The Dragonfall Winter Spectacular is now back with the decorated tavern/town with everyone's favorite Christmas tree. Sadly the Santoliches didn’t come back this year, but some new pets have migrated to Dragonfall during the holidays for you to collect as well as a new Chaos 10 Shard. The Winter Town and tavern has returned to dragonfall and hopefully not as long as last time!
NEW PETS!
New Winter Wonderland Pets Bundle!
Revamp Daily and Weekly Quests
The UI got a refresh that better matches other UI's in the game
Added New Daily Missions for Tornado Valley Region, The Wild West Region, The High Seas Region, DrakenFrost Region, and Lost Dungeon Region
Created new Weekly Challenges - Gobu Destroyer, Treasure Hunter, Incursioner, Big Game Hunter, Onslaught, Mad Scientist, Explorer, Civil Engineer
Moved all old Weekly Incursion challenges to Daily
Created new Daily Challenges for Griblok’s Horde, Return of Maldonis, Dark Awakening, Revenge of the
Yeti, Dawn of the Blood Moon, Wyvern’s Den, Harbinger’s Warship, and Jester’s Revenge
Created new Daily Challenges - Gobu kills, Orc kills, Mage kills, General kills, Miniboss kills
Increased the amount of Defender Medal's weekly challenges given from 600 to 1200, and increased the requirements of some of the old weekly challenges
NUE Quest Line
This patch introduces a new quest line for new and old players that guides them through the different game modes of the game and has rewards throughout including Gold, Defender, Medals, Shards, a free bag, and a bank slot. This questline is an excellent example of new quest lines we want to do in the future. The quest line begins where the campaign ends, with the Dragonfall Savior quest kicking it off.
Emporium
Added Winter WonderLand Skin Bundle IncludesReaper of Future Winters, Nymph of Yesteryear, Mournful Moorley, and Lord of Winter’s Bounty Skins
Added Winter Wonderland Flair Bundle includes Krampus Hat, Krampus Tail, Krampus Wings, Snowflake Wings, and Candy Cane Wings
Added Silver Dragonfall banknote to the emporium that gives 1,350,000 gold
Added Gold Dragonfall banknote to the emporium that gives 4,500,000 gold
Added Winter Wonderland Accessory Bundle including Elf Hat, Festive Antlers, and Gingerbread Mask
Added Winter Pet Bundle including Penguin Commander Egg, King Nutcracker Egg, and Snow Mage Egg
Added Individual Winter Pets to Tree
Added individual gold Winter Pets to Black Market Dealer
Added New Gold Ground Flair to Black Market Dealer
Balance
Changed the AI behavior of the pawn-based tower
Added linger to home time to offset some speed-based balance issues
Fixed an issue with pawn target updating for spawner towers
Fixed an issue where if flying pawns from the spawner tower used to look at target functionality it wouldn't reset to its original rotation on the idle state
Fixed elemental trait of the nimbus tower not being water
Changed nimbus to do water damage by default
Increased nimbus AoE range by 50%
Increase Flamethrower Damage by 25%
Increase Ramster Damage by 25%
Change max enemy count on The Lost Temple from 130 to 80
Freeze now has DR like all other stuns
Added a 40% slow for 2 seconds after the end of the freeze stun
Added a 40% slow for 2 seconds after the end of the shatter stun
Increased Mystic Dark Torment self Damage Multiplier from 1.5 to 1.75
Dark Torment Damage multiplier now works on Mystic Towers
QOL
Split the Head and face slot flairs allowing for more flair variations.
The end game loot chest now automatically opens.
Added timers and icons for Swap Damage, Swap Ability power, Swap Crit, Swap Crit Damage and Swap, Mana Gain Chip, and Mana Growth Chip.
Bug Fixes
Fixed corrupted Polearm’s Projectile not procing on-hit effects
Have a great holiday period! There is a Christmas campaign created by a small army of elves led by Melch. Help Santa retake the North Pole from South Pole backed elf separatists! This could've been bigger if there had been more helpers, we can maybe build upon it going into January if people see this and want to help. Access it on the content menu. Thankyou Elves and Santa!
