Listen well scallywags, because the open sea calls to your Bob!
Exit Plan and Untold Tales are thrilled to bring you the next big update with the all-new Pirate Map.
This vast world is our biggest yet, loaded with new content including over a dozen unique islands and locations to explore, new enemies and friendly Bobs to meet, pirate battles, a tattoo parlor, a pirate supermarket for all your shopping needs and so much more!
With this update, we're also implementing many quality-of-life improvements, including:
A lot of tweaks and small changes around the Spacerace map;
Weather fixes on the Spacerace map;
Improved Swamp area on the US side;
Various small gameplay tweaks and visual changes in the Viking animal bosses;
Fix for the molotov when playing coop;
Translation for main menu objectives;
Fixed issue when items dropped by multiple characters are displayed multiple times;
Fixed positioning of player names in coop;
Tweaked Goalie to be better at catching balls;
There are tons of new items and secrets to discover in this new world. We poured all of our hearts into this, and we can't wait for everyone to enjoy this labor of love. So pick yerself up by yer bootstraps mateys and sail the open sea! There be booty to loot!
And when you find all the golden coins, brace yerself, for tales tell of a foul beast of epic proportions that inhabits these lands 🐙
I have released the new update featuring the castle area in the open beta branch. If all goes well then it will release to the public branch in a few days.
To get to the beta branch, right click the game in the steam library and select betas, you should see one labeled open-beta.
But please know that this branch is more likely to have bugs and more experimental/unbalanced content.
Patch notes: Vampires and Undead lose less blood while bleeding. Vampires regain blood much slower. Vampires regain health when attacking living objects that have blood, in melee. Improved projectile collision. Snails now have blue blood. Slimes now have slimy blood. Demi shows up more. More Alchemy recipes. Sheryl now doesn’t run out of vials but will set prices higher after the first 9 have been purchased, depending on how many are in your inventory. Fixed data saving certain variables on quitting. Added dynamic audio compression to prevent crazy loud sounds. Added new areas. Added new weapons. Added new magic. Added new npcs. Added new enemies.
Goldenjar Fall - Definitive Edition - Ardeal Studio
Changes on the Update:
Thanks to your feedback, we bring you the following improvements:
IMPORTANT!
Before playing the new versión, please delete your saved games. By default, your saved games will be in the following path:
Disk \ Users \ user \ AppData \ LocalLow \ Ardeal Studio \ GoldenJar Fall
General
We add our intro cinematic.
Improved character control.
Improved Korik's abilities.
Improved enemies work.
We added new special effects.
The graphic aspect was improved.
Sound
We improve ambient sounds.
Improved the sound of enemies.
We improved the sounds of Korik.
UI
New UI,
Bug fix
Fixed bugs with enemies and the final boss,
Fixed bugs in sound management,
We are very grateful for all your support and we want to tell you that we continue to work with all our efforts from the center of the mountain to give you the best adventure that is within our reach!
Traditional Rappelz birthday gifts are here! The cloaks that crossed the seas and oceans to please you have finally arrived! To get your decoration, go to the "Gifts" section of the game store.
All capes have the same characteristics.
The more experience you have with Rappelz, the more stripes on your cape!
Don't forget to pick them up before the end of this year so they stay with you forever!
Realms Deep is just four days away but we have some great news for you ahead of it. It's time for another Content Update!
Return to the plague-ridden town of Cruxfirth for a more fleshed-out first hub world. Assist the destitute townsfolk in new side quests and delve into the Damned Estuary for a hub-ending final showdown. Decimate abhorrent creatures with the Writ of Subjugation, an illicit scroll of primitive but effective magic, and the Ballista, a heavy crossbow capable of felling large targets at great distances.
Morevover, due to the feedback we've received from you after releasing the first Content Update, we have decided to extend development to polish and improve GRAVEN, as well as add a third content update releasing later this year. To ensure a simultaneous PC and console release, the launch date has now shifted to 2023. Check out GRAVEN’s detailed roadmap to see what’s in store for the future. With the release in mind, we are also introducing full gamepad support and multiple difficulty settings.
For now, enjoy the second Content Update and watch the trailer!
