Thank you for the quick feedback looks following the launch last week. We have managed to sort out a patch relatively fast to address the major quality of life issues that people wanted, here is the full patch notes:
Features
Full Controller Support - more improvements are still needed on this. Everything works with a controller, however, due to the fact that the character and the camera operate independently - in parts of the map this still causes issues. We will continue to iterate on that in upcoming patches. Mouse and Keyboard still is the most seamless way to play the game for now.
Steam Deck Support - Now that controller support is implemented, you can play on a Steam Deck.
Steam Cloud Saves - Steam now saves your save game to the cloud.
New difficulty levels added - We noticed that many people were having difficulty getting past the tutorial mini-boss. Three difficulty levels now exist in the game.
Korean Launguage Added - Because we are launching in Korea soon :D
Low Graphics Settings Removed - This was added initially because the game is an Unreal 5 engine game, and I wanted an option for people with old machines to play the game. This caused more issues than it solved - this has been removed.
Improvements
Indicators improved for combat targeting - There were too many indicators. Some were too small. This has been fixed.
Right click rotation improved - Right click rotation has moved to a more standard click, hold and rotate model.
Increased camera time on post-death clues - camera time on clue hints was too fast, this has been improved
Guard Captain boss fight grenade projectile bug fixed - The grenade projectile was just going all over the place. It is now more targeted.
Bug Fixes
Staircase collision bug - The first staircase by the first clue is occasionally bugged out in a collision. This has been fixed.
Intermittent bug on Disengage fixed - Sometimes when you Disengage, the enemy does not de-aggro. This has been fixed.
Thank you for supporting us, we will continue to add to the game over time and the post-launch Roadmap will be posted next week!
Blades of Jianghu: Ballad of Wind and Dust - Aolun
This update content:
1. the entrance to the underground palace from random to optional. 2. Adjust the ending arrangement. 3. Fix the the game stuck issue when entering the status management. 4. Fix memory not unlocked issue. 5. Fix the skill icon issue. 6. Fix the HCG show error layer issue. 7. Open The Alice Mansion (Chinese only). 8.Add Korean language supported.
Expected next update:
1. Add Japanese. 2. Improve the prompts of the underground palace.
This month tested us to the limit, and we made it through. We had to veer slightly off course to pay attention to issues that should have been addressed a long time ago. For example, creating a video presenting the voice acting of our characters. Be sure to take three minutes to watch and listen to the stunning voices to the suspenseful soundtrack.
Script
We had a big goal: to finish the script for Early Access during April. It seems we didn't achieve that. But we've done a lot of other work, also related to the script:
- A lot of clarifying lore details, character biographies, character motivations have been added to the documentation, and we've made it even more clear who was doing what along the timeline of the entire game's story. - With that in mind, we corrected a few details in the finished texts to make them as authentic as possible and completely rewrote one scene. • A flowchart has been drawn up for the rework of the central route that was included in the demo. We now have a precise work plan and checklists. - A Peace Convention document is in the works. It's an agreement between vampires, werewolves and the Inquisition. Sort of like our Constitution, only it regulates inclusive rules for a limited range of individuals. We're working on the text with lawyers to replicate the complex legislative style. - There are two and a half more scenes ready for Silvan's route. That's already 19 of the 26 planned.
Characters
Having finished with the pretty Lucie, we have started work on an older character. We won't tell you who it is yet, and we won't show much. Patreon subscribers will soon be able to enjoy the rest of Walter's sketches. By the way, an impressive collection of stories has been written on his behalf.
CG Arts
Without further ado, just look at this magical artwork. Can you guess whose storyline we're drawing? Silvan's, of course!
Backgrounds
Finally we have something to talk about in this section as well. We are back to work on our backgrounds. So now we are going to delight you with new sketches and finished artworks again. Right now we're working on the styling of the garden. It's a very important location for the story, which will go into early access.
So far it's just a sketch, we've outlined the shapes, the landscape, the rhythm of the trees, found the desired dynamics and tried it all on with the adaptive text-box.
Storybook
For Patreon subscribers, we've posted three stories from Friedrich's early story series this month. The narrative no longer leans towards romance and emotion because the Colonel is a very calculating, careful and concise man, speaking the language of numbers and facts.
During this time we've managed to finish Ryu's series, marking the end with the story, which has been a long time in the making. And Charlie's series has progressed by six stories. And there's a lot of emotion, traumatic experiences, internal conflicts and contradictions in it.
Other
One day it became unbearable to keep all the ideas for the next game, which would be called Tenebrae: Rebirth, in our heads, and we had to take the time to unload the RAM in our heads and put together a proper concept document. Immediately it became easier to live and work on Tenebrae.
Our team was given access to a handy task manager where we could organise, among other things, a database for the project. So we spent a few days moving the project over: moving all documentation, technical tasks, creating kanban-boards, distributing task lists, and setting up a very pleasant space for ourselves.
In the meantime, we wrote some technical tasks for artists, so that we didn't stop working on the game's visuals.
Don't forget to subscribe to our social media, add the game to your wishlist, be sure to play the demo and share your opinions with us. See you next month!
2nd Year Anniversary will begin on May 10th! This 5 day event will include:
-46 new T10 Skill Relics. -All conquer nodes will be visible. You will be able to select any node, any time. -Anniversary Event spawn chance will be tripled.
New - Steam Cloud Saving - Gunner AI mode | Press Z to activate after 4 seconds it’ll come online, press again to disable - Turret mode has been added for aircraft that have a turret - B17 - SwordFish New loading screen animation to make it more suited to aviation
Changes - Default Controller scheme has been changed to mimic something similar to other aircraft games - Cockpit camera will move with some offset based on where you look to give a better feel of movement - Engine Audio for the Me262 & Me262 HG has been revamped to sound more like jets - AI ground anti-air fire rates and accuracy has been randomise to make incoming rounds look less consistent from multiple sources - Payload panel layout has been updated and missile stats are now included
Bug Fixes - Planes when targeting the player will dive into the ground, I’ve done some changes to the AI to reduce this from happening - Mission 9 Africa spawning enemy interceptors inside each other - Europe Mission - Night patrol when completed will skip some progression - Survival missions wasn’t able to start - P38g didn’t unlock when purchased - Fixed a problem with the Controller throttle being unable to decrease - Fixed Controller free look toggle where it would stay on
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FEATURED SERIES
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