In today’s developer diary, we want to tell you about the path of the Wargs: who they are, how they appeared in the project, and maybe give you some useful gameplay tips. Be sure to read to the end!
History and Origin
For those who don’t know, Wargs are the antagonists in Murrlandia’s story, arriving from a harsh, resource-poor world in search of a new home. Upon discovering the abundant Mana Stones, blue crystals used by the peaceful Meowkles for magic, the Wargs opened a portal to bring their army into Murrlandia. They fortified their position around a massive Mana Stone, led by their ruthless queen. When the Meowkle mages tried to destroy this stone and close the portal, the resulting explosion shattered Murrlandia into thousands of islands and scattered the Mana Stone fragments across the universe. These fragments retained their magical properties, transporting any living creature that touched them back to Murrlandia, thus maintaining a connection between the worlds.
Creating the Wargs
Once we gathered enough assets, we started creating the enemies for the game. We tried different designs until we decided that we wanted the Wargs to look like large, massive wolves and started bringing this idea to life.
Yes, this is how the Wargs looked in the initial stage. There was a lot of work ahead, but we were already on the right track.
We kept working and the Brutes, Rogues, and Recruits were the first to appear in the project. They differ in combat difficulty and hierarchy in the animal army.
The work on the wargs is still ongoing. We are creating new enemies for you so that your gameplay experience becomes more engaging. Check out this serious guy here!
Warg Recruits
Wargs are smart, wolf-like humanoids. The recruits are their basic soldiers and do a lot of simple jobs. You can find them wandering around wild islands, guarding important places, or staying in camps. If you kill them, they drop valuable items. They have a few basic attacks and are tougher and stronger than big animals.
Warg Rogues
Warg Rogues are quick and dangerous warriors. They do special missions for the Warg Queen but often hang out on the islands while recruits do the basic work. You can find them roaming the wild islands, guarding important places, or staying in camps. If you kill them, they drop valuable items. They have a few basic attacks and some deadly combos. They are the fastest Wargs and have more health and damage than Warg Recruits.
Warg Brutes
Warg Brutes are big, heavily armed warriors who lead the groups and give orders. You can find them roaming the wild islands, guarding important places, or staying in camps. If you kill them, they drop valuable items. They have a few basic attacks, deadly combos, and powerful heavy attacks. They are the toughest and strongest Wargs, with more health and damage than Warg Rogues.
Animation
Currently, we are mainly working on creating animations in Maya. The main focus is on making the character setup as high-quality as possible, ensuring that all animation elements move naturally and correctly. During setup, it’s important to carefully analyze the characters, imagine the movements they could make, and choose interesting poses according to the concept.
After sketching the animations, we move on to timing the movements to better convey the sense of action. Then, we smooth out the movements, add details, and perfect the animations. Various specialized scripts are actively used in this process, significantly simplifying the work.
Working on animations often involves technical difficulties. Our animators consider the specifics of game engines, the peculiarities of bone animation, and constantly keep optimization and game mechanics in mind.
And here’s a tip for you:
Use combat consumables in tough or large-scale battles with the Wargs. Remember that meat-based food can heal you in battle. Read the attacks correctly and dodge them, fight the Wargs with appropriate gear and weapons.
Working on the Wargs in the Murrlandia is a process of constant improvements and changes. We strive to create interesting and memorable opponents that make the gameplay exciting and engaging. We hope our players appreciate the effort and attention to detail put into each Warg. And who knows, maybe someone new will show up soon. Only time will tell…
We are thrilled to share the latest updates from our development journey with you. Our team has been hard at work, and today, we are excited to reveal more about the magnificent capital city of Eldoria. In this devlog, we will take you on a tour through the Citadel, a key location that our talented artists have meticulously crafted.
Eldoria is not just a city; it is the heart of Arcanterra, where magic intertwines with tradition to create an atmosphere full of wonder and history. Our goal was to build a space that feels both grand and inviting, a place where every corner tells a story and every stone holds secrets waiting to be uncovered.
Here's a glimpse of the Citadel in Eldoria:
As you can see, the Citadel stands as a testament to the rich lore and intricate design that we strive to bring to Arcanterra. From the imposing towers to the detailed courtyards, every element has been designed to immerse you deeper into the world of Eldoria.
