Hello hello everybody! Hope you're all having a lovely Friday as always :)
How many of you like taking on side quests or going on little tangents in RPGs?
When I'm playing a game that isn't designed to be a very linear experience, I always find myself deviating from the intended route. I love wandering off in a random direction to see what I can find!
In Vahrin's Call you'll have many things to discover by exploring off the beaten path. This could be anything from a hidden area full of loot, a challenging enemy to defeat, or maybe even an NPC that offers up a brand new side quest for you to embark on!
Palawan racing work in progress
And as we mentioned in last week's update, all the characters you encounter will be fully voiced, so you'll have lots of interesting individuals to interact with while traversing the world.
Of course, these side quests and extra activities are by no means mandatory. If you want to focus solely on the main story then you're absolutely free to do so!
But if you're looking for a little extra loot or just a change of pace, maybe pay a second visit to the areas that you didn't quite explore 100%. You never know what you might find!
So! Today's update was a little clarification on what to expect from quests in Vahrin's Call. I wanted to address this as I saw some of you asking if there was more to do in the game besides progressing the main story.
When Vahrin's Call is closer to release we'll be sure to update you again on our quest system, so let today's post serve as a brief introduction to what you might discover while on your adventure!
Wishing you all a lovely weekend and we'll be back again next Friday for another update.
Here is our second hotfix to address some more of the bugs and issues you've helped us identify. We are also still working on other upcoming updates. This hotfix will also be available for Epic and GoG players. Again, thank you for your help and support in improving the game; your reports help us a TON, keep 'em coming!
BUGFIXES
Fixed desync in Multiplayer that was caused by item restoration. Some edge cases might remain
Fixed desync in Multiplayer that was caused by 'any element' creation. Some edge cases might remain
Fixed card disappearance when hovering the mouse near the card edge
Fixed card description of 4th Mercenary disappearing behind the card list
Fixed Guildmaster tutorial where Boots were unavailable on Mouse/Keyboard input
Skip and Undo buttons can now be reverted to previous state in Options - Controls - Other Controls - Switch Skip/Undo buttons (ON brings to the old version)
Triforce: fixed bug that made Volatile Consumption top action be unusable with gamepad controls
Angry Face: fixed bug that using Inescapable Fate+Rising Momentum combo didn't transfer both Dooms to the new target
HOW TO REPORT BUGS
On another note, we trained extra staff to help us with the bug reporting, so now you're just free to share your reports anywhere, on the Steam forums, Twitter, the Bug report channel on Discord or on Facebook and they will be handled all the same :)
ADDITIONAL INFORMATION
Some of your issues may be coming from mods not being updated for the newest version. Launching the game without mods might fix some of theses issues.
While we're working on new bug fixes and upcoming updates, we saw several of you asked of the opportunity to play on the last pre-update version of the game - we have uploaded it on Steam, and here is how to opt in:
- To opt into the last pre-update version, v.28009, right-click on the game in Steam -> Properties -> BETAS and select the "v.28009" from the drop-down list.
- Important information: switching to the open beta or this v.28009 version might corrupt the save files if you have launched the newer version before doing it.
You simply have to do a backup of the initial save file to protect your save - Save files are located in C:\Users<USERNAME>\AppData\LocalLow\FlamingFowlStudios\Gloomhaven
If you are moving from the regular version of the game to Open Beta, simply create a copy of your GloomSaves folder and rename it to GloomSavesV28009. Individual saves can also be copied between the Guildmaster folders if you prefer.
Whether you’re signing world-class Wonderkids, looking to offload players that no longer make the grade or anything in-between, squad building is integral to every Football Manager career.
We’ve heard your feedback in recent years that selling players can prove a frustrating experience – as it often is for many clubs and players during every transfer window. With that in mind, our team considered what extra tools could we have in FM24 for players and AI managers to help with this aspect of the game.
As with so many areas of Football Manager, we leaned on our industry access to better understand how clubs look to solve the problem of offloading players in the professional game and then applied that insight to our game world.
Today, we come to you with the first scroll unveiling the lore of the dark world we've meticulously crafted for you. Gather the initial fragments of knowledge about the world's history.
The world of Zieminal was once home to an advanced technological civilization of immortal human beings. They built vast cities and unlocked wonders of science. Immortality allowed a rapid advance of knowledge, but there was also a rapid increase in population. Everything suddenly changed, when mortality became the new human condition. Humankind was not prepared. Then, many years passed, and the survivors, thrown again into the Dark Ages, erected a new, medieval civilization, based on primitive technology, feudalism, and religious piety.
The main opposing forces in Deathbound are guided by faith in two Goddesses: Life and Death. Their worshipers led by their strong beliefs created two conflicting factions named the Church of Death and Cult of Life, and each of them carried the symbol of their powerful faith.
Church of Death
The dominant faith in Zieminal is made of fanatics who persecute anyone who does not follow their creed. Catena is the main symbol of the Church. It leads the way through the bloody streets of Akratya and proudly marks the attires of those devoted to Death. The chain symbolizes the indisputable binding to Her of every soul.
