Hotfix 5.131
UI
- Fixed bug with a pedlar’s item descriptions not working when a runic head wrap is in inventory
- Fixed bug that could result in a blank quip popping up when opening boro’s bag
Gameplay
- Fixed a dialogue bug with the Aven Dura captain restarting their event after resolving it
Patch 5.13
Audio
- Fixed a new issue playing a volling voice for an empty character when a character only animates during a dialogue vignette (like the Pavura at the start)
Visuals
- fixed an issue with the shadows in the Pavura’s office when standing near the door
- Fixed an issue when entering the Aven Dura map triggering a fog of war vantage point near the west fort wall automatically
UI
- silver scale stonewood armor now has correct inventory art
- Fixed an issue if you start a new game and head directly to Aven Dura to get gate password, resulting it not generating immediately
- Fixed a new issue that resulting from saving the game in the save menu and then immediately pressing ESC, resulting in the menu not coming up until pressing it again
- Fixed a bug where tapping ESC quickly in succession leads to the UI not displaying
- Fixed an issue where Radut’s portrait stunned badge may not appear immediately if you KO him
Adventuring
- additional checks for timing based quests
- corrects potential issue that could result in the shroomer armor merchant not detecting you’ve waited long enough
- Fixed bug where the bone pagan in Aven Dura could temporarily remove intercession buffs when healing
- Adjusted your guard’s planning dialogue after finding a spy, being more specific with when they should be looking for something and the repercussions of the situation
- Fixed an issue where Dragos could not return to the bar when attempting to sober him up multiple times
- Fixed an issue that could occur when returning to speak to Dan or the Dryads after playing wingman for Dan. Thanks for catching that one @shanara!
- New models and art for all the heavy circlets embellished with either one or two gems: citrine, garnet, ruby, amethyst, emerald, opal
Maps
- Put an an additional check in the tomb below Forten Lazure for if you manage to get into the inner sanctum without the doors saving that they have been opened - exiting the inner sanctum now verifies this has to be the case
Balancing
- Increased weights of amphoras and food pots
- Bound creatures - decreased ‘weapon’ damage of some creatures
- Bound creatures - now subject to their action bar’s wait time at combat start
- Decreased the fauna spell damage output of some volling/skilpi pagans
Gameplay
- Fixed a missing word when guards are complimenting another’s rollies fauna spell
- Fixed an issue that could result in vine walls staying active through loading if they were cast and active when selecting a new game to load
- Dragos no longer can multi-hit your party as they cheer your combatant on during their brawl
- Fixed a rare issue that could occur when an NPC’s summons are still active when you die, and if you reload on that scene they could still be active
Controller
- Fixed issue with leveling up where controller focus can move to items on the ground and soft lock the game
- Possible fix for Load Menu remaining interactable while graphics are invisible during gameplay and with Character Sheet open
- Fixed bug where Action Bar could still be navigated through while Quest End cinematic playing
Holiday Hat Contest Update 5.12
Additions
- Added four Twilight Revelry hats in a chest by the training circle near the tower
UI
- silver scale stonewood armor now has correct inventory art
- Fixed an issue if you start a new game and head directly to Aven Dura to get gate password, resulting it not generating immediately
Adventuring
- additional checks for timing based quests
- corrects potential issue that could result in the shroomer armor merchant not detecting you’ve waited long enough
Maps
- Put an an additional check in the tomb below Forten Lazure for if you manage to get into the inner sanctum without the doors saving that they have been opened - exiting the inner sanctum now verifies this has to be the case
Balancing
- Increased weights of some inventory items
Patch 5.11
Visuals
- Improved sea water on the Rozafir map
- Improved rivers and pond near the rain god statue in the West Ruins map
- Some additional checks to verify positions of characters that were getting shy during character creation/character sheet resulting in them temporarily disappearing
Audio
- Updates some voices
Adventuring
- Boat captain at Forten Lazure warns of heading into high level areas
- Fixed a bug in Act 1 wheresome arrows and a wine that can be picked up came in full stack size instead of the set amount
Balancing
-Increased potency of “Armor’s Ease” for any *new* intercessions made with her
Gameplay
-Vaha’s “Armor’s Ease” Intercession now increases Evasion as expected
- Fixed a scenario for when characters appear to be stuck on one another, could happen right after going through a door
Hotfix 5.111
- Correcting videos for some players potentially not playing depending on their device (demo and main game)
Update 5.1
Additions
-New Maps: The Meadery and surrounding area is now available (accessible south of Din Varens via sea)
-After combat the guards can now quip about various events and occurrences that had happened
-New creature variations and items
-New lock-breaking requirement roll
-You now lose some health when drawing blood runes on vol trees
-The trickster god’s imp rats can potentially occupy any uncharmed chest. (Spoiler: there are no charmed chests in Invimona)
Visuals
- updated bee creature model and texture for various enemies/summon
- updated a Garnet Circlet pivot to be placed correctly
Audio
- updated sailing track
UI
- “Scrap of Linen” image of note now shows correctly in inventory when right clicked
Adventuring
- fixed bug where you could click on a land-based map exit while in your boat and party would get stuck
- Changed some quips for potential exiles on the island
- Changed some dialogue of guard captain Dionosa to be more accurate
- Corrected item weight of garden lever
Maps
- fixed a map exit moving from the north land exit of the Lazure Lighthouse to the Aven Dura Forest
- Fixed some navigation issues on the top floor of the Aven Dura Gadaar’s building
- fixed some navigation issues that could result from a Form Up when under the NW tomb corridors
Balancing
-Lock challenges have updated armor values for to higher challenges with new lock breaking stat
- Grave Keeper Lord in Northern Pass map now more dangerous
Gameplay
-Pinning a non-hostile target outside combat now makes them immediately hostile and gives a badge
-Changed friendly fire parameters for in/out of combat and how NPCs react
-Pagans now have new checks for where to cast area spells
-Characters have new checks to avoid area effects (creatures depending on intelligence level)
- Fixed bug where you couldn’t turn felons in with Aven Dura guards
-Some area effect spells now can affect both party members and enemies
Update 5.05
Additions
- Wolves now have ability to pin targets
- Wolves now have ability to pin and then throw a target
Visuals
- Updated House of Sera guard uniforms
- Fixed an issue after impressing Vaha that could result in a guard hiding from the quest-complete vignette. So shy!
