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The Armorsmithing Update 🛡️

[p]This update introduces Armorsmithing and a fully rebuilt level system. Just as importantly, a major portion of this patch was dedicated to optimization, stability, and long-term performance improvements. [/p][p]A lot of work went into reducing memory usage, improving UI efficiency, tightening up systems, and eliminating issues that could affect performance on mid-range hardware. If you experienced low-res textures in-game, this update should fix that for you! 
[/p][previewyoutube][/previewyoutube][h2]
Additions
 [/h2]
  • [p]Light, Medium and Heavy armor skills have been added. Increasing these skills reduces the impact armor pieces of the associated class has on your mobility. [/p]
  • [p]Armorsmithing – You can now craft Light, Medium, and Heavy armor. This includes armor enchanting, which introduces the new Rune Attunement skill and minigame. [/p]
  • [p]Rune Attunement – A new skill that utilizes the Rune Attunement Table. Place dormant armor runes on the table and bind enchantments to the runes. Runes come in three tiers, with higher tiers increasing the potency of the bound enchantment. [/p]
  • [p]Added 100+ armor enchantments [/p]
  • [p]Added 300+ armor pieces for Armorsmithing – each piece is fully color-customizable and enchantable [/p]
  • [p]x171 helmet types [/p]
  • [p]x35 torso armor pieces [/p]
  • [p]x30 leg armor pieces [/p]
  • [p]x20 foot armor pieces [/p]
  • [p]x27 shoulder armor pieces [/p]
  • [p]x42 arm armor pieces [/p]
  • [p]3 tiers of Armor Runes have been added. These can be found via mining, chiseling and in loot containers [/p]
  • [p]Added controller support to armorsmithing [/p]
  • [p]Completely reworked the main level system. (The full details are below!) [/p]
  • [p]NOSES have been added to the character creation screen! (Remember, if you want to give an existing character a nose, you can re-edit your character by interacting with the mirror in your room at your stronghold.) [/p]
  • [p]Added Light Armor, Medium Armor, Heavy Armor, Chiseling, Rune Attunement, Armorsmithing and Focus crafting to the detailed stat window [/p]
  • [p]Added new player base stats (strength, dexterity, intelligence, etc.) to the detailed stat window [/p]
  • [p]Added interiors to empty buildings at Millshade. Added locked doors and lootable objects to these buildings. [/p]
  • [p]Removed purification shrine from Squall’s End [/p]
  • [p]Added interiors to all empty buildings at Squall’s End. Added loot and locked doors to these buildings as well. [/p]
  • [p]Added a new armorsmithing-focused shop to Squall’s End [/p]
  • [p]Filled in empty building at Ordwood (locked door, loot, bed) [/p]
  • [p]Filled in empty buildings at Raven’s Reach [/p]
  • [p]Added new alchemy shop to Raven’s Reach [/p]
  • [p]The Armorer now spawns a Armorsmithing Bench and a Rune Attunement Table [/p]
  • [p]The Wizard Tower now spawns a Focus Assembly Table [/p]
[p]The following mobs now drop Raw Leather: [/p]
  • [p]Rabbits [/p]
  • [p]Pigs [/p]
  • [p]Deer [/p]
  • [p]Lesser Sand Serpents [/p]
[p]The following mobs now drop Cured Leather [/p]
  • [p]Deer [/p]
  • [p]Wolves [/p]
  • [p]Sand Serpents [/p]
  • [p]Boars [/p]
  • [p]Camels [/p]
[p]The following mobs now drop Hardened Hide: [/p]
  • [p]Bears [/p]
  • [p]Sandscourges [/p]
  • [p]Runeweavers [/p]
  • [p]Thornlings [/p]
[p]The following mobs now drop Reinforced Hide: [/p]
  • [p]Hill Trolls [/p]
  • [p]Armored Hill Trolls [/p]
  • [p]Great Ogres [/p]
  • [p]Goblin Boar-Riders [/p]
[h2]Bug fixes/Optimizations [/h2]
  • [p]Farming Hoes can no longer harvest crops that aren’t fully grown [/p]
  • [p]Exiting the main hall to the exterior of the Mage’s College now places you outside the doors instead of at the bottom of the stairs [/p]
  • [p]Opening the Mage’s College quartermaster shop no longer causes camera to remain zoomed in [/p]
  • [p]Can no longer spam-click the “Quick Finish” button when chiseling [/p]
  • [p]Wand “Blast” attacks now deal damage properly [/p]
  • [p]Chapter Pauldrons no longer have bird skulls under the pauldrons (remnant from other pauldron type) [/p]
  • [p]Fixed quest marker after completing the objectives for “Into the Righteous Current” [/p]
  • [p]Fixed issue with some Death Seals not being interactable in the Necropolis [/p]
  • [p]The quest “The Sacred Siphon” should now properly complete upon returning to Eldraeth [/p]
  • [p]The quest “Vessels of the Forgotten” should now properly complete upon returning to Eldraeth [/p]
  • [p]Fixed quest marker for the quest “The Hollow Assembly” [/p]
  • [p]Fixed various quest markers not disappearing properly in the Necropolis [/p]
  • [p]Fixed controller input for the cauldron minigame [/p]
  • [p]Armorer shopkeeper is no longer floating a few feet above the ground [/p]
  • [p]Holding RMB when in the seed window should no longer allow you to press ESC to get temporarily “stuck” in the seed window [/p]
  • [p]Equipping a spear with a shield already equipped will now attach the spear to your character properly and initialize the spear+shield animation as intended [/p]
  • [p]Texture memory usage has been reduced by several gigabytes (yes, that much) through format and streaming improvements. This should help prevent blurry textures as well as keep camera movement smooth, and help reduce pop-in. It should also generally help stability on mid-range GPUs! I’m still very much learning everything about game dev and Unreal. This should be a great step towards the game running (and looking) much better!  [/p]
  • [p]Optimized skill window UI [/p]
  • [p]Optimized trade window UI [/p]
  • [p]Optimized character sheet UI [/p]
  • [p]Player no longer clips into the ground when interacting with the Enchanting Table at the constructable Wizard’s Tower [/p]
  • [p]Fixed issue with beards and noses showing when wearing some full helms [/p]
  • [p]Guards no longer follow the player after speaking to them (unless you have a bounty, of course) [/p]
  • [p]Fixed quest markers for “The Court Rebalanced” quest objectives [/p]
[h2]General Adjustments [/h2]
  • [p]Armor speed and mobility penalties have been updated. The impact of armor on player movement now depends on your skill level with the armor class you are wearing. For example, wearing Heavy Armor at low proficiency will greatly reduce mobility, while higher proficiency significantly lessens the penalty. This is a general buff, as even the baseline for the lowest level is the same as it was before. It just allows you to work towards making armor less burdensome and, when the skill trees are reworked, this will also allow for more passives and buffs to be added for better build crafting. [/p]
  • [p]Decreased starting health, mana and stamina. This should help lean into the new level up system and slow down the power increase for players. The game is indeed a power fantasy, but players become incredibly powerful very soon. This should help slow that down a bit. [/p]
  • [p]Drawing your bow no longer slows you down, allowing for full movement while using a bow and arrow [/p]
[h2]Full Level System Revamp [/h2][p]The primary level system has been completely rebuilt from the ground up. Previously, players chose between just three stats (Health, Mana, or Stamina) which offered modest bonuses. While each option included a few additional effects, some of these never functioned correctly and were disabled. The result was a flat, unengaging system that offered little room for meaningful specialization. 
This old system has been thrown out the window, and a new nine-stat system has been implemented, allowing players to have better control over what their characters excel in. 
With each level up you’ll be able to allocate 3 stat points to any of the stats. 
 
