Update 0.8.1 is out!
It's out! I am glad to announce 0.8.1 is already released. This update doubles the content compared to the original EA release in January; playable time is currently 35+ hours.
I want to take this opportunity to extend a huge thank you to our Beta Testers, who have been incredibly active on the forums. These past 10 days have been intense, with nightly builds addressing every reported issue.
Here is the full changelog:
[h3]New Content & Improvements[/h3]
[h3]Gameplay Improvements[/h3]
[h3]Balance[/h3]
[h3]Content changes & adjustments[/h3]
[h3]Bugfixes[/h3]
I am already working on more game content; the priority is releasing yet another outdoor area and dungeons, plus implementing many gameplay mechanics, improving animation, and more. Stay tuned!
I want to take this opportunity to extend a huge thank you to our Beta Testers, who have been incredibly active on the forums. These past 10 days have been intense, with nightly builds addressing every reported issue.
Here is the full changelog:
[h3]New Content & Improvements[/h3]
- Added a new outdoor region east of the Galeb Peninsula, with a town and a new dungeon to explore. Some dungeons and area sections are still not accessible.
- 12 new side-quests added (one of them non-completable, marked as such on journal).
- Level cap raised to 5! the new XP cap is 17,000.
- Many new talents implemented.
- Rank III spells partially implemented (for Impetus, Mentalism, Piety, Order and Malediction disciplines, the rest are on the way).
- New companion available after one of the new quests is completed.
- New Alchemy recipes (Difficulty 6 & 7), some of which need to be purchased or found. Crafting recipes will come in the next update.
- All skills are now implemented and have at least a few checks present in the game, although some like Maps & Charts will see new functions added in the future.
[h3]Gameplay Improvements[/h3]
- Your party can now run indefinitely. The 'Tired' status from long running will still be applied if you run into combat, but it no longer limits the ability to run.
- Pressing the 'Run' key just once while you are walking is enough to start running, no need to hold the shift key. Running will cease when you stop movement.
- Closing your Character Window will now also close any open container or shop window.
[h3]Balance[/h3]
- Talents Beast Mastery and Tenacious Fortitude I, II and III have been improved, please see the new descriptions.
- Spell Torment of Needles now deals 1d6+2 damage per round (was 1d6).
- Spell Searing Malison instant damage is unchanged, but afterwards will now deal 1d8 damage per round (was 1d6).
- Spell Slumber duration reduced, and now costs 8 WP instead of 7.
- Slightly reduced the amount of enemies for certain encounters in the Peninsula.
- Talent Herbalist is now adapted to the updated skill system; it was unintendedly giving an extra herb foraged in nearly every case.
- Potion of Healing slighly adjusted in effect and price(slightly cheaper and less potent). New potions available via Alchemy.
- Reduced the XP granted by Skill Checks, slightly in low difficulties, and to around half in higher ones. This change is not retroactive, you keep the XP already gained.
- Ghosts are now more resilient to physical, cold, fire and toxic damage.
- Lifeless creature bonuses increased slightly.
- The Poison effect has been capped to a maximum effect power of 10.
- Yaksa Scout poison effect reduced from power 4 to 3.
- Sleeping at an inn will cure any Poison effect.
[h3]Content changes & adjustments[/h3]
- Added the proper loot to certain chest in the Redaxe Tomb.
- Creature type Spirit renamed to Fey for clarity.
- Some outcomes of quests The Ancient Lantern and Wielder of the Red Axe now also grant Urendale reputation. This is gained retroactively.
[h3]Bugfixes[/h3]
- Prone spellcasters that were also stunned or paralyzed could soft-lock the game. Solved.
- Talent Stunning Blow now is correctly resisted with a Vitality check.
- On some ocassions, a combat spell with zero rounds remaining would linger forever on a character, especially when its caster was killed after casting it. Fixed.
- NPCs were not receiving its correct Critical Defense. Fixed.
- Spells targeting empty squares can now be cast normally in the Sea Cave.
- When combat initiated with the party very close to a wall or corners, party members could be spawned wrongly or on unreachable locations. Fixed.
- Fixed a small UI issue in journal (completed and failed quest filters were not correctly checked upon opening the window).
- Opening the Settings window during combat was causing multiple camera issues. Fixed.
- Some "triggered spawns" sometimes did not join battle, depending on player position when the fight started. They should always join now.
- Systems in Turkish language could have an issue during character creation related to trait requirements. Fixed.
- The UI tooltip displayed over character effects could sometimes blink, or reappear every few seconds. Solved.
- Spells
- Fire, Cold and Shock Ward* have their descriptions corrected.
- Fixed an error with the requirements for talents
- Adept Summoner* and
- Herbalist*.
- Revised many typos or inconsistencies in dialogues.
What's next?
I am already working on more game content; the priority is releasing yet another outdoor area and dungeons, plus implementing many gameplay mechanics, improving animation, and more. Stay tuned!