- Fixed a visual with the Varuchov menestral Emilyn wearing a garnet circlet before she was gifted it
UI
- Fixed issue with spellcrafting menu with spells with four sliders not always showing difficulty accurately
- fixed talking to peddler with licech jar in your boro’s pack resulting in opening a separate dialogue and causing a freeze
- Fixed typo with Sergiu at the Lazure outpost to the west
- Song: Hero now has the correct description
Adventuring
- Moved birds aggressively attacking the good Dura guards at the southeast and southwest gates a bit farther away to avoid easy confrontation
- Fixed a bug while sailing and using the Multihand rally attack
- Fixed an issue if you stun Gabriel, save and return to him and then kill him, resulting in him not abandoning his head
Gameplay
- Updated quips to play audio correctly
Update 5.05
Visuals
- Gargoyle shows up accurately in northern lighthouse above Aven Dura
- Additional fog of war vantage points added on numerous high banks in the new maps
- Fixed some visual anomalies in the northern lighthouse map
- Fixed some floor collider accuracy in Aven Dura interiors
- Added to forest terrain surrounding the Aven Dura town, fixed some modeling around town
- Fixed a layering issue that could occur in the wolf encounter where guards could appear closer to the action than they should during the ending cinematic
UI
- Fixed an issue with some stackable items not being able to be stacking as expected
- Fixed an issue when using the field assembly kit to create arrows/vials/rivi wraps not having the expected results
- Fixed some grammar for the plural ‘volling’
- Fixed Physical Damage for ranged weapons, these now add equipment and ammunition type to formula as expected
- Boro now can accept the Licech drug into its pack
- Fixed bug with small shields and large shields not showing the correct armor utilization
- Fixed some grammar for the plural ‘volling’
Adventuring
New versions of the volling voices as we continue adjustments/mixing
- Fixed a walkable area in Garnet Bay where a guard could jump onto their own little island after getting off their boat
- Additional creatures added in traveling maps around the forest/town
- Some new quips for merchants!
- Fixed a broken map exit from Aven Dura to Northern Pass
Gameplay
- 10 new accurate sound maps have been added for Aven Dura and surrounding islands for walking and equipment to react to
- Possible fix for issue where boro stats were multiplied x10
- Fixed issue where saving in Lazure Caves with boro in your party could bag data to be removed
- Fixed some issues with pathfinding support guards in shopping areas
- fixed issue with dryad’s frog challenge where getting knocked down by jumping frog didn’t result in game end until being run over by a green frog
- Fixed an issue where some NPCs/support guards could remain in an assist mode after combat ends, visualized by the little halo above their head - combat ends now check for this
Update 5.04
Gameplay
Demo
- Updated the demo with some of the recent fixes, quality of life features and new music
Additions
- Improved combat behaviors of the [redacted] wolf encounter
- Added Lachovinan urns to forest dungeon
- Added some lights to new interior scenes for better clarity
- Fixed missing wolf corpse piles
UI
- Rivi wrap ammunition now have larger stack sizes
- Fixed a situation that could occur when chatting with the flower that gave it the wrong name
- Fixed an issue when kicking an interactable object when you have the Kick Pummel technique causing an issue where your character might hop around for a minute. They're just so excited
Balancing
- Adjusted XP given from the wolf variations
Update 5.02
Visuals
- Wolf blood mask is now showing correctly
- If another NPC gets involved in a trainer’s conversation you can still train as expected when clicking the button and the dialogue vignette will correctly show the trainer again
- Fixed an issue with the Pavura’s guards backtracking during cinematic
UI
- Fixed bug where a Lachovinian dagger wasn’t showing description and weight
Adventuring
- Fixed an issue when slugging it out with Draggos if you attempt it more than once and were carrying an off-hand weapon
- Imanuela’s captured Vol forest patch now shows up and provides rapid Spirit regen as expected
- Lachovinian water pump now shows splashes in immediate pipe when cranked on
- Water pipe splashes now brighter
- Changed damage output of bone vomit wave
Maps
- Fixed the most northwestern garden gate that you could get through without unlocking by click-to-move specifically
Gameplay
- Updated Act 1 combat to play correct soundtrack
- Fixed bug where arrows, vials, stones and components were not showing correct stack size at monger stalls when first arriving to a new map
- Fixed bug with buying items where bartering discount was being applied before multiplying for stack size, creating a cost disparity when buying in bulk
Update 5.01
Additions
Visuals
- All operating systems now use the vp8 video codec
