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Age of Reforging:The Freelands News

Age of Reforging: The Freelands v 1.51 Online Hotfix

Age of Reforging: The Freelands v 1.51 Online Hotfix

[h2]
Improvements:
[/h2]
  • Added rewards for some side quests with fewer rewards.


[h2]Fixes:[/h2]
  • Fixed the issue where the player's books in learning can be dragged and dropped.
  • Fixed a display error in the fog of war.
  • Fixed the problem that the crafting recipe does not display after loading the file.
  • Fixed the problem that the crafting system cannot be completed when used in the town interface on the world map.
  • Fixed the problem that dragging items in the backpack will pop up a prompt for newly acquired items.
  • Fixed the problem that the appearance of bandits on the world map is sometimes incorrect and they do not have equipment models.
  • Fixed the problem that the player does not switch to the correct world region when riding in a carriage.
  • Fixed some UI display problems in the camping interface.

Age of Reforging: The Freelands v 1.5 Major Update

Age of Reforging: The Freelands v 1.5 Major Update:


Huge Major Update is coming up during Christmas week!

Dear Reforgers:
Hello everyone, first of all, we would like to apologize to the players who have been following and waiting for us. Whenever we see messages in the community asking about the progress of the update, we feel very complicated. Due to various objective factors, we were unable to advance development as planned and had to extend the version update time, which let down everyone's expectations. However, it is your support and understanding that has allowed us to always improve the quality of the game.
After this period of polishing, we finally have some progress to share. We have listened to the suggestions of every player and rethought the core experience of the game. We have finally made a difficult but correct decision: to innovate the game content and create a brand new version that will overturn the past by focusing on the gameplay and experience.
In the upcoming version, we have not only comprehensively improved the game performance and optimized the frame rate, but more importantly, we have deeply optimized and expanded the core gameplay. Although this requires more time to ensure the stability and fluency of the game, we always remember our original goal and promise: to do our best to make Age of Reckoning/AoR a complete, rich and interesting game.
We know that no words can make up for the wait. We hope to repay everyone with sincerity: first, a special discount during the Steam Winter Sale, where the game will be 25% off for ; more importantly, we believe that the new version, which we have poured our hearts into, will surely bring you an unprecedented gaming experience.
We will gradually reveal the specific update content and release it online in the next few days! This may not be the perfect version yet. Due to the complexity and freedom of the game, which far exceeded our imagination, we need some time to further polish the game after this version is launched. We hope that all players can give us some more time and patience.
Although it is difficult, we have never given up. Thank you all for your continued relationship and support!

Age of Reforging Next coming Major Update Trailer

To the beloved reforgers:
Hello everyone, first of all, thank you for your interest and support. We apologize for not updating the game and community announcements for a while, but we've heard from many of you who are eager to play and learn about the game's new content, and we understand your excitement and anticipation. However, we are sorry to inform you that the next big update planned for AoR (Age of Reforging) has been postponed. This does not mean that our development progress has been seriously lagging or has been significantly hindered. On the contrary, we've been working at full capacity for some time now, producing a great deal of new content. We've also made a number of breakthroughs on the technical side.

We've upgraded the game engine and improved or even remastered many of the technical components. These upgrades have been very successful overall, and the game's performance and graphics are now significantly improved. Our development efficiency has also increased with the engine upgrades. However, with such a huge upgrade came short-term instability in the game. With some of the technical upgrades not yet complete, we're hesitant to release the next big update.
We want to make sure that the experience you get is as seamless and smooth as possible. Our goal and commitment remains the same: to do our best to make Reckoning/AoR a complete, rich, and fun game. We'll be announcing the next big update later.

Allow us to present you with the results of what we've been working on for a while (most of them will be the content of the next big update):

Gameplay Improvements:


1) We have used new technology to create dynamic physics effects for all hair and equipment in the game. Movable fabrics will now look more smooth, natural and vivid.




2) we re-implemented the game's highlighting system using a new technique, and the highlight strokes of all interactive objects now look much cleaner and simpler.



3) we reworked the blood splatter effect in the game, and we're happy with the new effect, we think it's much more aesthetically pleasing and natural.



4) with a technical improvement for Terrain, the frame rate of many scenes has been significantly improved.

5) Optimized character loading logic. Improved the loading speed of NPC characters when entering a scene. You should no longer see characters that are completely naked when they are first spawned (unless they were designed that way).
6) We have optimized the loading logic for encounters on the world map. It now takes significantly less time to go back and forth between the world map and the encounter scenario.


New Content:


1) we have added 3 properties/player house available for players to purchase in Briar, Stirrup Town and Green Town. Once purchased, players will have unrestricted access to the tavern and warehouse features in their own homes.



2) we've added the ability to travel by wagon to all towns on the world map. Now you can travel quickly between neighboring towns by wagon. But be careful, this still won't be a foolproof journey, so be prepared for the risk of being robbed by bandits and attacked by monsters. Protect your wagon and driver, or you'll be back to traveling on foot.