Gladyon has extensively changed the wheel algorithms and what you can all change on them. Animation DLC stuff is coming we are just waiting on Steam giving us some test keys and okaying everything.
Betatest build: Fix: Explosions, Internal algorithm problem fixed and more explosions debug data added, explosions should deal about 10-15% more damage Tracks, Tank tracks should now be generated correctly in all situations (only convex tracks are allowed) [BUGS-3878] CJE, The flame orientation will now be correct when loading a blueprint [BUGS-4080] Automatic propulsion, Fixed some cases where the automatic propulsion UI lists assignments with 0 value
Add: Tracks, It is now possible to configure the tracks thickness Tracks, It is now possible to configure the lateral position of the tracks, relative to the wheels Tracks, It is now possible to reset the axle length of all the wheels in the track to 0 Tracks, It is now possible to add an offset to the axle length of all the wheels in the track Tracks, It is now possible to override the track material per track Wheels, It is now possible to set a coefficient to the wheel's width Wheels, It is now possible to set an offset to the position of the suspension's spring attachment
Change: Tracks, BPs saved in a previous FtD version will have their tracks width reset to 1m, use the 'Track' tab in the UI of any of its wheel to set the track's width as desired Tracks, Tracks now have a uniform width, even if the wheels do not have the same width Tracks, The tracks width isn't linked to the wheels width anymore, it can (and must) be configured independently using the 'Track' tab in the UI of any of its wheel Tracks, It is now impossible to mix mirrored and non-mirrored wheels in the same track, all wheels in a track must be either mirrored or not mirrored
I'll be in Arkansas for the next week or so and wont be bringing a computer with so I won't be updating for the next week.
Grim (My Artist Friend) and I have been working hard to bring you guys something substantial this week for a DR4X update.
We ended up overhauling the tiles and UI based on player and nonplayer feedback.
There are also a few balance changes, other extra bits here and there and so on.
Gameplay and UI
-New Rogue Model
-New Ranger Model
-New Zombie Model
-New Plague Bearer Model
-New Ghoul Model
-New Arsonist Model which matches their profile pic more
-New Warrior model
-New Cutpurse model
-Reworked Camapign Screen UI
-New Button Art
-Updated Resource icon/Buttons at the top of the screen to look way nicer
-Updated deploy mode header to something nicer
-Updated scenario mode header to something nicer
-Improved goals popup
-New sounds when news and menu pop up
-Decluttered top of screen in game
-Completely reworked tile art
-Updated gambling hall and inn descriptions
-Added cute cartoon hands to some of the models to make it easier to tell which direction theyt are facing and to make it prettier
-Make turn progression be in bottom right and hide end turn next building and next unit
-When game ends it also hides the next turn, button and the next unit and next building buttons
-Snowy moutain is now higher up then normal mountain
-Updated next turn button
-Updated next building button
-Updated next unit button
-Made ProNode NodeOS dichotomy more consistant.
-Made outline on units thicker
-Added new program to terminal
-You may notice some extra particle effects here and there, fore example you can see the acid dripping from rust spitters mouths nopw. The fire on the arsonists cigar and so on.
-Updated some text to be more evocative of the world.
-More spooky string changes
Bug Fixes
-When i changed the material shader forever ago, I apparently forgot to update the particles to show up over them so for the longest time particle effects havent worked great. I have now fixed them all.
-Fixed bug where units would show up over tiles even if they were techniclaly behind the tile.
-Fixed issue with The Hunt scenario where tiles werent up to date in it and only it for some reason
-Fixed bug where end turn tooltip would hang on screen while turn was progressing
Balancing
-Im pretty sure I did make some balance changes, but i didnt write them down so i guess its a mystery lol
Suggestion for testers
-Try out the game now!