Cult of Life
An uneasy alliance of many organizations. Cult tries to resist the oppression of the Church of Death. Kolpila is the symbol of the Goddess Life. An allusion to cis women's vulva, which is considered the origin of the world. It is widely donned by Essencemancers - worshippers of the Goddess of Life - in their quest to bring immortality back to humankind at all costs.
Stay tuned for more updates as we journey toward the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːthetreeoflifeː
It's that electrifying time of the week again when we unfold the latest improvements we've been brewing for you. From enriching your strategic depth with new features to enhancing user interfaces and fixing pesky issues, we've been hard at work to craft the perfect updates for you. ːkrlvlupː
Central to this week's enhancements is an infusion of fresh content with the new groundbreaking tags feature. The introduction of our new tags for in-game content is truly a game-changer. ːreexcitedː
The advent of these tags signifies a more intuitive gameplay experience, fostering a deeper connection between strategy and action. By organizing and classifying in-game elements, they serve as silent guides, streamlining decision-making and offering clearer paths to victory. ːmapː
Changelog
Total number of additions implemented this week: 12 ːhappyhfː Changes made in response to community input and assistance are 17% and marked with ːhappyheartː
ːhappyhfː [Content] Rolled out 3 new feats designed for our Protectors, Slayers & Slayers: Heavy Armor Mastery, Medium Armor Mastery, and Light Armor Mastery. ːhappyhfː [Content] Introduced the "Adventurer" as a fresh combat role tag. ːhappyhfː [Content] The One-Handed Weapon Mastery underwent a transformation, evolving from a Feat to a 10-level profession. Notably, using melee attack skills while equipped with a one-handed weapon will now grant XP for this new profession. ːhappyhfː [Content] As rewards for the One-Handed Weapon Mastery, players can earn 7 novel feats: Battle Breather, Student of the Grip, Wound Gasher, Heightened Will, Nebulous Strikes, Deflector, and the stackable Lightning Wrist. ːhappyhfː [Content] Enhanced the armor collection by introducing 5 new chest armor pieces leveraging our new tags: Greenweave Tunic, Outlaw's Vest, Primal Harness, Slarkscale Armor, and Obsidian Chestplate. ːhappyhfː [Content] Boosted the defensive headgear options by adding 5 head armors, each tailored with the new tags: Greenweave Cap, Outlaw's Cap, Primal Hat, Slarkscale Headgear, and Obsidian Helmet. ːhappyhfː [Content] Executed a vast tagging endeavor, with new tags for 160+ armor definitions, finalizing Head & Chest armor pieces, and extending to 150+ items and the remaining 100+ weapons. Also made prerequisite & trigger refinements across all definitions. ːhappyheartː [Balance] Adjusted the Carpenter job duration, now set at 50, up from the previous 35. ːhappyhfː [UI/UX] Redesigned weapon tagging through a comprehensive weapon tag overhaul. ːhappyhfː [UI/UX] Enhanced player experience with added tags to the localization, implemented SpawnRandomCharacterPreset effect output, and optimized effect output & trigger tooltip texts. We've removed tier stars from skill bar items to streamline the interface. ːhappyheartː [Fix] Resolved an issue regarding buff/debuff trait stacks, ensuring they now update accurately on the character detail panel. ːhappyhfː [Internal] Undertook several backend optimizations: From refining trait triggers, and moving categories for clarity, to tooltip improvements for various outputs. We improved activity, trait, and skill category placements for related trait trigger tooltips.
The initial tests for the new tag feature are more than encouraging. But here's where it gets even more exhilarating! We're on the brink of further expanding on these tags in the next major update. We've caught wind of some game-changing developments on the horizon, and we can't wait to share them with you. Your insights are pivotal. Engage with the latest version, share your thoughts, and be a vital ingredient in the masterpiece we're cooking up for the forthcoming major update. ːFistpumpː
Every new update is a step closer to the ideal TFM experience, and it wouldn't be possible without the valuable feedback and passion of our community. We genuinely appreciate your unwavering support and commitment to this journey. ːSmallRedHeartː
Have a wonderful weekend, and see you all next Friday! ːgearthumbsupː
The knockback applied to enemies made them rotate incorrectly.
The game crashed after the bossfight.
When the toucannon was deployed in the chaikurú ruins, the first shot would not exit the cannon if its position wasn't changed from the initial position.
In the road to the observatory, the tortoise-clocks changed texture when activated.
Fixed several places where Runa could get stuck.
During the escape sequence, the Amaconda was able to kill you without actually catching you.
There was a graphic glitch when using the jaguar seal power.
Art & graphics
Enhaced vfx for boleadoras' trails when using the seal powers.
The escape sequence now happens during the night.
Replaced the breakable rock models for new ones. Now they have feedback as they are being broken.
Improve the pile of leaves in the stonake pit.
Improved lights in the main menu.
Improved cinematic at the end of chapter 1.
Unified how the water looks on all levels.
Improved visibility of platforms in the road to the observatory.
Added game over animation to Runa.
Added animation that indicates when the bossfight advanced to a next phase.
Fixed floor textures where different zones are connected.
Gameplay
Replaced invisible walls by rocks at the labyrinth's entrance.
Runa can kick the balls that appear in the puzzles.
Tweaked breakable trees so it's easier to walk over them.