* Updated on 4/27/2022: Information on version beta2.22w18.04.R176 added.
A Note From Ocean Drive Studio
Tactician, we are deeply grateful for your being part of this beta. As the nature of the beta, you may find some rough edges--bugs, glitches, unbalanced mechanics, placeholders, etc. Please provide your feedback and report issues on our Feature Upvote board or our Discord server. Your feedback is what shaped a lot of things in this beta, and will be what shapes the game to come in the future.
- ODS Team
Improvements from CBT1 on Steam
In October 2021, a playable build for Lost Eidolons was revealed through the first closed beta (CBT1). Ocean Drive Studio team was able to evaluate the game from multiple aspects, with players sharing much valuable feedback during the beta. We have been working hard to make the game more enjoyable by reviewing and making changes based on the feedback from players and from within the team. In CBT2, we made improvements to what could have been better from CBT1. We hope this beta is an opportunity for players to see how far Lost Eidolons has come.
Combat Improvements from CBT1
Implemented some of the feedback we received from Steam Next demo and CBT1
Added various triggers for in-battle events for each chapter
Improved presentation (camera, animation, etc.) and sound effects for attacking/taking hits in combat
Improved combat UI/UX
Improved combat controls/system
Details can be found under the relevant section under Content Changelog.
Camp Improvements from CBT1
Implemented some feedback from Steam Next demo and CBT1
Improved quest stories in the camp
Improved camp content/system
Improved presentation (camera, animation, etc.) and sound effects for each camp content
Improved camp UI/UX
Details can be found under the relevant section under Content Changelog.
Cutscene Improvements from CBT1
Added opening cinematics
Changed the previous 3D character cutscenes into dialogue format cutscenes
Implemented camera and animation improvements
Applied voice-over and improved sound effects to cutscenes
CBT2 Content
Added Opening Videos
Added opening videos and tutorial battle that give you an inkling about the lore and relationship among characters.
Animated illustrations
Opening cinematic
Opening battle (includes tutorial for basic controls)
Cinematic for Eden’s escape
Chapters
Chapter 1: Mercenaries of Lonetta Contains 5 cutscenes and teaches the player basics of the system menu and turn-based combat system.
Chapter 2: Trouble Calls Contains 4 cutscenes and teaches the player about ranged combat, guards and critical hits, zone of control, utilizing items, undoing actions, and displaying risk range.
Chapter 3: Breakout Contains 10 cutscenes and teaches the player about spells, weapons and weaknesses, swapping weapons mid-combat, turn limits, and item drops. Additionally introduces the camp outgame system, instructing players the basics of interaction with allies, rapport, quests, and Spells/Map UI.
Chapter 4: Break of Dawn Contains 1 cutscene and teaches the player about battle preparation and fighting monsters. Camp section introduces merchants and Advancement Ceremony.
Chapter 5: The Proving Grounds Contains 6 cutscenes and teaches the player about context actions, combat skills, tile effects, treasure chests, and special enemy mechanics.
Chapter 6: Murder of Crows Contains 5 cutscenes and teaches the player about poison effects and charged attacks.
Chapter 7: Thorned Rose Contains 4 cutscenes.
Chapter 8: Slumbering Bear Contains 5 cutscenes.
