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Hotfix #13

[p][/p][p]
Due to an engine issue with some collision profiles being mixed up, a lot of stuff was unintentionally messed with. I’ve tried my best to go through and fix these issues! The main things affected by this issue were skills and some interactions.[/p][h3]
BUG FIXES
[/h3]
  1. [p]Fixed all caps text at the top of the skill book[/p]
  2. [p]Spear skills should now connect with enemies properly[/p]
  3. [p]Potioncrafting should now work with controller input (Although there is no keyboard overlay when entering your custom potion name, unfortunately. You can leave it blank for the potion to be automatically named when crafting the potion.)[/p]
  4. [p]Fixed tooltip description for Goblin Jetpack to include “while in the air” to properly explain how to activate the jetpack[/p]
  5. [p]Fixed collision issues with the rock overhand at Sven Vync’s abode at the Pale Pass[/p]
  6. [p]Added missing block volumes to Grimnir’s Gate[/p]
  7. [p]Added missing Leave Location Volume to Thronhild[/p]
  8. [p]Fixed issue with date/time clipping out of the save game window[/p]
  9. [p]When crafting at a smelting oven or engineer workbench with a controller, the first crafting option should always be selected initially. This should prevent any odd inputs needed to focus on the correct buttons.[/p]
  10. [p]The door to the empty segment of the Chapter/Church Headquarters in Elderglen can no longer be used.[/p]
  11. [p]Necrotic Choke should no longer make enemies clip into the player when grabbed[/p]
  12. [p]Fixed issue with grapple controls not appearing properly when using a controller[/p]
  13. [p]Fixed issue with the main quest not progressing when speaking to the Thane at Thraesir’s Vale[/p]
  14. [p]Fixed issue with a handful of skills that weren’t detecting enemies/corpses properly[/p]
    • [p]Electrical Remnant now tracks enemies properly[/p]
    • [p]Final Rites now detects corpses once again[/p]
    • [p]Reanimate Corpse now works once again[/p]
    • [p]Explode Corpse now detects corpses again[/p]
    • [p]Prophets Spear/Bleed Spear and Pierce of Phykles spear skills[/p]
    • [p]Soul Beam now detects corpses again[/p]
    • [p]Prayer for the Dying now detects corpses again[/p]
  15. [p]You can now speak to companions again, which should also fix some quests breaking[/p]
  16. [p]You can now climb when a custom weapon is equipped but sheathed[/p]
  17. [p]You can now use the arrow keys once again for the weaponsmithing minigame[/p]
  18. [p]Fixed issue with Altarlight Pauldron’s light source not working in first person[/p]
  19. [p]The Chapter quest given by the Chapter Commander in Hammerstead is now given properly (Atonement Unending)[/p]
  20. [p]The wings received at the end of the tomb dungeon at the Drakthul Fjord have been replaced with the proper (non demonic) wings. If you already received the demon wings, you can return to the tomb and pray to the statue in the back room to receive your Oathsworn Wings. (:[/p]
  21. [p]The Frenzied Brothers at the Pale Pass should no longer have 1 hp each[/p]
  22. [p]Fixed issue with harvestables locking attack input when gathering with the interact button[/p]
[p][/p][h3]LOCALIZATION FIXES/IMPLEMENTATIONS[/h3]
  • [p]Graphics settings should now appear as localized without switching the graphics settings[/p]

UPDATE | The Kingdom of Lonland, Controller Support & more!

[p]

Harbingers,
[/p][p]It’s time to begin, continue, or return to your adventure in Eudros, because one of the biggest updates for The Bloodline is now live!

Explore the new icy kingdom of Lonland, featuring new quests, weapons, characters, and much more. Enjoy a fresh gameplay experience with the controller support*, along with numerous adjustments, improvements, and bug fixes. Challenge yourself with new puzzles, explore new areas, and get ready to collect brand-new special items with unique effects.

