Today we announced Guild Wars 2: Secrets of the Obscure™, a new expansion launching later this year. If you're looking for a high-level overview of the expansion as a whole, check out the official site. We also released a massive balance update today—the full of changes that tee up expansion features. What features are those, you might ask? That's what we're here to cover.
Combat Philosophy
In our spring update blog, we talked about how we're looking for ways to add meaningful combat choices besides adding new elite specializations. With core trait lines and three expansions' worth of elite specializations, each profession already has access to tons of roles and playstyles. For Guild Wars 2: Secrets of the Obscure, we've focused our efforts on bolstering and refining existing combat systems and removing longstanding limitations to put even more compelling build choices in your hands.
At Launch: Weaponmaster Training
One of the best parts about an expansion release is getting to use a new weapon and weapon skills from elite specializations. Up until now, you could only equip each elite specialization's weapon by locking yourself into that elite specialization's trait line. But what if you could charge into the fray as a hammer-wielding holosmith or control the battlefield as a firebrand with a longbow?
This expansion will introduce Weaponmaster Training, which turns the elite specialization weapons already associated with each profession into core proficiencies. Once you've unlocked Weaponmaster Training in Guild Wars 2: Secrets of the Obscure, you'll be able to use elite specialization weapons without the corresponding trait line equipped. This will be the case even if you haven't trained an elite specialization. That means that even if you don't own the other expansions, you'll be able to mix and match weapons from the elite specializations associated with them. (You'll still need to own the appropriate expansion and fully unlock each elite specialization to make use of its trait line—not to mention getting the signature weapon and armor piece!)
Here are the weapons that will become part of each profession's core proficiencies in Guild Wars 2: Secrets of the Obscure:
As a fun bonus, this means we're also introducing a few new skills for edge cases like berserker's Primal Burst while wielding a dagger, or the untamed's Unleashed Ambush while wielding a staff.
We're excited about the new freedom this will open up for all types of players. If you simply prefer a particular weapon, you'll be free to equip that weapon regardless of your elite specialization. If you like experimenting and optimizing your build, you'll have a ton of new combinations to explore.
You'll be able to try out Weaponmaster Training and combine different weapons and elite specializations during our beta weekend, which will run from June 29 to July 2.
At Launch: Rune Rework
In the same spirit of opening more meaningful build choices, we're excited to be streamlining the rune system with Guild Wars 2: Secrets of the Obscure. As they exist in the game today, runes have five tiers of relatively straightforward stat bonuses, and the sixth tier is a wild card that can offer additional bonuses or special effects. The wild card sixth tier arbitrarily linked two build components to a single choice. Keeping with the theme of our combat updates for the expansion, we're splitting those into two separate choices to give players more meaningful control. With the first release on August 22, the sixth tier of each rune set will instead complete the stat bonuses associated with that rune set, and the additional special effects or conditional bonuses will be removed entirely.
But fear not—special bonus effects in combat aren't just going away as a category! We've split them off into their own build component, so you can choose both the stats you want and which special effect is right for your build. Which brings us to...
At Launch: Introducing Relics
Starting on August 22, everyone's build will include a relic slot that becomes usable at level 60. Many of the relics that are available to players regardless of expansion ownership will cover the functionality of popular sixth-tier rune bonuses. For example, the Relic of the Trooper's effect is identical to the previous sixth-tier Trooper rune effect: "Remove a condition from each affected ally after using a shout skill." Other core relics have an updated effect compared to the sixth-tier rune they used to be associated with, like the Relic of the Thief: "Upon striking an enemy with a weapon skill that has a cooldown or resource cost, gain 1% strike damage for 6 seconds, up to a maximum of 5 stacks, and refresh duration of all stacks to 6 seconds."
Generally, you'll be able to get relics through crafting, instanced content like Fractals of the Mists and Strike Missions, reward tracks, achievements, and more. To celebrate the new system, we'll distribute a relic selection box to all players at launch.
Guild Wars 2: Secrets of the Obscure owners can look forward to expansion-exclusive relics as well—some of these will become available at launch, with others to follow in subsequent releases.
Future Update: Expanded Weapon Proficiency
To round off our combat systems updates, we're granting each profession proficiency with an additional weapon. Like we said earlier: getting to play with a new weapon and changing out your first five skills is one of the most impactful parts of an elite specialization for many players. The weapons and weapon skills we're introducing to each profession in Guild Wars 2: Secrets of the Obscure are meant to satisfy that same itch of a new skillset—we just focused on making these weapons fit in with the existing trait lines.