The new stats are as follows: 

Strength - Increases melee damage. Increases the weight of objects you can lift. Also increases the rate at which you gain EXP for melee-focused skills. Small increase to stamina. 
 
Intelligence - Greatly increases mana. Also increases the rate at which you gain magic-focused EXP. 
 
Dexterity - Increases critical hit and headshot damage. Also increases the rate at which you gain ranged EXP. Slightly increases stamina. 
 
Endurance - Greatly increases stamina. Reduces armor's effect on mobility. 
 
Fortitude – Greatly increases health 
 
Constitution - Moderately increase health and stamina. Also slightly increases health regeneration. 
 
Vitality - Greatly increases health regeneration. 
 
Wisdom - Moderately increases mana regeneration. Slightly increases mana. 
 
Willpower - Greatly increases mana regeneration. Small increase to mana. [/p][p]You can also decrease stats, allowing you to freely re-spec your character. 
 [/p][p]And don’t worry – you don’t need to start a new game for this to take effect! When you load an existing save after this update, you’ll be automatically granted the appropriate number of stat points. Keep in mind that your already-existing character’s stats will appear higher than those of a newly created character. This is expected, as the baseline starting stats for new games have been lowered, while existing save stats have been left untouched. 

Along with these changes, I also reworked the primary level EXP requirement formula. The one I was using before was quadratic, which felt really bad. Most players would top off at around level 15-20 or so, which is way lower than I wanted. To show just how big of a change this is, here’s a little table showing the difference in required EXP: 
[/p]
[p]Level [/p]
[p]Old EXP Equation [/p]
[p]New EXP Equation [/p]
[p]1 [/p]
[p]25 [/p]
[p]150 [/p]
[p]2 [/p]
[p]100 [/p]
[p]200 [/p]
[p]3 [/p]
[p]225 [/p]
[p]250 [/p]
[p]4 [/p]
[p]400 [/p]
[p]325 [/p]
[p]5 [/p]
[p]625 [/p]
[p]375 [/p]
[p]6 [/p]
[p]900 [/p]
[p]400 [/p]
[p]7 [/p]
[p]1225 [/p]
[p]525 [/p]
[p]8 [/p]
[p]1600 [/p]
[p]600 [/p]
[p]9 [/p]
[p]2025 [/p]
[p]625 [/p]
[p]10 [/p]
[p]2500 [/p]
[p]650 [/p]
[p]11 [/p]
[p]3025 [/p]
[p]725 [/p]
[p]12 [/p]
[p]3600 [/p]
[p]825 [/p]
[p]13 [/p]
[p]4225 [/p]
[p]975 [/p]
[p]14 [/p]
[p]4900 [/p]
[p]1050 [/p]
[p]15 [/p]
[p]5625 [/p]
[p]1150 [/p]
[p] 
Since starting stats have been lowered and the increase from stats has also been lowered, this new system should strike a balance between letting players level up more frequently while preventing too much of a power increase too early in the game. Again, the game IS a power fantasy, and you’re meant to feel powerful. But this should help players feel like you’re achieving that power yourself. This new curve will allow levels to still come steadily and slow down in a predictable manner, allowing for continuous growth while slowing down meaningfully at higher levels. There still is no level cap. 

Note: If you’re playing on an existing save that has EXP towards your next level already, you might see that you are over the required amount of EXP for the next level. If this happens to you, simply gain at least 1 EXP and it will resolve itself via a level up.  
[/p]

The Mage's College Update

[p]

Harbingers, [/p][p]A new update is now available to improve your journey in Eudros! This time, get ready to join a brand-new guild: the Mage’s College.

Multiple new Mage’s College minigames await you, along with a variety of new magic-focused assignment types, a brand-new crafting type, and a new Chiseling skill with its own dedicated minigame.
[/p][p]Are you ready to make your adventure truly magical? ✨[/p][h2]
BUG FIXES & OPTIMIZATIONS
[/h2][h3]
General Fixes
[/h3]
  • [p]Replaced the Gravecoil Ring inside the well at Old Glennheim with Blazesteppers, a new enchanted item.
    (If you already looted the ring in this spot, return to the well. Blazesteppers will now appear there.)[/p]
  • [p]Fixed an issue where the sniper rifle scope would remain visible and block the camera when aiming.[/p]
  • [p]The Hopsap Hollow puzzle no longer completes automatically.[/p]
  • [p]Moved the spawn location of the bad barrel for the “Proof” questline to a more open area[/p]
  • [p]Fixed issue with FOV slider not updating properly[/p]
  • [p]Made the game generally brighter[/p]
  • [p]The “Restore Defaults” button in the video settings now resets vsync and color deficiency type settings[/p]
  • [p]Reworked chairs - they now do a check to see where the safest spawn is for the player, preventing players from being placed inside objects if chairs are placed close enough to other objects[/p]
  • [p]Added the Silver Pinion to the console command spawn list. This way, those who didn’t get the reward due to a bug can now add it to their inventories. (AddItem SilverPinion)[/p]
  • [p]The Arcane skill, Final Rites, now has a much larger AoE radius[/p]
  • [p]Player weapon is now sheathed when they are planting seeds[/p]
  • [p]The ESC button now closes the seed-planting UI[/p]
  • [p]Equipment tooltips no longer show for emptied equipment slots[/p]
  • [p]Fixed issue with button item codes showing on hotkey item slots when using controllers[/p]
  • [p]You can now scroll readable book text when using gamepad[/p]
  • [p]You can now scroll quest details in the journal when using gamepad[/p]
  • [p]Added controller support for seed window
    [/p]
[h3]Food Item Buff Corrections[/h3][p]The following foods now apply their proper healing values:[/p]
  • [p]Cooked Minitrout - Heals 50 HP[/p]
  • [p]Boiled Carrot - Heals 20 HP[/p]
  • [p]Fried Chicken - Heals 75 HP[/p]
  • [p]Ham Stew - Heals 150 HP[/p]
  • [p]Minitrout Sandwich - Heals 100 HP[/p]
  • [p]Honey Bread - Heals 75 HP[/p]
  • [p]Cheesy Wrangler - Heals 100 HP[/p]
  • [p]Cheesy Minitrout - Heals 75 HP