We can't wait for you to explore the Citadel and experience the magic for yourself. Our team is dedicated to making Arcanterra a truly immersive and captivating experience, and we are excited to continue sharing our progress with you. Stay tuned for more updates as we delve into other areas of Eldoria and introduce you to the characters and stories that make this world come alive.
Thank you for your continued support and enthusiasm. We can't wait to show you more. Until next time, happy adventuring!
We're back again to deliver you guys more news and talk about game progress! Everyone has been anticipating the endgame patch (so are we!), so we thought we could shed some light on the current game situation!
Current Development State of The Game
General Progress
Experience Points and Total Removal of Potions Implemented properly
General experience is obtainable by defeating enemies. Elemental EXP is acquired by collecting the cartridges, and healing replacement of potions will be provided via the grimoire system (obtainable early by defeating Elizabee or Kudalina).
Removal of Chests and Replacement with Collectibles
Chests will no longer be a part of the game, since they were associated with currencies, something that got removed from the game. In its place, will be fixed location collectibles that will lead to the unlocking of many costumes!
But what will happen to the old chest progress of existing players? Well, we have found a way to convert old chest progress into collectible progress! Players that have managed to gather all chests from the current EA version will automatically unlock the outfits associated with the collectibles upon reading the savefile!
All Dialogue Voice Acting Lines are Implemented!
All dialogue voices are implemented! We are still working to add voice sound effects to fights. You can also adjust voice volume on game settings without affecting regular sound effects. We'll have some cool showcases in the near future, specially when combat sounds are finally implemented!
Suspension of editing gamepad and keyboard control schemes
We're still having issues with this particular situation due to how control mapping is working in the game and bug reports involving gamepad and keyboard issues with multiple settings. We'll continue to look into it, but there is a chance this feature might be completely dropped. We truly apologize for the inconvenience.
Paid Outfits
We have given you guys a heads up about this in the past, but we believe it's best to clarify once more that some costumes will be DLC.
While some of them have fun extra mechanics, they are not a requirement in any way, shape or form to beat the game. The game will be beatable with the base content. The game will be beatable without using any of the outfits, whatsoever. All internal game testing is always done with base outfit.
We will also be making all paid DLC free for the Early Access players. We'll work out on the logistics at a later date.
Outfit Mechanics
The game possesses 16 outfits in total, to which 12 will be unlockable by playing the game normally. Some will be unlocked by story beats, and others will be unlocked via the new collectible system.
All outfits can be seen in action in the video below!
Outfits posesses different mechanics, the vast majority being passive bonuses to sources of damages, suiting different playstyles. Below is a table containing information for the beta effects of the outfits. We will rely on the feedback of players to adjust these accordingly.
Boss Fight Overhaul Progress
We have developed a new system to speed up progress on boss fights, which basically makes reworks and implementations of art, sounds and boss skills much faster to develop. Our previous pipeline was a bit more complicated and slower to work with. So far we feel this new method is helping us coming up with better fights overall.
Let's give a few explanations of the state of the game's boss fights. Be wary of spoilers.
Kudalina, Nephelle, Elizabee and Rosalia will remain the same as seen in the EA build. We are reconsidering minor tweaks on Elizabee's behavior due to player feedback, but it will depend on how her fight holds up in final testing. We assume for now she will remain the same.
Sphinx is on rework status. A lot of this boss fight was meant to be a joke fight but it ended up really rough around the edges and presented no challenges at all.
Felicity boss fight will remain mostly the same but we are working towards improving the visual aspects of her fight. A lot of the VFX was done poorly and we really wanted to add more polish and better flow to her visuals.
Dullahan is on complete overhaul status. We are replacing the spine boss with a sprite version, with completely different redesign (a more gladiator-esque style). We felt the way Dullahan behaves was really clunky. His old armor design will remain in the game in the Spirit Grimoire splash art as a visual homage.
Isabelle and Isadora are being finalized. Isabelle is complete and plays out a bit more dynamically than her old spine counterpart. Isadora is a beast of a fight, and has the highest amounts of unique attacks bar the late game bosses and the final boss. We went ham on this fight but we are having a great time making it crazy, and we'll be showing you guys footage of this fight at the end of this month, if nothing crazy comes up in our schedule. Best fight ever.
Sophia's fight is in incognito mode, due to a few complications. We have postponed the rework on this fight for the time being, but it is likely we'll return to it soon to fix all of it's issues.