3) some of the inaccessible megacities on the world map we gave (Golden Harbor, Lone Star City, and Saltwood City...) have each made a tavern, and players can now enter these tavern scenes to rest their feet in this temporary haven and feel the warmth of the locals.
4, we are nearing the completion of two new world regions. These two regions are in the south of the world map, and they are the Deadwind Desert and Starfall Canyon. Each of these areas has a major field map that provides 5-10 hours of gameplay, with plenty of side quests, powerful enemies and bosses, and interesting dungeons. In addition, the Deadwind Desert region has many new locations to explore: a large town, Saltwood, a village, two gladiator arenas, a bandit camp, and several dungeons.





There are also more developments in AoR, but we haven't figured out when we can announce them yet. Anyway, we hope you can continue to be patient for a while, we may be missing communication to the community, but have been putting our heads down and pushing forward with the development of the game. Please give us some more time and confidence.


Previous game - Blackthorn Arena is now reforging! :

We are attempting to work on Blackthorn arena: Reforged ! which you can think of as a remake of the original Blackthorn arena that is much more than a so-called big “mega-update”. We expect to apply the new technologies and systems used in AoR, huge improvements to the underlying code, and visual enhancements to Blackthorn arena: Reforged. As opposed to the original version of Blackthorn arena, you will see a completely new version with models, animations, and special effects all redone, and vastly improved mechanics, balance, and equipment systems. And there's no doubt that this huge update will be free! Players who have already purchased the original version of Blackthorn Gladiator will also upgrade Blackthorn arena: Reforged for free.

https://store.steampowered.com/app/1194930

Finally, thank you for your continued support, we will announce the release of each of the above updates as soon as possible, and we wish you a great weekend!

Age of Reforging v 1.13 Update Patch

Age of Reforging v 1.13 Update

[h2]BUG FIXES:[/h2]
- Fixed the bug that prevented the player from proceeding to Garrod's route after refusing Tullio's offer in the quest.
- Fixed a bug where encounters would get stuck in the Twilight Marsh area.
- Fixed a bug in the character creation page where players could use initial items by double-clicking on them.
- Fixed a bug where the goods in the town store were not immediately refreshed when the player entered the game for the first time.
- Fixed a bug where some place shift/blink skills had incorrect speeds in half-speed and double-speed modes.
- Fixed a bug where herbs would disappear on the world map.
- Fixed a bug where a character's skill projectile would be blocked by their magic shield.
- Fixed a bug where some skill projectiles would turn around.
- Fixed the bug that the HP countdown was not normal in the battle between NPCs on the world map.

==================================================================

[h3]Quest related:[/h3]
- Added text descriptions for quests that are currently impossible to complete.

Devil of GhostLotus:
- Fix an issue where Aoi would leave her current original position after meeting her for the first time and finishing the dialog.
- Fix the bug that related to the attack of the Great Market.

==================================================================

[h3]Scenario Related:[/h3]
- Revised and improved some encounter scenarios.
- Removed foggy weather from the Brea town, Stirrup Town, and Green Town.
- Added a warehouse house to the Green town.

==================================================================

[h2]Optimizations:[/h2]

- Added a Warehouse feature: each major town now has warehouses available for players to store items. Players can open a warehouse by clicking on the town menu on the large map, or by talking to the Warehouse Keeper in the town scene.

- Redesigned and optimized the special effects of some skills.
- Players can now control one squad member to use items from another squad member's backpack.
- Defeated characters are now unable to move while climbing up.

[h3]Skill Indicators:[/h3]
The entire skill indicator system is now redone. The new skill indicators are much clearer, better looking, and more accurate.
We've also refined the logic of AI auto-casting skills, and now AI casting will be more reasonable and smarter.

[h3]Optimized the camping system:[/h3]
1, Now the UI of camping is more clear and neat.
2, Now you can automatically assign guards when camping.
3, The probability of encountering an ambush while camping is now dynamic, based on the proximity of nearby enemies.
4, Fixed an issue where satiety and energy would decrease when camping.
5, Fixed a bug where enemies could not be targeted when encountering an attack while camping.
6, Now you can continue to camp and rest by clicking on the campfire after an ambush.



[h3]UI:[/h3]
- We've replaced the in-game "Precision" attribute with a "Perception" attribute, which doesn't change the effect, but is just more aptly named.
- Optimized the item and equipment info boxes. Unique items are now marked with a special symbol.
- Recipes that have been learned by the player are now marked with "Learned" after the recipe name.
- Fixed some incorrect or inappropriate localized text.
[h2]
Balancing:
[/h2]
- Rebalanced the number of monster refreshes in the initial area of the game , with a lower overall enemy count.

[h3]Skills:[/h3]
- TornadoPunch: modified the skill to make it work more properly.
- Deathzone: modified how the skill works to make it work more properly.
- FierceWind: Modified the skill, the skill becomes wider and has a stronger knockback effect.
- IceImpale: Modified the way the skill is cast, now the player can draw a line from the character's feet to maneuver the direction of the skill's spread.
- StoneBarrier: Modified the casting method of the skill so that players can now draw a line from underneath their character's feet to maneuver the direction of the skill's spread.
- ThornsPuncture: Modified the casting of the skill so that the player can now draw a line from under the character's feet to maneuver the direction of the skill's spread.