- Fixed an issue with new video codec not looping correctly on the main menu
- Fixed an issue where critters were moving up hills goofy
- Fixed a visual bug with water foam in Forest Ruins map
- Large wolf no longer drops ribcage when dead
- fixed graphics issue in the Aven Dura shopping area
UI
- Summon Red Bird song now has unique icon
- Fixed grammar when picking up a single emerald from crashing into a barrel at sea
- Fixed issue with Rivi-Wrap leafs that were made with the field kit not being stackable with ones purchased
- Updated the Parry Technique text to be more accurate with the base being 40%
- Fixed text in Tranfuson effect spell description
- Fixed an issue where double pressing ESC to leve the level up menu would result in the hud not showing correctly
- Fixed an issue with some NPCs who sell things from dialogue having quip boxes not display text during their vignettes
- Fixed an issue with respeaking to Vaha when asking for Intercessions
Gameplay
- Fixed bug where summoned creatures exited boat into the water
- Fixed rotation for flutes during song playing
- Immanuela the bone pagan in Aven Dura heals for cheaper and gives Vol’s Healing buff
- Fixed bug with vine-wall casting pagan in Lighthouse map where saving wasn’t possible even after combat ended
- Can send Sorana to Exile Island
New maps around the Aven Dura settlement. Check out the showcase: https://youtu.be/Uxwd_Neo3oc?si=dXym8ap7GY_porn0
Do shroomers feel fear? Let's find out.
Topa-din everyone!
The Technique Menu has entered the main branch.
There are passive upgrades for the party they can learn, but mainly Techniques are used situationally during brawls and dynamically change the use of the Pin, Charge, Kick and Attack buttons. This is dependent on enemy and your support guard's status and positioning. You'll see the action buttons glow when a technique is available for the party leader to use (the one you're actively playing as), or a guard do something new automatically, like if an enemy is downed and any guard is near it they'll give it a good kick. Some of these are just for support guards, some are for everyone and some are just for the party leader. So if your party is coming up short in some regard or you're struggling, there are now techniques that will help out passively and increase damage and defense output overall for your support guards. Alternatively there are more risk-focused brawling techniques like pin-spin, which if you grab an enemy while they are surrounded by allies you will spin them in a circle hitting all of them, and then launch your target toward one of them.
You start your technique unlocking by selecting three Action locations on the web for free. Your party's total XP gained is used as a currency thereafter to branch away from these initial three Actions to enhance them, gain new upgrades, learn new techniques, or upgrade those techniques.
New games will now have the decision of what Actions and Techniques they'd like to pursue first as they begin, and what might be more effective with their build composition. Existing games should have a healthy pool of XP to learn from immediately when opening up 3.8 and onward. Marshal Grigore at the Forten can reset these for you at any time (for free for now). If you happen to check it out please let us know if you find anything or have any suggestions! The costs of the technique book are balanced for the XP provided from the average playthrough of the overall game, but we'll be updating costs of these. Typically upgrades get expensive when upgrading techniques specifically, and everything else is more gradual increases.
The Rally (and Rally chain attacks) no longer have an action bar button, but are now executed by holding the key/controller button when selecting a target to attack like usual. Your ‘Attack’ button glows when this is available as an option Opening an existing game will have Rally, Pin, Charge, Kick, Revive, Form Up, and Dodge unavailable until they are learned. Dodge is now learnable to improve the existing ‘block’ action. That is to say the guards will stand still and block if you use the key or they are on their own until you learn Dodge, after which they’ll be able to hop away from danger completely if there is room available. Support guards are more effective at blocking now, but dodge will always be a better option for them as it generally avoids all damage. The tactics menu button on the bottom left part of the HUD is now repurposed for the Techniques menu. The previous tactics menu is being updated and will be integrated per-portrait for faster edits during gameplay/encounters as needed. Evasion/kiting behaviors are based on their equipped weapon at the moment, and pin frequency is reset to the baseline.
Techniques also makes songs, equipment, and intercessions that improve stamina/rally generation more potent, as most techniques require stamina or Rally to be used. You can feel a big difference if your guards are ripped on rice beer or cafera during a fight, so drink responsibly and all that.