    [/p]
[h2]ADJUSTMENTS[/h2][p][/p][h3]Staff Skill Tree Rework[/h3]
  • [p]The Staff skill tree has been completely converted into the new Focus skill tree.[/p]
  • [p]All abilities previously locked to staves are now usable with wands, spellbooks, and staves, greatly expanding mage build variety.[/p]
  • [p]Your Staff level will automatically transfer to the new Focus level.[/p]
  • [p]The Focus tree is now broader, more future-proof, and allows for true spellsword-style builds when used with spellbooks.
    [/p]
[h3]Combat Camera Adjustments[/h3][p]The following abilities no longer trigger a third-person action camera:[/p]
  • [p]Arcane Burst[/p]
  • [p]Poisonous Waft[/p]
  • [p]Detonation
    [/p]
[h3]Skill Functionality[/h3]
  • [p]All Staff skills have been updated to function properly with wands and spellbooks.[/p]
[p]Bow + Crossbow Skill Changes:[/p][p]One of the weakest-feeling skill trees in the game right now is bows and crossbows, largely due to how awkward many of the skills feel to aim and use. To address this and to help better shape the future of the skill tree, I have begun transitioning bow and crossbow abilities away from instant-cast shots.[/p][p]As part of this change, I have implemented a quiver enchanting system to replace immediate-cast skills such as Fire Arrow, Frost Arrow, Rimeshot, and similar abilities. Instead of firing automatically, these skills now enchant your quiver, allowing your next nocked arrows to inherit the active effect. For example, activating Fire Arrow will enchant your quiver, causing the next arrow you fire to become a fire arrow. This addition should make bow skills much easier to use, especially for gamepad users, and just generally feels better to use. [/p][p]I also plan to remove third-person cast animations from bow skills that suffer from perspective issues, which, frankly, is most of the skills that currently rely on a third-person camera. The goal is to make ranged combat feel more responsive, precise, and consistent with player intent. These changes will be rolled out gradually as I gather feedback from the community on the direction of bow and crossbow skills, ultimately leading into the Ranger’s Arsenal update, which will include many new bow/crossbow skills, passives, etc, all built upon the feedback gained from changes like this.[/p][p][/p][p]General Adjustments[/p]
  • [p]Studying Magic (rune transliteration) now grants a 30-minute mana regen boost for every 5 streak you achieve while studying[/p]
  • [p]The General Store now sells current seed types for farming, including several new ones![/p]
  • [p]Harvesting mature crops now spawns loot pickups, which I find to be more satisfying. ( Testers: If this is just annoying, let me know. It’s easy to swap back to automatically adding the items to the player’s inventory!)[/p]
  • [p]Reworked farming levels and EXP gains. You should be able to level up much quicker with level 60 or so being the highest level seed in the game currently.

    [/p]
[h2]ADDITIONS
[/h2][h3]Armor[/h3]
  • [p]Added new Scholar Robe sets in blue, green, yellow, black, and purple.[/p]
  • [p]Added unique Pale Scholar Robes, hood and hat[/p]
  • [p]Added Surveyor’s Field Pack: A backpack that greatly increases your chance of finding chiselstones. Also allows chiselstones to be found in any type of ore.[/p]
  • [p]Added a Geologist armor set
    [/p]
[h3]Weapons[/h3]
  • [p]New Weapon Type: Wands (see section below)[/p]
  • [p]The Ossuary Pick: Using this weapon’s heavy strike instantly shatters a mining node. This method yields only a portion of the ore and provides no mining experience, but allows you to harvest mining nodes of any level.[/p]
