Thanks to your support, we were able to add trading cards and other items!
Part of the trading cards you can get by playing the game, emotions and profile backgrounds, you can get by collecting a badge, or by buying in the Points Shop.
Our team hope you enjoy these items so we can add more in the future!
Available for Windows and Mac only, but Mac version coming soon.
NOTE: We are investigating reports about too-frequent den flooding and have added some debug code to help track what's happening prior to flooding. If your den floods when you don't think it should, please submit a bug report. (It should only flood after heavy rain or storm, though those can occur while you're sleeping.)
IMPROVEMENTS:
* If an ironwolf dies while raising pups, the game will save a Family Snapshot with the mate and surviving pups (same as when Elder Wolf dies). * Visual improvements to 2D Clouds (used in Basic Sky mode, and option in Enhanced Sky mode). * Precipitation will not fall out of a clear blue sky now. * Some improvements to fall aspen and cottonwood appearance. * In multiplayer games, each player's Age Perks are now listed in Pack Info. * Mate and pup names are now filtered through badname filter (since they can become playable wolves in multiplayer games eventually.) * Moved "Age" readout in Family Tree higher, for better visibility. * Improvements to snow dust kicked up by running wolves. * Some minor optimizations to disable distant objects so they don't require rendering, might help a bit on low-end computers.
BUGS FIXED:
* Sleep/teleporting bug in multiplayer. * Various music bugs (Scent chimes play when not in scent view, Beaver ambush music doesn't stop playing, Food and fight music overlap, etc.) * After player adjusts certain graphics quality settings, water bodies levitate when player runs toward them. * In Pack Info, mate's name is often truncated. * When creating a wolf, you can save it without giving it a name. * Winter ambient sounds continue into early morning in Slough Creek. * In Amethyst, grizzly cub shrinks when it dies. * In Basic Sky & Vegetation, in Slough Creek, one type of tree is missing, creating invisible obstacles. * Various bugs with scent posts (they have wrong color initially, confusing feedback about territory quality, etc.) * Pup howling can be heard from much too far away. * Dust kicked up by wolf pups looks odd. * When starting new game in Slough Creek, player-wolf falls a meter to the ground. * Beavers won't flee if they are trying to place a branch on their lodge or dam. * Foxes can get stuck going back and forth between two points, leaving a large number of scent tracks. * Pup's scent track readout does not show recent change to pup name. * Sometimes rendezvous rocks have dark lines. * If mate has bent ear, in the den it also has a second, undamaged ear. * Quick-fingered players can get an ironwolf into multiplayer games. * Water and terrain issues.
1.0.7c Public Beta (beta 5, 19 May)
Updated for Windows, Mac beta is still beta 4.
IMPROVEMENTS:
* When sending a message to a pack, "From" now shows the sender's username rather than the pack name. * In Pack Info, long wolf bios now force scrollbars. * Tweaked snow kicked up when wolves run in snow. * Reduced volume of Health Perception detection sfx. * Thunder only happens when it's raining.
BUGS FIXED:
* On Enhanced Sky & Veg mode, there's no grass or ground clutter in Amethyst map. * Some odd artifacting around wolves in the Family Tree. * In multiplayer, the territory chime plays only for host, not other players. * Game interface does not adapt well to very widescreen monitors.
1.0.7c Public Beta (beta 6, 20 May)
IMPROVEMENTS:
* In Wolf Customization, long wolf bios now force scrollbars. * Made the sleeping death of Elder Wolf (player) a bit slower and more poignant.
BUGS FIXED:
* Overlapping music in certain situations. * One burrow den is invisible in winter. * Rain sound effect is not controlled by audio sliders. * Cow moose doesn't swim appropriately.
1.0.7c Public Beta (beta 7, 21 May)
Updated for WIndows, Mac beta is still beta 4.
BUGS FIXED:
* Sometimes snow begins to accumulate on ground and trees before snow begins falling.
We're super excited for the release of Mayhem in Single Valley, which is going to be out this Thursday. Until then, we decided to tell you more about the most recent gameplay mechanics that we've added to the game.
Hooch-covered items
Those who've played the demo may remember that each enemy in the game, be it a small squirrel or a giant rhino, can be distracted with different items—mainly food or fruits. Each animal has its favorite delicacy:
However, thes baits have just a temporary effect. After devouring an apple, the rhino will continue chasing you in an attempt to knock you out of your shoes. So what would be the solution to that? Cure the poor thing, of course! Enter hooch, the ultimate panacea that is going to save Single Valley.
You can gather hooch at dispensers that can be found in the world.
You can store hooch in empty jars. Keep an eye out for them. Usually they can be collected near the hooch dispensers. Once you've filled a jar with hooch , combine it with any throwable item you have in your inventory.
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Hooch-covered items are powerful…um, weapons? Not really, but they do the trick, which is letting you survive for just a little longer. Using a proper hooch-covered snack to lure away an animal or a human will permanently cure them.
Swarmed by crazed irradiated creatures? Create an ultimate item—hooch-covered dynamite! Upon exploding, it cures all creatures in its range.