YouTube Spotlight!
-Nothing this time
ADDITIONAL NEWS!
I'll try to get the map modes in for next changelog in two weeks. That and some rogue rebalances. I really really want to update the bandit faction. I also have some ideas to make the tile placement of buildings matter more.
- Be more careful in traffic. Cars can dodge obstacles and cut you off - Avoid hitting the cars (I'm serious!!!). If you crash you will have damage deducted from your collected coins. - You will not collect maneuver bonuses in the air as easily when you are flipping over. ahahahah
Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
Hello Champions!
Here we are, Winter Update is live on Steam now! As we've already said here, plans have slightly changed on the way, so we are going to provide all the info you need to understand what's going on in the next weeks, leading to a glorious start for the new year! A massive changelog is available at the bottom but let's go step by step and let's begin with the latest news from Plamen!
HARDCORE MODE AND PERMADEATH
Here we are with two of the most requested features since a long time. We have set-up a survey to hear from you about this and, surprisingly, the vast majority of the players asked for these new options as in-game options instead than just tabs in a menu. So we tried to figure out a way in between what's already available in other games and something new as we like to do. We think to have found a good way to integrate both options at the best [nothing set in stone being in EA but still]. Both Hardcore Mode and Permadeath options will be available after a succesfull first run. Once you've done in Plamen for the first time, you can start a new character and you will be able to customize the experience. The initial flow has been changed so you are not going to end the tutorial and jump directly to the capital city. Since now on, you can take some time inside your stronghold before leaving for the capital city and with your second run, you'll have the chance to interact with a character in the training ground, allowing you to turn on Hardcore Mode. This means a few interesting things: all the mobs will increase their HP and PD by 75%, you and your party will start with -25% HP and PD and all the items equipped will be lost in case of death! The choice is not reversible, so it's something to be decided before leaving the stronghold for the first time. About Permadeath: a Martum Shrine is now available on the world map. Worth a visit if you want to bond yourself to the god of death: no resurrection if you die, game over!
There is a new shrine available on the map. The god of Death awaits
After your first run, look for this guy here in your Stronghold
COMBAT AND GENERAL BALANCING
We had a massive round of changes in values for almost every item in-game. Not the final one of course, but we've changed a ton of weapons, armors, etc, to slightly decrease the difficulty at the very beginning and to increase the challenge on the long term. Some of the mobs are now more resistent and hit for more HP, while players' resistance have been changed while fixing a number of armor/weapon sets still having wrong data from the previous iterations. Some FA have been reworked to give a better flow for combat in general, considering the environment and so on. In addition to these features, the update will also introduce new quests to the game, providing even more things to do and discover. Players can expect to encounter new enemy types as well, each with its own unique abilities and behaviors. And to top it all off, the game received a general polish, with various bugs fixed and overall performance improved.
ENEMY CHAMPIONS
A new round of balancing has been done. Not the final one of course, but we've changed a few values for enemy champions to make them more challenging and reworked rewards and the way they are rolled in the Competitve Mode.
NEW BOSS FIGHTS
First and foremost, we have iterated the abilities and tactics of the bosses to make them more formidable and engaging to fight. We have also increased the rewards that can be obtained from defeating bosses, including rare items and equipment that will help players progress through the game. In addition to these changes, we have also made some adjustments to the difficulty of the boss fights to better balance them for players. We have taken into account the feedback we have received, and we believe that these changes will provide a more satisfying and challenging experience for all players. The Burning Feet tribe is now ruling Tyrant's Grave, which has been dressed from scratch, according to the game lore which was not perfectly fitting the mobs there. Amaya and Morana [with their gang, The Sandclaws], are now based in the old orcish fort of Krazurag, protecting an old port wiped by The Tempest and now turned into a cemetery for boats and cargos. The abandoned palace of Dham-Dhorun is now home for the dreadful Lord of The Rats, Rymzek and last but not least, a dangerous warlock is apparently leading the Circle in Larastir now, with The Elder Trees of the Elves in great danger
Rymzek in Dham-Dorun
NEW MOBS
Drolnaks and Reapers! Drolnaks, once beautiful creatures that would pollinate Plamen, allowing nature to live on for the eras to come, now creatures of pain and suffering due to the corruption of Alaloth's Tempests. Slowly they transformed into deformed insects, their stinger deadlier than ever, and their mind knew nothing but death. Before they would stay out of a mortal's way, now they seeks them out, unafraid, in order to destroy what they once help to create.
