Hello Draconias! After a long wait and many challenges we had to face, the Wyvern is finally playable! We hope you enjoy it as much as we do!
Added: Wyvern as playable character Added: New story bits Added: /removexp command Updated: Carry & interaction UI Updated: Great tree area Fixed: Chat scroll bar overlapping text Fixed: Character attachment culling in character creator Fixed: Fire breath ability not rendering Fixed: Story notes saving/loading not working in multiplayer Fixed: Carry UI prompts Fixed: Griffin snapping when exiting flight Fixed: Colorblind settings not working in photo mode Fixed: Lindy slide movement Fixed: Missing moving sound gameplay tags Fixed: Death's grip is now properly being applied and reduces char stats by 50% for 300 sec Fixed: Death's grip being affected by cleanse effects Fixed: Character stats not staying at 50% when Death's Grip de-buff is being removed Fixed: Disables grab / carry requests (and made character not interactable in general) if player interaction is blocked by any effect or state, e.g. sleeping or resting Fixed: Ka'sai emote descriptions not matching the emotes Fixed: Resource generators using up stash limit slots Possible Fix: For missing construction decay Refactored: Rest/sleep mechanic
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
Greetings, future venturous travelers, to Knock on the Coffin Lid: Prolog!
Why future travelers? It’s simple as it is! If you are here, you have not yet had time to plunge into an exciting and dangerous journey through the lands of Midian in an interesting company. We understand, you have a lot of questions, let's talk about everything in order.
Knock on the Coffin Lid: Prolog is a free game that tells the very beginning of the story of the main game Knock on the Coffin Lid. You have to investigate the mystery of your own death and try to find a way to escape from an insidious time loop created by a mysterious sorcerer.
And now it's time to meet your company. This is Persival, a brave warrior who faithfully served Lord Ingvar, the wise and righteous ruler of the Northern Gate.
After tragically losing his lord and losing his own life, he finds himself in a crypt in the company of a mysterious stranger. What has happened? Why is Persival alive? Who controls the North Gate? And who is the man who brought him back to life? And is he human?
Embark on a journey in search of answers and perhaps you will be able to save Midian from collapse and become a ruler. But remember - every action has consequences.
Your decisions will determine who survives and who will suffer an unenviable fate. Who will succumb to the destructive forces of evil, and whose head will fly from the shoulders? Only time will tell.
Exciting, isn't it? But this is just the beginning, just the tip of the iceberg. In the full version you will find even more exciting adventures, many mysteries and secrets, as well as new acquaintances. Your new companions will be: Bjorn - a proud rebellious elf cursed with lycanthropy, an exile from the wondrous lands and Vanadis - a confident and determined archer from the Heathlands, whose strength and skill are beyond doubt.
Feeling empowered to already start setting out to explore the lands in search of answers, you can purchase the full version of Knock on the Coffin Lid.
Patch 1.0.1 has been released. Please refer to the image for the details of the fixes. The patch for the Nintendo Switch version will be distributed as soon as the review process is completed, so please be patient.
Some players were reporting performance and save/load issues. I thiiiiink I've fixed those by creating a multi-threaded save system. I've tested it myself, but these issues are often machine dependent and rare, so it's possible I haven't caught an issue. Please let me know if you experience save/load issues after you download this patch!
First of all, a huge thank you to our community for making Sker Ritual's 1.0 launch an unforgettable one for this small, Welsh studio! We cannot thank you enough for the reception, reviews and engagement across the board.
Thank you also for being patient as we tackle issues and bugs that have been brought to our attention and we have been working on them as fast as we can. A hotfix patch was released over the weekend to tackle a few of these bugs and you can see what has already been fixed below.
Sker Ritual Patch v.1.0.0.20323 Hotfixes - 19/04/2024 - 21/04/2024
BUG FIXES & UPDATES - Improved CPU performance from texture loading and other small changes - Fixed multiple issues caused by other players leaving during a multiplayer game - Fixed an issue that caused the game not to end when everybody dies and has no token if someone has left the game - Fixed an issue that caused the scoreboard & game over screen to show people who are no longer in the game - Fixed an issue that caused Steam Deck to not show the Game Over screen when leaving the level - Fixed an issue that caused the game to break when swapping between Sker Passes automatically - Added icons for people who rebind actions to the middle mouse button and extra mouse buttons - Fixed a memory leak caused by the damage text - Fixed a memory leak caused by caching NPCs - Fixed a memory leak caused by points added notifications - Improved CPU performance of levels with loads of flickering lights - Videos should now skip if they fail to play, also added "ignoreVideos" as a launch option on Steam in case any other issues are caused by videos failing to play - Removed Aim Assist targets from fake NPCs in "Deadly Lover's Fortress" - Fixed an issue causing conflict in lobby names and sometimes making people join other random rooms - Fixed the Abraham boss fight sometimes leaving the room and resetting - Increased size of the teammate revive interact so you don't get interrupted when you get hit - Fixed some errors causing some abilities to sometimes break - Fixed the Diver Helmet enemy sometimes forgetting to leave the spawn zone
If you don't see your bug fix here, don't worry! We are determined to get as many fixed this week as possible so do keep an eye out for future patch and updates here.