🌱Fixed an issue where the portrait heads could get stalled during the blinking animation and look like they were sleeping for a bit. Not allowed guards, back to work!
🌱Adjusted Stamina bar art as well as having it now remain visual in and out of combat
🌱Adjusted edge-clicking exit art
🌱Fixed an issue with new stamina visual where one of the pieces had a delay in filling
🌱”Leader” icon text raised up to give some space to the character name in portraits
🌱Fixed rare issue where HUD elements from Act 1 could visually remain on during the start of Act 2 while creating guards
🌱Fixed bug where perfect dodge scaled action bar does not return to normal size
🌱Fixed discord link on main menu
🌱Fixed bug where evasion notices weren’t always showing in game feed
🌱Fixed a timing issue with displaying the Boro’s weight while removing items from their bag
🌱Fixed a visual issue with the Charge button glowing for a technique after the opportunity had passed for it
🌱 Fixed an issue with some related quests if Soreena dies somehow in the Abandoned Farms map
🌱Changed some grammar in the Harvest God statue
🌱Fixed an issue with the Armor breaking elyxir ammunition
🌱Fixed an issue with sleeping hostile creatures that could result in them waking up early if you are moving around them
🌱“Lachovinian bow” name fixed
🌱Fixed a spelling mistake in one of the conversation paths with the Lazure guard Dan
🌱Act 1 Asal has Pin-Kick learned
🌱XP added to quests
🌱Edited Binding challenge for creatures resistance
🌱Edited Binding challenge where the size of the creature now has more influence on the challenge
🌱Harmony bonus is multiplied by summoned/bound creatures as well as companions standing in Form Up circle
🌱Updated kick/charge damage base to be strength instead of character level
🌱Tweaked Harmony evasion and rally up bonuses
🌱Updated effects mushroom rivi-wrap
🌱Update pin time calculation to include strength and aura
🌱 Technique Kick Together - support guard and leader now move closer together for
🌱 Technique Charge Together - now has support guard prioritize the same target, not a nearby target
🌱 Technique Pin - FIxed issue where after a target is pinned another target could pin the volling pinning in what was looking rather too friendly
🌱Fixed bug with Sela’s shrine not giving XP for Intercessions check
🌱Spell: Lizard Trap - fixed issue when summoning the trap where an outdated poison effect caused some havoc in the gamefeed
🌱Spell: Vine Rug - fixed an issue that could occur where the rug begins to disappear if the caster is KO and the time had run out while it is forced active with an ally still on it
🌱Spell: Find Padurri - condensed text description to fit in the info box nicer
🌱Fixed an interface issue that could prompt the hotkey of flipping your characters weapon loadouts unintentionally
🌱Fixed an issue with sleeping hostile creatures that could result in their zzZ animation resuming once they are killed
🌱Fixed an issue that could occur with Greva where they could have attacks interrupted when prompting the combat dome
🌱Fixed a timing issue where your guard’s heads would turn back to portrait rotations after concluding a dialogue before the menu exited
🌱Fixed an issue where if Asal moved with WASD immediately after killing a target he could get ahead of the camera catching up to him, the little rascal
🌱Fixed issue where oars could be scaled to gargantuan levels
🌱Update pin time calculation to include strength and aura
🌱Rivi Wraps and Globes can be used at any time
🌱Rivi Wraps and Globes now displayed in Portrait grid
🌱Capped shroomer flyers adding more eggs when in party
🌱Fixed bug with supporting guards blocking getting interrupted
🌱Fixed bug where successful timing evasion against Robber Baron Gabriel not showing in gamefeed in West Ruins map
🌱Fixed some issues where pagan next to Vol tree above Lighthouse was not casting spells correctly
🌱Fixed bug where Boiling Spores and some other spells would show as too difficult after casting
🌱Adjusted model physics where some situations allowed KO or killed characters to temporarily float a unit or so above ground after getting pushed against a wall
🌱Fixed issue that could occur with pathfinding where guards could run through some wall colliders if they were charging when combat began/ended
🌱Updated dialogue controls to use D-Pad to avoid unexpected goodbye/continue clicking caused by joystick
Topa-din! Small selection of fixes while we're working toward a larger update. Hope everyone's week is going well!
🌱 Fixed a rare inventory issue that could occur if the bag was full and repeatedly try to pick up new items from ground slot and in-game world.
🌱 Fixed a map exit that could be used to bypass a gate.
🌱 Updated Aura for the large creatures Long Legs and Dobra so they are more challenging to bind
🌱 Fixed animation issue that could occur under rare circumstances where a guard is knocked out in combat but they’d continue playing a standing idle animation instead of their floored animation
🌱Various non-weapon skills now have a larger weight when determining use percentage for level up bonuses
🌱Updated emerald count stored in urns within tombs under the Forten Lazure map
🌱Fixed issue with dialogue notepad sometimes flashing open when opening a new dialogue vignette after its been used previously
🌱Fixed issue with Boro inventory pack emptying if exiting the peddler menu a specific way with the pack open still.
