The Fall of Avalon update is now live on Steam for everyone to enjoy. This major update brings the third Chapter of Ravenswatch: Avalon, as well as the highly anticipated Custom Game Modes! Check the patch note below for the details on the Fall of Avalon update.
Passtech Games is beyond excited to release this new milestone in the development of Ravenswatch in Early Access! We are not done yet with Early Access as the team will now focus on version 1.0, a big step for the game and us! You can check our updated Roadmap below for some more details on that.
We are already planning the ‘after’ as well, with post-launch support for Ravenswatch. More information on that as we get closer to the final release.
In the meantime, watch our Update trailer for Fall of Avalon here:
PATCH NOTE 0.17.00 (April 22nd, 2024)
🐦 = Community additions, suggestions, reports
TL;DR:
Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
Chapter 3 - Avalon: a new map to explore
New enemies and mini-bosses
The Claws Master Nightmare
New themed quest: Help Morgan defeat the Dullahan / Headless Horseman
Runs are now 60+ minutes long
Reach level 10 (and beyond) in your runs, get more talents and power!
Upgrade your Ultimate abilities: 16 new final Talents (two per hero)
8 new standard Talents (one per hero)
All starting Talents are available to choose from at the beginning of a run
Rerolls!
New Magical Objects and a new feature: Super Effects!
Reworked Rewards system (Sandman’s Shop, Grimoires of Monsters, economy)
Custom Game Modes: Remove the timer, And more!
And more!
Read the detailed patch note below:
New features
⚠ Disclaimer: We were not able to add all the localization in time for the update. A patch will add the missing localization as soon as possible. We’re sorry for the inconvenience.
⚠ Double Disclaimer: In addition, some audio or visual feedback may need improvement, we’re looking forward to your feedback on what could be improved!
⚠ Triple Disclaimer: Difficulty progression has been reset following the addition of Chapter 3: Avalon. With a whole new Chapter to explore, we think it is important to relearn the difficulty curve of going through the full experience of a run. Completion Badges are also reset to reflect the increased challenge of the three Chapters. We believe that this is the final reset of Difficulty progression and Completion Badges.
Your progression on Heroes and other unlockables is not affected by this reset!
New Chapter - Avalon: + A new map in a new location! The gates of Avalon are opening, make your way into the abandoned castle and defeat the Nigthmare’s invasion! + After Chapter Two, continue your journey to Chapter Three, allowing you to reach level 10 (and beyond!) + Runs are now 60+ minutes long with the addition of Chapter Three + 1 new themed quest: Help Morgan defeat the Headless Horseman (Dullahan) + 10+ new enemies:
Wolves: Timber Wolf, Dire Wolf, Alpha Wolf
Gargoyles: Bestial Gargoyle, Fire Gargoyle, Blood Gargoyle
Witches: Young Witch, Crone Witch, Broom Witch
Knights: Sword Knight, Spear Knight, Mage Knight
Skeletons
+ 1 new Mini-boss challenge: Boss Coven + 1 new Master Nightmare: Claws Master Nightmare
🐦 Custom Game Modes: + Create customizable runs with selectable positive or negative modifiers + Increase or decrease the difficulty of runs with modifiers + A score modifier is applied to reflect your choice of modifiers + 11 Positive modifiers: No timer mode, Play a single random Chapter, Quick Dash cooldown… and more. + 11 Negative modifiers: No Mini-Map, Healing Fountains are empty, No Raven feathers available… and more.
Challenges: 5 pre-made Challenges available + Untouchable + Black Moon + Power of the Sun + Adrenaline + Terra Incognita
🐦 Rerolls: + Stars of Fate will let you reroll Talents, Magical Objects as well as Rewards at the Grimoires and Wishing Well + You get 3 Stars of Fate at the start of a run, pictured by a shooting star ☄ symbol + More Stars of Fate can be obtained during a run
Heroes content and adjustments
General: + Upgrade your Ultimate Abilities with final Talents, now available! + 🐦 All four Starting Talents are now available to choose from at the start of a run + Reach Level 10+ in runs. Levels beyond 10 continue to scale Attack damage and Health points + Dash UI has been reworked to welcome the possibility of having multiple charges. When an arrow (or multiple arrows) is displayed, a Dash is available.
