As announced, we are excited to unveil Bloodlust, our new major update! Our team has worked tirelessly to bring you this latest addition, and we couldn’t be happier with the outcome. Bloodlust is not just a standalone release: it marks the beginning of a much larger journey that will culminate in our next major update. It focuses on a visual revamp of combat, enhancing the overall gameplay experience with stunning new visuals and smoother mechanics. Additionally, this update includes a comprehensive rework of lootables, enemies' behaviors, and economy systems. This is a massive undertaking, involving nearly the entire team checking numerous numerical values to be iterated upon. It will continue throughout the lead-up to the release and beyond. We believe these changes will provide a more engaging and rewarding experience for all players and we are still actively iterating all of this. While this may not be our largest update in terms of new content, it stands out as our most significant iteration yet. We've thoroughly tested every aspect, but there might still be minor issues like incorrect values or visual quirks here and there. If you encounter any of these, please report them to us so we can address them promptly. That's the short trailer we have prepared, which offers a glimpse into what Bloodlust has to offer. Just read on to know more about the update!
DYNAMIC DISMEMBERMENT
It is now an accessible feature, allowing players to gruesomely disable enemies through various means such as severing legs, arms, heads, and other limbs in case of non-humanoid mobs. The mechanics are balanced to reflect the size and anatomy of each foe, preventing unrealistic actions like beheading dragons. Players can expect intense, bloody visuals on-screen as combat unfolds. Additionally, gameplay enhancements include revised features that grant immunity to bleeding for non-bleeding enemies like demons or golems, adding strategic depth to encounters with these formidable adversaries.
Limbs will be accurately severed upon weapon impact. This ensures a highly realistic and immersive combat experience, with precise and dynamic dismemberment physics
RANGED ATTACKS
In response to community feedback, we've expanded our melee-centered game to include ranged combat options with throwing knives and bows, with crossbows on the horizon. Each weapon type features distinct cooldown mechanics: throwing knives offer rapid attacks, while bows deliver slower shots that can stun adversaries. These additions introduce new dynamics to gameplay, particularly in managing ranged threats and adjusting aggro strategies. This update maintains our core vision while accommodating player preferences for diverse combat styles, enriching tactical choices and enhancing the overall experience of engaging enemies at range.
Knives are faster, bows are slower but can even stun enemies!
NEW ITEMS, WEAPONS, REAGENTS AND REWORKED LOOT TABLES
Reworking the loot tables constitutes the most substantial aspect of our ongoing efforts, demanding meticulous attention as we systematically reassess each and every item within the game. This comprehensive undertaking serves as the cornerstone for a broader overhaul of our crafting system, a process that promises to introduce significant changes. With the recent introduction of numerous new reagents dropping from enemies, the loot dynamics have been greatly enriched. Items gathered from defeated foes now aggregate in the final chest, compelling players to make thoughtful decisions regarding inventory management, particularly in light of weight considerations where mounts play an integral role. Furthermore, Fighting Areas have undergone extensive enhancement, incorporating a diverse array of items aimed at smoothing the initial learning curve for new players without compromising the inherent challenges posed by our combat mechanics. No way you can rush the game, but a wealth of resources awaits discovery, including an expanded repertoire of cooking recipes designed to deepen the gameplay experience. While our focus remains on refining the smithing mechanics, the integration of these new reagents will be finalized in the weeks ahead, ensuring a seamless transition while maintaining what is in-game right now.
SUPPORT US
We would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Just follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
COMING UP NEXT
Currently, our development efforts are focused on finalizing the new crafting system, with particular attention to refining filters and optimizing economic aspects. Concurrently, we're dedicated to enhancing the Competitive Mode, aiming to elevate enemy champions to proper boss status, complete with unique boss battles. Additionally, we're introducing new enemy types that actively pursue players, adding depth and intensity to gameplay. Numerous quality of life improvements and community-requested features are also in the works, aimed at enhancing overall player experience. Looking ahead to our next major update, we're committed to delivering something significant very soon, announcing something great in a few weeks, and officially starting our [indie] PR machine, hoping to get support from you all! Talk about the game if you are enyjoing it, post on social networks, leave a review here [or on GOG!] and share the love!