The future of Eudros is in your hands. [/p][previewyoutube][/previewyoutube][p]
* For the smoothest gameplay, we recommend using an Xbox controller. PS5 controllers are supported, but since they don’t rely on XInput (the standard used by most PC games), they might not always behave as expected. If you want the most consistent and trouble-free experience, an Xbox pad is the way to go!
[/p][h3]BUG FIXES & OPTIMIZATIONS[/h3]
  • [p]Undead Miner now has a 30 second cooldown[/p]
  • [p]Fixed jump/grab sound that would play when pressing jump again while airborne[/p]
  • [p]Fixed visibility issue with Sturdy Wood Kiteshield when on the player’s back. It should no longer block your vision when running with it unequipped[/p]
  • [p]Fixed issue that wouldn’t let you accept more than 20 quests at a time (you can now have unlimited quests active)[/p]
  • [p]Korfil Silvergrog’s dialogue can no longer be closed with ESC, which could break his questline if done at the right time.[/p]
  • [p]The Odachi blades now face the correct way[/p]
  • [p]Fixed various double-listed pommels[/p]
  • [p]Silver Flamberge blade can now be properly crafted[/p]
  • [p]Massively improved load times[/p]
  • [p]Massive optimizations to all areas[/p]
  • [p]Fixed issue that would cause a hang-up when booting up the game after an update[/p]
  • [p]Fixed issue with some helmets duplicating on the character preview on the character sheet screen, causing clipping[/p]
  • [p]Fixed issue with Rune Locks that would cause a lockup when exiting the puzzle[/p]
  • [p]You can no longer use the “Spawn Favorite Mount” button when you’re already mounted[/p]
  • [p]You can no longer open the pause screen when the storage window is open[/p]
  • [p]Fishing Competition UI no longer clips off the screen[/p]
  • [p]Only one fishing challenge can now be activated at a time[/p]
  • [p]Undead Knowledge Bearers can no longer be ragdolled[/p]
  • [p]Fixed issue with custom 2H weapons not triggering skills properly when equipped[/p]
  • [p]Fixed issue with some names clipping out of the NPC’s name plates[/p]
  • [p]Fixed issue with Rune Locks that would allow the player to exit the puzzle when it was resetting, making it continue even after the player left[/p]
  • [p]Fixed issue that would cause the Consumable Bag to become layered if you spam-clicked the consumable bag button[/p]
  • [p]Can no longer toggle mouse cursor while fishing, which could cause a lockup[/p]
  • [p]Fixed camera bug that would occur when player is grabbed and bitten by multiple vampires at once[/p]
  • [p]Player can no longer jump when digging[/p]
  • [p]Player can no longer disassemble weapons during the combat tutorial[/p]
  • [p]Fixed the old, unreliable hitboxes inside the Baddie Barrel encounter. The new hitboxes should work much better.[/p]
  • [p]Players can no longer use the “teleport” cheat while on an airship[/p]
  • [p]Can no longer close Bomith Gearbeard’s dialogue in middle of his quest dialogue[/p]
  • [p]Right clicking at the same time you initiate fishing no longer breaks movement[/p]
  • [p]Pressing ESC right when you interact with a fishing spot no longer causes a movement lockup[/p]
  • [p]The flintlock skill “Buckshot” can now only be triggered with a flintlock equipped[/p]
  • [p]Fixed Spear of Chaos rotation issue when throwing the spear[/p]
  • [p]Fixed issue with companion not spawning when entering a new area[/p]
  • [p]“Chop Ash Tree” assignments now track properly (I guess setting it to progress “Chop Ass Trees” assignments didn’t work, lmao[/p]
  • [p]Relics of the Manor quest now updates correctly when you place all of the urns[/p]
  • [p]Fixed issue that would sometimes allow you to harvest trees and mining nodes while performing skills[/p]
  • [p]Fixed issue with some cooking recipes not working as they should. Fixing this has added around 40 new cooking recipes![/p]
  • [p]Replaced Undead summon dialogue with the proper dialogue[/p]
  • [p]Fixed ingredient grid scaling in cooking menu[/p]
  • [p]Fixed issue that would arise when using the teleport cheat in the overworld and teleporting directly to one location of interest to another. It would not update the location correctly, making you camp in a generic randomly generated area.[/p]
  • [p]Ending a conversation with companions should no longer make them idle in place for an extended period of time. They should return to following you right after the conversation has ended[/p]
  • [p]Increased reliability of Undead Miner harvesting (Also no longer prioritizes herbs and mushrooms. Only ores)[/p]
  • [p]Massively improved and optimized companion harvesting (including the Undead Miner). Companions should now harvest much more reliably and (hopefully) never get stuck trying to reach harvestables that they can’t reach[/p]
  • [p]Fixed issue that would cause some humanoid ragdolls to behave oddly[/p]
