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The Curse of Feldar Vale News

Update V1.026

Hi All.

We have just released a really big update to add a number of improvements that we have developed in The Mystery at Morgoth (MaM). All the bug fixes that been identified in MaM over the last few months have also been included.

* New Feature: The game will now automatically create a Saved Game when the player wins. This is so the player can return to this point at a later date or if they have Autosave set to greater than 1 turn (which may mean having to repeat some turns if coming back to the game later).

* New Feature: We have added an information dialog that indicates a unit is a spell casting unit when it is created. It highlights the fact that the unit can Memorize spells before entering the battlefield. The dialog can be disabled if required.

* New feature: Improved tooltips on the Rest and Back to Base buttons.

The tooltips will now display a list of reasons why the button(s) are disabled. For example, a nearby enemy preventing the party from resting.



* New feature: We have added an attribute Recurring Effects: True to the Extended Spell Help dialog (invoked when you right click a spell icon or spell help button). This works in conjunction with the tooltips above to help identify any spell that may be preventing a further action (like resting or back to base).

* New feature: Potions are now more powerful (potent). Previously the spell stored within the potion, for example Cure Serious Wounds, would affect the character as if cast by a level 1 spellcaster.

Now Cantrip and Level 1 spell potions will be cast as if by a level 2 spellcaster. All other spell levels are treated as if a spellcaster was at the minimum level required to cast that spell.

For example, the aforementioned Cure Serious Wounds is a level 4 spell. It requires a spellcaster of level 7 to normally cast this. Thus when a character drinks a Potion of Cure Serious Wounds, the contents will be applied as if a level 7 character had cast it upon the consumer (i.e. the potion will heal a lot more hit points than it did before).

* New feature: The New Unit Dialog which is found in the Create Your Party and the Velarin scenes will now issue a warning if you try to recruit a unit that would exceed game limits.

The unit can still be created in case you are intending to dismiss another unit that would bring the total Experience Levels within the limit.

* New feature: The Unit Dialog, where you find all the information about each unit, will now display flashing messages for things that may require your attention (for example, if you have unused Spell Slots on a unit). This behavior is controlled by a new toggle on the Options > Interface Dialog where you can turn the flashing off if required.

* New feature: You can now reorder the unit cards anchored to the left side of the screen. There is a new button at the top left of the screen that will invoke a dialog for you to display the cards in whatever order you wish (for example, if you always handle your units in a certain order).



Note that changing the order of the cards has no effect on the position of your tokens on the battlefield.

* New feature: We have added a new Advanced Rule called Experience Overload. This will allow any of your units to accumulate Experience Points beyond the game limits (although the unit will still be level capped). If the party is then imported into Mystery at Morgoth, the excess points will be applied and the unit will level up immediately.

* New items: We have added +1 to +5 variants for all of the following normal weapons:

Bardiche, Partisan, Spear, Stabbing Spear, Te yari, Morning Star, Spiked Club, Club, Cutlass, Rapier, Scimitar, Quarterstaff, Short Staff.

* New minor encounters: Additional enemies have been added to the 'dead' areas of a few maps for those who like to explore the entire map. The scenes affected are:

Darrett's Farm, The Old Mill and Feldar Palace.

Note that scenes that are part completed will not have the encounters.

* Changed spell: The Breathe Fire spell has been changed to increase damage (2-3 per level instead of 1-2). This is because it was underpowered compared to comparable spells of the same level.

* Bug fixes: Quite a number of minor issues that we found in testing that haven't been reported, so hopefully have not affected anybody too much!

This is the first in a number of upgrades where we will retrofit MaM improvements to The Curse. The next release in a month or two will include the new 'Jump Move', so stay tuned for that one.

We hope you enjoy this upgrade and please let us know if you encounter any problems.


All the best.

Ian & Jann

Mystery at Morgoth - Released!

Hi Folks.

Finally! Mystery at Morgoth has arrived and we hope it was worth the wait.

Lots of new rules and improvements, some not very nice people that you will have to dispose of (The Cabal) and a story line that links to the final instalment The Dark Tower (in production - estimated December 2024 - yes, really!)

The following is a list of the new rules/improvements added since The Curse of Feldar Vale:

New Adventure Rules and Features

Can be accessed when starting a new adventure and at the end of any battle turn.

  • Rule: Chance of Critical Hit - Do extra damage by striking a vital area of the enemy.
  • Rule: Chance of Critical Miss - No matter how easy the target.
  • Rule: Combat Accuracy - Sometimes fighting units are just going to miss!
  • Feature: Combat Ticker - If the Combat Accuracy rule is on, you can display a dialog in the bottom left corner of the screen that shows the 'roll' required to hit and the actual roll and adjustments.


New Advanced Rules

Can be accessed when starting a new adventure and at the end of any battle turn.

  • Static Encounters - Improved AI gang-rushes if turned off.
  • Death Blow - Characters have a chance to become Unconscious and/or Bleed Out instead of being killed outright.
  • Allow Multiple Surprise - Only applies if the 'Chance to Surprise' rule is in effect. If this rule is off, once a unit has been spotted or engaged the enemy it can no longer be surprised by enemies in the vicinity. If the rule is on, a unit can be surprised again after the parties have disengaged and contact is re-initiated.


New Movement Features

  • Jump Move - The party can immediately move to any point on the map it has previously visited. There are two new options in the Interface options dialog that control the behavior of jump moves (Jump Move Uses Real Time and Confirm Jump Move).
  • Swap Positions - Player unit tokens can change position (marching order). Can be used at anytime but very useful when in confined spaces. There is a new option in the Player options dialog that controls this behavior (Swap Position Consumes Action).