🌱The (potentially) new storekeep under Rozafir is now correctly named Fina instead of Moira
🌱Fixed bug where killing Mihal could cause error loading game in future saves
🌱Fixed issue that could occur with ranged enemies where they don’t search for you after seeing you if they are alone
🌱(New games only) Some of the items picked up from the robbers above Nelu’s inn had items that would drop with 0 durability. This has been fixed and is now dependent on their use during the fight as expected
🌱Possessed child in Garnet Bay can now be gently knocked out and then disposed of without causing a bug.
🌱Fixed dialogue with sick guard at Forten Lazure where the strength-check response text can be given to the wrong guard.
🌱Aven-Dura guards in West Ruins map now wait 15 hours after the hostages have been returned before heading back to their fort.
🌱Increased collision area around brambles in back of crop goblin fort that you could use W-A-S-D to run past but could not click move through
🌱Decreased health of brambles in Abandoned Farm
🌱Fixed issue where you could waypoint-click across door links in outdoor scenes that are automatically connected, like the bridges near Rozafir.
Updated some render oddities and colliders in:
🌱Forten Lazure
🌱Tombs under Forten Lazure map
🌱West Ruins
🌱Rozafir
🌱Lazure Lighthouse
🌱Act 1 location
🌱Fixed the sneak gauge staying up when interrupted, now goes away as expected.
🌱Non-leader guards now prioritize a closer proximity to the Leader during combat pathfinding, so they should stay closer in more obstacle heavy areas
🌱Fixed error that could occur when loading new game while sneaking
🌱Fixed issue with boro when performing the sequence of catching a new boro, taking back your previous one, then buying one causing an emerald reduction error.
🌱Fixed an issue that could occur when bound creatures would wait to attack a target if it was innocent and created a victim badge.
🌱Fixed mislabeled controller prompt for opening spell and songbooks.
🌱Fixed Shroomer faction behavior in colony hub under Forten Lazure Caves. 🌱Chanter Sil in Forten Lazure now reveals his name for labeling in dialogue (*new playthroughs only).
🌱Adjusted enemy bind resistance for early area creatures
🌱Adjusted Pagan fight in NE Stone Bridge to focus on more aggressive spell usage and less sling
🌱Fixed bug where form up circle not showing after Pavura’s conversation but before talking to Mihal
🌱Arrow direction for Defense circle now rotates immediately on click in the direction you pull towards
🌱Fixed an issue when selling goods and having the boro’s pack open, and then switching guard inventories resulting in the camera zooming in
🌱Adjusted visual for pagan’s Vine Rug to be raised a bit more above water-level
🌱Fixed an issue with Act 1 smoke not depthing correctly with renders
🌱Fixed bug where Mausoleum local map was only showing doors and not areas entered
🌱Game Feed window now displays on top of item labels on the ground
🌱Dialogue Vignette note can now have lines beyond 11 be clickable as expected without closing the note
If you free the Dolki, they will no longer get victim badges under certain circumstances if attacked while they are running away to their hideout. This caused some issues with turning them (back) in
🌱Updated boat collider and water height issue in Lazure Falls in bottom left
🌱One of the Lazure Falls beach landings was inaccessible and is now available
🌱Lazure Falls now exit collider to Rozafir map now accessible
🌱Adjusted dock collider at Lazure Outpost so that boat could not pass under it
🌱Removed the divine ramp in Tombs map under Forten Lazure map
🌱Fixed issue where the Revive stone icon collider made NPCs non-selectable through it
🌱Fixed some various snags that could happen with bind roll attempts if performing manually
🌱Fixed issue where hovering over bindable creatures outputted message that they would barely resist and should have said will resist
🌱Fixed bug where bind fail and bind success hearts were only playing once overhead of enemies until game reloaded
🌱Fixed issue where sometimes map exits showed green line but no prompt to exit 🌱Fixed bug with defending not working 🌱Fixed bug where first beach icon after getting boat wasn’t showing until leaving beach and returning 🌱Fixed some issues with reviving fallen companions
🌱 Adjusted vignette lighting on a central-coastal exterior vignette
🌱 Adjusted visual issue that could occur when the halo stays behind on bound creatures when entering the boat
🌱 Improved render for Lazure Falls local map picture
🌱 Fixed bug where beach icon could be missing after dialogue where you get your boat
🌱Fixed issue with padurii child prompting a victim badge if you had happened to turn it hostile before revealing it as possessed 🌱Fixed issue with some bandits on a boat being able to show up during the day instead of their usual night hours Spoiler text
🌱 Bird minstrel above abandon farm islands now has pre-existing bird allies separate than the ones summoned
🌱 Fixed stun visuals were able to be seen through fog of war in interior shots
🌱 Fixed congestion issues in Rozafir as characters are moving between interiors and exteriors for day night cycles
🌱 Fixed bug with boat landing where sometimes you couldn’t leave boat after combat begins at the Lazure western Outpost
🌱 Fixed bug where summons could be in water when you leave boat if there wasn’t room for them on the docks
🌱 Fixed bug where you couldn’t turn in exiles at lazure sea outpost
🌱 Fixed bug where Boro switching could cause the inventory items to be displaced onto the ground. This will now only happen if your new boro has less Strength (-> carrying capacity) as expected
🌱 Fixed some bugs with making form up circles
🌱 Fixed issue with boat charging, can now choose direction predictably
🌱 Fixed bug with breaking form up circle and prompt remaining behind