Drolnaks: they sting!
Reapers are vicious tentacled plant-like life form, composed of six prehensile tentacles that allows them to move slowly. They lie still until prey comes within reach, then snags the victim, crush the life from it, then swallow it in their beaked maw. These monsters live a long time, and ithey often dwell in such foul, toxic conditions that the contents of their stomach and lungs are filled with horrid gases they can exhale on opponents, to stun or incapacitate them, to make feeding on them easier. Some can even spit these toxins at victims who stray too close for much the same reason.
Reapers: the are poisonous!
WORLD MAP UPDATE
We thought that adding a few new areas would have been great. We were aiming to add 4 new FA and 4 new POI back in September but you know, things change fast in game development. So, yes, we've added 4 new FA to start but 31 new locations followed. We have worked on what you haven't seen yet of Plamen [The Outer World], so we had to connect dots considering the long terms and started doing things, development-wise. First of all, we had to dress the new region of Kalinglad while fixing the new fast travel options. So we created ports, we created griffin platforms, taverns for each small city to rest in, to avoid waiting outside the place, new POI and so on. Considering the whole thing, we ended up with more than 40 locations but the next bunch will be available in a while, along with a first overview on the whole continent, with new kingdoms and areas that will be playable with future content updates and DLC. Always consider that the new areas will be filled with contents in the next weeks and if you find an area which is not full of people and QG, it could be by design so pay a visit in different moments of your run, cool things can happen!
The Four Kingdoms
GRIFFIN RIDERS
Griffin travels is a new feature in Alaloth that allows players to travel around Larastir using griffins as their primary mode of transportation. These majestic beasts are not only faster than any other method of travel but are heavily bonded to the immortal Elves, the only able to ride them in the sky. To use the griffin travels feature, players will first need to obtain the trust of the High Chancellor and of the Griffin Lord Khidell, the greatest rider of all eras. With griffin travels, players can easily explore the far reaches of the Republic of Larastir, and discover new areas and quests. The feature offers an exciting and dynamic way to experience the game world. The Griffin Keep can be found in Edhenen.
Elves only
BOAT TRAVELS
The kingdoms are surrounded by seas and from today, players will be able to sail the Sea of Solitude and The Shimmering Gulf, reaching The Treasure's Bay and the southern region of Kalinglad, a new area of the Blessed Kingdom of Edherest, ruled by many different houses once loyal to the royal family, Player can found a boatman in each port on the coastline, with the chance to travel to Windscar, Rockstarn and Na'Sharak in Baga. Travels are not free of charge but a safe way [at the moment] to avoid long dangerous trips on the road. In general, pawns will not be able to cross big lakes too and even reaching The Vanishing Keep and the Red Mage will be possible only with the help of a skilled sailor!
Pay a fee, sail the sea
WAR ROOMS AND MILITARY CAMP
Players have now access to War Rooms, directly from the Throne Rooms in each kingdoms. Access to these rooms is set for race, this means that even if a champion could be useful in some way for rulers of other kingdoms, this area will be restricted [you can check guards answering in different ways to you, depending on the race of choice]. You can find new quests here at some point but in general, War Rooms are a first step for something bigger actually under iteration. Same for the military camp popped now north of Edherest. Consider these places as new points of interest in which QG can appear with the time passing, but hey...what about large scale battles in the future? More soon.