Though slightly delayed, we are happy to share the news that our proper trailer is live on Steam and Youtube!
We are much happier now that the video has had a little more fine tuning and remodeling. I wasn't feeling good about having interpolated 720P footage from 2011 spliced in there, and so much of the in-game art has been updated during our Early Access sprint; The original promotional content needed to be replaced to match the new aesthetics.
And that soundtrack! Scott from Space Vikings provided us with the rerecording of "Creation" and it will grip your soul. We loved it so much we thought we would try it out for our main menu music and see what people thought (since it's Early Access and all). So if you want to sit on the main menu for about 6 minutes, I promise you won't be disappointed.
There were some crashes happening due to all the sprites I deleted in the last update. This should be fixed now.
Optimize
I included some optimizations I have been working on. Something called "instance pooling", so certain engine procedures are skipped when creating and destroying thousands of projectiles per second.
And it was a success! I'm seeing anywhere from 5-20% framerate boosts from it.
Reworking
Particles have also changed. I am trying something else to optimize them. A bug in the code caused the particles to look the way they do, and... I kind of like it. So I'm keeping it this way for now. Let me know what you think. Cleaner might be better, when the game is already super-chaotic.
Be aware
Poison, slow, etc, currently don't show in shot particles. Particles are a work in progress, and I wanted to push this update out quickly to fix the game crashes.
Welcome to Bloodstorm: Part II, the second Content Update for Chronicle1: Bloodtrail.
This content patch brings :
New environments
New monsters
The Loot Filter improvements
Animations improvements
Quality of life improvements
Bug fixing
We will keep you all updated on our progress in regular news and development updates between content patches. Our next monthly development update will give you more details about what features and improvements we are working on, and when we expect them to be deployed.
Without further ado, here is the Bloodstorm: Part II patch notes.
Thank you for your support!
The Loot Filter UI has been reworked to be more intuitive and user-friendly.
It is now possible to set different profiles for your Loot Filter. Profiles can be created, deleted, renamed and selected. By default every player starts with a profile named “Default Profile” with all items displayed, and these profiles will be shared between characters.
We also added “Set All” buttons that allow to toggle all the filters on or off of the same rarity for an entire category.
Lastly, Armors now have a sub category that allows them to be filtered by armor type (Boots, Chests, Gloves..) on top of the amor category (Sorcerer, Bruiser..).
Items with Sarisel Affixes or Tributary Affixes will now each have specific markers, both on the ground, and in your stash/inventory.
Aberrant Ghastra Morass
Infested Elghion Marsh
Cult of Flesh:
Failed Amalgam
Flesh Conjuration
Cult of Fury:
Blind Mourner
Fury Conjuration
Raging Mourner
Rabiaphage
Cult of Souls:
Primordial Defence Ward
Screeching Mourner
Soul Conjuration
Svriirs:
Burning Swarmcrawler
Burning Swarmtail
Cave Swarmcrawler
Cave Swarmtail
Overground Swarmcrawler
Overground Swarmtail
Sea Swarmcrawler
Sea Swarmtail
Pleuzoan
Toxic Conjuration
Toxic Pleuzoan
Vesperal Pleuzoan
Templar:
Ecclesiast
The following skills have received improvements in their animations:
Aether Jump
Annihilation
Anomaly
Anvil's Woe
"Avenger" Autoturret
Bladestorm
Blood for Blood
Bulwark of Dawn
Consuming Embers
Deathgazer’s Railgun
Duskshroud
Eclipse
Evasion
Feeding Swarm
Gunslinger's Brand
Havoc Orb
Infinity Blades
Juggernaut
Light-bringer
Livor Mortis
Parasite
Phantom Blades
Plagueburst
Slayer's Flurry
Solarfall
Sovereign Shout
Stings of Krearion
Talon Shot
Tear of Etheliel
Thunderstrike
Tracker's Reach
Wailing Arrows
Warpath
Wings of Ishmir
Winter's Grasp
Legendary & Unique items are now marked on the minimap.
Increased the maximum stack size for Gems and Crafting Reagents from 20 to 100.
The latest difficulty level chosen in the Expeditions window is now the one selected by default when opening the UI.
Fate-Adjucatrix Zeitgeist will make her grand return on the mini-map.
Fixed an issue causing a lag when cancelling the Aspect of Apocalypse.
Fixed an issue where the Modifier “Loyalty of the Blades” would not reduce the time to get a new charge of “Phantom Blades”.
Fixed an issue where the all resistance buff from ASM "Solar Animus" from the skill "Solarfall" was not displayed properly.
Fixed an issue where the Sarisel specific monster “Untainted Shadowblade” could use its “Impale” skill on a player and teleport them out of bounds.
Fixed a crash sometimes happening when using the search bar from the Gate of Fates in Simplified Chinese.
Fixed a crash sometimes happening when deleting an Offline character.
Fixed several T-pose issues sometimes happening when killing enemies.
Fixed T-pose issues happening when friendly summons got grabbed by the “Devourers”.
Fixed an issue where an error message would be displayed when trying to equip an item while being in Aspect of Apocalypse.
Fixed an issue where affixes that were already on an item were shown as possible outcomes in the crafting UI when using an Erebian Tear.