[p]New Farming Tools: Hoes![/p][p]These tools are classified as spears and can be used as weapons, but they’re very weak in that regard. The heavy attack of these weapons can be used to quickly harvest all mature crops in a radius. These items can be purchased at a General Store.[/p]
  • [p]Rusty Farming Hoe: 10m harvest radius[/p]
  • [p]Standard Farming Hoe: 20m harvest radius[/p]
  • [p]Apprentice’s Farming Hoe: 30m harvest radius[/p]
  • [p]Journeyman’s Farming Hoe: 40m harvest radius[/p]
[p]Added new plantable seeds:[/p]
  • [p]Cairnfruit Seeds: Grows quickly into stone-yielding fruit.[/p]
  • [p]Ironrind Gourd Seeds: Can be planted to cultivate iron-yielding gourds.[/p]
  • [p]Copper Floret Seeds: Matures into copper-yielding florets.[/p]
  • [p]Corn Seeds: Grows into… well, corn.[/p]
  • [p]Pinecones: Grows into fresh pine trees, which yield more wood than standard pine trees[/p]
  • [p]Chiselpod Seeds: Grows into a small gourd that contains chiselstones![/p]
  • [p]Coalspore Bulb Seeds: Can be planted to grow into a coal-yielding bulb.[/p]
  • [p]Cotton Seeds: Grows into cotton, which will be useful for armorsmithing, when that crafting type is added.[/p]
  • [p]Coinburst Pepper Seeds: Grows into peppers that pop into 100 gold each.[/p]
  • [p]Flax Seeds: Grows into flax that’s refined into flax twine, which will also be used for crafting armor when armorcrafting is added.[/p]
  • [p]Silkvine Seeds: Can be harvested for Fine Cloth when fully matured[/p]
[p][/p][p](Some of these new seed types were suggested by the Discord community. I’m hoping to add more unique seed types to incentivize farming and make it feel a bit more useful! If you have any ideas, leave them in the comments!)[/p][p]
[/p][h2]THE NECROPOLIS OF DORNHURST
[/h2][h3]Structural & Layout Improvements[/h3]
  • [p]Added a new segment to the Necropolis entrance.[/p]
  • [p]Removed randomized objectives when entering the zone.[/p]
  • [p]Streets of Dornhurst and The Descent now load together, allowing seamless travel between the two major areas.
    [/p]
[h3]Gameplay & World Changes[/h3]
  • [p]Death Seals redesigned as the future guild currency for the Hollow Assembly and are now significantly more common.[/p]
  • [p]Reworked puzzles, doors, and many functional systems throughout the Necropolis.[/p]
  • [p]Added new NPCs, new dialogue, and new loot.[/p]
  • [p]Added enemy spawns and furnished the interiors of several structures.
    [/p]
[h3]Performance[/h3]
  • [p]Major optimization pass:[/p]
    • [p]Draw calls cut by ~50%[/p]
    • [p]Improved navigation generation
      (Additional optimizations are still planned, but these were the major performance hitches)
      [/p]
[h3]Developer Note[/h3][p]When originally created, the Necropolis was meant to be a repeatable dungeon, which led to its massive size. Its purpose has since shifted: it is now the foundation for the future Hollow Assembly necromancy guild.[/p][p]This update focuses on improving exploration, adding quests, and refining systems to support its new role. The guild itself will come later, built around delving into the Necropolis’ shifting crypts and repurposing the Undead Colosseum as a guild feature.[/p][p][/p][p][/p][h2]THE MAGE’S COLLEGE[/h2][h3]
World & Guild
[/h3]
  • [p]The Mage’s College added to the overworld.[/p]
  • [p]The Mage’s College Guild is now available.[/p]
  • [p]All exterior and interior rooms are now accessible.
    [/p]
[h3]Skills & Systems[/h3]
  • [p]Added Focus Crafting (Wands only for now; Staff crafting will be added later).[/p]
  • [p]Added the Focus Crafting skill.[/p]
  • [p]Added Chiseling minigame and its associated skill.[/p]
  • [p]Added multiple new magic book types for study.[/p]
  • [p]Added a new classroom minigame.
    [/p]
[h3]Content[/h3]
  • [p]Added several dozen new assignment types across College classrooms.[/p]
  • [p]Added ~12 new quests for the Mage’s College.