Changelog here for you all as usual!
CHANGELOG
Added
Added new items, reagents, weapons.
Reworked loot tables: all enemies have now ad-hoc loot that will be rolled upon being killed and accrued in the booty chest.
Rushing to the chest without killing enemies and/or gathering items will yield almost no reward.
Added Ranged weapon slot for bows and throwing knives: these items can now be found within the gameworld.
Marksman skills will now require a bow to be equipped in the Ranged slot.
Added alternative VFX and/or dismemberment to enemies upon death.
Added Killcam upon player kill of the last enemy in combat.
Added new lootables in various FAs: Windcrest Heights, Volkar’s Tomb, Tyrant’s Grave, The Neverwood, The Citadel, Temple of Virtues, Stonechair, Skygate, Silvermoor, Rot Finger, Moonvale, The Majestic Fields, Lornwood, Krazurag, Hammerhaven, Glittering Peaks, Duvalian Sewers, Dham-Dhorun, Conclave of Greenheart, Cleaverock, Brystead Lookout Tower, Abbey of The Illuminated.
Changed
Now all items looted and dropped in FA will be found in the final chest instead of being stored directly in the player inventory; quest items and quest rewards will still be stored into the player inventory.
Now gathering extra items will trigger a relative item notification immediately upon equip; extra items being replaced for new ones will no longer trigger any item notification.
Now extra items equipped from companions and being replaced for new ones will be sent to final chest instead of being lost.
Changed various lootables with container props to display a generic name instead of the contained item or none at all.
Swapped pad input between extra item (now RB on Hold) and throw knife (now RT tap) actions.
Swapped Goblin Warrior’s weapon from axe to mace.
Swapped Hobgoblin’s weapon from greataxe to greatsword.
Swapped Ratkin Footman’s shield with a different one.
Reduced max number of enemy “Saurian” spawned in fights with pawns encounters on map.
Changed blood VFX of various enemies.
“Food Dressing” can now be bought from all food vendors.
“Orb Of Chaos” is now exclusively sold by enchanters.
Companions of a different alignment will now be always available and interactable, new dialogues have been added for them in this scenario.
Revised economy values.
Booty chest will now allow moving items back and forth from inventory instead of requiring to drop them.
Fixed
Fixed arrows occasionally dealing damage to PC even when should have been blocked.
Fixed missing reward for quest “Safe Passage”, weapon “Cragcrab” will be retroactively granted in the stash chest if quest is already completed.
Fixed Frostfang enemies displaying unintended/incorrect body features.
Fixed quest “A Merryspindle Shortage” to display the proper location hints when in World Map.
Fixed some voiceovers not playing along their bark text in combats.
Raised volume for “Mellenath” music.
Fixed quest “The Eye of the Stone” being allowed to progress by dropping the required item from Stonechair’s golem.
Fixed Lileah’s skill “Vaizmil’s Grace” VFX terminating earlier than the intended duration.
Fixed “Earthquake” skill VFX occasionally showing dust clouds way below the intended position, also fix debris from a previous cast reappearing briefly upon a new cast right after cooldown.
Fixed introduction scene for “Akidaan” boss not playing at nighttime.
Fixed patrolling guard in “Tirothas” daytime getting stuck into player interacting with the “Infested Minds” quest NPC.
Moved stationary guard directly in front of companion at “The Sentinels” daytime.
Reworked several texts, improving wording and fixing typos
“A Merryspindle Shortage” can now be completed in a non-linear fashion to better match its design intent.
“King of the Swamp” won’t hide its world map quest markers as they were stated in the quest dialogue.
Resting will now cleanse the player from any debuff (i.e. poison).