The Dwarven War Room in Karak-Hohn. Just one of the four available in the kingdoms
Troups of Edherest in the North of the Blessed Kingdom
THE TEMPLE OF VIRTUES
This is one among the new FA available with the update and it's important for a few reasons. It's not a big area but we've used this as a sort of text area for things to come. Puzzles are in there, along with traps, levers and some narrative chronicles, directly connected with some new tech stuff we are on now. It is just squeezing something bigger in a small sized place but you can think about these kind of interaction [both gameplay and narrative related] for the next updates.
Check some new tech-related stuff here
VOICE OVER
We are going to tell you more about localization next year [good news!] but in the meantime, we've added spot voice clips on vendors all around the world [not in all cities but it's a first iteration]. Even a few mobs and boss have now tailored voice over clips.
COMING UP NEXT
As we already explained, we had to change the plans we've shared back in September for many different reasons. Our team has been working hard to bring you the best gaming experience possible. We have decided to pivot slightly in order to better align with our goals for the game and ensure that it meets the high standards we have set for ourselves and our players. This change will allow us to deliver a more polished and enjoyable final product. We are not talking about nothing crazy, no worries! As you noticed, we started with 4/6 new areas in mind and set 35 new areas, with 10 more to come and we've added on features on request such as Permadeath and Hardcore Mode. We prioritized this considering the big picture but all the other features on the way will be available in the next weeks [give us time to have a short break for Xmas!]. You can already find The Bleeding of Hashak in-game, to set-up the Arena Mode that is in the work. You can find War Rooms and the first Military Camp in-game, to open the way to Battlegrounds [working title]. You are going to get new traits but we need some extra time to blend everything properly, with a new crafting system, new skills and professions and yes, we are focusing on magic and spells, always considering the game lore and setting. Sword & Sorcery than [working title]. Ton of new stuff is in the work, just remember we are a team of ten and sometime we need to plan things wisely to avoid burnout and crunch. To summarize: we'll be back at work after Xmas, we can consider this [huge] update as a first part of bigger one, that starts today to end in January when we are going to provide a brand new roadmap leading to 1.0 with all future contents, DLC and ideas we have to share with you all. More polls, activities, community related events and such will be real and we are going to announce big things with Spring, hopefully. As usual, thank you for your continued support and patience as we work to bring this project among the best. We look forward to sharing more updates with you in a while!
CHANGELOG
Added
31 New cities, points of interest and misc locations - Windscar, Tanyard Footbrigde, Idaris's Shrine, Skull Rock, Na'Sharak, Arrowtooth, Vaizmil's Crossing, Rockstarn, Witch Waters, Mountain Hand, Martum's Shrine, Military Camp, Knife Ears Hideout, Griffin Keep, Griffin Platforms [Southern, Norhern, Western, Eastern], Path of the Damned, The Three Pigeons, The Hissing Shaman, The Moon Inn, The Wet Castle, The Stony Heart, Fal'Thalas, Boatman's Hut, War Rooms [one for each kingdom], The Bleeding
4 New Fighting Areas - Temple of Virtues [3 skulls], Tyl'Nar [3 skulls], Krazurag [4 skulls], Dham-Dhorun [4 skulls]
3 New Boss Fights - Tral'Motak, Jarek, Rymzek
2 New Mobs - Drolnaks, Reapers
9 New Achievements - Desert Surfer, Virtous, Gardener, Special Guest, Magic Mike, Troll Hunter, Skysurfer, Sailor, Pool of Radiance
Hardcore Mode
Permadeath Mode
Griffin travels
Boat travels
VO SFX for vendors in selected areas [cities mostly]
10 New Quests - Soaring Skies, Lord of the Rats, The Burned Feet, Underground Infestation, Two Greedy Northmen, A Brother's Honor, The Warlock of The West, The Elder Tree, Lost Virtues, Pool of Radiance
9 New items - Glory of The Tribe [Rare], The Wolfmane [Epic], Spider Axe [Epic], Dragonhide Cloak [Epic], The Last Wall [Epic], Ehn-Hohn's Sentry [Rare], Heart of The Woods [Epic], Brooch of The First Era [Epic], Cold Memory [Rare]
Changed
Revised and improved World Map to accommodate the newly added locations
Crossing large stretches of water in World Map will now require the services of a boatman
Replaced NPC Handeim model in Tale of Volkar the Brave quest
Grandmaster Necromancer Julika will now spawn only after player has reached level 4
Replaced Death Sisters in Tyrant Grave with the new boss Tral'Motak: because of this, Tyrant’s Grave has been now infested by desert creatures and trolls from The Burning Feet tribe
Changed Jarzothan shield SFX
Tweaked SFX for Spectral Circle and Imp mobs
Imp mobs wrong texture fixed
Headgear will now always be shown when in a combat area
Headgear toggle has been reinstated in Equipment tab
Revised runtime HP handling values for enemies
Increased damage output for enemy Champions
New UI featuring new Fighting Areas
Changed values for weapons, armors, trinkets and more than 60 wereables
Added ambient SFX in Fifth Kingdom’s wandering fighting area and Fifth Kingdom’s Cemetery.