  • [p]Dying with the inventory screen open should automatically close the inventory screen now[/p]
  • [p]Pressing space while in bat form will no longer cause issues[/p]
  • [p]“Boulder Form” is now classified as a shapeshift, preventing overlapping shapeshifting[/p]
  • [p]“Boulder Form” now hides equipment properly when cast[/p]
  • [p]Fixed the odd “overturn” that would happen when in wolf form after using the left/right movement keys[/p]
  • [p]“Shadow Meld” is now classified as a shapeshift, preventing overlapping shapeshifting[/p]
  • [p]“Shadow Meld” now hides equipment properly when cast[/p]
  • [p]Pressing the sheathe/unsheathe weapon button (default key is T) should now work more reliably when you spawn into an area. (Remember that scrolling up and down also works as your unsheathing button!)[/p]
  • [p]Fixed issue with weapon components being removed from your inventory in quantities of 2 when assembling a weapon[/p]
  • [p]Fixed issue that would cause the player’s torso and head to be invisible after dismounting the dragon mount[/p]
  • [p]Fixed issue with dragon mount that would cause odd rotation if you ended flying while turning[/p]
  • [p]Fixed two handed grip location for Long Iron Grip (If you have other components that have odd grip placement, let me know! It’s a quick and easy fix.)[/p]
  • [p]Fixed issue that would cause custom weapons to flicker when you interact with a weaponsmithing anvil with a custom weapon equipped[/p]
  • [p]Falchion blades should now socket correctly to crafted weapons[/p]
  • [p]Can no longer move when the trading window is open[/p]
  • [p]Fixed issue that would allow for companions to trigger the physics interaction popup[/p]
  • [p]Fixed lockup issue with Vazorrig Fishbane at the Flowing Sands[/p]
  • [p]Vampire enemies can no longer attack when ragdolled[/p]
  • [p]Player should no longer get stuck on objects when mounted, disconnecting the player from the mount[/p]
  • [p]Fixed issue with Final Rites spell healing the player, but not updating the health bar[/p]
  • [p]Fixed various issues with the mining tutorial quest[/p]
  • [p]Fixed issue that would allow players to interrupt the gathering animation if they gathered multiple nodes very quickly[/p]
  • [p]Fixed issue that would allow players to attack during gathering if they clicked at the right frame[/p]
  • [p]Updated Francis Beufort’s dialogue to align with his new quest requirements (Copper Practice Blade, no longer asks for copper daggers)[/p]
  • [p]Many,
  • many* fixes done on vampire attacks and behaviors[/p]
  • [p]Fixed issue with runereader achievement unlocking even if you didn’t translate a rune properly[/p]
  • [p]Attempting to sit with a weapon equipped will now auto-sheathe your weapon, preventing odd animations[/p]
  • [p]Optimized the cooking window
    [/p]
[h3]ADJUSTMENTS [/h3]
  • [p]Removed sliding down walls when falling fast (ended up just causing too many issues and didn’t feel good. This should help make climbing feel more responsive.)[/p]
  • [p]The roses grown from enemy corpses with the Rose Daggers can now be collected. Upon collecting, they will restore your health[/p]
  • [p]The player character is no longer wearing gloves by default. Some arm armor will now add gloves to the player.[/p]
  • [p]ALL tutorials have been updated to work for controllers as well as mouse and keyboard[/p]
  • [p]Updated the “New Item” popup UI element[/p]
  • [p]Great axes have been reclassified. Before, they were classified as Halberds, making it so 2H skills wouldn’t work with them. They are now classified as standard 2H weapons.[/p]
  • [p]Removed the Velosian Guard questline for the time being[/p]
  • [p]Updated Wolfden Priory harvestable spawns[/p]
  • [p]Green Slime ingots are no longer classified as food (note that this will only be reflected when you have a NEW stack of Green Slime ingots in your inventory)[/p]
  • [p]Reduced base summon lifetime from 200 seconds to 60 seconds (passive skills will help increase summon lifetime duration. It was just too high for the base amount)[/p]
  • [p]Undead Miner now has much less health[/p]
  • [p]Undead Miner now deals very little damage[/p]
  • [p]Added more weight to the Hill Troll’s ragdoll[/p]
  • [p]Grimclaw companion health increased[/p]
  • [p]Amulets and rings now have their own slot, allowing you to have a support/cosmetic item as well as an amulet or ring.[/p]
  • [p]Bee enemies are no longer named “Enemy” and now show “Bee” as their name[/p]
  • [p]Greatly increased base stamina regeneration rate[/p]
  • [p]The objective for the quest “The Angler’s Revenge” should now update properly after catching the Sandscale Spineback[/p]
  • [p]Removed the interactable skull from the Tomb of the Betrayer until the content related to it is added[/p]
[p][/p][h3]ADDITIONS[/h3]