Other New Features

  • Animate Unit Dialog Messages - Found in the Interface options dialog. When turned on, will cause information/warning messages in the Unit Dialog to flash so that they are more noticeable.
  • Reorder Unit Cards - On the battlefield, a new icon at the top left of the screen allows you to swap the positions of the unit cards found on the left edge of the screen. This does not affect the order of the unit tokens on the battlefield.
  • New Unit Warning - When creating new units, a warning is now displayed if the unit will breach game limits (i.e. experience levels). The unit can still be created as you may want to dismiss a different unit to return within game limits.
  • Auto Allocate Character Points - For busy people. When you are allocating character points to your units, the Auto Allocate button will do it for you, using the same algorithms it would apply if allocating points to the AI units.


Other Improvements

  • High definition maps throughout.
  • Improved Character Generation (change all stats) for new characters.
  • Variable starting stats for new characters.
  • Items with Abilities (Sword of Healing, Antivenom Pendant, etc.) Equipping a unit with one of these items will allow the unit to 'use' the abilities/spells within the item. For example, the Antivenom Pendant allows the unit to cast each of the Cure Poison spells once per day.
  • Improved AI spell casting (with updated Trained and Veteran AI personalities).
  • Improved AI combat (with updated Trained and Veteran AI personalities). For example, AI units may follow when the party attempts to hide or run away.
  • Trap Descriptions. Many traps will now display a description of what has just happened when a trap is triggered (e.g. "You hear a faint click and suddenly the area is filled with clouds of fungal spores. You have triggered a trap!").
  • Monster Mechanics. No, not huge folk with hammers! Many new monsters will use attack/defense behaviors not seen in The Curse of Feldar Vale (watch out for those Hydra Snakes!)



All the Best.

Ian & Jann


Mystery at Morgoth - Release Date

Hi Folks.

You're not going to believe this but.....

....we have a release date for Mystery at Morgoth!

Thursday August 17 2023 8am PDT

It's been a hard slog but we are almost there. Apologies for the many delays and thank you all for your support and patience.

The following is an abbreviated list of the new rules/improvements from The Curse of Feldar Vale:

  • New rule: Chance of Critical Hit - do extra damage by striking a vital area of the enemy.
  • New rule: Chance of Critical Miss - no matter how easy the target.
  • New rule: Combat Accuracy - sometimes fighting units are just going to miss!
  • New rule: Static Encounters - improved AI gang-rushes if turned off.
  • New rule: Death Blow - characters have a chance to become Unconscious and/or Bleed Out instead of being killed outright.
  • New movement: Jump Move - the party can immediately move to any point on the map it has previously visited.
  • New movement: Swap Positions - characters can change position (marching order) when in confined spaces.
  • High definition maps throughout.
  • Improved Character Generation (change all stats) for new characters.
  • Variable starting stats for new characters.
  • Items with Abilities (Sword of Healing, Antivenom Necklace, etc.)
  • Improved AI spell casting (with updated Trained and Veteran AI personalities).
  • Improved AI combat (with updated Trained and Veteran AI personalities). For example, AI units may follow when the party attempts to hide or run away.


There are several additional minor improvements and we will try to publish a full list nearer to the release.

We will update the demo in the next week or two, so you can try out the new features in advance if you want.

All the Best.

Ian & Jann


Mystery at Morgoth - Release Date

Hi Folks.

You're not going to believe this but.....

....we have a release date for Mystery at Morgoth!

Thursday August 17 2023 8am EST

It's been a hard slog but we are almost there. Apologies for the many delays and thank you all for your support and patience.

The following is an abbreviated list of the new rules/improvements from The Curse of Feldar Vale:

  • New rule: Chance of Critical Hit - do extra damage by striking a vital area of the enemy.
  • New rule: Chance of Critical Miss - no matter how easy the target.
  • New rule: Combat Accuracy - sometimes fighting units are just going to miss!
  • New rule: Static Encounters - improved AI gang-rushes if turned off.
  • New rule: Death Blow - characters have a chance to become Unconscious and/or Bleed Out instead of being killed outright.
  • New movement: Jump Move - the party can immediately move to any point on the map it has previously visited.
  • New movement: Swap Positions - characters can change position (marching order) when in confined spaces.
  • High definition maps throughout.
  • Improved Character Generation (change all stats) for new characters.
  • Variable starting stats for new characters.
  • Items with Abilities (Sword of Healing, Antivenom Necklace, etc.)
  • Improved AI spell casting (with updated Trained and Veteran AI personalities).
  • Improved AI combat (with updated Trained and Veteran AI personalities). For example, AI units may follow when the party attempts to hide or run away.


There are several additional minor improvements and we will try to publish a full list nearer to the release.

We will update the demo in the next week or two, so you can try out the new features in advance if you want.

All the Best.

Ian & Jann


Update V1.025

Hi All.

Just a small update to add a couple of features, the first of which has been asked for a couple of times by the Community.

  • New: One-Way Magic Resistance

    This is a new Advanced Rule setting. When turned on, any units that have Magic Resistance will not resist a spell that has a Beneficial effect when it is cast on them. For example Bandage, Cure Light Wounds, etc.



    Note that spells that provide a unit with explicit protection (e.g. Magic Shield), will still prevent ALL SPELLS.

  • New Combat Sounds: Punch

    We have added some more realistic sounds for when a unit strikes an enemy with their fists.


Please let us know if you have any problems with the update and we hope you enjoy the changed features.

All the best.

Ian & Jann