Sierra's fight will hold a surprise for you guys. Her current fight stays as is, yes... But let's just say she'll have some extras! The lead developer was bullied into accepting this change by the art director.
Nanami's fight is one of the weakest and we are putting in a lot of work on adding a second phase to it. A few days ago we had shown some of the designs and a sneak peek of one of her attack motions. She will have an ascended miko form, and mostly perform water attacks while being a lot more mobile.
Astral Knights will remain as is, but the art director has been pestering the lead developer to let her embelish their visuals. Denied! Perhaps this is something to consider after endgame patch is out...
Aldebaran is the worst fight in this entire game and we are seriously considering discarding her entire fight. She will receive fixes not only on her initial phase, but also receive a second phase as well. We want this to be the hardest fight bar the endgame content.
The rest of the endgame bosses (A total count of 8), won't be mentioned here for spoilers reasons. What we can say is: These fights need a lot of work before we are happy with them. We realize this is the biggest factor for the game's delay but we also believe it would be a major disservice to not work on these properly.
Here is a sneak peek at some new boss animations for Nanami, Dullahan and Sierra!
And here is a concept art of Aldebaran's ascended form, which will feature in her second phase:
Parting Notes
In hindsight, scope creep became our enemy. Upon reflecting our mistakes, we realize this game has an abnormal amount of boss fights. That being said, we really love all these bosses and want to make sure they make it to the game. It means we have to commit and see it all through the end. At this current time, it's mostly two people developing this game, and only one of them - the art director - has total time availability to dedicate to the game. Real life job and other commitments have been getting in our way.
To that effect, we really don't have a concrete release date of endgame patch, nor the final game. We realize this is a massive letdown, and truly apologize for it.
All we can say is that we'll continue doing our best, with all that we can.
That's it from us today. As always, thank you for the amazing support! Stay safe, and until next time!
Bug Fixes Fixed bug: Phantom move judgment distance is more accurate. Fixed bug: Knockdown judgment correction. Fixed bug: Combat settlement equipment amount inconsistent with backpack amount. Fixed bug: Issue with solar laser triggering when too close and other attacks clash. Fixed bug: Attack action phantom hints for combat skills. Fixed bug: Multiple light magic stones cannot be effective simultaneously. Fixed bug: Black sand sound effect does not disappear after leaving the battlefield. Fixed bug: Newbie guide automatically resets tasks after failure. Fixed bug: ESC advertisement page. Fixed bug: Data reset when re-entering the completed newbie guide. Fixed bug: Incorrect calculation of the number of scattering light balls. Fixed bug: Destiny engraving now activates at the start of each battle (instead of each turn). Fixed bug: Defense description stated as 2 turns, but actually operates for 3 turns.
Content Adjustments Adjusted: "Heart Demon Song" changed to a combat skill with effects lasting two turns. Adjusted: "???" will no longer refresh to bonfires. Adjusted: Buff application for spiked terrain did not match description. Adjusted: Added [Leave] button in some random events. Adjusted: Charm engraving effect modified: All items have a 50% discount, but selling equipment price is reduced by 50%. UI New UI: Added image assets for the opening animation of the novice oriental musician. New UI: Added image assets for the opening animation of the young tribal warrior. New UI: Added image assets for the opening animation of the novice ninja. New UI: Newbie guide task failure prompt.
Localization Localization: "Song of Forgetting Worries" renamed to "Song of Forgetting Sorrows". Localization: Optimized effect descriptions for "Requiem" and "Song of Forgetting Sorrows". Localization: Japanese text optimization. Localization: Russian text optimization.
