Greetings Templars! We are hard at work on the upcoming Content Update that will be available for you to enjoy very, very soon, but we are so excited about the new area, enemies and emblems that we just had to give you a small taste of what's coming. You don't mind, do you? ːsteamhappyː
We also wanted to thank everyone who voted for us in the Indie of the Year 2021 Awards. Thanks to you, Dread Templar made it into the Top100 and moved to the finals! With so many excellent indie games being released, this is truly a huge honor. And if you believe the game deserves to be among the fabled Top10 and want to take our breath away completely, please go vote for Dread Templar in the Released - First Person Shooter category on the voting page!
We welcome any type of feedback, so please, feel free to leave us a review right here on Steam, a post in our discussions or come to our Discord server. Your participation energizes us and all your suggestions and feedback really, really help us out in making the best game that we can for you, so don't be shy!
We just pushed a small hotfix out for the Mirror Mode update with a couple of fixes for some pressing issues.
- Fixed the trees that were not correctly being rendered in Stranded in Space when using Jobified Rendering. - Fixed a bug with Mirror Mode that caused blocks in the Mirror Plane being duplicated to mirror incorrectly.
We have a slightly larger hotfix coming later in the week to fix some more known issues, but we want to spend a bit more time getting these fixes ready first! Thanks to everyone for playing the Mirror Mode update, and those of you who have dived into the High Seas Expansion!
Hidden by the soft cloudy whiteness is a world where floating islands are home to great schools for young magical creatures from five realms. Cute little red dragons, clumsy pink fairies, spiteful yellow gnomes, small blue unicorns, and green frogs who dream of becoming princes show up at the gates of schools, with the hope of being admitted to the great hall and being able to admire the famous professors of their realm.
In Eriantys, a game full of strategy, tactics, and twists and turns, you run one of these four great schools and compete with other wizards to increase your fame! Carefully plan your moves and try to control your opponents' moves. On your turn, play a card, place three students, and advance mother nature a certain number of steps across the islands. The island on which mother nature lands is evaluated, and whoever controls it can erect one of their own towers, possibly taking control from an opponent. Additionally, adjacent islands controlled by the same player can merge with that one.
The game ends if only three islands remain, if the students run out, or if a player builds all of their towers. At this point, the player who built the most towers wins.
With three different game modes, including team play, Eriantys always offers different and interesting games. In addition, if you play with the expert version, you can use the fantastic skills of the special characters; each adds many possibilities, enriching the fun and beauty of the challenge.
Version 0.4.6 has officially left the beta branch and is now in the stable branch! We'd like to thank everyone who downloaded the beta and provided feedback and bug reports. If you'd like to join in and talk about the game or provide feedback as well, come and join the community on our discord at https://discord.gg/m9MAfrP !
Our next major update will be Hero Pack #3, introducing 3 new wanderer heroes into the fray.
You do not need to unsubscribe from the beta branch if you are currently using it, as both beta and stable branches have been updated.
Now, on to the details of the major new features from the previous stable version of 0.3.10. We previously outlined these features in a developer update, but we'll go over them again here if you missed it. A changelog specifically for version 0.4.6 is at the bottom of this post.
Hero Quests, XP, and Skill Points
One of the most frequent things we've heard from players is that the game tends to involve too much "grinding" to find the appropriate skill books to level up, and to acquire the relics you most want to use. It would be much more fun to just play the game, using the various heroes available as best you can, and make progress as you go!
To address this, we've removed all the various skill book types except for Encyclopedia (which has a heavily reduced drop rate), and added a new system for leveling up skills. Heroes will instead earn skill points through 3 different methods:
Defeating bosses for the first time to earn a Boss Badge
Earning XP in battles like a traditional RPG
Completing specific Hero Quests
You can then spend the skill points to level up skills, even mid-mission. This system also serves to help us level out the difficulty curve from Act 1 to Act 2, since you'll be steadily earning skill points instead of getting books in small dumps. Several bosses have received updates or overhauls to better match the new difficulty curve; some are now a bit easier, and some a bit harder.
Every hero has 3 unique quests that, when completed, award them skill points and another new feature: an Infinite Relic. Claire also has several quests tailored for her various forms.
Infinite Relics
By completing the relevant quests, hero-specific relics can now become infinite. Infinite relics can be duplicated as many times as you want for free, allowing you more freedom to bind them to any hero you'd like.
Boss relics, shop relics, and relics found only via missions will still need to be either found or crafted, but this also serves to make them a bit more special, and will allow us to add a few more of them as well.