Scarlet: + 2 final Talents:
Fiery Maw
Bone Cracker
+ 1 new standard Talent:
Evisceration
+ Adjustments:
🐦 ‘Savagery’ timer is now frozen during the Trait passive transformation
🐦 ‘Fan of Spikes’ will now only trigger when Scarlet is in combat
Transformation with ‘Shapeshifter’ Talent now grants an Intangibility window instead of an Invincibility window
The Pied Piper: + 2 final Talents:
Jig
Vermin Massacre
+ 1 new standard Talent:
Sforzando
+ Adjustments:
🐦 Reviewed ‘Invasive Blast’ Talent, it now spawns a given amount of rats if Defense hits at least one enemy
‘Ghost Notes’ now ignore scenery collisions before exploding
Beowulf: + 2 final Talents:
Immolation
Volcanic Rage
+ 1 new standard Talent:
Breath of Fire
+ Adjustments:
🐦 ‘Sparkling Shield’ reflects damage reduced to 120%/150%180%/210% (from 200%/250%/300%/350%)
Fixed ‘Scorched Earth’: damage is now properly scaled with power damage
Snow Queen: + 2 final Talents:
Royal Ray
Rending Storm
+ 1 new standard Talent:
Snowball
+ Adjustments:
🐦 ‘Freezing Stars’ now detonate (instead of vanish) when their lifetime expires. Reduced lifetime to 10s (from 15s)
Fixed Defense, it now correctly applies damage multiple times to the same target, even if the Snow Queen stays within the enemy hurtbox
Fixed ‘Protective Crow’ and ‘Ice Shield’ Shields that would override themselves
Aladdin: + 2 final Talents:
Wondrous Wishes
Dream Stride
+ 1 new standard Talent:
Shard Blades
+ Adjustments:
‘Jinniya’s Gift’: changed formula for chances to get better talents, it is now more effective and accurate
🐦 ‘Dream Scimitars’ doesn’t proc anymore during Master Nightmare fights
Consumables dropped from Special Wishes now offer a choice between 2 (instead of 3)
Fix: ‘Air Dash’ can now properly be chained without any cooldown between two
Melusine: + 2 final Talents:
Vortex Bomb
Crescendo
+ 1 new standard Talent:
Water Bubble
Geppetto: + 2 final Talents:
Bomb Reverse
High Voltage
+ 1 new standard Talent:
Explosive Builds
+ Adjustments:
🐦 ‘Lightning Rod Dummies’ now triggers lightning strikes after 2-2.5s (instead of 0.5-1s). Base damage set to 28 (from 20)
🐦 Magical Object drops generated from ‘Flash of Genius’ now offer choice among 2 objects (instead of no choice)
Slightly reduced recovery time of ‘Nailing Strike’s last attack
Sun Wukong: + 2 final Talents:
Army of Monkeys
Perfect Copy
+ 1 new standard Talent:
Ōm
Magical Objects content and adjustments
General: + Super Effects: Magical Objects now have a ‘Super Effects’ that can be triggered if a collection is complete. A collection is a specific number of identical Magical Objects found in your Inventory.
Common: 5 identical Magical Objects for a complete collection
Rare: 4 identical Magical Objects for a complete collection
Epic: 3 identical Magical Objects for a complete collection
Legendary/Cursed: Don’t have a ‘Super Effect’ as they are unique
+ Meta: Magical Objects are now all unlocked by default, and are not part of the meta progression. Effects and Super Effects are hidden until equipped or discovered during a game
New Magical Objects: + Leprechaun Coin (Common) + Green Armor (Common) + Queen of Hearts Card (Rare) + Charmstone (Epic) + Holy Grail (Legendary) + Raven Effigy (Legendary) + Ring of Dispel (Legendary) + Hungry Grass (Cursed) + Fast-Walker Boots (Cursed) + Balor’s Eye (Cursed)
New Effects: + Goldilocks’ Porridge: Healing Orbs grant STRENGTH for 4 seconds + Fairy Dust: When taking damage, gain 15 SHIELD (Max. every 30 seconds) + Eternal Rose: After DASH, gain +10% Crit Chance for 2 seconds + Golden Egg: Each time Dream Shards are consumed, gain DMG +1 + Oni Mask: DMG +20 for each cursed magical object, VITALITY -10 for each legendary magical object + Baba Yaga’s Mortar: Warns of lethal damage and restores all health instead (only works once) + Mad Hat: Taking damage earns 10% of their value as Dream Shards + Bloody Mary’s Mirror: DMG now counts as ARMOR and vice versa + Cauldron of Dyrnwch: VITALITY +100, all healings are reduced by 50%
Removed Magical Object: + Little Thumb Pebbles
Adjustments: + Voodoo Doll: Extra damage to boss reduced to 10% (from 20%) + Tamatebako: now also grants 3 Stars of Fate (rerolls) + Water of Life: now also grants +25 VITALITY + Witch Broom: extra damage taken reduced to 25% (from 50%)
General Improvements & Balancing
Rewards and Economy: + The Sandman:
‘Consumables’ have been replaced by ‘Dreams’, a new Reward type only available at the Sandman’s Shop
10 Dreams are available:
Star Fragment
Sand of oblivion
Dream of power
Dream of invulnerability
Rapid Shaping
Minor Shaping
Major Shaping
Sand of Knowledge
Grandiose Shaping
Stand of Enlightenment