Full Changelog:
New Features
New Side Quest - Cull the Horde
New Side Quest - Hair of the Dog
New Side Quest - Personal Library
New Side Quest - Blacksmith's Armor Notes
New Region - The Damned Estuary (Boss arena)
All Regions - Audio pass
All Regions - Lighting pass
All Regions - Breakables pass
New Enemy Boss - The Festering Congregation
New Behavior - Nearby enemies after killing a player will receive a healing buff
New Behavior - Archivist will respawn until killed
New Behavior - Skeletons will taunt the player
New Behavior - Skeletons have destructible armor
New Behavior - Skeletons have damage modifiers based on heat/cold damage
New Behavior - Skeleton archers have a change to shoot ethereal bolt
New Behavior - Dihedral Priest become 'dizzy' if receiving hard hit to the head
New Behavior - Dihedral Deacons throw spear on death
New Behavior - Dihedral Clerics throw potion on death
New Behavior - Critters can be killed
New Weapon - Writ of Subjugation
New Weapon - Ballista
All weapons have visual upgrade changes
All weapons have underwater behavior changes
All weapons have sprinting behavior changes
Add difficulties Easy, Normal, Hard
Add the option to skip the intro sequence
Add in-game camera shake intensity setting
Add purchasable ammo from blacksmith
HUD - Additional low health indications
HUD - Additional damage indications
HUD - Quest complete notification
Add multi-tiered death penalty
Add hotbar saving
Waiting for other players' notification when waiting at a load zone for other players
Gamepad magnetism and aim assist
Gamepad UI navigation
Add pickup VFX for mana, gold, health vials and health potions
Bug Fixes and General Tweaks
UI: New Fonts
UI: Scaling and sharpness pass on all menus
Save System: FIXED: Library main doors’ wood blocks not saving
Save System: FIXED: Gates with infected that go from Town to the Cruxfirth Archives not properly saving
Save System: FIXED: Infinite loop if you named profile 'Default'
Enemy: Infected horde bonus adjustments
Enemy: FIXED: Skitterflys breaking in the Black House Bog region
Enemy: FIXED: Skeletons making weapons bloody
Enemy: FIXED: Lichanthrope not having a stun animation
Enemy: FIXED: Undecaying Honor opening door in clotted being triggerable before appropriate time
Weapon: Orthogonal Hymnal mana consumption rate is now fractional rather than whole number
Weapon: FIXED: Peat burner not damaging the player
Weapon: FIXED: All melee weapons hit effects playing multiple times on a single hit
Item: FIXED: Throwing health potions never colliding with the world
Spell: Tweak Discharge VFX
Coop: Further refinement of inventory handling
Coop: FIXED: Global footstep sounds
Coop: FIXED: Various incorrect attenuation settings
Coop: FIXED: Host alt-tabbing suspending the game improperly causing desync
Coop: FIXED: Client PP water effects appearing/disappearing oddly
Coop: FIXED: OverTime objects occasionally being added multiple times (and didn't clear on death)
Coop: FIXED: Dead enemies falling through the ground on client
Coop: FIXED: Weakpoint FXs not visible on client
FIXED: Random lines throughout world while 3DFX mode is on
FIXED: Auto-award of quest behavior on loading saved game
FIXED: OverTime damage not properly applying at low framerates
FIXED: Various lore items having wrong texture backgrounds
FIXED: Various floating assets across the world
FIXED: Boat going into reverse after 10 minutes of completing intro
Vanish (Defensive Special) - No longer has a slowdown at the end - Using knives no longer resets movespeedmult during Vanish - Movespeedmult reduced 1.5x > 1.3x - Movespeedmult length is now 1300ms (previously overwritten by the slowdown at the end)
Dimi Lightning (Basic Attack) - Fully charged bullet speed 4.5 > 5 - Now categorized as a Spell - Now adds 700ms SpellLock
Lat Lightning (Wide Attack) - Sprite adjusted for visibility
Doppelganger (Offensive Special) - No longer effected by SpellLock or AttackLock - Cooldown reduced 8 seconds > 7 seconds - Now has 500ms SpellLock (300 when focused) - AttackLock increased 500ms > 700ms (300ms > 500ms when focused)
Flashstep (Defensive Special) - No longer effected by SpellLock or AttackLock - Now grants 200ms weak invincibility at the start of charge
Sunburst (Basic Attack) - 3rd hit in combo now has 600ms Movespeedmult (the same as the 1st and 2nd hit, reduced from 1300) - Alternate color's focus version is now darker rather than lighter (To match with P1 color)