Just returned from Reboot Develop in Croatia, we've had the final meetings to draft the roadmap for the last part of our epic journey. The anticipation is palpable as we gear up for the next big update, dropping no later than June! But this time, we're keeping the details close to our chests: no teasing, just a massive surprise waiting to be unveiled alongside the update. Summer is upon us, heralding a season of events and announcements. And we're pulling out all the stops to ensure Alaloth finds its place on the main stages, where we can share the future of our beloved RPG with you. You know the story, and to be honest, we're doing our best to secure a proper launch of version 1.0. The launch we didn't have the chance to do back then, dealing with the worst people in the industry, who almost killed our studio and business. Being as small as we are, it's very hard to wear ten different hats every day, but the fire is still burning, and the support we've received along the way has been the reason why we didn't fall, despite some very tough times. Alaloth sustained the studio since its EA launch, but of course, it's time to move on and raise the bar, delivering what we've always envisioned since we started thinking about it, in a small room in a shared space back in 2016. We are human, and we are incredibly happy about what we've achieved so far, but we have to say, we're tired and need to take a step forward in this adventure, as devs. Thank you for being the lifeblood of our studio.
Back to next steps: let's not keep you in the dark about what's to come! Brace yourselves for a brand new crafting system, a feature we've been eagerly anticipating since a while. Plus, get ready for updates and tweaks to the combat system and a slew of other exciting features as usual: new quests, chars, weapons, items, enemies, areas and much more. You may have noticed our ongoing proofreading marathon, a labor of love aimed at making localization a breeze. We've already trimmed the word count from a hefty 400.000 to a sleek 345.000, with our sights set on hitting 300k without compromising quality. Because making Alaloth accessible to all is just as important as the adventure itself. In the meantime, gear up for all of this by seizing the opportunity to grab all DLC for the game right now, available at an incredible 50% discount! Also, 500 handcrafted Limited Edition War Chests will be back in stock again soon!
We're thrilled to announce a new initiative designed to rally our community's support, just following the recent kick-off of both The Guild and Keepers Program. At the heart of this initiative lies our shared passion for this magic workd and our dedication to seeing it flourish. Without the luxury of a hefty marketing budget or a dedicated PR team, we've always relied on the unwavering support of our incredible community. And now, as we prepare for the summer, we're calling upon you once again to stand beside us.
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Rules are simple: follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. The more followers we amass, the greater the rewards become! Your support means the world to us, and together, we can amplify our social presence and ensure that Alaloth receives the attention it deserves. So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
Updated Codex for champions, deities, companions, cities, POIs, legends, races, kingdoms and general lore. This is part of a massive proof reading to move on with loc and lower wordcount.
Fixed
Fixed player avatar being able to move when busy in dialogues and other scenarios through the keyboard’s cursor movement action.
Fixed hostile pawns in world map displaying wrong questing hints.
Improved Vhoken-Mahl’s walkable path and fixed stairs’ visual glitch near the left end of the city.
Fixed Berem-Hohn scouts world map pawn sprite.
Fixed some model artifacts on Edherest king NPC.
Fixed graphics issues with camera zoom in “Emberclash Range” FA.
Fixed lava VFX in the world map near “Kima The Volcan” getting drawn above pawns.
Fixed typos, wording issues and inconsistencies across various dialogues, barks and quest descriptions.
Fixed Journal exclamation mark in Sanctuary UI bottom info panel not updating itself on scene load.
Fixed Ratkin Shaman's enemy having their staff disappearing temporarily when casting the bolt skill.
Had massive reworks of texts in Codex as part of a huge iteration and proof reading to move on with localization. Changed lore of Houses, Clans, mobs and general lore
Changed Frostjaws jump attack into a charge-like skill, passing through the player and moving over a greater distance.
Moved barks for limited access to sub locations in “Mystic Court” night from player to guards, and updated texts.
Improved walkable path and gatherables' position inside all main Fighting Areas
Fixed
Fixed Affliction ability VFX ending earlier than the 10 sec window in which its effects are applied.
Make floating animation of boats loop more seamlessly.
Removed temporary visual artifact on the player after using Charge skill.
Adjusted NPC’s barks in Hashak Arena.
Fixed Fighting Area difficulty icons not deploying the boss variant in World Map.
Fixed spawn of duplicates for pawn merchants in World Map.