Town Progress Meter and Building Upgrade Overhaul
Another point of feedback has been that the building upgrades aren't as interesting as they could be, they cost too much, and there's too many options presented at once. Now that particles don't need to be spent primarily on acquiring skill books and relics, a larger focus will be on purchasing building upgrades.
We've reduced the cost of the building upgrades in general, and reworked many of them to provide more interesting effects that add more "flavor" to various damage types or situations. In addition, instead of purchasing the buildings, they will be unlocked via a town progress bar that increases as you rescue and level up new heroes. This also further serves to incentivize trying out new heroes and completing their quests.
The Town Progress bar also unlocks other things over time, such as Time Break techs, additional reserve and bundle slots, and Skill Points for Claire.
Endless Mode Overhaul
Endless mode has also received a facelift. It will now work similarly to Singularity mode, in that each level will present a set of specific challenges, instead of simply increasing the levels of the enemies. Defeat the final challenge, and you might even find something special!
Speaking of Singularity mode, heroes in that mode will also now earn XP like they do in Chronicle. This allows for a bit more creativity when choosing your rewards after the battle, since encyclopedias won't be quite as important to take.
Special Missions
With the overhaul to Endless mode, wanderer hero rescues have now been moved to a new Special Missions feature. At certain times, Quinn will present Special Missions aside the main story to earn special rewards. These are short custom-crafted missions with unique encounters, leading to a reward. Right now these are all rescues of a Wanderer hero, but we have some plans for other special missions in the future.
QoL Features
We've also added quite a few quality of life and other requested features, such as an Auto Battle option, a Battle Log, hover info on battle icons, party menu improvements, some improved interface features specifically for mouse users, and various other little things.
Changelog for version 0.4.6
The following is a list of changes from the previous 0.4.5b beta branch version.
Fixed bug where overlapping enemy sprites were sometimes not hidden properly when taking damage
Fixed Samurai's Sword Tech skills being usable at less than 100% charge
Fixed town upgrades based on Boss Badge progress not applying properly to Claire's sub-forms
Fixed Ka being able to use Takedown without level 3 Sabertooth on Caveman
Fixed Paladin's Oaths not being swappable after being rescued in Singularity mode
Fixed enemy Toxic Spores skill not being resistable
Fixed Pursuer's PR3D Missile not resetting charge between battles
Addressed a possible rare soft-lock issue related to taunt skill in the Big Blob boss fight
Reduced the number of enemy kills needed for two of Medbot's quests
Town vendor now has one guaranteed slot for non-hero relics and one for single use bundle items
Fixed Forest Heart boss' animations breaking during later phases
Adjusted Forest Heart boss' lost turn type spore effects to be less punishing and limited in number
Kraken boss can now only summon 2 tentacles at a time instead of 3, and tentacles have a little less HP
We've decided to split the DLC from the update we were working on alongside it, so we're releasing the update immediately, and the DLC early next year. Originally we planned to bundle the two and release them both before christmas, but looking at where we are, we wouldn't be able to get things to a level of quality we are happy with on time. The DLC is 99% done, but that last 1% is always the most important and time consuming one!
This being our first DLC release, we really want to get it right, and do right by everyone who loves and supports Chronicon. We hope you will find it worth the wait!
In the meantime, we've updated the DLC store page with some fresh new screenshots, and we'll have a lot more to share on the DLC and future content in the next year!
There are some significant fixes and tweaks, which is why we decided to release it a bit earlier. In particular, some balancing changes to boss health and damage in Anomalies (we expect to need to tune this further based on your feedback), as well as tweaks and fixes to some weird item and skill interactions. In particular, Crown of Innate Possibilities double dipped on Mastery and item/power-boosted procs, so if you find that this has impacted your build a lot, do let us know, as we suspect the item may need need some tweaks after this fix.
As always, thanks for your reports and suggestions, and please let us know if any issues pop up and we'll get right on that.
Thanks, hope you enjoy!
Full notes:
1.31.0:
Anomalies & Monsters:
Increased damage of all Anomaly bosses to be on par with Lesser Act bosses (ie bosses in Acts before the final boss/Lesser Boss Anomalies).
Regular cave theme no longer roll as Temple Tunnels, and can instead roll as Sand Cave layouts (new thing from DLC, but accessible to everyone).
Reduced damage of Sandworms by 20% across the board.
Updated some randomized champion names.
Drastically reduced the damage of "Surger" Affix enemies.
Lesser Rune drops from Dungeon Anomaly completion are now weighted towards the least obtained runes (as per codex entries), to take out some of the frustration of bad luck and repeated drops.
Interface:
Added Discord join button to the main menu (under "More").
Added UI theme slider to interface settings menu (the DLC adds a whole new UI theme & music).
Made all types of healthbars invisible during cutscenes.
