1. The Curse of Feldar Vale
  2. News

The Curse of Feldar Vale News

Demo Released...

Hi All.

Great News!! The demo for The Curse of Feldar Vale is live and available for download on Steam.

The demo allows you to create a party and play a few turns of the first location Darrett's Farm. The action starts immediately, so it won't be long before you're smiting or blasting enemies on the battlefield.

As always, if you have any questions or just want to know about features/gameplay, please start a thread on the Community Forum and we will do our best to respond.

Cheers and Stay Safe!

Ian & Jann

Coming Soon...



Hi All.

We are excited to announce that we will be appearing in the Steam Game Festival that starts on February 3rd. and there will be a demo of the game for you to try!!

The demo allows you to create a party and play a few turns of the first location Darrett's Farm. Hopefully a 'taste' of the game will whet your appetite for the full release due in early May.

As always, if you have any questions or just want to know about features/gameplay, please start a thread on the Community Forum and we will do our best to respond.

Cheers and Stay Safe!

Ian & Jann

Welcome!

Hi All.

Welcome to the Community Hub for our latest game The Curse of Feldar Vale (Curse).

For our first bit of news we thought we would highlight some differences in this game compared to The Qaedon Wars which we have used as a base engine.
  • Curse has a Quest system rather than Objectives per battle, with each quest forming part of the background story. Some are optional and others must be completed to finish the game.

  • Game play is non-linear, so quests do not have to be completed in a specific order.

  • Time plays a significant role in Curse with a real-world clock, Day/Night cycle and so on.

  • Your 'army' is limited to a party of maximum 6 characters and 8 starting levels. Multi-class characters count 1 level per class.

  • We have introduced the Battlemage class which utilizes Planar magic (only the enemy had this in Qaedon).

  • In a similar way to D&D, Spellcasters now have to Memorize their spells before battle. Mages/Battlemages have limited spells to choose from and must acquire new spells from scrolls. Clerics have all spells available to choose from.

  • Resting the party allows your spellcasters to change their spells ready for the next encounter, as well as allowing all party members to recover Hit Points and Mana points. Note that you won't always be able to rest when you want to (a band of orcs nearby would make sleeping a bit tricky!)

  • Your party has to be Supplied. Keep an eye on your rations or combat performance will start to suffer!

  • The party shares an inventory (the Party Backpack), making inventory management much easier.

  • Inventory items are grouped by item, so 10 swords will appear as 1 with a counter against the unit.

  • Flying units can now be attacked in melee (watch out for the Advanced Fliers rule coming in the next game Mystery at Morgoth which will make fliers more interesting!)

  • On the battlefield, Height plays an important role with each 'step' difference between an attacking and defending unit increasing the attack by +10%. For example, a unit standing on a table (H1) will cause 10% more damage to a unit on the floor (H0).

  • Terrain type has little importance in Curse. Each unit has up to 4 different movement speeds (similar to D&D). These are Land/Air/Water/Formless.

  • Clerics can now Turn the Undead. The mechanics are very similar to D&D with chances of success based on the level of the Cleric and the type and level of the Undead foes.


Hope that's enough for now to 'whet your appetite'. We'll post more info on some of the other changes in the near future.

Cheers and Stay Safe!

Ian & Jann