Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
Hello Champions!
We're excited to announce that Skylight is the next step in our journey, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.
THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth, introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes. Our coding wizards, Federico and Marco, have been working their magic on the game's foundations. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once, so we've decided to go for bigger updates rather than a flood of small hotfixes. Trust us, it's going to be worth the wait.
Gleamreach, where the clergy and the old houses of Edherest rule with the help of the Shield Bearers!
Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet but we can confirm that we are aiming to be out in November the latest!
ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages. Over the past month, due to overwhelming demand, we've initiated the integration of tools that promise to streamline the localization process. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.
German!
Spanish!
We're pleased to share that a suite of these localization tools will be hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process, the translation itself won't be automated. A substantial amount of work on glossaries will be required to ensure accuracy.
The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories. At the moment, we're focusing on Italian localization with a dedicated internal team, because testing tools starting with our native language helps to speed-up the process, of course. Following this, we'll be setting our sights on other languages.
FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth. While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming! We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations. We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.
So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough, you'll have the chance to help us with the development process. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.
UNDECEMBER will be undergoing a server patch on Oct. 12 (Thu) to address identified issues.
Please refer to the following information for details.
Oct. 12 (Thu) Server Patch
1. Server Patch Schedule: Oct. 12 (Thu) 2023, 19:10(UTC+9) * The server patch will proceed without maintenance. * The game will therefore be available to play while the server patch is underway.
2. Server Patch Details 1) The issue where the chance of Authority being granted to gear purchased from chance-based shops is lower than the correct chance rate will be fixed. 2) The issue where owned Halloween Party Hat, Halloween Party Attire, and Halloween Pumpkin are not shown will be fixed.
3. To Note - Please exit the game completely before logging in again for the patch to be applied. - Please note that you will not be able to enter the Auction House, Constellation of Time, and Chaos Dungeons for 10 minutes before and after the patch.
Please be advised that players may experience temporary disconnections while the patch is underway.
We will always strive to maintain the quality and reliability of our services.
We're back with hotfix 4.0.5, which brings with it a round of fixes targeting critical Battle AI bugs.
Fixed an issue with Battle AI melee target selection indecisiveness when in contact with multiple opposing units; as a result they should drop attack orders less often.
Fixed an issue where the AI would assign a disproportionate number of units to hunt down opposing outlying units, leaving a skeleton crew to perform the main assault. We've flipped this so the AI should dedicate most of its force to the main engagement and not send its entire force to chase that one pesky outrider.
Fixed an issue where player units with the transformation ability would occasionally trigger the AI's scouting behaviour. The underlying issue stems from how we handle transforming units, which are actually two separate units that swap places. When transforming, the AI would lose track of the original and assume it had gone into hiding, causing it to occasionally swap into scouting mode to search for Yuan Bo (The Human) while Yuan Bo (The Dragon!) was bearing down on it.
Addressed crashes that could occur with certain units in siege battles where the AI is defending and has units that crumble, disintegrate or otherwise reach a microscopic amount of remaining strength.
Fixed an issue with the previous Hotfix's Wood Elf outpost changes where some garrison units and effects were missing on certain buildings.
As always, your feedback helps make these changes a reality, so please keep it coming!
If you continue to experience any bugs or issues after updating to 4.0.5, please report them over on our support forums.
We would like to invite you to our weekly Occupy Mars livestream where you can meet with our developers, see the gameplay and ask about queries that concern you.
Livestream will take place on October 12, at 17 CEST/15 UTC and will be hosted by Łukasz.
The new design was a little too cautious, but we aren't ready to give up on this version till we have seen it at a more viable power level. It might even need more help than this, but small steps is still the safer approach.
Frostberry Bearer
Instead, cast Glenn's Brew
Speed 6 > 4
Haste on a half-dead already targeted minion seems to have been underwhelming, even with the healing. Glenn's Brew should be the more interesting version. Slowing the move speed should allow the bear to be behind others more often so as to actually get to use its charges.
Future Past
Mana 4 > 3
The mana increase on the future cards were a safety measure when we changed them to be more stable. That safety seems to not have been necessary.
Future Present
Mana 9 > 8
Glenn's Brew
Healing 150 > 175
King Puff
Perk 2 CD 22 > 20
Pick-up range increased
More usability hopefully without increasing the power so much that he becomes oppressive in high skill 1v1.
Skeleton Crew
Count 2 > 3
Zealots of the Burning Fist
Damage 70 > 80
REBALANCE
Caber Tosser
Revelry: Gain Rage and give enemies Slow
Caber Tosser getting a new log to throw with revelry is simply too strong. Being able to use Mountain Gale or a minion spawn as something comparable to a Fireball on top of its regular effect is too strong and too easy. This is a first step in trying to get to a better place with him.
Harmful Souls
Damage 70 > 80
No longer adds towards accursed ascension.
Simplifying it by removing a mechanic that does very little for the playability of the card.