New Features and Systems
Since the Steam Next demo and CBT1, we’ve added:
Gamepad support in CBT2
Content Changelog
Combat
Improved combat animation
Improved the animation speed-up feature for allies/enemies
Added the animation speed-up setting
Added the animation skip setting
Made in-battle events more varied
Added/improved in-battle events for each episode
Combat system
Added tutorial information, as well as weapon/armor affinity information (added tooltip/icon information)
Implemented real-time display of enemies you can take hit from in battle
Added indication for units that can take action/already took action in battle
Added attack range display for the ballista placed on the battlefield
Added the More Info feature for enemies/allies (select a target unit and press Left Shift)
Added terrain tutorial, as well as effect description of each terrain on UI
Improved controls so that you can directly attack a target within your movable range
Improved the placement of the Ram Gate command (if it is available as an attack, it will be placed at the top of the list)
Added the Restart menu to restart the battle
Added the Manage menu (allows for making changes to characters before battle)
Added the Return to Title menu
Improved/added hotkey features
Can be set under Settings - Controls
Improved UI
Added ally units' experience bar in battle
Improved indicator for weapon equipped by the character (can be checked when swapping to secondary weapon)
Changed portraits to match the attire of the unit
Improved information notation in the More Info window
Gameplay & Balance
Implemented normal and hard difficulties
Camp
Improved/added story for camp quest and regular dialogue
Main/side quest dialogue
Character interaction dialogue
Improved Advancement Ceremony presentation and information display
Added overall class information table
Added detailed information at the time of class unlock presentation
Applied improvements to the training content within camp
Improved the real-time training (sparring) system
Implemented training plan content for growth
Implemented the per-skill details and range display UI under the Skills menu
Added icons for characters you can talk to in the camp
Improved the character menu UI/UX in camp
Improved Advancement Ceremony UI and presentation
Codex System
Improved the Leadership system
Reputation board
Complete the quests provided through in-game activities or combat to receive rewards for each reputation stage
In-game currency, accessory equipment, or consumable items
Improved the UI for Characters, Equipment, Class, Skills, Grimoires, Storage, Journal, and Camp Map menus
Added the Codex, Rapport, and Conversation Log menus
Class Advancement
Added an information window where you can check all information on classes
Bug Fixes
Fixed issues reported in CBT1
Known Issues
General Features
Applied localization for multiple languages
Some text may be untranslated for the supported languages
There may areas where the UI sizing is not optimized for each language
Issue where a lingering image remains on the screen during screen loadings, when you transition from a cutscene to a battle and vice versa
Cutscenes
Please be advised that cutscenes are still under development (polishing)
Cutscenes have been changed to dialogue format
Some awkward character animations remain. These will be continuously improved until launch
Characters' gaze, expression, and lip sync improvements are continuously in progress
Camp
When using fast travel through the Camp Map menu, an intermittent error may occur where it triggers in place, instead of moving to the character you selected
Some awkward character animations remain. They are continuously being improved/fixed
Issue where a character is obstructed by another character during Advancement Ceremony
A brief camera issue occurs during the presentation of sending troops through the Taskmaster at the camp
(Added with beta2.22w18.04.R176) An issue where 3 characters ineligible for building rapport (3 merchants) show under the Rapport menu in camp
Combat
In dialogue, there are cases where some soldiers do not have lip flaps implemented. These will be addressed before launch.
Some awkward monster animations remain. These are under improvement work
Cases of some terrain being obstructed in combat remain. These are under improvement work
There is an issue where the graphics quality drops for the combat background in chapter 2 and chapter 7 (trees, grass, etc.)
We are working on combat background asset and lighting optimization to address this
We are working on character lighting optimization to address this
(Addressed in beta2.22w18.04.R176) Implemented the optimization for combat background, character lighting, etc. in chapter 2 and chapter 7
Please note that there may be other errors that have not yet been identified.
In Development
Animation for monsters that appear in battle
Saving during battle
Saving gameplay during battle is currently under development
For now, the game auto-saves at the start of the battle
We are developing a feature that automatically equips skills that are learned as the character levels up
Localization
Supported Languages
German
Russian
Spanish
English
Portuguese
French
Korean
Localization Bug fixes
Voice-over applied
Camp only has VO for the main quest line and it’s as intended
Various text related bugs reported during CBT1 resolved
Localization Known Issues
Loading text display in English for other languages
Some menu items display in English for other languages
Some UI has text cut off in all languages
Some UI texts have overlapping text in all languages
Some icons for keyboard shortcuts display in English in other languages
Some text place holders (-no-value-) displayed in all languages
Some characters' lips are not synced to dialogue
Discoverable items, “Documents” do not appear in the inventory at the current time
Different Keyboard layout for other languages are not yet supported
1. Bug Fixed: The “Military” of Steam Mech was a negative number. 2. Bug Fixed: The monarch could be lobby to be appointed as an official. 3. Bug Fixed: The upkeep of the military camp was twice the actual cost. 4. Updated the English translations, some Chinese typos have been modified. 5. Optimized the unreasonable part of the tech tree, mainly the Imperial Guard, Darkdust Tribe, Noseiffen and Adas tech tree. 6. Increased player's income. 7. Some tech tree contents have been adjusted, the attack speed buff has been changed to a fixed value. 8. The damage of the Bloodblade skill is corrected. Some hero skills have too long CD, now reduced. 9. Adjusted the stats of troops, mainly HP and attack power. 10. Fixed a bug that would cause the game freeze/game crash.
