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The Curse of Feldar Vale News

Patch V1.007

Hi Folks.

We are delighted to announce the release of the most requested new feature and a bug fix.



  • New Feature: Group Movement.

    We have implemented a basic 'follow the leader' style of group movement which we hope will make moving the party across large distances more speedy and less tiresome.



    Toggle the movement using the new button on the battlefield UI as indicated above. Move a single unit and the rest will try to follow it.

    Note that this is still 'turn-based' so is not designed to just move the party from point A to a distant point B in one go. It should however, speed up movement by up to 6 times. We have found that the system is still very useful in confined spaces but please be aware that multiple passages/doors can lead to what might seem an illogical move by the occasional unit. It is also not intended to be a 'formation' move, so the exact positioning of each unit will vary.

    We have implemented some Group Movement Options which can be accessed via the Main Menu Options or Screen Menu Options dialogs (see below).



    Either of these new buttons will display the following dialog:



    There is a good degree of 'help' available on this screen to explain the mechanics of group movement.

    We will look to improve the movement in future updates, for example being able to move two groups of units independently on the same map level. For now we hope the new feature will improve your game play experience.

  • Fixed: Corrected Experience Point Allocation under certain circumstances when using 'pooling'. Any accumulated experience should automatically allocate on the next game turn and then accrue correctly thereafter. [Internal bug]


Please let us know if you have any problems with this patch and we hope you enjoy the new feature.

All the best.

Ian & Jann

Group Movement Feature

Hi All.

Just a quick note to let you know that testing on the new Group Movement feature is progressing really well. We hope to implement a solution within the next couple of days, so stay tuned for more news!!

Take care & all the best.

Ian & Jann

Experience Allocation

Hi Folks.

Just to let you know we have found a bug during internal testing that occurs when using the new Experience Allocation advanced rule. It only happens when 'pooling' experience and the pool is not always decremented correctly (the experience stays in the pool when it should be allocated).

We will have a fix in the next day or two, so please bear with us if you are affected/have noticed this.

Apologies for the inconvenience. If you are not using experience pooling your game play will be unaffected.

Take care & all the best.

Ian & Jann

Patch V1.006

Hi All.

just to let you know that we have uploaded a patch to fix an error we found in internal testing:



  • Fixed: Corrected a slight glitch in the AI behavior caused by patch V1.005. [Internal bug]


Please let us know if you have any problems with this patch.

All the best.

Ian & Jann

Patch V1.005

Hi All.

just to let you know that we have uploaded a patch for a couple of new features, changes and bug fixes:

  • New Feature: Experience Allocation.

    Set by a new set of options on the Advanced Rules dialog.



    By setting these options you can decide how you want to allocate any experience that the units generate. You can even change it from turn to turn if you want to.

    The values for Experience Allocation (new option 1) are:

    Actions - This is the default and the way the game works at the moment. Only units that do anything gain experience (attacking, casting spells, sneaking, etc.)

    Actions and Pooled - When a unit gains experience, a percentage of the gain will be allocated to an Experience Pool for sharing across all party members. The percentage is set using the slider (new option 2) with the value selected going to the pool and the rest to the unit.

    Pooled - When a unit gains experience, all of it will be allocated to an Experience Pool for sharing across all party members.

    Experience in the pool is shared out at the end of every turn and any left over remains in the pool until the next turn. If using the pooling options, a new icon/value pair will appear in the Selection Bar at the top of the screen (see screenshot below). The value indicated is the amount of experience currently in the pool.



    Each time the pool is increased/decreased you can choose to have the value 'float' from the new icon (new option 3).

    Please note that as the sharing is done at end of turn, events that do not trigger a turn ('Resting' and 'Back to Base') will not allocate the experience which will carry over to the next battle turn (on any map). We will improve this in a future update.

  • New Feature: Unit Card Stats.

    When displaying the unit cards (left side of the battlefield, Create Your Party scene, Party Management), you can choose to have the key stats shown as bars (the default) or numbers. The feature is actioned by a new dropdown on the Options > Interface dialog shown below:



    The image below shows the two ways that the unit card can be displayed.




  • Changed: We have increased the font size of any text that 'floats' from UI elements (like the Selection Bar and the Loot Dialog) to make it more noticeable.

  • Changed: Increased the availability of scrolls in the market at Velarin.

  • Fixed: It was possible for enemy units to top-out experience in the same manner as player units. Player units are limited to maximum level 6 in this game (see the Create Your Party and Party Management screens). Enemy units are never limited in leveling up. [Internal bug]

  • Fixed: Magical Splint Mail+1 to +5 were all named as +1. Stats were correct, the displayed name was wrong. [Internal bug]


Please let us know if you have any problems with this patch and we hope you enjoy the new features.

All the best.

Ian & Jann