    [/p]
[h2]THE HILLS OF DELVENAUGH[/h2][h3]
New Locations & Points of Interest
[/h3]
  • [p]Grimdelve Cave - contains two key puzzles.[/p]
  • [p]Wandweaver’s Grove - early wand component area, also usable as optional player housing; contains a Spirit Guide puzzle.[/p]
  • [p]Fieldsguard Catacomb - puzzle-focused crypt.[/p]
  • [p]The Golden Canopy - features a delivery puzzle.[/p]
  • [p]Vista point added at the top of the hilltop tower.
    [/p]
[h3]Unique Items[/h3]
  • [p]Steampulse Pack[/p]
  • [p]Wobble Lenses[/p]
  • [p]Reaper’s Mantle[/p]
  • [p]The Gustflower Glider[/p]
  • [p]Sunflower Blade (unique weapon component)
    [/p]
[h3]World Updates[/h3]
  • [p]Reworked quarry area.[/p]
  • [p]General optimization passes across the region.[/p]
  • [p]Refined Naeworth Keep.[/p]
  • [p]Added a vessel at Naeworth Keep capable of curing Vampirism.[/p]
  • [p]Added loot to the hilltop tower interior.[/p]
  • [p]Added a new puzzle to the Everfall Cairns.

    [/p]
[h2]CHISELING[/h2][p]A brand-new skill and minigame![/p]
  • [p]Use hammers and chisels to uncover artifacts, fossils, ores, gems, and rare crafting components.[/p]
  • [p]Higher Chiseling levels make uncovering high-tier artifacts easier.[/p]
  • [p]Chiselstones now drop randomly when mining stone or coal.[/p]
  • [p]Chiseling Stations are located at the Ossuary inside the Mage’s College.

    [/p]
[h2]WANDS
[/h2][p]A new Focus weapon type!
[/p][h3]Crafting[/h3][p]Wands are crafted at Focus Crafting Stations, currently located only at the Mage’s College.
[/p][h3]Wand Components[/h3]
  • [p]Wand Focus - determines heavy attack type.[/p]
  • [p]Wand Shaft - determines standard attack type.[/p]
  • [p]Wand Core - determines the wand’s element.[/p]
  • [p]Wend Grip - influences attack speed and overall weapon value.
    [/p]
[p]Combine components to create your ideal spellcasting weapon!
[/p][p]Classroom minigame:[/p][p]This is a small, lighthearted minigame meant to bring the Mage’s College to life. Sit in on a lecture with other students and respond to the professor’s questions as they’re asked. Every correct answer awards Mage’s College EXP and a 2-minute mana regeneration boost. Maintain a streak of correct answers to build a combo multiplier, earning increasingly greater rewards.[/p]

Development Roadmap Update!