Chronicles is available now and we're thrilled to bring you the latest update for Alaloth: Champions of The Four Kingdoms, marking significant strides since the release of Skylight in December. Your invaluable feedback and suggestions have been pivotal in shaping this update, and we're excited to introduce several new features and improvements that we believe will enhance your experience in the world of Plamen!
THE MAGOCRACY OF VALESTRUM
Prepare to embark on a new adventure in the southern region of Plamen with the introduction of The Magocracy of Valestrum. Nestled between The Luminous Triarchy, southern Edherest, and Dragonhold, this kingdom is governed by mages, marking the first step in our journey to improve magic into the game. Explore the grand Spellkeep, where the Elemental Council holds sway, and delve into a state built upon the intricate weave of magic. Not far from this towering palace lies Mellenath, an elven enclave steeped in ancient traditions and bound by oath to the mages. For centuries, the elves of Mellenath have served as guardians of arcane knowledge and defenders of the realm. Their bond with the locals runs deep, forged in the crucible of shared history. In Mellenath, the Everwatchers practice their ancient arts, honing their skills as both warriors and scholars. As guardians of the arcane, they stand ever vigilant, ready to defend Valestrum from any who would seek to threaten its people.
In the region of Kalinglad, in between The Luminous Triarchy, southern Edherest and Dragonhold...
THE ONE TREE
Nestled within the heart of Valestrum, amidst the mystical energies that permeate the land, lies a sacred grove known as The One Tree. While rooted in the rich lore of our game world, this enchanted location is a token of our gratitude to our dedicated community and supporters. Inaugurating The Guild, our vibrant community hub, we extend a heartfelt invitation to players who wish to deepen their connection with us. Through The Guild, players now have the opportunity to support the ongoing development of the game by subscribing to our Discord channel. By doing so, they gain access to a treasure trove of exclusive content, participate in exciting giveaways, and engage in special activities crafted just for them. But the journey doesn't end there. For those seeking to leave an indelible mark on Plamen, we introduce the Keeper program, an initiative akin to Kickstarter that empowers players to shape the game alongside us. As Keepers, players wield the power to influence the direction of the game, offering invaluable feedback and contributing to its ongoing evolution. At the heart of The One Tree, ethereal sparks dance and flicker, each one representing a cherished friend who has pledged their support and lent a helping hand since the inception of our journey.
Each spark symbolizes a soul, a silent witness to our shared struggles and triumphs. The essence of those who've fought for Plamen...
BEIZAN, THE THUNDERLORD
Bearing down upon the once serene lands of Valestrum like a storm of unfathomable fury comes Beizan, The Thunderlord, an ancient dragon whose very presence heralds the onset of cataclysmic upheaval. Awakened from eons of slumber by Alaloth's tempests, Beizan has emerged from the depths of legend to cast his thunderous shadow across the magocracy, leaving naught but ruin and despair in his wake. As the lord of thunder, Beizan's wrath knows no bounds, his roars echoing like thunderclaps across the land as he unleashes torrents of lightning to rend asunder all that stands in his path. With the magocracy teetering on the brink of annihilation, the fate of Valestrum hangs in the balance. To stand against this formidable foe, players must embark on a perilous quest to gain the trust of the First Flame, ruler of the Elemental Council, and unlock the secrets of ancient magics long thought lost. Only by harnessing the power of the elements themselves can they hope to confront Beizan and quell the storm of destruction that threatens to consume them all.
One more for Dragonhold and the Talons!
REVISITED PARTY MANAGEMENT
We've heard your calls for greater control and interaction with your companions, and we're excited to introduce a comprehensive rework of the companion system. Now, you'll have the ability to issue orders to your companions, directing their actions to support you, the party, or adopt offensive or defensive strategies as needed. With new behaviors and enhanced AI, your companions will bring added depth and flavor to party combat, allowing for more dynamic and strategic gameplay. No longer mere allies who follow blindly in your wake, companions now possess the ability to act autonomously, responding dynamically to the ebb and flow of combat. At the heart of this overhaul lies the introduction of a robust command system, empowering players with the tools they need to direct the actions of their companions with precision and finesse. Now, you'll find that your companions are more than willing to heed your commands, executing a wide array of actions tailored to your strategic objectives. Whether you seek to protect the player character at all costs, rally the party with defensive maneuvers, unleash devastating offensive assaults, or focus their efforts on a specific enemy threat, your companions stand ready to execute your orders with unwavering loyalty and skill. This newfound autonomy extends beyond mere combat prowess, allowing companions to utilize their unique abilities and skills to turn the tide of battle in your favor.