Please find bellow the changes applied during tomorrow's maintenance.
You will not be able to start new games starting 7.30am (CET) Servers will be down at 9am (CET) Estimated end of maintenance: 6pm (CET)
Highlighted improvements
The usage limitation for legendary player customizations is now per team instead of account wide.
Fixed an issue causing some coach emotes being hidden in the emote wheel
Menu
Fixed the "Hide competitions for non members of the league" league setting
Fixed an issue that could cause a deleted team to still be displayed in the Official Ladder menu
Added a "Max framerate" setting in the Graphics option menu
Minor UI and UX improvements in the Blood Pass menu
It is now possible to modify the logo for an already started competition or league
Newly created competitions will now use the league settings as default
Added competition and rounds settings in the league parameters tab
Added tooltips on competition start, update and advancement buttons.
Fixed the Search bar in the Gamers tab of a League
Fixed some issues on competitions advancements in offline mode
Added an error pop-up when adding an AI team to a competition failed
Fixed some controller navigation issues in competition menus
Fixed an issue that could cause "Waiting for validation" to remain displayed on validated match reports
Fixed an issue when gaining a player advancement at maximum level that could prevent to pick a secondary skill
Fixed an issue allowing a player with No Hands trait to pick a Pass Ability characteristic improvement
Match
Fixed an issue causing players to run indefinitely in the wrong square of the pitch
Fixed an issue regarding On the ball skill when playing against AI causing a unresponsive state during a kick-off
Pass range outlines are now correctly updated when planning a movement during a Pass sequence
Improved AI thinking feedbacks
Loner Skill is now considered an acquired skill for Journeymen and Mercenaries in the match UI
Fixed an issue causing block actions not being greyed out in the action wheel after a movement in a standard sequence.
It is now possible to select players during your opponent's set-up phase (allowing to inspect players skills)
It is now possible to stand up a player with the Jump Up skill without using the action wheel. You still need to declare the block before standing up if you are not blitzing.
Many minor animations and clipping fixes
Fixed an issue that could cause set-ups phases to be off the pitch in some cases
Fixed an issue sometimes causing a player to appear in the wrong square after the use of Diving Tackle
Skills
Fixed an animation issue when using Stab trait during a Multiple Block sequence
Fixed an issue causing Secret Weapon wheel to appear in the wrong location
Fixed an issue causing Secret Weapon not appearing in the dice log
Fixed an issue preventing to receive SPPs when a Stunty player was healed by an apothecary ( on a "Badly Hurt" result on the Stunty Injury Table)
Fixed an issue causing Juggernaut skill not to appear in the dice log
Fixed an issue causing Guard skill foul assists not to appear in the dice log
Fixed an issue causing Thick Skull skill to appear in the dice log in irrelevant cases
Fixed an issue causing Sprint skill not to appear in the dice log
The reception to our demo during Steam Next Fest and beyond was incredible. The community has been supportive and honest, and as a result we were able to improve the full game based on your suggestions, recommendations and bug reports. Your feedback was also a big part of why we decided to push for Steam Deck verification, and it made the game itself better as a whole. Thank you.
Now that Tales of Kenzera: ZAU comes out tomorrow, we’d like to take this opportunity to polish the demo!
We’ve begun to work on it now so we can give players a sample of Tales of Kenzera: ZAU that’s reflective of the full game.
For now, the outdated demo isn’t an accurate representation of ZAU. We’re going to remove it temporarily (for new players and for existing demo owners), which means players won't be able to download the demo from Steam, and that anyone who downloaded the demo already will not be able to play it anymore starting April 23rd at 5PM BST / 6PM CET / 9AM PST.
We’re excited to bring it back for players to sample Tales of Kenzera: ZAU in a version that’s truer to the final game!
- Fixed Save button that we broke in the last update (oops!) - Fixed some issues with the item menu - More Fixes to the way the floor counter works to prevent getting stuck on boss floors - Cards now fill the screen more efficiently in the card library screen - Fixed Artifacts menu showing "No Artifacts" text when you do have some
Du has been online for testing for 9 months and will soon update the soul bone equipment system of exotic beasts. The update forecast is as follows:
Increase: Soul Bone Equipment System Gameplay, killing rare exotic beasts has a chance to drop soul bones. The soul bone parts have left and right corners, left and right shoulders, left and right arms, and left and right wings, with 6 qualities of white, green, blue, purple, orange, and red, and a maximum of 5 attribute entries. The entry includes 5 levels of green, blue, purple, orange, and red, and the higher the quality, the higher the attribute. Soul bone entries and attributes can be refined by consuming spirit stones. Each set of soul bones has a different appearance. In the initial stage, it is expected to increase by 20 sets of soul bones, which can be obtained by exploring different dungeons to kill rare exotic beasts.
Add: Multiple dungeon maps randomly generated within the faction area, guarded by rare exotic beasts, with a chance to drop soul bones after killing.
Due to numerous updates, it is expected to be launched in May. Stay tuned!