[p]Hello Harbingers,[/p][p]It’s time to share an updated roadmap with you all, providing a clearer view of what lies ahead for your journey in Eudros over the coming months! I’ve also left time inside all of these roadmap points for bug fixing and optimization, as that is always happening. (:

[/p][p]Let's dive into the details of what you can expect:[/p]
  • [p]Kingdom 1 Rework[/p]
    • [p]This was the final update of 2025, focused on improving and expanding several areas within Kingdom 1. You can find all the specific details \[here].[/p]
  • [p]Mage's College Update[/p]
    • [p]This update will introduce a brand-new guild: The Mage’s College! It will include multiple new Mage’s College minigames, a variety of new magic-focused assignment types, a brand new crafting type, and a new Chiseling skill with its own minigame. The Mage’s College will be added to the Kingdom 1 overworld, filling in some of the emptier space there. This update will also bring more location reworks to Kingdom 1.[/p]
  • [p]The Armorsmithing Update[/p]
    • [p]Master the art of creating and enchanting your own light, medium, and heavy armor![/p]
  • [p]Elemental Rebirth Update[/p]
    • [p]A complete overhaul of ALL magic skill trees. We will be adding numerous new skills AND passives to every magic tree, alongside refining and balancing existing skills.[/p]
  • [p]Company of Thieves Update[/p]
    • [p]Introducing the Company of Thieves guild. This update will also feature a fully reworked and refined crime and bounty system.[/p]
  • [p]Sunbrand Legion Update[/p]
    • [p]Refining and completing the Sunbrand Legion guild storyline and features. This update will also place a strong focus on the kingdom of Askil, bringing more dungeons, loot, and life to some of the explorable areas.[/p]
  • [p]Sands of Renewal[/p]
    • [p]Similar in scope to the Kingdom 1 Rework, this update will focus on expanding and refining the existing areas within Kingdom 2.[/p]
  • [p]Warrior's Foundry[/p]
    • [p]A complete overhaul of ALL melee skill trees. Expect many new skills AND passives for every melee tree, plus a thorough refinement of existing skills.[/p]
  • [p]Ranger's Arsenal[/p]
    • [p]A complete overhaul of ALL ranged skill trees. This includes the addition of new skills AND passives to all ranged trees, as well as refining existing skills.[/p]
  • [p]The Unforgiven Update[/p]
    • [p]The beginning of the long-awaited Unforgiven invasion. This update will introduce Warp Portals, new challenging enemies, and serve as a kind of "end game" content for players.[/p]
[p]Please Note:[/p][p]Our plans are subject to change based on your valuable feedback and the ongoing progress toward our 1.0 release. However, as always, we promise to keep you fully updated every step of the way![/p][p]Thank you, as always, for your continued support and passion for The Bloodline![/p][p]
[/p]