🌱 Fixed dialogue vignette at Rozafir gates that could be too dark to see at night
🌱 Fixed an issue with guards not always playing their rowing animation immediately when on the boat
🌱 Fixed an issue with the sea-spike spell not playing a death animation when hit
🌱 Portraits now display on top of in-game quips
🌱 Fixed an issue in the goblin caves in Lazure Falls where the dodge action could be used to traverse (under) some of the brambles that were on a steep cliff
🌱 Made map exit easier to click in “Lazure Western Waters” in the top right corner that leads to “Abandoned Farm”
🌱 Updated globe stack sizes being sold in Forten Lazure
🌱 Updated Boat Merchant in Garnet Bay with a lot more items for sale to make stocking up easier
🌱 Fixed issue where stunned/abandoned enemy boats could load in from save in capsized position
🌱 Fixed a pathfinding issue within Act 1 with the companions sometimes trying to return to their starting point
🌱 Fixed a pathfinding issue the could occur where there could be an issue with companions getting stuck after the guards move through a door
🌱 Fixed an issue where not all bandits joined the fight immediately on the boat merchant ambush to the south
🌱 Fixed charging issue that could cut through corners of floors/walls if there was a path down to the destination
🌱 Fixed an issue where some creatures that had vanished for night time or day time could leave behind targetable colliders temporarily
🌱 Fixed an issue with NPCs code for kicking/charging remaining longer than it should when the character’s combat bubble is up, causing a little animation stutter
🌱 Fixed charging bug with controllers
🌱 Fixed shadows leaving on portraits when character sheet closes
🌱 Fixed problem with dialogue where party names could wrap onto two lines
🌱 Fixed softlock that could occur when deleting a pinned journal note
🌱 Fixed error that could occur when switching between spells outside of combat
🌱 Fixed bug where two clicks were required to charge while on the boat if the character’s stamina you were using was lower than the maximum
🌱 Fixed a visual issue that could occur with packs temporarily carrying over to the new boro when swapping
🌱 Fixed bug where movement debuffs could slow a character down so far they couldn’t move at all (this now has a floor)
🌱 Fixed visual bug with dancers where a ribbon could be missing!
🌱 Fixed some issues with Rozafir shopkeep quest
🌱 Updated rewards for Rozafir shopkeep quest for finishing quest with stealth vs. finishing quest with violence
🌱 Added party dialogue in Rozafir with the drug smuggler quest when picking up licech jar to confirm evidence received
🌱 Fixed bug with vine wall where it could make a circle around the caster instead of the curved line area
🌱 Fixed pathfinding bug in Lazure Falls where you could walk on pond at top of hill
🌱 Fixed bug where specific creatures were not respawning after time passed
🌱 Fixed bug with floating where character doesn’t immediately rise/fall until moving
🌱 Fixed a bug where bodies (and/or parts) could disappear during rally combos if the target was killed
Main-branch small patch with some improvements. Thanks to everyone who's reported the last week, we're verifying fixes for a larger patch which will be ready shorty. Thanks!
🌱 Updated lighting for Character Sheet, portraits, some dialogue vignettes
🌱 Fixed bug with Unarmed suplex rally where some enemies were held in wrong position
🌱 Fixed animation issue with Pavura placement shifting a bit
🌱Fixed bug with realtime objects like barrels/doors having shadows fade in and out in some maps
🌱Fixed bug with fallen tree that couldn’t be walked over on an island in the map between Lazure and Dura
🌱Corrected health for Sea Monster tentacles
🐟Fixed problem with going from Lighthouse map to Stonebridge map
🐟Fixed problem with going from Stonebridge to West Ruins
🐟Fixed a collider issue in the interior perspective shot at the Rozafir watchtower where characters could charge through the door causing a visual error
🐟Armor percentage broken during attacks is now relayed
🐟Asal can break pins more quickly
🐟Asal’s charge could navigate across some seethrough colliders, stops as expected against these now
🐟general faction based NPC fighting now requires closer proximity to character to begin
🐟Fixed bug that could rarely occur where combo rallies don’t play out as expected
🐟Fixed bug where you could not return the Onyx Ring to Cici
🐟Fixed an issue where if one of your guards is knocked out and a WASD button was being held down the following guard it would switch to would move faster until the key was let up
🐟Fixed a faction issue with the boro (before they enter your party) while on the petal boat with the other Lazure guards being able to take damage from them during the fight, causing the animal to turn hostile to you
🐟Fixed a UI issue that could occur after Level Ups where you couldn’t mouse click out of the character sheet menu
🐟Fixed an Act 1 issue where having a defense circle up breaks the companion’s faction change
🐟Can suplex sea monster
🐟Reduced potency of Intercession from Chora that reduces attack time inside defense circle (only on newly blessed items)
🐟Updated oar whack animation
🐟Fixed bug where oar whack could cause combat dome to remain
🐟Fixed problem with water enemies not flying back when charged
🐟Oar whack action fixes for how water creatures bounce from it
🐟Adjusted wounded bandit dialogue on island with giant Bakka
🐟Adjusted a delay that could happen with the guards getting into the boat
🐟Fixed an issue that could happen to make Pin animations speed up
🐟Adjusted lighting in various Dialogue Vignettes
🐟Fixed fish monster death model/death model parts sizing
🐟Pinning a ghost without a lower body now plays the appropriate ‘step on’ pinning animation