Lat Holy (Wide Attack) - Number of bullets now ranges from 12 to 62 based on charge (was previously 12 to 60)
Stun Wave (Defensive Special) - Now deletes bullets in a radius a second time, 100ms after the first
Lat Life (Wide Attack) - Draw layer adjusted downwards - Duration 12s > 14s
Butterfly Thrall (Offensive Special) - Fixed issue where number of bullets fired was dependant on framerate - Draw layer adjusted upwards - Movespeedmult changed 0.8x > 1.0x (overwrites other movespeedmults)
Hydra Head (Defensive Special) - Cooldown increased 6.5 seconds > 7 seconds - Now gives 1.1x movespeedmult for duration of invincibility (Duration increases with charge)
Dimi Dark (Basic Attack) - Attacklock reduced 1000ms > 900ms
Lat Dark (Wide Attack) - Deadzone decreased ~20%
Novi Starfall (Offensive Special) - Changed movespeed mult 0.8x > 1x (overwrites other movespeed mults)
-The list of lobbies now displays full lobbies -The 'search' option has been replaced with a link to the M&S Discord -The maximum number of players that can use a single lobby increased 8 > 16 -The time to make a decision after an online match increased from 30s > 60s
-There are now separate options for "Magnus" and "Magnus (Moving)" in the Training AI menu
-Fixed bug where, in training mode, border walls would disappear after a hit -Fixed the 'Spectator Bug', where spectators would desync and see characters getting hit over and over -Fixed bug where a sound would play when you hit up and down after selecting an option after an online match
To celebrate the end of summer, we released a new update
💪 Added new unlockable Arms and Heads! Play games to unlock them. 💪 Added additional Arm and Head to Supporter bundle. 💪 Fixed highfive hands in Prophunt not respawning correctly. 💪 Ongoing improvements to movement stability.
...Are you still maidens? A lot can change in... 15 months since the last post, gosh.
I've been busy myself with a plethora of different things, so I'll try to bring you up to speed.
First off, new patch notes for a new balance patch!
.........
Uh, on second thought, the patch notes are pretty long. Maybe I'll separate that out into a different post.
.........
A few months ago, a couple of the top Maiden & Spell players approached me about possibly updating the game with a few balance tweaks. Over the course of years of playing, a few lopsided matchups and weird quirks about particular moves had been rubbing them the wrong way.
So, we did a pretty long, back and forth, feedback-driven beta.
I'd be lying if I said these were carefully considered developer-knows-best changes. The truth is, these people have gotten so good at the game, and know it in-and-out so well, that I can no longer win against them.
So uh, I mostly did what was asked of me. And read lots of Discord discussions. And the results are patch 1.3.2.0! If you'd like to thank these brave maidens or try your luck playing against them, you can always do so in the Discord!
Yes, there are still people playing Maiden & Spell in 2022! It's lasted a lot longer than I honestly thought it would. It's still a great, welcoming community, so feel free to hop in, no matter your skill level.
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Next order of business, some news about my next game! (it's not actually called 'Rabbit Game')
If you're not in THE DISCORD, you might be a bit out of the loop.
Maybe you only, very vaguely, remember a post saying that I was making a Strategy Roguelite game with rabbit girls...
Uh, I'm not anymore!
Well, I'm still making a Roguelite game with rabbit girls. Just not the 'Strategy' part.
I... completely scrapped the game I had been making, and started anew last November.
Don't worry, you didn't miss anything. The game wasn't very good; that's why I scrapped it.
But, I didn't really start anew either; because my new Roguelite game is... very similar to Maiden & Spell, to be honest. It's reusing a lot of the code, as well as many stylistic choices. And that's made development go very smoothly since rebooting the project.
So smoothly, in fact, that... I'm almost ready to announce it officially! Expect something before the end of the year!
Here's a sneak preview to whet the appetite...
Please look forward to it!
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One final bit of news!
Maiden & Spell characters are making a guest appearance in NOISZ STARLIVHT!