • Companions bhvs have been improved: their block/dodge chances have been iterated, so as their poise values
    • Lootable items have been added to FAs, implementation still in progress
    • Starting year of your adventure has been iterated to be more lore consistent: now is 315 TE
    • Copper Rings, Leather Belts and other common items values have been fixed
    • Fixed a bug that caused sounds to play differently than expected in some situations
    • Lokasi Root is no more sold by enchanters, as intended
    • Eastern Lighting Rod pivot rotation has been fixed (no more evident compenetration)
    • Windwolf mount has been scaled up, now has the right size
    • Fixed a bug that caused the player to become inoperable in certain locations
    • Fixed some texts
    • Coldwood General Vendor has now the proper stock, not only food
    • Following abilities will now force an unaware target enemy to aggro the caster even if it does not deal a direct damage: Curse, Ring of Pain, Battle Shout, Cloudkill, Disruption Field, Boahi's Hand, Consecration
    • Both Xbox and PS controllers'icons have been polished, and now control settings show the right related images and info when plugged-in
    • Fixed a bug that prevented hostile NPCs from appearing under certain circumstances
    • Several performance improvements and bug fixes

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    https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/
    ...