Fixed
Special buffs against enemy types will now show properly formatted values in the item view
Fixed some NPCs playing their idle animations incorrectly
Fixed a bug causing skills to be unintentionally interrupted from movement actions of the character, and still play the skill animation
Improved string input handling (i.e. name field) in Character Creation
Improved formatting for attributes (i.e. racial bonuses) in Character Creation.
Fixed a bug that prevented the cost of resting in taverns to properly take in account the relative innkeeper’s discount factor
Fixed a bug that made the player spawn with no hair if headgear was disabled when in strongholds
Dynora Delven-Keh will now unlocks her codex entry upon interaction
Fozor Ferehk-Quas and Vulud Doh-Decah had their houses wrongly authored, now working properly
Fixed a bug that could lead to a mishandling of a click input when clicking on equipment slots in CharacterUI
Fixed missing portraits and missing descriptions in various items and loots
Ziggy has entered the God of Rock arena, an eccentric spaceman from a small moon that outlawed rock a long time ago. His rebellious nature led him here to take on the universe’s greatest musicians.
Ziggy is a resourceful fighter who uses his galactic star power to his advantage. With Ziggy’s unique combination of abilities paired with your combat skills, you have a good shot at becoming the God of Rock champion.
Watch Ziggy's spotlight trailer below to learn more about how to use his abilities to your advantage:
We were currently working on a bigger update, but it's taking a little longer than expected and we finally decided to split it up and release part of it today.
This update brings some changes to improve the playability, especially for the guitar modes. To increase the readability of the charts, notes will appear on a sloped plaform with some new destroyers, allowing players to see the moment they need to play the notes more clearly.
We also reworked the hand position indicator
As for drums mode, we added an option to have 'sticky' or 'togglable' grip for drumsticks:
As requested by some users, especially for drums mode, we also added a new volume slider for those who would like to hear the sound of their instrument above the music track.
In addition to the reported changes, a lot of work has also been done on some background codebase changes, which will be part of the next update, which we will hopefully reveal soon.
Brief summary of the main changes: - New note destroyers for guitar modes - Better hand position indicator - Sloped platform to improve notes readability - Player instrument volume in the audio settings - Drumstick grab mode settings - Latency improvements - Engine upgrade and performance improvements - Bug fixes
Hello everyone, we know everyone is excited for the upcoming release for "Surrounded", and so are we! Unfortunately, we had to post the following message 2 days ago.
If you have any more questions about the release, the game or something else. Join our official discord server to chat with us. We answer to everyone.
Steam Winter Sale is going to keep you warm through the seeding season…
Make a fire the old fashioned way and get rubbing with these fan favorites. We jammed a whole lot of crowd pleasers into this sale for you guys. The Steam Winter Sale is live and you’ve been waiting for it for some time, take full advantage. 😈