You can now ask to your companions to defend you, defend the others, strike hard and more!
STEAM DECK VERIFIED
We're pleased to announce full verification and support for Steam Deck, ensuring that Alaloth is optimized for a seamless gaming experience on this innovative platform. While the game has always performed admirably on the Deck, we've dedicated time to improving readability and usability, with a default font that enhances the portability of the game. Whether you're embarking on epic quests at home or on the go, Alaloth on Steam Deck promises to deliver an immersive and engaging experience.
New font size for old school players!
JOURNAL AND CODEX REWORKED
The Journal has undergone a comprehensive overhaul to offer you a better overview of all the essential elements within the game. Now, you'll find a wealth of information at your fingertips, including FA status, artifacts, activities of other champions [in Competitve Mode of course], and details about various mobs encountered throughout your adventures. With this enhanced functionality, you can easily track your progress and stay informed about important events. Similarly, the Codex has been reorganized to provide a more streamlined and intuitive experience. We've revamped the layout and structure to ensure that you can quickly access the information you need, when you need it. Whether you're seeking lore on legendary artifacts, insights into the activities of other champions, or details about the various mobs that roam the lands, the Codex now offers a comprehensive repository of knowledge at your disposal. With improved categorization and navigation, you'll find it easier than ever to delve into the rich tapestry of lore and legend that defines Plamen
You can now check all the data about a certain kingdom or area in a few seconds!
We've grouped all the most notable chars in Plamen in a single page. And you could be here as a Keeper!
NEW QUESTS, ITEMS AND ENHANCED NARRATIVE
With Chronicles, we're thrilled to introduce a host of new quests that promise to expand your journey through Plamen, offering hours of thrilling gameplay and opportunities for discovery. Players will now encounter a variety of unique quests tailored to the diverse races that call the Plamen home. Each race brings with it a set of challenges and opportunities that only characters of specific races can undertake. These quests offer a chance to delve into the rich lore and history of each race, providing a deeper understanding of their culture and motivations. Alongside these new quests, players will discover a plethora of new items, weapons [[b]no more swords, no worries![/b]], and equipment to aid them in their adventures. These treasures offer both power and prestige to those brave enough to seek them out. And with the introduction of new characters, players will find themselves surrounded by a cast of allies and adversaries whose destinies are intertwined with their own. Another significant addition to this update is the introduction of a series of new narrative sequences, optimized following a rigorous round of proofreading and refinement. These sequences, woven seamlessly into the fabric of the game world, serve to enrich the overarching story of the game, providing players with deeper insights into the conflicts, alliances, and betrayals that shape the fate of the kingdoms.
Mellenath is the home of the Everwatchers
NEW DEADLY ENEMIES TO FIGHT
With the awakening of Beizan, the Thunderlord, comes a tide of darkness that sweeps across the land, unleashing a host of malevolent forces that seek to wreak havoc upon the unsuspecting denizens of Plamen. In the frozen wastes of the north, the howls of the Frostjaw wolves echo through the night, their icy breath freezing the very air around them. Born from the depths of winter's fury, these savage beasts roam the snow-covered plains in search of prey, their razor-sharp fangs and keen senses making them a formidable foe for even the most skilled of hunters. But it is not only the icy embrace of winter that poses a threat to the kingdoms, for in the south, the Brak'shak clan has emerged as a new menace on the battlefield. Smarter, bigger, and more dangerous than their brethren, these cunning goblins strike fear into the hearts of all who dare to oppose them, their mastery of strategy and tactics making them a force to be reckoned with on the field of battle. And yet, it is not only on land that danger lurks, for the shores of Plamen have become treacherous waters teeming with monstrous creatures from the depths below.
Frostjaws!
Clan Brak'shak in action!