Hi to all of you who love cats! Already added No Cat Fights Here to Wishlist? We hope so (●Φ ౪ Φ●) Add to Wishlist! Why do these cute animals insist on fighting on top of the roofs? It's time to put an end to this. Draw the path they must follow and prevent them from meeting.
Hi to all of you who love cats! Already added No Cat Fights Here to Wishlist? We hope so (●Φ ౪ Φ●) Add to Wishlist! Why do these cute animals insist on fighting on top of the roofs? It's time to put an end to this. Draw the path they must follow and prevent them from meeting.
Updates to King Arthur: Knight's Tale have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Patch v1.0 - Final Release | April 26
Thank you!
The gates of Camelot are opening, and we would like to extend our thanks to everyone who helped making this possible.
Thanks to every Kickstarter backer who supported us from the very beginning and made the game a reality. Thanks to our Early Access players who joined us when we took our first steps in Avalon and sent us invaluable feedback during these months to help making Knight's Tale better. Thanks to the Beta testers who provided input on the fights you're yet to fight. And many-many thanks to you specifically, for taking the time to read this short message and taking up arms against the Once and Future King.
To kick things off, let us share the game's release trailer with you! You might have already seen it over at IGN's YouTube channel, but even if you did, it's worth taking a look once again!
In case there are some unclear details about the game, make sure to check out this quick FAQ we put together. At the same time, if you have any further questions, feel free to reach out to us over the Steam forums, or on our official Knight's Tale Discord server!
If you'd rather hear your question answered live, we've got you covered! We're going live on our Twitch channel on Wednesday, April 27, 4PM CEST / 10AM EST. As always, we've got lots of gameplay in store, but the Twitch experience wouldn't be complete without chat, so come and hang out with us! You can also submit your questions beforehand over at this link - we'll make sure to get to as many as we can.
So without further ado, let's go ahead, take a look at Knight's Tale's final release update, and uncover Avalon's mysteries, shall we?
New Features
All 4 Acts of the Campaign are now available
Added several new side-story missions with recruitable Heroes
33 Heroes in total waiting for your call into battle
Added 20 Endgame missions as well as unique bossfights available after the conclusion of the story campaign
New enemy factions:
Picts
Seelie
Unseelie
Fomorians
A completed, fully unlockable Morality chart
A completed, fully unlockable Adventure map with several POIs (Points of Interest)
Added a new CGI cinematic to the end of every Act
Added Localizations for the following languages:
French, German, Russian, Brazilian Portuguese, Spanish, Simpl. Chinese, Polish as well as Hungarian
Numerous Challenges have been added:
Complete challenges to acquire unique, powerful Essences which grant permanent effects to your Heroes
Numerous new Events, many of which granting Morality points, have been added
Hundreds of new common, uncommon, relic and special items
Steam Achievements (50+) unlocked
Numerous new soundtracks while many of the Early Access tracks reworked
Misc
Revised and rebalanced all missions, enemy units and skills of Act1
Revised and rebalanced all the traits of the Heroes of Act1
Added an English subtitle to the cinematic intro
New Consumables (Tomes) with special effects (like "Resets a chosen Hero's skill points" etc.) have been added
Events appearing above locations will be available for 3 missions' worth of time. If you don't take any action until then, they will vanish. The remaining turns will be displayed on the event window
Heavy injuries received a separate icon to be distinguishable from light injuries
If a Hero is sent away in an event while holding a building title in Camelot, they get removed now from the position
Traits giving bonuses when a Hero holds a building title were dyed gold to be distinguishable from other type of traits
The Heroes' building titles will be displayed in the pop-ups of the Hero portraits on the Adventure Map
Added a field of view to the map and the minimap as well which points toward the direction of the camera
Revamped the objectives list
You can unlock any of the Heroes now on the Morality chart which will spawn a new side-story mission in which the Hero can be recruited
Numerous GUI-related improvements
Some Heroes received new Preset items
Added a Visibility Distance option under the Graphics settings
Added a Shader Quality option under the Graphic settings
Updated the Tutorials section
Fixed bugs
Fixed various crash issues
Considerably improved the general performance across all maps
Fixed an issue where Loyalty points were not calculated properly
Fixed an issue in the Fire with Fire mission where an encounter didn't trigger if we approached the location from a certain position
Fixed the Basic Physical Training upgrade which provided only 1 HP instead of 2
Fixed various typos and descriptions
Fixed an assert in relation with the Scholar trait
Fixed a string under the Game Mechanics tab in the Journal
Not every trait had their own tooltips. This has been fixed
We have some exciting stuff for you this week in the patch notes!