This is planned for the second major release after launch (and we're aiming to ship those major releases quarterly). We'll have more details about the style of play associated with these weapons as we get closer to this feature shipping, and later this year we'll have a beta for you to preview the changes. For now, here's the lineup of who's getting what:
Guardian: Pistol (main and off hand)
Revenant: Scepter (main hand)
Warrior: Staff
Engineer: Short bow
Ranger: Mace (main and off hand)
Thief: Axe (main hand)
Elementalist: Pistol (main hand)
Mesmer: Rifle
Necromancer: Sword (main and off hand)
Try and See
This weekend (June 29–July 2), we'll be previewing Weaponmaster Training! Anyone with a Guild Wars 2 account in good standing—including Play for Free accounts—can create a beta character and take the changes out for a spin to see how they feel. Hungry for more Guild Wars 2: Secrets of the Obscure info? Check out our blogs from today on story, systems, and rewards. And keep an eye out for more news between now and the launch on August 22!
Guild Wars 2: Secret of the Obscure™, our new expansion, begins on August 22. As part of today's announcement, we've got an official page with a high-level view of the expansion as a whole plus deep dives into combat system changes, story, and instanced content. And in this blog, you'll find information about some of the rewards waiting for you in the expansion.
Opening the Wizard's Vault
Your journeys in the expansion will bring you face-to-face with the Wizard’s Court, a group of powerful magic-users who live high in the skies above Tyria. For over a millennium, the Wizard’s Court has amassed a large trove of riches and curiosities in their private vault, nestled safely in their mysterious floating tower in the sky. Now relieved from their long isolation, the Wizards are hungry for knowledge of the world they’ve dedicated themselves to protecting and are willing to share some of their bounty with you…in exchange for a favor or two.
The Wizard’s Vault is a new streamlined rewards system that combines the best elements of the daily login and daily achievement systems, allowing you to play Guild Wars 2 the way you want to–whether it’s PvE, Player vs Player, or World vs World, or a mix–and earn a wide variety of exciting rewards for doing so.
With the release of Guild Wars 2: Secret of the Obscure, you’ll receive new objectives to complete daily, weekly, and with each quarterly release. As you complete objectives you’ll earn Astral Acclaim, a new account-wide currency, which can be exchanged for rewards of your choosing, such as new weapons and armor skins, a small selection of items previously exclusive to the gem store, crafting materials, gold, mystic coins, legendary crafting starter kits, and more. Those rewards will refresh on a quarterly basis—but fear not! As new items cycle in, any Wizard's Vault–exclusive rewards will simply move into a legacy section of the vault, where they'll remain available for the same type of currency indefinitely. Our goal is for Wizard's Vault rewards are meant to be attainable through regular, normal play; there are no paid upgrades or progression skips, and the legacy section exists to take the time pressure off and allow players to catch up if they take a break.
Some Wizard's Vault tasks and rewards are exclusive to Guild Wars 2: Secret of the Obscure, but all accounts with a level 80 character will have access to the feature.
New Adventure, New Looks
On August 22, two new armor sets will become available. The Astral Ward armor and Rift Hunter's armor are thematically tied to the story of Guild Wars 2: Secret of the Obscure; each set shares the same appearance for all three armor weights. A third set (also the same across all weights) will be released after launch.
* Note: This blog was updated after publication to correct information about the appearance of the armor sets.
Guild Wars 2: Secret of the Obscure will also introduce a new set of legendary armor: Obsidian armor. This will be the first set that doesn't require heavy investment into raids or competitive experiences—instead, the various crafting components come from open-world gameplay in Guild Wars 2: Secret of the Obscure.
The new legendary armor set is planned for release in the second major update following the expansion's launch. You'll be able to begin working toward it on August 22, though—crucial components will be available to acquire, and you'll be able to start training your Astral Ward Masteries to unlock crafting recipes. Part of the necessary steps for completing your legendary armor will be completing the Astral Ward and Rift Hunter's armor collections.
Beyond that, the expansion is rife with rewards that will be available at launch and over time. If you're prepurchasing the expansion, you'll get a weapon choice box that will get you started on the Eagle Eye weapon set—one of three upgradeable, two-tier weapon sets coming in Guild Wars 2: Secret of the Obscure. On top of that, we've got new unique weapon skins, armor pieces, and back items coming on August 22 and in following releases.
We'll have more details on other types of rewards like miniatures, emotes, infusions, tonics, new fish, and more as we get closer to launch,but check out today’s story blog to learn how you’ll be able to unlock a skyscale mount skin reward. You’ll find even more details about Guild Wars 2: Secret of the Obscure in our combat systems blog and on our official site.