The first iterations of Shellclaws and Seaflickers, humanoid monsters born from the darkest depths of the sea, now haunt the coastlines, emerging from the waves to prey upon unsuspecting sailors and coastal settlements alike. But perhaps the greatest threat of all lies in the very elements themselves, for with the rise of Valestrum, the magocracy of the south, elemental beings now roam the kingdoms unchecked, their wrath unleashed upon any who dare to oppose them. From the fiery depths of the earth to the stormy skies above, these elemental creatures embody the primal forces of nature, striking fear into the hearts of mortals with their sheer power and ferocity.
Shellclaws!
Seaflickers!
Elementals...that you are not going to fight together in the same area but the shot was cool!
REWORKED RANDOM ENCOUNTERS AND MAP SPAWNS
Previously, encounters with random foes on the world map were confined to a limited pool of small areas within each kingdom, offering players a taste of the diverse landscapes and challenges that awaited them. However, with this latest update, we're excited to announce a significant enhancement to the random encounter system, pairing new areas with very specific parts of the world map. Now, as you journey through the Four Kingdoms, you'll find yourself encountering a broader array of environments and terrains. By aligning specific areas with corresponding regions of the world map, we've created a more cohesive and believable game world, where every encounter feels like a natural extension of the environment around you. You can expect to encounter a diverse array of enemies and obstacles that reflect the unique characteristics of each region. With the introduction of new spawn mechanics and organized enemy patrols, players will need to stay on their guard at all times, lest they fall prey to the relentless onslaught of these new foes. Only by mastering the art of combat, forging powerful alliances, and unlocking the secrets of ancient magics can they hope to emerge victorious in the face of such overwhelming odds.
Now you can visit an area and when you trigger a random fight...
...you are in the right place!
BALANCING AND NEXT STEPS
With Chronicles, we have meticulously combed through player feedback and scrutinized every aspect of the game to fine-tune the experience. From enemy poise to weapon damage values, and even the behaviors of formidable foes [Firelords!], no stone has been left unturned in our pursuit of balance. Balancing in Alaloth is a comprehensive process that touches upon every system and touches each item within the game. We're committed to this process until the very end. Our next major endeavor will be a full rework of loot drops and the introduction of a brand new crafting system, complete with new recipes and reagents for crafting weapons and armor. While crafting was initially planned for implementation, we've recognized the significant amount of work required. As a result, we've decided to include it in the next update, which will be entirely dedicated to this feature, alongside new content and additions as usual.
Reboot Develop Blue is approaching in April, and while we can't make promises just yet, we're aiming to bring you exciting news by that time. A new roadmap will be shared as soon as possible. Thank you for your continued support and patience as we strive to make Alaloth the best it can be.
A brand new kingdom added: The Magocracy of Valestrum. New locations, quests, items, characters, weapons are now available.
Added party management system: the player is now able to give commands to AI-controlled companions in the party.
Added a new boss fight with Beizan, The Thunderlord
Added "Thunderlord" achievement.
Acknowledgement request when crafting items at blacksmiths will now include a breakdown of the possible outcomes.
Quest rewards can now be inspected when in Quest Log. Upon selecting a quest with inspectable rewards the “MORE INFO” hint will appear.
Added Codex different Codex entries for new enemies [Frostjaws, Brak’shak clan, Seaflickers, Shellclaws, Ghosts]. Added player’s strongholds too and missing Wraith description.
Added “HIGH CONTRAST ENEMIES” option in General Settings. When enabled a thin red outline will always be active on engaged enemies to improve combat readability (especially in darker areas). The setting won’t affect the standard lock-on outline.
Added new in-game timelines to enhance narrative.
Added new barks and dialogues for NPC all around the world
Added new FA for wandering fights across the map [Emberclash, shores, Amethyst Forest, swamps]
Changed
“Event Log” tab in Character UI has been refactored and it’s now the “World Overview” tab, with new infos all in one place for each run.
Increased font sizes for hard to read texts, game is now Steam Deck verified.
Revised hostile pawns spawn rate and quantity: the map should now feel less crowded and easier to navigate.