Before we get to that though, lets talk a little bit about future updates. This is our penultimate patch, so barring anything surprising happening you can expect one more patch from us before we consider the game finished. That next patch will likely consist mostly of a large scale overhaul of our sound effects, along with any other minor fixes or improvements we implement over the next week.
Patch Notes
This is our biggest patch yet with a new hat and a ton of various improvements!
Content & Features
New Hat: The Party Hat!
When used, the Party hat will push all nearby players away in a shower of confetti before granting you a random other hat.
The Party hat has very low damage and finishing power, but it's wide range and ability to give you a new hat immediately makes it an appealing choice for chaining combos.
Balance Changes
The kill-area bounds on the Crafting Desk stage were a little too tight. We've widened the playable area to allow players more opportunities to recover when knocked off the stage.
Increased the playable area of the Crafting Desk stage. This increases how far off the stage you can go before you are killed.
Visuals
Increased the shadow quality at all quality levels through various different means.
Further increased the shadow quality for the "High" quality setting.
Added a post-processing effect which blurs parts of the screen. This is only enabled on the "High" quality setting.
Made the visuals slightly more stylized in general through a post-processing effect.
Added clouds to the background of the Arena maps.
Fixed an issue where the interiors of many hats were see-through.
Made the Bunny Hat more stylized.
Lots of small tweaks to hat details.
Replaced the hit VFX on hats that hadn't yet had it updated.
Tweaked several of the animations.
Replaced the old lance model with a sword on the Knight hat.
Miscellaneous Improvements
Added a Credits screen.
Updated the Controls screen.
The game should run a little faster in general on most computers.
Tweaked the bounds in the Lobby Menu to reduce the instances of players ending up stuck or ending up in positions where they couldn't be seen.
Updated the level preview images.
Bug Fixes
Fixed an issue where you could see the background through some loading screens and menus.
This is Akira Kurochi, the director of DEADCRAFT at Marvelous.
In this post, I will talk about how action and survival work in our game, and how crafting is at the foundation of everything.
Since the game is set in a post-apocalyptic world, I thought about what life would be like. I imagined a world where resources are scarce, food and water are difficult to come by, and even just surviving is a daily challenge.
We wanted to incorporate realistic gameplay elements that would make the struggle for survival feel more intense and desperate, such as expending energy when running and attacking, and becoming thirsty and hungry as time passes.
Although thirst and hunger do not kill you immediately, they do put you at a disadvantage: the screen becomes blurry with thirst and your character’s movement becomes slower with hunger. To prevent this from happening, players must always be thinking about their next meal, and remember to sleep to recover energy.
But just how can you obtain these items necessary for survival?
We thought about this question and decided that in addition to finding items or buying them at stores as you might in another game, it would make sense in this setting to be able to threaten the townsfolk and shopkeepers for their belongings.
Of course, you can’t do these things with impunity, and raising your notoriety can put a target on your back. Since NPCs also live in the same post-apocalyptic world, it is only natural that shopkeepers hire bodyguards to protect their business. You can fight for the items you want, or you can choose a more honest method of gathering resources and paying for those items instead. We hope you enjoy playing the game your way.
Finally, I would like to talk about crafting. This is the foundation of the game, so much so that we included it in the title.
You can craft all the food and drink you need to survive, and beyond meeting your basic needs there are even food items that grant powerful buffs.
You’ll also need a powerful arsenal to take on your enemies, and you can craft a wide variety of weapons from scratch, as well as upgrade everything in your collection. There are all kinds of weapons, from melee to long-range, so not only does crafting make you stronger, but it can also let you change up your playstyle. You can even create placeable items, such as automatic turrets to mow down large numbers of enemies, or grow a team of zombie companions to fight for you.
We hope that you will try making and using all kinds of items to survive the world of DEADCRAFT.
Akira Kurochi DEADCRAFT Director
*Screenshots captured from a game still in development.