Legendary and Cursed Magical Objects can be found at the Sandman’s Shop
Prices for upgrading Talents have been adjusted to match the new progression with Chapter 3 and the adjustments on the economy of the game
+ Grimoires of Monsters:
Grimoires now offer flat stats or rewards instead of the 3 same offers
Offers are still scaled with the difficulty of the Grimoire (Green, Orange or Red):
Health chapter: +X VITALITY
War chapter: +X DMG
Protection chapter: +X ARMOR
Luck chapter: +X CRIT CHANCE
Anatomy chapter: +X CRIT DAMAGE
Astronomy chapter: +X REROLLS
Dream chapter: +X DREAM SHARDS
+ 🐦 Dream Crystals: Small and Medium Dream Crystals found in between Camps and Activities now drop more Dream Shards to increase their attractiveness + Enemies:
Gnolls: Shielded Gnolls now properly deal extra damage when corrupted or under a Strength effect
Mini-Boss stagger: In multiplay only, increased the stagger bar on mini-bosses so they're not so easy to stun and a bit more resistant (no changes in solo)
Status: Negative statuses on enemies are now displayed above their health bars (Chilled, Weakened, Ignited…)
Enraged: The enraged effect on Master Nightmare is now displayed on their Health Bar.
Fixed bugs
General performance improvements
Improved Network Stability (some issues remain and will be our next priority. Please reach out on the Steam forums or Discord if you’re encountering specific problems)
Major
Fixed a crash that occurred when accepting a Game invitation on Steam during the loading screen
Fixed a crash that occurred with Beowulf and ‘Sparkling Shield” against the Faceless Master Nightmare
Minor
Fixed an issue where a Cursed Magical Object could be collected multiple times
🐦 Fixed the intangible Roc Birds
🐦 Fixed an issue where the timer was not the same between players
Fixed an issue where a Host player who died in the Altar of Heroes was not redirected to the defeat screen if another player abandoned the run
Other minor fixes
Known issues
Some issues have been tracked by our testers’ team and will be fixed with following patches. Sorry for the inconvenience.
No Localization for other language than English and French
No code in the lobby may occur for some players: please reach out here on our Discord server if you’re encountering this issue
The ‘Hungry Grass’ Magical Object effect doesn’t work if the ‘Black Lotus’ Magical Object is equipped
The ‘Balor’s Eye’ Magical Object doesn’t properly work with abilities that don't directly hit enemies (examples: Scarlet and Geppetto’s bombs)
Cinematic issue after killing the Cyclops for peers
A sound of healing is played when the custom modifier “Dried up fountain” is selected
Witches can sometimes disappear for Peers before they die
Softlocks are possible if getting disconnected in co-op while in the inventory
Softlocks are possible if the player is disconnected while on the Abandon pop-up box
A crash can occur when changing the texture quality (from low to hight) during a run
A crash can occur on the Steam Deck while returning to the lobby
We have been stuck in the ice for a while, but we managed to break through, and we are coming back to all of you with another development update!
On this very day in 1848, the crews of HMS Erebus and HMS Terror abandoned their ships, but we are certainly not abandoning ours ;) Take a look at the progress we made since the last development update here:
We would also like to thank our community for the patience and support that was shown towards us. Our team is working hard to develop the game and bring you the ultimate survival experience on the icy banks of Arctic.
We're excited to announce a significant update! To start, Masterplan Tycoon has been in release for over a year, during which we've released 6 updates, all thanks to your active engagement and feedback. Shall we delve into what's included in this latest update?
➤ New Campaign!
We're going to experience the atmosphere of the gold rush. A bit harsher conditions and a bit less sun, rum, and carefreeness. Let's try to mine some gold and survive in this tough world. The campaign will be available for existing saves.
➤ Random Generation!
Now we'll have an infinite number of maps to play through. If before you could rely on my support on classic maps, now it's every man for himself!
➤ Trains!
This is a new type of links. More complex conditions require more sophisticated solutions. Now you have another way to connect nodes, and you can show more creativity in organizing your chains. By the way, rails can be laid over resource zones, making all areas of the map more accessible. But unfortunately, they cannot intersect. Engineers messed something up, but what can you do.
➤ Efficiency!