🐟Changed Patrol positions near Forten Lazure of the minstrel and some of the NPCs so they didn’t have such an easy chance of getting into the fight with the raiding shroomers at the beginning
🐟Fixed conversation with informant quest that allows Reeve to talk about informant even if you haven’t found him yet
🐟Corrected an issue with stacking items in the boro’s inventory
🐟Adjusted the vine rug smoothness in some areas for crossing over streams, but will be ongoing as the new spells for traversal get integrated
🐟Adjusted lighting during gameplay in some areas that were too bright
🐟Map Exits - Added interface to both click on doors or edge screen/hot-key depending on preference. Exits/Doors in the center of the screen typically always just have icons to click still, and anything around the edges will have both as options. Water exits will typically always be edge-clicks/hotkeys only.
🐟Added tip screen for boat and boro
🐟Fixed a character sheet menu [manual click] close bug that could happen after Level Ups
🐟Fixed bug with boro dock where it couldn’t be dragged all the way to the right edge of the screen
🐟Corrected spelling in the “Raven” song available
🐟Invimona map screen - brightened highlight of current map you’re in for easier readability
3.0 maps includes a variety of areas surrounding the western landmass of Invimona. There are a number of updates and additions to the game highlighted in the update log at the bottom of this post.
Of note is you'll now have access to your Lazure Petal Boat and pack-boro companion. These areas feature some more unique encounters and challenges both on and off sea!
We'll be updating these new maps over the next week with some additions and fixes we have in mind but wanted to get it out there for additional players to check out. We are now primarily focusing on finishing the Rally 'War Book Abilities', which rounds off the Rally and new abilities added from 2.0. This will allow upgrading your party's brawling abilities and contextual triggers for synchronized attacks with companions. We'll have more details and showcase of this soon, but these will provide a noticeable bump to the party's power scale for the mid/late game and work within the existing systems.
As for the next maps, beyond the early access grid availability we're narrowing in on the ending content and maps. There are a few options that could work for what the 4.0 maps will be for early access, and we'll be considering how to roll those out soon. Our primary goal at the moment is completing the quest connections to finish the game, and then we'll work in the ordering of the remaining mid-game maps for testing.
We have some patches underway that are going to be rolling out over the weekend/next week, but please let us know if you get a chance to check things out! If not we'll have an in-depth showcase of all this next week.
Thanks again everyone for all the support during early access. Banquet for Fools is becoming quite sizable at this point for just the two of us and with your help it's become a lot easier, more enjoyable and has allowed us to stay on schedule. Thank you for being a part of this, and for all the suggestions - I know we can have peculiar taste in some of these designs and we appreciate everyone who's given suggestions in-line with them.
Hope everyone has a lovely weekend!
<3
Hannah and Joseph
🐙New Skill training from other Lazure guards 🐙Naming your pack-boro 🐙Shopping on the go 🐙Protecting a merchant. Guard duties🙄 🐙Boro! Carry all this crap
🌱 Character creation randomizes character starting traits as you click new ones
🌱 Updated water visuals in prep for 3.0 maps, includes sea, rivers and ponds
🌱 Updated inventory description for shroom bombs
🌱 Amphoras in assembly kit has correct 3d art in bag
🌱 Fixed bug with rally freezing introduced in 2.2
🌱 Fixed bug where “Over here” quip could remain after pinning if the character pinning gets knocked out while quip is up
🌱 Fixed a wall collider issue in caves under Forten Lazure where party doesn’t pathfind quickly after going through doors
🌱 Fixed some issues related to knockback speed/movement remaining after knockback action complete
🌱 Fixed bug where you could charge Mihal through door,
🌱 When enemy groups are cleared and new critter/enemies move into the area, the system checks the current game hour and starts the timer for it immediately and not just when leaving a map and coming back
🌱Fixed issue in inventory when moving ground items directly to a different guard's portrait, causing a stack issue
🌱 Fixed some instances of character quip UI staying behind
🌱 Fixed bug where w-a-s-d movement could be stuck after pinning an enemy
🌱 Bound shroomers (the smaller ones) follow faster
🌱Fixed issue with recovery being able to be interrupted and causing issues with Attack Time
🌱Fixed problem with Accelerando intercession where action time could go below zero and interrupt attack (caps at .25seconds, this will be balanced)
🌱 Fixed bug where using scroll wheel to switch party members during rally attacks could break HUD and portrait visuals temporarily
🌱 Fixed bug with elyxir attacks that caused enemies to stall
🌱 Fixed bug where enemies could become unkillable after battle with Gravekeeper Lord
🌱 Fixed halo position for a bound Dobra
🌱 Fixed issue where incense visual effects could stack
🌱 Fixed bug where enemies that fall after being knocked back not playing correct animation
🌱 Fixed some issues with companions getting stuck after dialogues/quips with NPCs
🌱 Fixed bug that could happen with Accelerando intercession outside of defense circle
🌱 Fixed a bug occurring when the character you're controlling charges the last enemy in combat, making them slide off-grid
🌱 Fixed an issue with an NPC boat appearing in Lazure Falls and causing some errors, they'll be back for 3.0!
