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We are happy to announce that the next update for Vigil: The Longest Night is live now. This patch continues to stamp out pesky bugs and address some of your biggest concerns! The Glass Heart and Another Indie teams are continuing to go through your feedback and improve Vigil: The Longest Night! If you have feedback, questions, queries, or complaints, you can always reach us at in the Steam Forums or in our Discord!
This update is small in terms of content but big in terms of bug fixes and polish and addresses the controller issues that have plagued us since launch! We will have more news about upcoming content over the next few weeks and months. But rest assured, Leilaâs journey isnât over. If any players have issues with gamepads, please check our Steam Forum for fixes. People who changed their Steam settings previously may need to take a few extra steps! Weâve got you covered đ
You can check out the patch notes bellow but beware, there are SPOILERS within:
Major Update
Lower lowered enemy attributes (HP, EXP, Attack, etc.) in NG+ and further rounds of NG+.
This caters to the needs of hardcore players and story/quest lovers! A round 20 enemy's power is roughly equal to previous version's power at round 6. We welcome hardest-core players to challenge Vigil for 100 rounds!
Now Character's Arcane attribute will increase more Arcane spell damage and mana.
Increased the Flaming Magpie's basic damage.
Vigil: The Longest Night now uses Steam Input to read gamepad inputs.
For older players - you need to revert to your Global Steam Input Settings
Map
Fixed - Bug that allowed player to see the closed path using Glowing Orb.
Fixed - Bug that when in 5:4 resolution screen, the player will be blocked by an air wall after entering the Brood Mother area.
Added - A hint of light to the entrance of the cave to reveal a hidden path.
Optimized- Map fog clearance improved
Deleted - Incorrect treasure chest at the Peak of Weep.
Fixed- A bug that allowed player to pass through walls in the Cemetery.
Adjusted - BGM in the Forest areas.
Optimized - Lowered the brightness in certain scene
Fixed - A bug that the map won't show player's location when checked inside the Giantwood
Optimized- Moved the teleporter's location to the Shadow Disaster to the entrance
Optimized - Lowered the sound effects of the ice cube attack in The Frozen Realm
Adjusted - Location of the Elevator Lever and enemies in the Secret Trail.
Fixed - Clear the last teleport place before starting new game +. You can't use Owl's Feather before interacting with another Owl Statue
Fixed - An issue that after completing the Mine Pit, sliding backward on the ramp causes the player to fall out of the scene
Monsters
Optimized- Removed the Craving Terror's jump-oppressing action
Optimized - Removed the Brood Mother's falling rock attack after her ground attack.
Fixed - The bug that allowed the players to get behind the Brood Mother.
Optimized - Kelpie's overall actions.
Reduced the delay between Lord of the Misty Lake Boss intro and combat.
Fixed the damage triggering issue of Erupting Flesh Cluster's fire attack. Can no longer be burned once the flame attack is finished.
Optimized - Scholar of the Sacred Wood's special effects.
Optimized - Extended the AI search distance of certain bosses.
Tara's jump height has been increased.
Optimized - Strengthened the Mutated Flesh enemies in Maye Sewer.
Added - A few Explosive Old Man enemies to the mine
Adjustment - Earth Spider can be attacked while hiding
Adjustment - Raised the height of the event frame in the Lord of the Misty Lake's boss fight so players can't move behind it anymore.
Fixed - Poison damage no longer stuns enemies for long periods but does interrupt their actions.
Adjustment - Tweaked the animation of the Hammer Miner. It's easier to interrupt his movements now.
Main Character
Optimized - Two-handed weapon's charging action, trigger timing and animation.
Optimized - Minor modification to the trigger timing of "Comet Strike" skill.
Fixed - Bug where the player couldn't stun an enemy after learning "Foresight" skill
Optimized - All sword's special effect and sound effect.
Fixed - bug that after exhaustion the gasping animation failed to trigger.
Fixed - The issue where air-dash cannot be used immediately after falling while running.
Equipment
Fixed- A bug that uses Arcane items twice while airborne
Adjustment - Fishbone Bow's weapon action now has an area of effect
Added - Curved Daggers now have a unique weapon action - Cross Slash
Optimization - Increase the attack range of the Golden Hammer.
Optimization - The appearance and pictures of weapons and armor.
Optimization - Increased the Spiked Reaper's weapon action damage.
Optimization - Lowered the stamina cost of the following weapons:
Saw Blade
Excellent Saw Blade
Blood-Stained Shovel
Sacrificial Sword
Obsidian Daggers
Optimization - Strengthened the below weapons:
Wakizashi
Raven's Halberd
Thorn Axe
Fixed - Bug where the Stray Ring didn't actually increase experience gained
Fixed - Bug where the Wrath of the Holy Six item will ignore the direction thrown and destroy one-way destroyable obstacles
Modified - The Blacksmith sells all Vigilant gear at the start of the game.
Fixed - Enchantment effects of Blood Shards (HP%) and Amber Sparks (Backstab)
Fixed - A bug that using the Breath of the Ancient Guard will override the last Arcane Item used.