Haunting Hugger
HP 50 > 75
No longer adds towards accursed ascension.
Simplifying it by removing a mechanic that does very little for the playability of the card.
Mountainshaper
Max Ground Rupture count 5 > 10
Damage 125 > 65
Charge duration 7 > 4
Reduce width
We've been wanting to do something like this for a while. It's a high mana cost legendary spell, so it needs to be powerful and impactful, but covering both lanes in what is often a full clear is just over the top.
Nyrvir's Breath
Damage 130 > 150
Deals no extra damage on Accursed Ascension.
Accursed Ascension Skeleton count 8 > 10
Having a card like this go from barely worth playing before activation to one of the strongest in the game after seems like a bad idea in hindsight.
R3-KT
Perk 1: Add a one-use Shadow Dance to deck every 20 secs
Perk 2: Reduce Perk 1 cooldown by 5 secs
Perk 3: Whenever you play Shadow Dance, add a one-use One-Punch Blast to your hand (cannot be stacked)
Perk 3: One-Punch Blast is discarded when R3-KT dies in the field.
Perk 3: One-Punch Blast Deals 50% damage to Masters
Remove the 4+ Mana bonus on basic attack
Attack Cooldown 1 > 0.75
We wanted to make his perk 3 more impactful without it becoming a cheesy gimmick. This rework removes his ability to spam shadow dance and doesn't give him the option to spam perk 3, while it hopefully makes the whole master more dynamic and makes perk 3 feel like a relevant aspect of the play experience.
Shield-captain Avea
Rework: Whenever Avea shields another Minion, gain Legion (1)
Shield of Light CD 12 > 10
Health 450 > 500
The quest mechanic was always problematic. This is an attempt at finding a new identity for her.
NERFS
Highland Huntress
Attack Cooldown 1.2 > 1.5
Damage 40 > 45
Morellia
Perk 1 - Skeletons - count 4 > 3
Perk 2 - Skeletons - count 8 > 6
Rapid Response Reserves
Plasma Marines summoned 6 > 5
RRR has a very high play rate but is really not that impressive when looking at its win rate. This might seem like an underwhelming nerf, but it’s hitting what is arguably the strongest play in its cycle.
Rimargaal's Breath
Dam 180 > 150
This is a direct revert of a buff it got a few patches ago. Essentially an admission that that buff was not warranted.
Settsu
Increased summoning sickness
Volco
Perk 1 CD 15 > 17
FIXES
Fixed multiple Future cards sharing the same cycle.
Fixed Skeleton Horde missing preview
Fixed Dragon Ball incorrectly doing full damage to masters.
Fixed Outlander Piloted costing 1 tech.
Fixed Sapphire Pebble being able to jump into the middle gap.
Fixed Grasping Thorns summoning skeletons for the wrong team.
You can now choose between two OverRage abilities from the customisation menu.
- ‘Flame On!’ increases your speed and damage values for a short period.
- 'Grenade' triggers an explosive AOE, after a short-fuse countdown, to deal damage to the area around your brawler.
You can now create custom rooms and share room codes so you can pile into modes of your choosing with your friends and followers.
We’ve added lots of new Survival maps for you to brawl in.
There is now a training level you can access from the main menu that walks you through the basics of combat and is a space to practice combos and throw aiming.
Message Of The Day tells you when the next playtest is happening and links to our discord channel.
Health pips no longer drop from all objects but from special green-coloured ones. Keep an eye out for vending machines on some maps that drop health packs when you interact with them.
Combat Changes:
Weapons now fling opponents away from you and deal additional damage. Try to hit players into their teammates or hazards to maximise your rage gain!
Kick has a slightly longer range.
Sprint Attack - This attack, that can allow you to attack players you are chasing, is only available after sprinting for a while. Press punch when you see your character flash mid-sprint to trigger a Sprint Attack with your fist or any weapon you are holding. Sprint Attacks can be avoided with a well timed roll.
Rolling uses up more stamina, so it's easier to punish opponents who try to spam roll.
You now receive bonus rage for dealing damage to higher Evo opponents. Take the risk, and reap the reward… This means you’ll Rage Up more quickly and see more Evo 3 players at the end of matches.
Improvements / Bug Fixes:
New grab and kick animations.
Rage Bar has a new look and a new position on the screen.
The camera position has been tweaked to give you more view of the bottom of the screen.
Fixed the majority of issues where players can be pushed through floors or walls. We’ll get the rest of them in our next release.
Better colour distinguishing between teams
Fixed a bug where you could receive no Rage for throwing opponents into a hazard.
New VFX shows you and your opponents when your OverRage ability is ready to be used.
Lots of art improvements and bug fixes.
Notes and Known Issues:
The custom lobby doesn’t prevent you from starting team modes with low player numbers, which can cause various issues - 8 players or more is the ideal number to start a team mode.
The Grenade AOE indicator doesn’t display correctly on all ground textures.