  • [p]Controller support has been added! For the smoothest gameplay, we recommend using an Xbox controller. PS5 controllers are supported, but since they don’t rely on XInput (the standard used by most PC games), they might not always behave as expected. If you want the most consistent and trouble-free experience, an Xbox gamepad is the way to go![/p]
  • [p]The Kingdom of Lonland is now open for exploration![/p]
  • [p]Calendar events can now appear at Thraesir’s Vale, The Pale Pass and The Drakthul Fjord[/p]
  • [p]Every area has plenty of puzzles, dungeons, challenges, secrets and locations of interest[/p]
  • [p]Added ~40 new unique enchanted armor pieces[/p]
  • [p]Added new 3 new armor sets[/p]
  • [p]Added new Lonland weapon set[/p]
  • [p]Added “Confirm” button when deleting a save[/p]
  • [p]“The New Statue” quest in Velosia can now be competed[/p]
  • [p]Added ~30 new questlines[/p]
  • [p]Custom weapons can now be sold! (Custom weapons IGNORE vendor relations and will always sell for max price! A great way to make some coin!)[/p]
[p]Added several new puzzle and challenge types, which can be found throughout Lonland. These puzzles/challenges are:[/p]
  • [p]Symphony Stone Challenges[/p]
  • [p]Rune Pattern Puzzles[/p]
  • [p]Rune Spelling Puzzles[/p]
  • [p]Parkour Challenges[/p]
  • [p]Leap of Faith Challenges[/p]
  • [p]Combat Challenge Stones[/p]
  • [p]Spirit Guide Puzzle[/p][p][/p][p]29 NEW QUESTS (122 quests total, but 29 if we’re just counting total questlines)
    [/p]
  • [p]The Firstborn[/p]
  • [p]The Herald’s Blight[/p]
  • [p]Fires of the Fjord[/p]
  • [p]The Weeping Mountain[/p]
  • [p]A Final Drink[/p]
  • [p]The Deep King’s Mead[/p]
  • [p]The Hand that Strikes[/p]
  • [p]The Vanishing Verse[/p]
  • [p]The Weight of the Forge[/p]
  • [p]Whispers in the Stone[/p]
  • [p]What Remains[/p]
  • [p]Fellflame Hunt[/p]
  • [p]Unveil[/p]
  • [p]The Stubborn Curseborn[/p]
  • [p]Distant Wails[/p]
  • [p]Marrowbound[/p]
  • [p]The Harvester’s Claim[/p]
  • [p]Lost in the Pale[/p]
  • [p]The Rune Hermit’s Hoard[/p]
  • [p]Bloodforged[/p]
  • [p]Days in the Sun[/p]
  • [p]What Fire Can’t Burn[/p]
  • [p]The Eldflame[/p]
  • [p]Beneath the Vale[/p]
  • [p]The Herald’s Oath[/p]
  • [p]Marked by the Moon[/p]
  • [p]Hold the Line[/p]
  • [p]Atonement Unending[/p]
  • [p]Beneath Her Gaze
    [/p]
[p]THE DRAKTHUL FJORD[/p]
  • [p]~ 15 dungeons (some are quest-specific)
    - Deepmourne Mine
    - Vampire Castle
    - Wyrmback Reach
    - The Cradle Cave
    - Toothgate Cavern
    - Glasstide Hollow
    - Grave of the Ascended
    - The Broken Seal
    - Gribble’s Glowhole
    - The Veiled Light Mine
    - The Unseen Way
    - Crawlshade Den
    - Collapsed Mine
    - The Silken Maw Cave
    - The Shatterspine
    - Shacklefort (and Shacklefort Cave)[/p]
  • [p]x3 Combat Challenge Stones[/p]
  • [p]x2 Spirit Guide Puzzles[/p]
  • [p]x4 Parkour Challenges[/p]
  • [p]x1 Leap of Faith Challenge[/p]
  • [p]x1 Symphony Stone Puzzle
    [/p]
[p]THE PALE PASS[/p]
  • [p]~ 17 dungeons
    - The Whisperbound Hollow
    - Thaldrik's Keep
    - The Frenzied Hall
    - Tharnor’s Descent
    - Stabgut Mine
    - Khadrin’s End
    - The Hollowspire
    - Highmoore
    - Secluded Study
    - Grimhaldur’s Rest
    - Scabspike Hollow
    - Durmrik’s Rest
    - Cragthane’s Hall
    - Defiled Stonevault
    - The Frozen Gaol
    - Oldridge Cave
    - Shrine of the Forge
    - The Haven of Lights[/p]
  • [p]x2 Combat Challenge Stones[/p]
  • [p]x1 Rune Spelling Puzzle[/p]
  • [p]x1 Rune Pattern Puzzle[/p]
  • [p]x5 Parkour Challenges[/p]
  • [p]x3 Leap of Faith Challenges[/p]
  • [p]x3 Spirit Guide Puzzle[/p]
[p][/p][p]THRAESIR’S VALE[/p]
  • [p]~ 11 dungeons[/p]
  • [p]x3 Rune Pattern Puzzles[/p]
  • [p]x2 Rune Spelling Puzzles[/p]
  • [p]x2 Spirit Guide Puzzles[/p]
  • [p]x1 Symphony Stone Puzzle[/p]
  • [p]x3 Combat Challenge Stones[/p]
[p]
List of new special items added, each with their own unique effects and abilities:[/p]
  • [p]Seismarch Stompers[/p]
  • [p]Skullcrush Boots[/p]
  • [p]Windstep Treads[/p]
  • [p]Booters[/p]
  • [p]Gale Runners[/p]
  • [p]The Wandering Grove[/p]
  • [p]Soles of the Veiled Sprint[/p]
  • [p]Dreadgaze Helm[/p]
  • [p]Godless Visage[/p]
  • [p]Goblin Jetpack[/p]
  • [p]Gorgon's Viperhelm[/p]
  • [p]Parachroom Cap[/p]
  • [p]Fungifeet[/p]
  • [p]Anointed Halo[/p]
  • [p]Glowring[/p]
  • [p]Veinsteel Claws[/p]
  • [p]Goblin Gas Mask[/p]
  • [p]The Pale Crown[/p]
  • [p]Webspinner Gauntlets[/p]
  • [p]Wings of the Wall[/p]
  • [p]Fangtooth[/p]
  • [p]Altarlight Pauldrons[/p]
  • [p]Keg of Kings[/p]
  • [p]Lifebinder Ring[/p]
  • [p]Bonecaller's Band[/p]
  • [p]Jester's Jumpstart[/p]
  • [p]Brew Brawlers[/p]
  • [p]Scorchrune Gauntlets[/p]
  • [p]Grippers[/p]
  • [p]Boltbringer[/p]
  • [p]Earthshaker Gauntlets[/p]
  • [p]Frostbite Knuckles[/p]
  • [p]Overcharged Sigil[/p]
  • [p]Snack Pants[/p]
  • [p]Drak'nalor[/p]
  • [p]Holy Noose Crossbow[/p]
  • [p]Staghorn Crown[/p]
  • [p]Fishmonger's Helm[/p]
  • [p]Frostplate Helm[/p]
  • [p]Frostplate Pauldrons[/p]
[p][/p]