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We would like to extend our heartfelt gratitude to each and every one of you for your support and for choosing to embark on this Early Access journey with us.
Early Access can sometimes come with its fair share of bumps and bugs along the way. We want to assure you that our team is fully committed to delivering the best possible gaming experience, and part of that commitment involves addressing any bugs or issues that are bound to occur.
We encourage you to report any bugs or glitches you encounter during your gameplay. Your feedback is invaluable to us, as it allows us to identify and resolve these issues promptly. Rest assured that we will be working tirelessly to release updates and patches to fix these bugs as quickly as possible.
Our speedy debugging of many reported bugs in the last 3 days after the closed beta test should be a testimony to our capability and resolve to fulfil the above promise.
However, we kindly ask for a little bit of your patience and understanding during this process. Developing and refining a game is a complex undertaking, and some issues may require more time and effort to resolve than others. Your support and understanding as we work diligently to improve the game will greatly contribute to its overall success.
We value your trust and involvement in shaping our game's development. Together, we can create an extraordinary gaming experience that exceeds everyone's expectations. We appreciate your continued support, feedback, and enthusiasm as we strive to deliver an outstanding game.
Thank you once again for being part of this exciting journey with us.
Thank you very much for your interest in us and our game, I can't tell you how important it is for us. Endless thanks to everyone who played the demo, found our bugs and sent us feedback.
We are a small team and I can't describe how this is a source of motivation for us.
From now on, a more difficult and tiring process awaits us. We will soon share the Early Access Release date and the post-launch roadmap we have planned both here and on all our other social media addresses.
Due to the interest in the demo, instead of disabling the demo, we turned our demo version into a limited version. (Under normal circumstances, our game would only be open during Next Fest), however, we disabled the save and load system in our game only for the demo, and we added a 45-minute timer to our game.
See you again very soon in the Middle of Nowhere
Demo 0.3.3 Minor Update (Demo)
You can check below for the latest patch notes
Adding Timer to the game It will start automatically a countdown from beginning of the session
Save Game and Load Game Disabled on Current Version (Only For Demo Version)
Optimizing View Distance Settings
Optimizing AI Spawn Rate
Tweaking Map and Optimization
Adding Random Weather Variation to Game
Known Issues
Some users getting Fatal errors if they are playing windowed or fullscreen mode begin of the session we are still investigating the issue and what can cause of this (If you want to help us send more log files with a crash report because we can't reproduce the same issue on our systems)
There is no Invite option in the game menu
Axe and Pickaxe Damage Hitboxes Not working stable (This will be fixed during EA)
Hunger and Thirst Balance Not Stable (This will be fixed during EA)
Friends Only Option for Multiplayer is Buggy We will Completly Overhaul this system with password-protected server lobbies (This will be fixed during EA)
Ps. People who promt to menu while trying play co-op It is experiencing a network problem, the solution to this is unfortunately not on our side, like every other game, we use the Listen / Server Model, we could not repeat any of the errors that said they had this problem or reached us.
You can try the following to solve your problem
You can check whether the PC you are playing the game allows access to our game in the firewall settings
You can check the port or DNS settings of the PC you are connected to the game (because steam sometimes does not let you into the game because of this and sends you back to the menu thinking that you are sending endless pings)
If you are trying to play the game with a friend over LAN, this can cause the same problem
This major update features a lot of UI changes/QoL improvements that players have been wanting since early access launch. Here's all the new content, changes, and bug fixes included in update v0.4.
New Content
Potion of Accuracy added
Scroll of Upgrade added
Rotten meat added
Enchantment table added
New special rooms
Enchantment of Bleeding added
Enchantment of Draining added
Glyph of Reflection added
Glyph of Archery added
Glyph of Regeneration added
Coin item added
Gold bars added
Skill trees added (randomly generated for each run)
General Changes
New Skill and Leveling systems
New weight and weight penalty system
Basic stats changed to STR, INT, and DEX
New Enchantments for weapons
New sprites for enchanted weapons
New Glyphs for armor
Perks removed
Added ability to sell items in shops
Bundles of items (arrows, coins) have unique sprites
Coins are no longer separate from the inventory
Keybind added as an alternative to clicking with left mouse
Keybind added for freelooking
Updated breakable pot sprite
Updated spider enemy sprite
Updated ladder sprite
Updated skeleton enemy sprites
Updated class selection menu
Updated Sword of Luna screen
UI Changes
Toolbar for quick swapping weapons and items
Minimap included in game interface
New healthbar and armor indicators
New status effect icons
New stat icons
New inventory display
New tab-based menu system
Skill tab with player stats and skills
New main menu backgrounds
New options/settings menu display
New save menu display
New shop display
New postgame display
Arrow count displayed for bow type weapons
Item slots display their enchantment/glyph icons
Tooltips that display item details when hovering over an item slot
Improved item information popups
Fixes
Fixed issue with keybinds not saving
Fixed issue with shields not being unequipped when holding a two handed weapon
Fixed arrow dropping bug
Fixed hunger status effect bug
Fixed issue with held weapon not displaying properly
Fixed issue with enemies losing status effects after reloading a save
Future updates and the state of Gloomgrave
A lot of hard work has gone into making the game more user friendly, I've still got a way to go until I'm happy with the game in this regard but I think I've taken a huge step in the right direction with this update. A big reason why it took so long for this update to come out is that I had to completely throw out some old systems and remake them. The in-game menus were reworked from scratch and new features like the skill tree forced me to refactor a ton of other things related to stats and leveling.