Fixed an issue in the Gate of Fates node “Blessed Manna”’s description, it now correctly states that the All Resistances buff is only applied to the player.
The Gate of Fates node “Selfless Courage” now mentions the radius and duration of the All Resistances buff it gives on block.
Fix an issue where “Aether Jump”’ details would show damage even when no damage Modifier was selected.
Fixed several audio issues on skills happening when playing with low volume settings.
Fixed an issue where the score calculation depending on the level of the area would not be correctly displayed in secondary areas.
Clarified the tooltip of “Phantom Blades”, it now correctly states that it pierces all targets in its path by default.
Clarified the tooltip of the Modifier “Gliding Friction” for “Phantom blades”, it now correctly states that the ailment chance of the skill will be reduced when using the Modifier.
Fixed an issue where the Sunlight cone visual effect would be misplaced around the end chest of Untainted expeditions in the “Red Waste” area.
Fixed an issue where the door from the Laughing Sea Gal’” would be displayed in low resolution even in high resolution settings.
Fixed several issues where end tiles would be visible in some environments.
Clarified the tooltip for the Gate of Fates node “Scabrous Balance”, it now mentions that the decoy explodes when it disappears rather than when it is destroyed.
Clarified the tooltip for the Gate of Fates node “Intravenous Neural Cord”, it now mentions that the attack speed bonus buff gained through that node is not stackable.
Clarified the tooltip for the Gate of Fates node “Covert Operative”, it now mentions the duration and cooldown of the passive dodge chance bonus gained after being hit.
Fixed a softlock happening in a party of two, when one of the player left the game before the other player talked to Ilthain during the Chapter 1 quest “The Bane of the Storm”
Fixed performance issues caused by the “Havoc Orb” modifier “Disintegrating Payload”’s cluster of smaller explosions.
Fixed an issue where the Modifier “Aching Accuracy” would not increase the damage dealt by “Wailing Arrows”.
Fixed an issue where using the “Stings of Krearion” Modifier “Explosive Barrage” would not remove the piercing projectiles.
Fixed an issue causing yellow squares to be displayed on the ground when using “Wailing Arrows” with its Fire damage type modifier.
Fixed an issue where the VFX of “Warpath” could sometimes be displayed behind the character.
Fixed an issue causing the “Arctic Spear”’s explosions caused by the Modifier “Shattering Blasphemy” to deal Physical damage.
Fixed an issue preventing the “Arctic Spear”’s explosions caused by the Modifier “Shattering Blasphemy” to be triggered when using the Elemental variants of the skill.
Fixed an issue causing the “Bulwark of Dawn” modifier “Blade of Truth” to display two buffs when used with a damage type modifier.
Fixed an issue causing flat Attack Speed to be displayed as a possible outcome in the Crafting UI.
Fixed an issue where secondary areas from the “Primordial Catalyst” environment wouldn’t have a trade shrine at the end.
Fixed an issue causing the character to be in T-pose when leaving an end game Expedition in Aspect of Apocalypse.
Fixed an issue causing the “Aspect of Dawn” skill “Will of the Protector” to have no sound effect displayed when it was used.
Fixed an issue causing the Fire Volleys from the Bloodtrail narrative mission Boss to deal Physical damage instead of Fire damage.
Fixed an issue causing the “Anvil’s Woe”’s hammer to disappear too early when using the Modifier “The Will to Crush”.
Fixed an issue causing the animation for “Tear of Etheliel” to loop and glitch when held for a long time by using the Modifier “Glass Firmament”.
Fixed an issue where “Lambach Tentacles” could be seen lying on the ground before their spawn animations were triggered.
Fixed an issue where picking the "Specialist Enemies have the Blood Ring Rain Boss Modifier" in end game Expeditions would instead give them the "Whirling Blades" modifier.
Fixed several minimap issues happening in the end tile of End game Expeditions.
Fixed an issue causing the pull-in SFX from “Anomaly” to be removed when using the Modifier “Dislocating Threads”.
Fixed an issue where going out of a specific secondary area in the Wetlands area would softlock the character.
Fixed an issue where the “Mine” attack from the Chapter 2 Boss would not be telegraphed in low settings.
Fixed an issue where using “Talon Shot” with the Modifier “Calculated Strike” would prevent the bow visual effect to be displayed.
Fixed fading issues on the Warbeast and Alpha’s death animations.
The Purification Stone can now be used normally! You can remake the value and number of enhancements for the enhanced equipment Hurry up and build the strongest equipment!
Fixed a number of text issues A jail break should no longer trigger when you are outside of jail. Fixed two instances of a wrong puzzle ID causing it to sometimes auto complete. Changed a room in Trial that caused unavoidable damage when backtracking. Fixed a number of tiles that were not displaying correctly. Hard mode Loomagnos should now play the correct BGM Fixed an instance where Bolivar's portrait would fail to display. Fixed a bad ID on the new teleport statue that would bug another statue. Added a way to get Gravedigger and Oakley to return to town if they leave. You can now get cleated boots when marrying Oakley before doing Gravediggers quest.