We just updated the game with a quick hotfix. Make sure you have the latest version of the game 0.2.280d
Changelog:
Added reroll duplicate protection to artifacts and weapons
The Favourite unstable OC now has explosion radius instead of fire rate for "Hurricane" Guided Rocket System
Fixed an issue where a nonsensical completed milestone would show up on the end screen
Fixed an issue where refunding meta upgrades would show up when starting a run. This also fixed an issue with starting resources from Nitra Cache/Gold Cache would not show up correctly
Fixed an issue where top bar event icons could have the wrong size
Fixed an issue where the Drop Pod could land on top of a Morkite Reactor Core container
Hopefully fixed an issue where the "Fire 150.000 projectiles" milestone could unlock several times
Improved the UI around mastery bonuses
Improved the UI around starter- and excluded artifacts for masteries and anomaly dives
Vita-Miner Pills are no longer available in Bloody Learner
Pause screen no longer shows biome goals when doing Masteries or Anomaly Dives
Morkite Reactor Cores can now be picked up slightly faster
Fixed wrong Mission Control voice lines on biome mastery stages 6 to 9
Fixed an issue where the Weapon Box Artifact would not apply some Overclocks correctly
Fixed an issue where the shop discount was too high on Class Mod Masteries
Fixed an issue where the Weapon Box artifact would only chose from available class weapons, instead of all unlocked weapons
Fixed an issue where the Classic Scout class mod mastery would not gain additional XP from enemies, but would instead get XP from mining
Fixed an issue where the class mod mastery would have too much Shop Discount. Instead you now get 2x DRG Coupons artifacts, resulting in a slight nerf to the discount. (from 44% to 36% discount)
Fixed an issue with the fail safe that kills the boss if it charges off the map. It can still charge off the map, but it should no longer soft lock the run.
Fixed an issue where attack drones would try to target untargetable enemies
Fixed an issue where the reroll artifacts buttons would not be disabled when you had enough Nitra, but not enough artifact rerolls
Fixed an issue where the twin dreadnoughts would not properly transfer health while healing each other. The healing mechanic was always meant to be a health transfer, but with a net gain for the twins. The twin with most life should transfer 10% of its max HP - the one with the lowest life should be healed for 20% of its max HP. Before this patch the health transferring twin failed to take the 10% damage because of the grey health bar - that has now been fixed. To compensate, we have increased both twins base HP from 9000 to 9500.
Fixed Morkite Reactor audio being too low
Fixed Arbalests lava projectiles rotating while the game is paused
Changed the way facing directional weapons are aimed (Warthog, Subata, Leadstorm). They now directly follow the dwarf's rotation instead of the raw input. This should make it easier to control, though it may feel a bit slower.
In order to better manage the Playtest session and server access, we've decided to open up access to the Playtest session gradually. Make an access request via Steam and you'll be promptly notified of your access to the game.
We hope you have a great time playing Felon-E, and we look forward to your feedback to help us improve the game. You can fill in the
We have just published an update for The Riftbreaker. It contains fixes for various progression-blocking errors and crashes and a host of other bug fixes and changes. If you have encountered problems with the latest updates for the game, please try playing with this patch and see whether your issues have been solved.
Please restart your Steam client if the update is not available to you yet. It will force Steam to check for the latest updates and begin the patching process.
The Riftbreaker Maintenance Update, July 2nd, 2024. EXE: 974 DATA: 569 Changelog:
Fixed an issue that caused the required mission objective entities to spawn beyond the playable map bounds. This will prevent the situation when the Fungor Spawn Mound in the Swamp Outpost appeared in an unreachable spot, blocking mission progress.
If an objective entity has been spawned outside the playable bounds, we will detect and remove it to prevent progress blockers.
Added 'Show Incompatible Mods' toggle switch to the Mod Management Screen.
Moved "character_base" from the character.ent file to its own file. This will prevent an issue when a mod that changed something in the character.ent file caused problems with patching the game and resulted in corrupted Mr. Riggs character that couldn't complete Campaign Missions.
The font in Event Log screen has been reduced to allow lengthier strings to fit on the screen.
Updated scroll bars in the Settings and Customize Controls menus.
Poogret's light effects will appear correctly even if the creature itself is just beyond the visible area of the screen.
Fixed an issue that caused a crash during loading when jumping between outposts.
Fixed rare issues that caused buildings to be built or sold at incorrect resource prices.
Fixed issues with the Crash Reporter tool.
Fixed visual issues with resource deposits hidden within the limestone walls in the Caverns biome.
Fixed an issue that caused the building level markers to be rotated incorrectly.
Fixed deactivating items after a forced map change in the Campaign Mode.
Fixed an issue with the "Interact" option on the Alien Research Laboratory and the Orbital Scanner buildings.
Fixed several GUI issues on the Mod Management Screen.
Fixed a crash caused by the Alien Camouflage item on old saves.
Fixed an issue that caused the resource name label to cover up the resource intake in the Gas Extractor building.
Fixed missing scroll bars in the Sandbox Control Panel.