Releasing Gloomgrave in its initial early access launch date last year also took a lot out of me and I had some major burnout. It took about a year to go from the start of development to the early access release on Steam and in the months following that release I took development slower. I've still been working on the game all this time but taking it more slowly after that initial release helped me in a huge way to not overwork myself and in the long run it was better for both me and the future development of the game. That being said, I'm excited to keep working on Gloomgrave and now that I've laid a solid foundation with all these important changes I can focus more on releasing new content rather than reworking old systems. This means updates will come out much more frequently than before!
Thank you to everyone for your patience and a big thank you to all the testers that helped me by providing valuable feedback and helping me squash bugs. Hope you all enjoy the update!
Introduced a new Wizard (Mage) spell: Lightning. This spell can be trained at level 7, and will launch streams of lightning in front of the character. It begins at 3 streams of lightning, and each additional skill rank adds an additional stream.
Introduced a new Conjurer (Mage) spell: Heal Pet. This is an area of effect healing spell that will only heal summoned pets owned by the caster. It will not heal scenario based companions, only pets. You gain this spell at level 3. Additional ranks will increase the amount of damage healed and the radius healed inside of.
Added a thin plane underneath the terrain in each scenario. This is not visible, and shouldn't affect gameplay at all, but is an effort to resolve an issue where in some rare cases, NPCs would spawn partially underneath terrain.
Barbarian Witch-Doctors bosses have new spells at their disposal.
Cleric companions can now Smite.
Fixed a bug that caused cleric companions AI to malfunction and stop attacking for stretches.
Healing Wave now properly adjusts its radius based on skill level, as was originally intended.
Fixed an issue with the Cleanse spell and companions, or healer NPCs. Sometimes they would get stuck trying to move into range when they intended to cleanse a specific target.
Hi folks, 1.2 is out, which means it’s time for a new round of updates for Romancelvania, plus address any additional fixes that are next on our plate. We’re most excited to share with you that our navigation map feature is now available on Steam based on the given community feedback we’ve received over the last few months. You can now oversee a high-level map overview simply by pressing ‘M’ at any point (minus boss battles and cutscenes). We hope this may help clear up navigation issues and help you enjoy Romancelvania’s robust levels and extensive worldbuilding. And for the completionists out there, this should hopefully help you find that item that will get you to 100%.
1.2 Update - Patch Notes
Updated a new map feature that allows you to navigate across levels
Added an additional Blood Pool save point before the end game
Added warnings for places that do not allow you to return afterward
Retimed some confessional text displays
Resized the text for Options to be more legible
Updated tutorial text pop-ups for additional clarity
Made specific bosses immune to Headouken
Updated collision across enemies
Fixed performance issues on the machines when fighting Gourd Tossers
Updated damage FX and enemy reactions
(Edited 11:48AM) Known issues which will be fixed in a future hotfix:
Loading an empty save load will ask you to choose another profile, but you cannot navigate the menu until you back out and re-enter.
Booty Bay, Meatball Garden, De Nile, and Thundercrack Hollow might not pan or center correctly in certain areas.
Illessa is shown as the default elimination choice after Episode 2's Black Rose Ceremony, despite who you choose. Player's can cancel and reattempt to select their elimination choice.
The Flying Spaghetti Monster can be eliminated before the fight is triggered due to a chance of early collision.
Again, we can’t thank you enough for all of your patience and support! If you haven’t already, follow us over social media to get the latest updates from us firsthand.
Social Media Twitter: @TheDeepEndGames Instagram: @deependgames Facebook: TheDeepEndGames TikTok: @TheDeepEndGames
Until then, we want to extend our biggest THANKS to our community, and we hope you enjoy the new changes. Cheers!