Update | Kingdom 1 First Touchup

[p][/p][p][/p][p]Harbingers,

A new update is available now to improve your journey in Eudros![/p][p][/p][h3]BUG FIXES AND ADJUSTMENTS[/h3]
  • [p]Mist of the Night no longer has overturn when using A or D to turn [/p]
  • [p]The door to the last room in Tomb of the Ascended should now be open if you already completed the dungeon before. Now, you can properly enter the room and receive the angel wings if you did the dungeon
  • before* the last hotfix. It should work as usual for new saves. [/p]
  • [p]Added missing “Leave Location Volume” to the Drakthul Fjord [/p]
  • [p]The quest marker for Alric Steadfast during the “Atonement Unending” questline should now properly disappear after putting him to rest [/p]
  • [p]When crafting weapon components, the mace should no longer show “guard” components in the dropdown [/p]
  • [p]Mounts should no longer be “painted” by pathways placed in your village [/p]
  • [p]Constructed buildings should also no longer be “painted” by pathways placed in your village [/p]
  • [p]Morrak Ashwarden no longer spawns at the castle at Thraesir’s Vale before the proper quest is active [/p]
  • [p]Updated EVERY SINGLE SKILL to work with new settings (mainly FOV settings) PS: This took forever and my head hurts [/p]
  • [p]Settings have been completely reworked. This won’t mean much on the player’s end outside of the settings now functioning once again and that elements that weren’t working nicely even before controller support should now be working better. [/p]
  • [p]Fixed gender-specific dialogue for Pembroke Wells and Fredrick Woodkin (they would call the player “Sir” regardless of gender) [/p]
  • [p]Building previews now appear once again when selecting a building to construct in your village [/p]
  • [p]Increased scroll speed for village decorating camera [/p]
  • [p]Fixed issue that would cause lockups (and in some case a crash) when quickly pressing ESC to close the field crafting menu [/p]
  • [p]Fixed issue with excessive civilian spawns at the harbinger's stronghold [/p]
  • [p]Fixed Anointed Halo visibility issue [/p]
  • [p]Oathsworn Wings are no longer visible when in first person [/p]
  • [p]Fixed Brynda Runeweaver’s dialogue at the end of “The Rune Hermit’s Hoard” questline [/p]
  • [p]Fixed dialogue with Orlen when he arrives at Helgasker [/p]
  • [p]Fixed dialogue with Dain Rockbellows [/p]
  • [p]Fixed issue that would cause the companion “Skald” to spawn when you had “Bijan” selected as a companion [/p]
  • [p]Fixed rune wheel puzzle in Khadrin’s End at the Pale Pass [/p]
  • [p]Since selling multiple items in quick succession can cause issues if you DON'T use the multi-trade window (which can be accessed by right clicking items when trading), I made it so the multi-sell window automatically pops up if you’re adding more than one of the same item to the trading window. This only happens for player inventory, as that’s where the memory issues arise. (You can still access the multi-trade window when purchasing items by right clicking them. [/p]
  • [p]Added collision to birch trees in the randomly generated autumnal areas [/p]
  • [p]Fixed kill enemy objectives progressing multiple times when striking corpses [/p]
  • [p]Boar Rush (and other skills that perform a quick shapeshift attack) no longer cause you to take fall damage from tiny falls [/p]
  • [p]Fixed floating fishing spots at Thraesir’s Vale [/p]
  • [p]Added missing bound volumes to Hammerstead [/p]
  • [p]Added missing bound volumes to Runehill [/p]
  • [p]Increased night brightness at Helgasker [/p]
  • [p]Fixed lockup that would happen if you tried to fish at a sandfish spot without a sand rod [/p]
  • [p]The Astral Rift event has been removed. If you had the event on your calendar already, it simply won’t spawn. Going forward, it won’t appear on calendars any longer. (at least until it’s more stable and more interesting) [/p]
  • [p]Optimized weather FX [/p]
  • [p]Fixed issue with Alastair not becoming a companion after finishing his questline (Helgasker) [/p]
  • [p]Alastair should no longer appear in the tavern in Helgasker after he becomes a companion [/p]
  • [p]Fixed issue that would grant you certain special items when you enter the Pale Pass after completing certain puzzles [/p]
  • [p]The Gravecoil Ring should now restore health when near corpses, and stack with nearby corpses properly [/p]
  • [p]Fixed dialogue issues with the Rune Hermit’s Hoard questline [/p]
  • [p]Fixed issue with crossbows/flintlocks firing when fishing [/p]
  • [p]Fixed issue with ranged weapons preventing weapon swapping after catching a fish IF you started the fishing minigame with a ranged weapon equipped [/p]
  • [p]Mount description text should now scale better to the window [/p]
  • [p]Dain Rockbellows should no longer loop his quest dialogue after completing his questline (Thronhild Blacksmith) [/p]
  • [p]Fixed issue that would cause your camera to be locked in third person if you attempted to get on a mount while in third person. You still won’t be able to get on mounts in third person since interactions aren’t set up for the third person camera [/p]
  • [p]Added checks for when the player has a shield on their back (unequipped) and to force-hide the shield when in first person. Hopefully this prevents any camera clipping with shields going forward! [/p]
  • [p]Condensed the achievements into better categories (also added missing categories to many achievements) [/p]
  • [p]Achievement details should scale much better now in the achievement screen [/p]