Improved enchant value display by showing stars on natural high rolls (previously stars would only show if they were augmented by the player).
Moved Wardrobe dyes 1 pixel to the left to be centered in their boxes.
Updated Help Index on Companions and CDR interactions.
Updated main menu.
Items & Equipment:
General:
Items now have a (very!) small chance to roll with all enchants att max augment.
Updated description of Aspect of the Ethereal to be more clear and have consistent wording with similar powers.
Runes:
Lethal Mobility: Effect now lasts 7 seconds, up from 3.
Infected Wounds: Augments buffed to [30][[50]], from [25][[30]].
Chilled Blood: Augments buffed to [30][[50]], from [25][[30]].
Burning Lightning: Augments buffed to [30][[50]], from [25][[30]].
QoL & Misc:
Added a dummy that attacks players and companions in Tinka's Domain, so you can test "on hurt" triggers like Thorns, etc. You'll find it in the bottom left and you need to get close for it to attack.
Added Evades to the death log.
Upgrading Gems now upgrades them 5x at a time rather than all, when holding ctrl. (10 was suggested, but 5 made the most sense since you need 5 to go to the next tier).
Swapping gear, resetting skills, or importing a build will now reset debuffs on the Dummies.
You can no longer convert a favorited item into a rune, nor unlock its enchants, without first unfavoriting it, to prevent accidents.
Improved Spanish localization based on community feedback.
Tweaked burn/fire particles a bit.
Skills:
Improved impact visuals of some Archery Base skills for Warden.
Improved impact visuals and sound feedback from several base skills for all classes.
Improved default impact particle effects used for Shadow, Holy, and Physical Storm skills.
Soul Thief and Hellcaller (Warlock Passives) should now interact with Jon's Book of Souls.
Lich Heart (Warlock Mastery) now affects Lich Ultimate skills as well.
Death Come Near Me (Warlock Mastery) now counts bosses as 15 foes, like other similar skills does.
Standardized the wording on all weaken passives.
Sound:
Added an unlock sound to locked chests.
Added a sound when slotting in a skill.
Added a new sound for when reaching the top rank of a skill.
Added footstep sounds that vary depending on material stepped on; ie sand, gravel, grass, etc no longer all sound like tile.
Added new sounds for the following items: Elixirs, Tarot Card, Champion's Crown, and Runes.
Rebalanced sound volume for all player attack grunts.
Fixes:
Fixed random tooltip being drawn when accessing the Beast panel on the UI when using a controller.
Fixed issue where the last item tooltip would be shown when swapping to the codex panel using a controller.
Fixed some incorrect button prompts on item cards while in shops using a controller.
Fixed Lushlands tileset making weird trees in some Anomaly layouts when close to edges or water.
Fixed an error which caused several difficulty related scaling effects to cap off at Mythic 1, such as enemy DoT damage caps and Boss Health growth.
Fixed issue where some mobs would loudly do their spawn noises when entering a zone.
Fixed issue where Shrine positions were not validated before attempting to place them, resulting in sometimes spawning too few.
Fixed some "island" type areas/anomalies not having ground under walls bordering the water/lava/blood.
Fixed issue causing DLC entries in the Codex to be required for completion Achievements.
Fixed Templar shield "Heatwall" not increasing the damage of the skills listed.
Fixed issue where if a companion died between performing a skill and that skill hitting something, it would not be considered a companion attack and damage numbers would be displayed regardless of settings.
Fixed characters saying the wrong line when entering The Captain's Quarters in Act 1.
Fixed being able to click UI through cutscenes.
Fixed tooltips from UI appearing during cutscenes.
Fixed bug which could cause materials of different types to group together incorrectly when dropped, resulting in only obtaining one of the types.
Fixed crash from having corrupted graveyard data.
Fixed key shortcuts in tooltips prompting to mark gems as Favorite or Drop (this is not possible).
Fixed multiple identical warnings/on-screen prompts playing after each other, such as quest updates in co-op playing for each player.
Fixed Skull of Harlon and several other similar items giving a much stronger boost than intended.
Fixed loot filters not working as intended for consumables.
Fixed Spores/Shrooms spawned through the Poison Trees rune incorrectly triggered player on-hit effect and passives (it's a companion attack!).
Fixed particles being rendered on top of pause screen.
Fixed rare crash that could happen if player was hit by a knockback effect just after dying.
Fixed issue where Contagion (Warlock passive) would sometimes grab the stack numbers of another buff, like the Bloodbinder set debuff, when spreading Infection.
Fixed Crown of Innate Probability calculating proc rates incorrectly when a skill would have multiple sources, such as a Mastery with a proc rate addition.