State of Eudros #10 - Controller Support, Polls & Next Kingdom!

[p][/p][p][/p][p]Harbingers,
[/p][p]It's been a little while since our last State of Eudros, our monthly update on the development of The Bloodline - but we've been deep in the thick of production![/p][p][/p][p]After last month's massive update, Secrets of the Forge - which introduced a complete Weaponsmithing Rework and Armor System Rework - our tireless Milo has returned to focusing on bug fixing and developing the new Kingdom, while also receiving support on a few extra tasks. So, let’s take a closer look at what’s been happening lately![/p][p][/p][h3]CONTROLLER SUPPORT 🎮
[/h3][p]Work on controller support has continued non-stop, and we’re finally happy to say - it’s done![/p][p]It’s now in the hands of our QA team for full testing, and so far the feedback is looking very promising. There’s a good chance that full controller support might be included in the next update. [/p][p]Of course, we can’t promise that for certain just yet, as testing is still ongoing - but we’ll keep you posted. In the meantime, here’s a short clip of it in action![/p][p] [/p][h3]KINGDOM 3: LONLAND ❄️ [/h3][p]
Milo wanted to share some updates on the progress being made on Kingdom 3: Lonland.[/p][p][/p][p]This will be the final kingdom added before he goes into full-steam “Polish Mode”, focusing on refining all existing locations and content in the game. Lonland should keep players busy while he prioritizes expanding Kingdoms 1 and 2, completing all skill trees, and adding the long-awaited Mage’s College and Company of Thieves![/p][p][/p][p]In the meantime, enjoy this short teaser of the new locations awaiting you in Lonland.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]POLLS 📊
[/h3][p]As many long-time players know, Milo regularly runs polls in the official The Bloodline Discord - and if you haven’t joined us there yet, we warmly invite you to come share your opinions! [/p][p]Recent polls featured unarmed-enhancing gauntlets and some unique boots. Some of the items in these polls were selected from the "Enchanted Item Request Form" we mentioned in a previous State of Eudros (which, by the way, is still available at this link!).
[/p][p]Here are the results of those polls:

[/p]
  • [p]Gale Runners: After sprinting for 3 seconds, gain a burst of speed[/p]
  • [p]Curd Stompers: Replaces your feet with blocks of cheese. Pressing jump while in the air slams your down, dealing AoE damage[/p]
  • [p]Skullcrush Boots: Jumping on dead low-level enemies raises them from the dead.[/p]
  • [p]Booters: Your unarmed SHOVE attack is replaced with a powerful kick![/p]
  • [p]Windstep Treads: Dodging now flings you into the air in the direction you are moving![/p]
  • [p]Soles of the Veiled Sprint: Sprinting makes you blind, but increases sprint speed by 10x!
    [/p]
[p]Milo wasted no time - the winning items from these polls have already been implemented in-game!

Check out the video below to see them in action:[/p][p][/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p][/p][h3]FOLLOW THE JOURNEY [/h3][p]
To stay in the loop with smaller and constant development updates, you could follow Miles on TikTok and X, where he posts regularly. If you want to chat directly with him, you can join the official Discord server, which is also the best place to share your suggestions and feedback.

The world of Eudros will continue to evolve, and we hope you're enjoying this adventure with us ⚔️[/p]

Hotfix #12

[p]

Harbingers,[/p][p][/p][p]A new hotfix patch is available now to address some of the latest issues you reported and improve your experience in the lands of Eudros!
[/p]
  • [p]Fixed issue with NPC names not being visible[/p]
  • [p]Fixed issue with some weapon components not showing the correct recipe (or any recipe)[/p]
  • [p]Fixed flickering issue when mounted in third person[/p]
  • [p]Fixed issue with some components not snapping to the correct sockets[/p]
  • [p]When starting to craft a weapon, the camera now centers on the center of the anvil (where the arrows for the minigame spawn)[/p]
  • [p]The rubble covering the anvil at the Harbinger’s Stronghold should now always be destroyed after mining all of the tutorial nodes[/p]
  • [p]Fixed inconsistent armor values on storefronts and storage tooltips[/p]
  • [p]Fixed issue with duplicating enchanted items in storage[/p]
  • [p]Fixed issue that caused spear cores to not be craftable[/p]
  • [p]Fixed issue that would cause all gear to inherit the color of the Tattered set you get at the beginning of the game when equipped[/p]
  • [p]Weapons are now auto-sheathed when you interact with an anvil, preventing odd animations[/p]
  • [p]Custom-forged daggers are now detected as such and should not allow a shield to be equipped at the same time as them[/p]
  • [p]Equipping custom-forged daggers when a shield is equipped now auto-unequips the shield, as it does with preset daggers[/p]
  • [p]The dropdown menu when crafting weapon components should now populate in order of level. Lowest level components first, and higher components last.[/p]
  • [p]Fixed issue with custom-forged rapiers sheathing on player’s backs[/p]
  • [p]Fixed issue with custom-forged daggers sheathing incorrectly (one would appear on the back, similar to the rapier)[/p]
  • [p]Fixed issue with custom-forged spears not allowing you to equip shields with them[/p]
  • [p]Fixed issue that would cause shields to behave oddly when swapping between a 1H sword and a spear[/p]
  • [p]The storage window can now be closed using ESC[/p]
  • [p]Fixed issue that would cause your shield to be invisible when equipping a weapon AFTER equipping your shield[/p]
  • [p]Made a few changes to “The Art of Smithing” and the “Guardhouse Weapons” quests that are found in Elderglen. These quests required you to craft weapons using the
  • old* weaponsmithing system. They now require you to craft components using the new weaponsmithing system.[/p]
  • [p]Custom daggers now face the correct way[/p]