Attributes and Statuses
Optimization - Adjusted the calculation of Lightning Elemental damage, won't trigger error due to low Lightning Resistance.
Adjusted the calculation of Poison Elemental damage, now all poison effects last longer and deal more damage (including those afflicted on monsters).
Adjusted the calculation of Bleeding Affliction, now will interact normally with the monster's poise value. Damage value has been increased.
Fixed - Bug that will occur after the value of "Reduce Debuff Duration" goes above 100
Other
Modified - Side menu can be closed using Option (PS4) or Start (Xbox) buttons.
Optimize - The item/equipment descriptions in both Chinese and English.
Fixed - "Great Arcanist" and "Acrobat" achievements now trigger correctly.
Optimized the death sound effects of certain bosses.
Adjustment/Added - Can now use Fledgling's Blood Soul in the Unknown Space, and added a teleporter at the beginning section so player can return to the Catacombs.
Fixed - The bug that can't enter Leila's new home. (The one she bought in game)
Fixed - Hilda will repeatedly re-appear
Fixed - The bug that Tangerine can't receive the necklace.
Now talking with the Foreman Edward after defeating the Mine Pit Boss will immediately update the "Rescue The Survivors" mission.
Quest (Spoilers Alert!)
Now players can find 30 Mysterious Manuscripts in below locations:
Empty Library *2
Secret Cave *2
Catacombs *2
Professor's Home *2
Library *2
Shimmer Church *2
Maye Hall - Workshop *2
Sunken Queen Anne's Revenge *2
Bufonitte Lake *2
Doctor's Home *2
Bishop's Room *2
Inside of the Giantwood *2
Upper Underground Hall *2
Middle Underground Hall *2
Adjustments of "Placebo" Achievement
Now Pierre won't take out Clay until Chapter 3
Now the Fisher will be counted in this achievement. (But only count as 1 person)
Now Hilda will wait in the Outskirt of Maye after received the Research Report.
Now the Doctor will be in Asylum after Leila submit the Research Report.
Adjustment: getting the Golden Slime's Plasmodium and not returning will now fail the Gold Rush quest in chapter 3.
Fixed - Minor bugs when talking to Stein.
Fixed - The bug where Tangerine can't receive the necklace and wonât give the Ruby Ring.
Fixed - Talking to Shabbir and returning to Captain Carl will initiate a discussion about the Blood of the Sacredwood.
Fixed - Passing the Blood of the Sacredwood to 3 pagans can complete the "Addict" quest.
The sun is shining on the street, âMandrakesâ are rumbling behind the mountain, destroying another pack of raiders, and Murch writes a new issue of Voice of the Wasteland for you. And no, I'm not interested in what's going on there. I went there once - I still can't hear well in one ear. Iâd rather sit here and read the letters.
With the next news I propose to consider information about the unique rewards that may appear in the New Yearâs contest marathon: stickers, new signs, stamps, paint, banner and there are talks about new avatar. And thatâs counting decoration containers, premium subscriptions and, of course, coins. What would you like to see as prizes for the upcoming mini-contests?
Would you like to share your ideas about 'Viking City Builder'? I hope so!
I've prepared an online questionnaire for you, which can be found above. Your answers will help me to create the game best suited to your expectations.
For November 2020 the new Build Challenge is to build an Inverting Wooden Coaster! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!
People can now enjoy a proper video as they land on our Steam page. It provides a much better idea of what the final game will look like. We believe it filled a huge empty space, and even though we do realize it's just one trailer (a very "cinematic" one even), we think it does its job just right. More videos will be added in the future and more in-game footage will be shown, but for now, we'll call it a day.
We can hence go back to doing what we enjoy best: developing the game. This video took us way longer than expected and having the developing roadmap suspended for that long it's been quite painful. So the fact that the trailer is now done and out feels twice as good.
Obviously, given what I just said, we don't have much to show in terms of development progress. So let me treat you with a photo that was taken by a member of our crew during the shooting of the video, right after breakfast, as we moved to our last location: the pyramid.
Let me tell you, the pyramid is all good and nice from afar, but as you get closer you start to feel funny. It's so ancient it gives you a feeling of vertigo just by standing close to it. It's so immobile and heavy it seems to bend time. And the entrance, oh how cold is the air drifting from the entrance! A dark pit into... what? A final resting place? The only thing I know is we were supposed to go deep inside the pyramid to shoot the last scene of our trailer. Instead, we all agreed to just walk a few meters into the main corridor, quickly record what we needed to wrap it up, and get out.
Weâre happy to tell you we are able to run a beta of the Unit Creator before its release!
Some facts to keep in mind:
You will be able to save your units but you will not be able to share them with others during the beta - but this will be possible when we release the update.
There are some clothes and weapons not currently available in the beta build that will be available later.
Weâre looking into how to make the workshop better so itâs currently disabled.
Itâs a beta - so a lot of things can change before the full release of the update.
How to access the beta:
Find the game in your list.
Right-click on the game and choose properties > betas
Choose public_beta in the menu
Sometimes you will have to enable betas in order to join the beta, as well as make sure it updates correctly by verifying game files.