Rozafir and Lazure Falls maps added to the main branch
Update 2.0 features an expanded map to explore, featuring the farming village of Rozafir and the surrounding rocky terrain, new creatures 🐐 and quests.
Going forward we’ll be releasing these main integer updates with map additions on Fridays.
This update includes two additional maps, a settlement and some more shops (as well as a couple secret shops for the upstanding and less upstanding guards.
Rozafir and Lazure Falls are the last of the ‘early-game’ areas, and is, according to Mihal’s provided map, potentially the first maps on route to Din Varens for new players. Gathering some power and supplies in surrounding maps wouldn’t be the worst idea before venturing offroad here, though the roads themselves are typically clear of any riffraff for traveling.
🌱 Map: Rozafir
🌱 Map: Lazure Falls
🌱 Door exits now have an icon to click (when visible by character) for easier use
🌱 Breakable objects, chests and doors repair themselves over time
🌱 Stealing has hearing roll check (sneak skill vs merchant’s sensory)
🌱 Can skip typewriter effect in dialogue by clicking on dialogue area
🌱 Improved some issues with companion following
🌱 Updated move speed so bag weight and move speed bonuses and ailments change speed by percentage instead of +/-
🌱 Updated quest end rewards for Witch and chalk rubbing
🌱 Fixed issues with rally sometimes not working outside of combat
🌱 Lachovinian treasures marked as contraband and cannot be sold at ordinary peddlers
🌱 Fixed visual issue with a yeti's stone wood armor
🌱 Fixed bug with dryad that is following party
🌱 Fixed issue where sometimes you can’t talk to NPCs when first loading a game
🌱 Fixed bug where game wasn’t pausing when in spellcrafting menu
🌱 Moved health on portrait hover so it’s not covered by key icon
🌱 Fixed some issues with summons while in Form Up circle
🌱 Fixed incorrect animation when pinning possessed children, now stomp on them as intended
🌱 Fixed bug where you could attack chests, brambles and locks outside of combat without waiting through recovery
🌱 Fixed an issue that could cause the action button to flicker
🌱 Fixed bug where goblin shaman getting knocked down didn’t stop spell swirl
🌱 fixed an issue with the Volling animation for the giant sword rally pocket where their foot is stupid when it lands
🌱 Fixed bug with camera going black when party split between indoor and outdoor scene with form up circle and you switch leaders
🌱 Fixed some issues with the movement speed of summoned/bound allies
🌱 Fixed issue where songs could disappear from companion docks
🌱 Added close button to Spellbook for mouse and keyboard controls
🌱 Fixed bug where hotkey for blocking was triggering while typing in journal
🌱 Fixed bug where tomb door said it’s blocked
🌱 Fixed bug where procession puzzle door not changing visual to unlocked after puzzle complete
🌱 Fixed bug with Long Legs rotation- [ ] Fixed bug where armor was blocking all poison damage
🌱 Fixed bug where party member could die from knockback and stay in the air
🌱 Fixed bug where charmer checks were passing when they shouldn’t
Some things to note:
🎄 The Vol Tree in the area provides some new summon spells of hostile creatures. These can be used for your advantage with synchronizing with enemy factions that would be hostile to them or a binding skill of one of your characters (each binding school of creature will attack the other, and Volling will attack all of them). These summons cannot be knocked out, and they’ll only be cast if you manually cast them.
🏋️ Weighing your guards’ movement speed has been adjusted to allow slighter faster travel outside combat. Details of this reflected in the expanded stats in the character sheet. This was so you could move a bit faster outside of combat (still the average of the four guards) and in combat you’ll probably slow down per individual’s speed stat. Encumbrance is weighed more heavily here compared to the stats before.
🚪 Door exits now display as an icon. This is easier to click with various HUD arrangements that may have been covering edges of the screen. Even in the perspective shots Exits are on the main sides of the screen (left/right/top/bottom), so when I play I usually put the HUD elements in corners, but your mileage may vary depending on your arrangement.
The next couple weeks we're primarily working on some additional fixes for 2.0 and putting the finishing touches on the sailing maps for 3.0, scheduled for later this month.
Thanks everyone. Have a nice weekend
<3