Enhanced various armors, weapons and shields appearance [new VFX]
Updated Codex structure.
Renamed “Chalice of Vaizmil” quest item from “The Divine Chalice” quest to “Chalice of Light”.
Change rewards for quest “Righteous Flame”.
Change codex entry for mobs “Undeads” into “Revenants”.
Updated all dragons names.
Codex entry “Geis - Shale and Shoot” now unlocked upon entering “Geis Altar” at “Dragonhold”.
Changed enemy spawns in “Hammerhaven”, “Temple of Virtues”, “Majestic Fields”.
NPC “Grogmar Traghalis” in “Ballek’Mahl” will now unlock the codex entry “Crimson Guard” when spoken to.
Updated music for Vaizmil’s sanctuary and shrine.
Raised “Queen’s Rest” difficulty hint skulls to four.
Reduced Firelord’s bolt skill travel speed.
Changed poise values for a few major and minor enemies.
Now dragon FAs will show “Fighting Area” as the area subname in the top right corner.
Increased night tint value in World Map.
Fixed
Revised various texts [typos, wording].
Solving the “Pool of Radiance” puzzle was granting its reward before completion of “Temple of Virtues”.
Fixed a graphical glitch that could happen using the “Puppet Wire” skill while wearing some specific armors.
Fixed player health information not updating in realtime from Health Regen effects for some UI elements.
Fixed “Shattered Memory” quest not removing the staff shaft piece from player’s inventory on completion.
Fixed Quest Item “Truffle of Unusual Size” being awarded each time “Silvermoor” FA is cleared while “Truffle Queen” quest is active.
Fixed “Heavy Wooden Shield” being marked as a light shield.
Fixed a graphical glitch on Brystead Lookout’s terrain.
Fixed graphical glitch with animated banner flags in cities.
Fixed AI companion “Vaden” unable to use climb interactions in “Windcrest Heights”.
Fixed world event log for special vendor “Yumuil” pointing at “Na’Nardur” instead of “Na’Kazkadden”.
Fixed a glitch that made weapons’ light effects scale over the player character’s boundaries.
Fixed missing descriptions for food items “Celestial Nectar” and “Kurnag’s Honey”.
Fixed cursor-related issues in “Solemnwood”.
Fixed minor graphical glitches in “Skygate”, “Cleaverock”.
Fixed NPC in “Thilaris” getting cut out of view.
Fixed spamming of rat squeaks SFX in “Stonechair”.
Fixed guard animations and barks for griffin platforms and headquarter locations.
Fixed various armors missing functionality for helm hiding.
Fixed a graphical glitch in “Forest of the Dremadea”.
Fixed enemy “Zombie” missing knockdown animation.
Fixed various graphical glitches in “Westwall”.
Adjusted placement of some NPC at “Windscar”.
Fixed some visual issues with cutscene for first access at “Ballek’Mahl” night.
Fixed quest marker “Crimson Tears” not showing up in map for “Black Heart” destination.
Get ready for some excitement because Chronicles is just around the corner! We know we teased you with an end-of-March release, but we've been fine-tuning the update and adding those final touches, so... we've decided to take a few extra days to ensure everything goes smoothly. Better safe than sorry, especially with Easter approaching. The weekend is upon us, and while we love surprises, we're not about to throw caution to the wind. We've seen what can happen when issues pop up at the last minute (Skylight was patched during Xmas, if you catch our drift...). But fear not, the wait won't be long: next Friday is the latest you'll have to hold out! You see, we're a small team of five, and while we work at warp speed, we also want to ensure every detail is perfect. That's why we decided to skip GDC and focus on what we've been cooking up for months to come!
So, sit tight, keep those controllers charged, and get ready to dive headfirst into Plamen next week! We've got your back, and we promise it'll be worth the wait. Also, if you want to support us, remember that subscriptions are open on our Discord server, and you can even join the Keepers to help shape the game with the team! Plus, the game is on sale now at a special price: don't miss your chance to join the heroes fighting for the kingdoms!
From all of us here at Gamera Interactive, we want to wish you a hopping good Easter filled with joy, laughter, and gaming on the side!