  • [p]Optimized achievement sheet [/p]
  • [p]Fixed issue with cooking recipes being duplicated in the recipe selection window [/p]
  • [p]Fixed issue with controllers not working for the assignment popup from civilians [/p]
  • [p]ALL weapons and shields are no longer visible at all when sheathed and in first person [/p]
  • [p]The completed building overview now works with controllers [/p]
  • [p]Fixed issue with the “Inverted” checkbox not working/saving properly [/p]
  • [p]ALL mounts should use inverted controls if you have inverted controls enabled [/p]
  • [p]Village overview board should now work with controllers [/p]
  • [p]Weapons/offhand items (like shields, spellbooks) now hide when harvesting a tree/mining node [/p]
  • [p]Elvara Mistvein’s shop (Helgasker) should open properly after completing the quest associated with her [/p]
[p] [/p][h3]ADDITIONS[/h3]
  • [p]Added new dungeon to Glennheim Hills [/p]
  • [p]Added combat challenge to Glennheim Hills [/p]
  • [p]New enemy type: Stormward Faithful [/p]
  • [p]New enemy type: Zombie [/p]
  • [p]New spellsong: Disruptive Distraction. Makes any physics object call out insults and jump around, creating a great distraction! [/p]
  • [p]Expanded potioncrafting, adding a new mechanic - Alchemist’s Insight! You can now use a cauldron to gain Alchemist’s Insight, which you can apply to any ingredient to DOUBLE its effects! [/p]
  • [p]New cauldron minigame. Cauldrons can currently only be found at the alchemist that you can construct at your stronghold! [/p]
  • [p]Added new ultrasword: The Silver Pinion [/p]
  • [p]Added new mount: Stag [/p]
  • [p]Added new offhand weapon type: Spellbooks! While only a few are available now, more will come when the Mage’s College is added [/p]
  • [p]Added new spellbook: Roanan’s Chorus. Charge and SHOVE to summon a pack of wolves to run forward and attack any enemies in their way. [/p]
  • [p]Added new puzzle type: Pattern Paths! [/p]
  • [p]Added new puzzle type: Key Sockets! [/p]
  • [p]Alastair the Bard is now a companion! [/p]
[p] [/p][h3]GLENNHEIM HILLS [/h3]
  • [p]Added new dungeon under Old Glennheim [/p]
  • [p]Added combat challenge [/p]
  • [p]Added more loot containers to Old Glennheim [/p]
  • [p]Changed the weather probabilities for this area. It should now be rainy/stormy more often [/p]
  • [p]Added new dungeon - Fulminar Catacomb [/p]
  • [p]Added new enchanted item: Sparkbottoms [/p]
  • [p]Added new enchanted item: Endurer’s Slacks [/p]
  • [p]Added more bandit spawns [/p]
  • [p]Optimized area [/p]
  • [p]The Dwarven door should work more reliably now [/p]
  • [p]Added new location of interest: The Copper Crown Fort [/p]
  • [p]Added new location of interest and puzzle: Shrine of the Pinion [/p]
  • [p]Added new location of interest and puzzle: The Boarheart Stump [/p]
  • [p]Added new location of interest and puzzle: The Blooming Deep [/p]
  • [p]Added new enchanted item: Sporing Gloves [/p]
  • [p]Added interior to abandoned church [/p]
  • [p]Added new enchanted item: Veil of the Shrouded Saint [/p]
  • [p]Added new location of interest and puzzle: Den of the First Stag [/p]
  • [p]Added new location of interest: Troll’s Grove [/p]
[p] [/p][h3]WOLFDOVER TIMBERLAND [/h3]
  • [p]Added new location of interest and puzzle: Grove of the Kindred Moon [/p]
  • [p]Added new NPC: Roanan [/p]
  • [p]Added new location of interest and puzzle: Hopsap Hollow [/p]
  • [p]Added new unique armor item: Mushroom Pauldrons [/p]
  • [p]Added parkour challenge [/p]
  • [p]Added new location of interest and puzzle: Warden’s Underbough [/p]
  • [p]Added new location of interest and puzzles: Warden’s Cradle [/p]
  • [p]Added new enchanted item: Grove Warden’s Mask [/p]
  • [p]Added new location of interest and puzzle: Fae Dell [/p]
  • [p]Added new enchanted item: Fae Wings [/p]
  • [p]Added new armor set: Grove Warden’s Set [/p]
[p] [/p][h3]WOLFDEN PRIORY [/h3]
  • [p]Expanded interior of Pebblestep Crypt [/p][p]Added two puzzles to Pebblestep Crypt [/p][p]Added loot [/p][p]Added new enemy spawns [/p][p]Added decor [/p]
  • [p]Added Undead enemy spawns to area surrounding Pebblestep Church [/p]
  • [p]Added new location of interest: Red-Leaf Chamber [/p][p]Multiple puzzles within [/p][p]Seed and Sorcery spellbook added [/p]
  • [p]Added more loot and a puzzle + reward (Firebound Spellbook) to the Fallen Star Mine [/p]
  • [p]Improved enemy spawns in Fallen Star Mine [/p]
  • [p]Added parkour challenge [/p]
  • [p]Added new location of interest and puzzle: Curdlestone Hollow [/p]
  • [p]Added new enchanted item: Crown of Curds (inside Curdlestone Hollow) [/p]
  • [p]Added more enemy spawns throughout the map [/p]
  • [p]The Mad Monk (inside the Priory) now has dialogue [/p]
  • [p]Added new location of interest and puzzles: Wolfden Priory Crypt (speak with the Mad Monk in the priory to gain access to the crypt)[/p]
  • [p]Added new enchanted item: Monk’s Handwraps (Granted by completing the Mad Monk’s request) [/p]
  • [p]Added interior to Autumn Bell Manor Study [/p][p]Added Beekeeper’s Helm to Manor Study [/p][p]Added Rugged Spellbook to Manor Study [/p][p]Added song lock to door to Manor Study [/p]
  • [p]Added new location of interest and puzzle: Autumn’s Seat [/p]
  • [p]Added Roostplate Pauldron to Autumn’s Seat puzzle [/p]
[p] [/p][h3]ADJUSTMENTS[/h3]
  • [p]Removed cave entrance that didn’t have interior at the Drakthul Fjord [/p]
  • [p]Quarries should now give significantly more resources every week [/p]
  • [p]Increased EXP rewards when crafting certain ingots [/p]

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]