Secrets Of The Forge Update

[p]Harbingers, The news update Secrets Of The Forge is available now to improve your journey in Eudros! This one focuses mainly on the Weaponsmithing Rework and Armor System Rework, which - along with the full list of bug fixes and adjustments - we break down in detail in this article! [/p][h3]
BUG FIXES[/h3]
  • [p]Lightning Rod now consumes mana properly [/p]
  • [p]Lightning Rod now grants electromancy EXP [/p]
  • [p]Fixed issue with Arcane Bolt that would cause an attack lockup if casting it exhausted your mana [/p]
  • [p]Fixed issues with enchanted gear that would cause it to sometimes not activate or activate several times [/p]
  • [p]Fixed issue that would cause flintlock weapons to jam after gathering a resource [/p]
  • [p]Can no longer attack with ranged weapons when fishing [/p]
  • [p]Aloe now grants EXP properly [/p]
  • [p]Fixed issue that would cause flintlock and bow levels to not track correctly [/p]
  • [p]The amount of runewords you’ve deciphered should now properly track in your detailed stats [/p]
  • [p]Fire Elementals can no longer be ragdolled with Ignition Kick [/p]
  • [p]Venison Sandwich now heals properly. Also updated heal amount to 250 instead of 100. (Will only appear in the description if you don’t already have the item in your inventory before the update!) [/p]
  • [p]Fixed dead-end dialogue with Prawix [/p]
  • [p]Fixed a couple equipment items that had inconsistent tooltip details [/p]
  • [p]Fixed issue with weaponsmithing EXP not tracking properly [/p]
  • [p]Fixed camera sensitivity being linked to framerate... finally! Sorry about this – It was an obvious solution that I just didn’t understand. I’m still learning, after all (; [/p]
  • [p]Fixing the camera sensitivity issue in turn should also fix an issue that some users report about their camera suddenly jerking in a different direction [/p]
  • [p]Fixed third person camera issue when riding on griffon[/p]
  • [p]Players can no longer place auto turrets on top of one another (could cause players to get stuck within the turrets)[/p]
  • [p]Fixed EXP bar at the top of the crafting menu not updating properly[/p]
  • [p]The Electromancy skill “Lightning Rod” should now grant Electromancy EXP[/p]
  • [p]Fixed issue that would allow players to pick up physics items beyond what their strength would allow[/p]
  • [p]Fixed issue with EXP gains from anvil strikes when weaponsmithing - the proper EXP amount (2 exp) should now be added to your weaponsmithing level with each successful hit[/p]
  • [p]The item filters on the trading window now work properly[/p]
  • [p]Levelling up a multiple times at once no longer plays overlapping sounds[/p]
  • [p]Fixed issue that would allow players attempt to strike the anvil multiple times per arrow when weaponsmithing (this would allow for multiple quick successful hits or failures. You can now only attempt to strike the weapon once per arrow popup)[/p]
  • [p]Weapon speed (for custom weapons) now shows properly in tooltips[/p]
  • [p]Fixed issue with the sleep popup that wouldn’t allow you to accurately select the amount of time to sleep[/p]
  • [p]Fixed rotation issue with third person griffon cam[/p]
  • [p]Fixed issue when dismounting while in third person. (Would cause many character model issues, especially when changing gear[/p]
  • [p]Fixed third person camera on mounts[/p]
  • [p]Fixed issues with some helmets not hiding the player’s head correctly, resulting in the head clipping through the helmets.[/p]
[h3]
ADJUSTMENTS & OPTIMIZATIONS[/h3]
  • [p]Griffon mount now has better handling when flying [/p]
  • [p]Further optimized crafting window [/p]
  • [p]Reworked mining/smelting/weaponsmithing tutorial given by Theo Macgowan at the Harbinger Stronghold. Before, it required lots of leaving/returning to the stronghold. This new tutorial should be a bit smoother and direct, while still showing players the basics. [/p]
  • [p]Refined Mary Osterhout’s quest to introduce the player to woodcutting. She also better explains village mechanics now. [/p]
  • [p]Updated Rasoul’s dialogue (the weapon trainer at the Harbinger Stronghold) [/p]
  • [p]Improved Self Propulsion Boots functionality [/p]
  • [p]Adjusted various loot table spawn rates and added new items to some loot tables (lockpicks can be found more often now!) [/p]
  • [p]Optimized crafting menus [/p]
  • [p]Optimized Harbinger Stronghold [/p]
  • [p]Adjusted the speed at which the quality bar is filled when crafting weapons. The amount that the quality bar is filled is still increased with every weaponsmithing level, but at a more steady rate.[/p]
  • [p]Climbing EXP Orbs no longer require you to be climbing to collect them since[/p]
  • [p]Removed “Atacamite Ingots” from smelting and replaced them with “Mystcopper Ingots” (Atacamite and Slimemetal were too similar. Mixing copper and atacamite will create mystcopper)[/p]
  • [p]Adjusted some ingot level requirements for smelting:[/p][p] - Silver is now level 5[/p][p] - Gold is now level 6[/p][p] - Moonstone is now level 7[/p]
  • [p]Added an auto-save checker. Specifically, this check ensures the player isn’t falling before auto saving. This should help prevent saves when flying or when players manage to get out of bounds and fall out of the map[/p]
  • [p]Meadowstrider (Huge rabbit) ears now flop to down when you mount it[/p]
  • [p]Player can no longer equip weapons when mounted and in third person (you couldn’t attack properly when in third person on mounts anyways)[/p]
  • [p]Increased all damage dealt by Armored Troll
    [/p]
[h3]ADDITIONS [/h3]
  • [p]Added level up tutorial [/p]
  • [p]Added lockpicking tutorial [/p]
  • [p]Added combat tutorial (given by Fredrick at the start of the game. Can be skipped.) [/p]
  • [p]Added grappling hook tutorial [/p]
  • [p]Added a woodcutting tutorial [/p]
  • [p]Added quest that is given at the very start of the game by Fredrick that guides players to Geoffrey, who kicks off the main quest [/p]
  • [p]Added a “Getting Started” quest that shows each of the tutorial NPCs to that player. [/p]
  • [p]Added skill tutorial (takes place after combat tutorial) [/p]
  • [p]Added new coconut helm available from Omar the CocoNUT [/p]
  • [p]Added detailed potion crafting tutorial [/p]
  • [p]Added weapon components to loot tables [/p]
  • [p]Added new weapon components to loot tables [/p]
  • [p]Weaponsmithing has been completely reworked[/p]
  • [p]You can disassemble weapons by right-clicking them in your inventory and selecting “disassemble”[/p]
  • [p]Disassembling CRAFTED weapons will return the components to your inventory[/p]
  • [p]Disassembling PRESET weapons will return resources to your inventory[/p]
  • [p]Added player storage, finally! The chest can be found in your room at the Harbinger’s Stronghold[/p]
  • [p]Added new weaponsmithing level up jingle[/p]
  • [p]Armor system rework[/p]
  • [p]Having a total armor value above 50 will make additional armor foley sounds play when moving[/p]
  • [p]Added new ingot type: Steel[/p]
[p] [/p][h2]WEAPONSMITHING REWORK