Weâre currently running the beta on Steam only but the full update will be released on Epic and Xbox.
If you have any questions or feedback please post them in the steam forums or email info@landfall.se
The plan is still for us to release the full update for the Unit Creator sometime in Q4 (October-December)
Beta patch notes:
Features
Added Unit creator
Added Faction creator
Bug Fixes
Fixed the cost of the Dragon.
Fixed the size and cost of the Knight.
Fixed the cost of the raptor rider.
Changes
Added a drawing animation to the bows.
Updated the visual effects of some of the fire abilities.
Updated and changed some weapon effects, for example, the trail after Quickdrawâs bullets.
Balance
Tribal
Protector: Decreased the cost of the Protector to 80
Mammoth: Made the mammoth use its charge ability in close range as well.
Farmer
Pitchfork: Increased the damage of the Farmer's pitchfork.
Scarecrow: Made the Scarecrowâs crows explode more reliably.
Medieval
Bard: Made the bard run around in circles instead of running straight into things or off the map.
Ancient
Minotaur: Increased the knockback range and strength of the minotaur charge
Viking
Jarl:
Gave the Jarl a new ability: Enrage.
Gave the Jarl a new ability: Ice Arena.
Increased the price of the Jarl to 1500.
Made Jarl the Boss unit of the Viking Faction
Made the Jarl a bit larger
Dynasty
Dragon: Slightly increased the health of the back three Dragon carriers.
Pirate
Harpooner:
Slightly increased the damage of the Harpooners gun swing
Slightly increased the damage of the Harpooners kicks
Increased the knockback of the Harpooners kicks
Slightly increased the health of the Harpooner
Slightly decreased the attack speed of the Harpooners gun swing
Wild West
Dynamite thrower:
Decreased the timer on Dynamite Throwerâs Dynamites.
Increased the knockback of the Dynamite Throwerâs Dynamites.
Slightly decreased the damage of the Dynamite Throwerâs Dynamites.
Increased the damage of the Dynamite Throwerâs punches.
Gatling gun:
Increased the max fire rate of the Gatling gun.
Increased the Gatling gunâs accuracy.
Legacy
Super Boxer
Decreased the cost of the Super Boxer to 10 000.
Decreased the damage of the Super boxer.
Gave the Super Boxer a new ability: Super Punch.
Added an AoE explosion to the Super boxerâs hits.
Slightly increased the range of the Super boxerâs punches.
Added a projectiles dodge to the Super Boxer.
Decreased the health of the Super Boxer.
Poacher
Slightly increased the attack speed of the Poacher.
Slightly decreased the damage of the Poacherâs arrows.
Wizard:
Increased the damage of the Wizardâs sword.
Increased the knockback of the Wizardâs sword.
Decreased the AoE damage of the Wizardâs spell.
Increased the AoE knockback of the Wizardâs spell.
Pharaoh
Increased the cooldown of the Pharaohâs spell.
Increased the effect time of the Pharaohâs spell.
Made the affected units not attack while under the spellâs effect.
Made pharaoh not walk into melee combat between casting spells.
Thor:
Made Thorâs projectile block more consistent.
Secret
Ballooner:
Gave the Ballooner a chance to do a new ability: Meteor.
Increased the cost of the Ballooner to 120.
Stopped the attacks of the unit being lifted into the air while airborne.
Slightly increased the health of the ballooner.
Slightly increased the distance and speed of the balloonerâs jump.
Made the glue-hands sticking more reliable.
Bomb On A Stick:
Added a jump to Bomb On A Stick.
Increased the knockback of Bomb on a stickâs explosion.
Slightly increased the size of Bomb on a stickâs explosion.
Shouter:
Increased the cost of the Shouter to 300.
Increased the knockback of the Shouterâs shout.
Increased the size of the Shouterâs shout.
Adjusted the knockback directions of the Shouterâs Shout.
Increased the health of the Shouter.
Executioner:
Made the Executioner more accurate with their axe.
Added a jump to the Executioner.
Mace Spinner:
Increased the damage of the Mace spinner.
Increased the knockback of the Mace spinner.
Made the Mace Spinner spin faster to reduce the stopping when it hits an attack.
Vlad
Gave Vlad a new ability: Impale.
Increased the cost of Vlad to 1800.
Blackbeard: Gave Blackbeard a new ability: Cannon Barrage.
Lady Red Jade:
Made Red Jadeâs spin attack more reliable.
Gave Lady Red Jade a new ability: Tornado.
Samurai Giant:
Made the Samurai Giant attack with its sword more often.
Added a projectile block to the Samurai giant.
Slightly decreased the health of the Samurai giant.
Slightly increased the cooldown of the Samurai giantâs flip.
Ullr
Made Ullrâs Freeze not affect teammates.
Increased Ullrâs accuracy.
Slightly decreased the attack speed of Ullr.
Sensei
Gave the Sensei a new ability: Shuriken Tornado.
Shogun
Gave the Shogun a new ability: Precise Hurricane Slash.
Increased the number of projectiles the Shogun can block.