This is a feature I wanted to see when the game was released, but a year ago, we couldn't implement it. Now nodes involved in resource extraction have an additional parameter - efficiency. Place farms and fields more skillfully so they work faster. By the way, if it seems like the game has slowed down - don't worry. We've increased the base production speed of such nodes, so everyone will find their own play style.
➤ Fixed / Updated / Added / Reworked / Optimized
Added: New Mountain Campaign Added: New nodes & resources Added: Procedural map generation Added: Efficiency node radius Added: Train links
In addition, there are over 300 changes, fixes, and improvements. The most significant ones include:
Reworked: Improved mechanism for saving migration Reworked: Enhanced bounds check for camera location Reworked: Forest planting now enabled by default Optimization: Started checking overlap efficiency with minimum link length threshold Optimization: Tiles now only cut on current location resource zones Optimization: Small cleanup on the map generated to improve performance Optimization: Reduction in map-file size Fixed: Chinese, French, Polish, Russian localizations Fixed: Disabled camera zoom ability while input is blocked Fixed: Color-blind terms in research window after research completion Fixed: Flow issues with Storage <- Pillar <- Node, Storage -> Pillar -> Node, and Storage-Pillar-Pillar-Node Fixed: Destruction of link with locked node state connected Fixed: Previous location target on back button click after save load Fixed: Incorrect caching of localization Manager in UIBuildMenuChainButton Fixed: Checked links for overlaps at incomplete times Fixed: Renamed CannedSoup to Soup and Wear to Stuff Fixed: Removed unused demo end video and related materials
Masterplan Tycoon is the game where your creativity and logistics skills are put to the test! In this minimalistic simulation, you will build interconnected chains of products and open new missions by completing various tasks to create the biggest system you can.
We've laid the foundations, placed a bed, got a roof up, now it's time to build on what we have with the first update of 1.0, The Crafting Update!
One of our most requested features! Crafting stations can now use items from nearby storage containers. The radius for this effect is shown when placing or inspecting both chests and crafting stations.
We have over 300 placable items in Smalland now, so a little bit of tidying up is in order with extra tabs to quickly filter through the Buildable and Cosmetic menus.
A new type of scalable building block with 3 shapes - Squares? In a survival-crafting game? The smallfolk yearn for the mines...
Crafting certain items now takes time. Fuel requirements for some crafting recipes - Various resources can be used to fuel crafting stations. These are indicated with a fuel icon.
Crafting stations now have visuals to show when they are in use or not.
A craftable and placable item which stakes claim to a square plot of land outside of tree-bases. Building and interaction with items inside of the range is limited to the owner. The space can be made public for building, interaction, or both by the owner.
And before I leave you. A few teases of some things we're working on for next update...
Don't tell us you forgot about your favorite (surely) crew! We're here to remind you that we're doing a lot of work behind closed doors, for example...
New Patch Tomorrow!
Exciting stuff is almost here - New Morps, enhanced Map Generation, new Resources, and TON of improvements with fixes. Join our Social Media channels so you don't miss the arrival of patch v0.14 for Time to Morp tomorrow!
New Goals
You might remember that on the release day of Time to Morp, we showed you the Roadmap to illustrate the journey that awaits us and Time to Morp before its release from Early Access. After careful consideration, numerous discussions with the team, and, most importantly, feedback from players, we have decided to revise the current Time to Morp roadmap with a new one that better suits the current state of the game!
Exciting Future of Time to Morp!
Based on your feedback, we've come up with feature that aims to address multiple issues with Social Quests, Plants, Fruits, and Gadgets, while introducing new gameplay mechanic - Automated Farming! We're still fine-tuning how the feature will operate, but early concepts look promising! Another exciting feature will be Toys, which should offer numerous new ways to interact with world! Additionally, in response to your requests, we will be expanding the ways to interact with Morps. And that's not even all that's planned, to be honest! We can't spoil everything just yet, but we can't resist not showing you just a glimpse, so check this out:
What about the features I've been waiting for?
We apologize if your highly anticipated features have been moved to a later date, but we want to assure you that they are not scrapped. We will implement them as promised, just a little later to ensure they are integrated into the game perfectly and don't feel rushed!
Thank you for your Support!
We really love you, Morpers! Thank you for your feedback and kind words about Time to Morp, it really means a ton for us. If you'd like to provide more feedback, please consider leaving a Steam review or joining our Discord server to connect with us directly!
Console now display suggested commands correctly. Overall console improvements. Adjusted pistol upgrade/default behaviour. Grappling hook upgrade now has a visual indicator if you are in range to grapple. Spinner hitbox improved.
Fixed bug with sliding not initiating properly. Fixed bug where you would get teleported back to the floor when trying to jump sometimes. Fixed staircases sometimes making you fly upward.