[/h2][p]It goes without saying that the previous weaponsmithing system was very lackluster. It was shallow, uninteresting and didn’t draw players in. Some of the weapons you could make were cool, but even then, you craft them once and you’re done interacting with those elements ever again (unless you sell the crafted weapons, but I digress) [/p][p]I wanted to make the weaponsmithing experience a bit more in-depth, polished, and fun to experiment with. The refined system allows players to craft weapons piece-by-piece! For example, crafting a sword requires you to assemble a grip, pommel, guard and blade together. Each element dictates the weapon’s speed, damage and value, allowing players to craft their ideal weapon. (Selling custom weapons is still a WIP but will work retroactively for already-crafted weapons since all the necessary data is stored in the weapon.) [/p][p]Instead of adding a new crafting type (like highly requested armor smithing), I’ve decided to refine elements that are already present in the game. This will be a common theme going forward – polishing existing content until the sandbox experience is smooth, enjoyable and polished as I can make it! [/p][p] [/p][p]Forging high-quality weapons doesn’t just improve their stats — it also boosts the EXP you earn from crafting them.[/p][p]The equation EXP gains from forging weapons is the following:
[/p][p]EXP = (((OverallDamage * 1) + (OverallSpeed * 10) + (OverallValue * 0.5)) * QualityMultiplier) ^ 1.25
[/p][p]This equation ensures that both raw stats and weapon quality meaningfully impact the amount of EXP gained. Players are rewarded not just for crafting powerful weapons, but for perfecting their craftsmanship and aiming for higher quality tiers.
[/p][h3]Crafting Difficulty - How does it work?
[/h3][p]When forging your weapon, the weaponsmithing minigame will begin. Here, you’ll strike the weapon to enhance its quality. Successful strikes increase the quality bar. [/p][p]The AMOUNT that the quality bar is increased depends on a couple factors; One being your weaponsmithing level and the other being the crafting difficulty of the weapon. [/p][p]The crafting difficulty is based off of the EXP that the weapon earns you by crafting it. The same equation as above, except the quality multiplier isn’t applied in this case.
[/p][p]Weapon EXP is divided by 300 to determine the weapon’s difficulty rating. This rating directly affects how much the quality meter increases with each successful strike. The higher your weaponsmithing level, the more efficient your strikes become—each level adds a 1.5% bonus to the base increase per strike.
[/p][p]It may sound a bit complex, but I’ve found that it balances nicely in my tests so far.
[/p][p]For example:[/p]
  • [p]At level 1, crafting a weapon worth 405 EXP (which is a lot for level 1) would only increase the quality meter by 1% per strike.[/p]
  • [p]At level 6, that jumps to nearly 7% per strike. A weapon worth 405 EXP is about right in this level range.[/p]
  • [p]And by level 15, you’re gaining almost 17% per strike. A 405 EXP weapon is still fine at this level, but in this level range, you should be crafting harder weapons.
    [/p]
[p]This system should also help ensure that craftable weapons remain challenging at your current weaponsmithing level, preventing them from feeling trivial too quickly. I’m trying to achieve a balance of allowing the player to feel like they’re progressing as a weaponsmith without making it too easy, too quickly. It should also allow those who are really good at the minigame to be able to craft powerful weapons earlier. If you come across a stash of Moonstone weapon components at a low weaponsmithing level, you can still try forging them… but only skilled players who have mastered the minigame will be able to unlock their full potential so early on.
[/p][p]So far, I’ve found that this helps encourage creating high quality items rather than creating many low-quality items. That being said, however, I’m sure there will be some balancing that needs to be done to make it feel just right.
[/p][h2]ARMOR SYSTEM REWORK
[/h2][p]The armor system has been gutted and reworked! More specifically, how damage reduction, sprint stamina reduction, jump stamina reduction, and movement speed are calculated.
[/p][h3]Damage reduction broken down
[/h3][p]DamageReduction = [/p][p](HeadArmor ^ 1.15) * 0.10 + (ShoulderArmor ^ 1.15) * 0.10 + (ArmArmor ^ 1.15) * 0.15 + (TorsoArmor ^ 1.15) * 0.30 + (LegArmor ^ 1.15) * 0.20 + (KneeArmor ^ 1.15) * 0.05 + (FeetArmor ^ 1.15) * 0.10
[/p][p]This equation factors in how much of the body each armor piece protects. For example, torso armor is multiplied by 0.30 because it covers approximately 30% of the body. This ensures that larger, more critical armor pieces contribute more significantly to your overall damage reduction.
[/p][p]The exponent in the equation (1.25) introduces non-linear scaling, meaning that higher armor values contribute more than lower ones. This helps make heavier armor feel stronger. Instead of each point of armor always providing the same benefit, the exponent ensures that the impact of armor increases more noticeably as the value rises—while still keeping low armor values modest.
[/p][h3]Stamina consumption for running and jumping broken down
[/h3][p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)
[/p][p]StaminaDrain = BaseStaminaDrain × (1 + ((EffectiveArmor ^ Exponent) / SoftCap))
[/p][p]This equation ensures that sprint stamina drain is minimally affected by low armor values, while higher armor values cause a gradual and noticeable increase in stamina consumption.
[/p][p]For example, wearing 50 armor increases stamina drain by approximately 37%.
[/p][p]The “armor offset” ignores the first 5 points of armor, allowing light armor builds to sprint without significant penalties, rewarding mobility-focused playstyles. The same method is used for calculating stamina costs for jumping.
[/p][h3]Movement Speed and Jump Height Breakdown
[/h3][p]Armor now has a greater effect on movement speed and jump height. Here’s the equation for it:
[/p][p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)[/p][p]SoftCap = 30[/p][p]MoveSpeedMultiplier = 1 - ((EffectiveArmor ^ Exponent) / ((EffectiveArmor ^ Exponent) + SoftCap))
[/p][p]This equation controls how movement speed is reduced based on the player's total armor, rewarding lighter armor builds with minimal slowdown while ensuring heavier armor feels appropriately bulky - but not too slow, as I’ve added a clamp to ensure your speed never reduced more than 50%.
[/p][p]In summary, it’s pretty much how you’d expect it to behave: Low armor values have little to no impact on movement speed, while higher armor values result in a gradual reduction.
[/p][p]For example, wearing 50 armor reduces your movement speed by approximately 29%.
[/p][p]The equation includes an “armor offset”, which ignores the first 5 points of armor to give light armor users full mobility, the same principle as stamina consumption. The same % of movement speed decrease is applied to your jump height as well.[/p][p] [/p][h3]KNOWN ISSUES[/h3]
  • [p]Loot window ESC key needs to be added [/p]
  • [p]ESC doesn’t close village windows [/p]
  • [p]Druid sight not working until respawn [/p]
  • [p]Crafting menu doesn’t close with ESC [/p]
  • [p]Space while gathering causes camera issues [/p]
  • [p]Need to Alphabetize building list [/p]
[p][/p]