Greetings everyone, we are excited to announce the upcoming release of the Prologue for Darfall, a brand new and free addition to the game that will be available before the Early Access release.
The Prologue city will act as a prelude to the undead invasion of the Aganor continent, introducing the basics of the game's lore.
In this new map, the biome colors will be different compared to the green of the grasslands currently shown in the demo. You may see a snippet bellow.
New Hero - Axemaster
We are also introducing a new hero, the Axemaster, a warrior-type unit that wears heavy armor and is effective against elites. More details about the Axemaster will be covered in upcoming devblogs.
Several new additions in this free update include
demonic portals now spawn in the map. On the last day, an invasion emerges from one of the portals set to destroy your city.
unit upgrades! Now all your units and their ranks stay relevant, as you can upgrade you units into more stronger variants. For example, your Archer can be upgraded into Gunman.
reworked ability book featuring all 6 abilities for your hero. Pick the 3 that best suites your strategy and play-style
Make sure you don't forget to WISHLIST the Prologue itself on Steam in order to be notified of the release of this version. It's important to stay on top of updates and new releases, so you can have the best possible experience with the game.
Stay tuned for the next devblogs, where we will present you the Axemaster, Archmage and 3rd mystery hero in more detail.
Lukas and Martin from beyond the darkness of Darfall.
The old selection box was not very accurate in showing exactly what structures would be included in a given copy operation. A new selection box was implemented to improve the usability of selection operations.
Selection box is now a 3D cube in the world
Selection box now conforms precisely to the grid
Balance Changes
Base enemy camp density reduced by 50%, this should greatly reduce how many enemies initially spawn when exploring the map
Defense Platforms will now only issue orders to units in its attack range, so that it won't notify units that are coming from the navigation network
Hotfixes
Fixed a bug where the on-hover information panel was not displaying
Fixed a bug where tooltips were not positioned correctly when using different UI scales
-Slight Increased lantern damage -Made burning monster effect fade in faster and get slightly bigger. -Slight rebalance to monster's health -Tweaks to monster health regeneration -Slight tweak to monster focus
-Removed the Shadow (caped monster) teleport ability (Temporary change, needs rebalance or rework to improve clarity) -Reduced time needed for the Lurker (light monster) to leave you alone once it spots you
-Added a few more pages around the map, completing the book should be slightly easier now!
GAMEPLAY FIXES Important bugs have been fixed regarding player death and some small fixes that could affect the visuals:
-Fixed a bug where you would respawn if the player carrying your head died, and your head will be placed on top of his -Fixed being able to pick up pages or interact once you died -Fixed Monster focusing you while you died, it will now begin to investigate the area after killing you -Tweaks and adjusted how AI vision selects a target to focus
-Fixed potential mask visual bug when respawning -Fixed a possible visual bug regarding cultist aspect change when unlocking aspects/masks
COLLISION FIXES
-Fixed floating relics in temple, if you jumped on them sometimes you would get launched in the air -Underground house collision temporary fix, for now blocked off entrance from the top to ensure nobody falls through the gaps in between the house and ground, in the future we will add proper walkway and entrance from the top of the house -Improved and increased collision for various safe zones -Fixed Voidwalker (tentacle creatures) trying to attack you trough walls -Other small collision tweaks and fixes
This is about it for this patch, as we wanted it to release it as soon as possible since some of the issues addressed were quite major, you can expect another patch in a few days, in which, among other things, we will fix various collision and visual bugs that have been reported by the community! Thank you all, and we hope you have fun playing the game!
This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch being version 0.5.5
- AI deployment is now more varied and random, artillery won't deploy in bunches - Malakoff fort now has colliders so troops look like they are on top of the fort instead of sinking inside - Added an exit sound effect when closing the armory - Merit gain from scenario battles is fixed - Missionary Ridge scenario spawns corrected - More charging improvements with the AI - General campaign bug fixes - General AI bug fixes - Matchmaking fixes, ranked mode fixed - DLC Shogunate Faction added - DLC Imperial Faction added - DLC Japanese music added - DLC Japanese maps added - DLC Japanese campaigns added - DLC Japanese scenarios added
The German command attached great importance to holding Tikhvin, in order to maintain the positions of 39AC for the spring offensive, and to maintain control over the railway line along which the German troops were supplied. Specifically the Tikhvin area was held by units of 12TD. To the south, along the road to Raplya, were the defense sectors of the 18MID and 8TD units. In the Tikhvin area, the defense was occupied by the Soviet 4A, which held the front along the Volkhov-Tikhvin railway, screening Tikhvin from the north, east and south. 27CD, following order of 4A, reached r.Syas and r.Volozhba with its units with the task of cutting the Tikhvin-Raplya, Tikhvin-Rugui roads with a strike on Klinets-Rugui. Neighbor on the right - 60MRR (60TD) is moving in the direction of Gorodishche with forward units.
Three operations of 8-10 turns for each of the parties in November, 1941.
Precisely recreated area of over 90 sq. km: forest plains with harsh terrain and small settlements.
Historical organizational structure of units at the time of the offensive.
This week the Ara: History Untold Team would like to continue to highlight the progress we've made to the game's visuals. Our latest feat has been creating cloud shadows that roll over the various landscapes, adding a new layer of depth to our living world.
We took a simple approach to implementing this, wherein we take the XY World position of the Pixel and use that to generate tiling UVs for a cloud map. That cloud map then modulates the actual shadow value of the directional lights, allowing ambient light and ambient specular to still have impact.
The results are impressive, with the shadows creating more variation across the expansive landscapes. Don't just take our word for it, see the changes for yourself in the captures below.
A spliced view of what the savannah biome looks like without (left) and with cloud shadows (right).
A full view of what the savannah biome looks like without cloud shadows.
A full view of what the savannah biome looks like with the cloud shadows. Sunlight is more vibrant and shadows bring out variety in the terrain.
383: Early Access 0.17.14 - April 21, 2023 4:35 PM EST • Mobs in higher difficulties now attack faster. • Buffed mob damage about 20%. • Bank and inventory upgrade costs have been increased. • Single player mode now features a /players command which allows you to change the difficulty as though the game has a full party. Entering /players 5 will enable full party difficulty. • When you reset the game in single player mode, you will now see the main menu instead of seeing your online characters. This was an unintended bug.
We're excited to bring you a very special feature update!
This time around we're adding multiple unique rooms per level! This allows makers to add up to 15 rooms to a level, and connect them together with room warps. This should greatly open up the limits of what's possible to put into a single level! You can access rooms at the bottom of the Level Info tab.
To go with the rooms feature, we're also adding a new Keycard object, which is a collectible that persists between saves. This should make it easier to save progress/state between different rooms.
This update also adds persistent saves when playing levels, which gives the ability to leave a level and come back at any time to continue your progress. No need to worry about losing progress from leaving a long or challenging level! This works for both challenges and normal online levels. Note that speedrun times won't be shared if you resume a persistent save, though.
Hope you all enjoy the update, and we're excited to see what levels you all make with multiple rooms!
- The Elephant Crew
Changelog:
Multiple unique rooms per level
Persistent level saves - when you leave a level and come back, it loads your previous save
New keycard object - collectible that persists when you save (includes an event for grabbing)
Add copy/pasting objects to the clipboard with ctrl+c/v