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Spire of Sorcery (Limited Early Access) News

V183: Character mulligan & Improved encounters

This week we focused on improving encounter flow and encounter UI. We were also able to throw in one new feature outside of the encounter: character mulligan at the start of the game.

In parallel, we worked on the game design for a few crucial features: mood (which will replace such lasting effects as stress and euphoria), personal traits (such as 'jumpy', for example) and foraging, cooking and consuming cooked food (which covers the whole cycle from obtaining the food resources, such as 'locust buds', to preparing and consuming the resulting rations). These things are now ready for production, and we'll start putting them into the build in one of the following updates.

Detailed release notes are on the game's forum, as well as below.

[previewyoutube][/previewyoutube]

CHARACTER MULLIGAN

When you start a new campaign in Spire of Sorcery, there's 2 things you'll have to do at the very beginning of the campaign: define your mage character (not in the game yet) and choose your initial party, which we call 'character mulligan'.



In this week's version 183, you see 10 characters and must select 5 to proceed to Prologue –



Rather than displaying all the stats for each character, we show the descriptive value of the strongest and the weakest stat of each person:



These are determined by seeing how much up or down the stats are, from the neutral value. And if several stats have the same modification (for example, the character has both Health and Digestive system that rolled "base -2"), we look at the potential of the stat (in the same example, if Health rolled +1 potential and Digestive system rolled +3, Health will be the "weakest" among the two).

Coming up in the following versions:
  • ability to edit character names right on this screen
  • information about the dreams of each of these characters (which is important for long-term play)
  • information about the personal inventory that each may bring to the initial party


UPDATED STAT TOOLTIPS IN CHARACTER PROFILE

A small thing that's been bothering us in the previous builds, is how tooltips were shown for modified stats. These tooltips were updated to look like this:



  • "Frail" – description of the current stat value
  • 7 – potential (how far this stat can be improved)
  • 5 – nominal value (what's the value of this stat right now)
  • –1 (stress) – currently active modifiers
  • 4 – current value, which is the result of nominal being offset by modifiers

One thing that's coming with the future updates is that we'll remove all the alchemic effects that temporarily increase any stats. Such effects are replaced by mood, and mood works in a different way, which makes managing character stats easier.


UPDATED USER INTERFACE FOR THE ENCOUNTER MODE

There's a number of updates in encounter UI.



Let's go through these step by step:



  • Environmental and Biome effects have moved to the top of the screen (here, you can see Hail and Ruins icons)
  • "Victory over a stronger opponent" icon got an upgrade (two trumpets on the left side)
  • Instead of banners which displayed whose turn it is, within the round, we now use the same stone tablets that we use in the travel mode – at the top of the screen
  • "Next round" button is now next to the turn indicators
  • Turn counter is right next to it
  • "Retreat the whole party" button is also there, in the same group


  • "Force this party member to retreat" button moved to the other side of character portrait
  • On the right side of each portrait, there's now a new device (not functional yet) which is responsible for personal achievements that will positively impact character's mood (e.g. someone is excited about casting fire spells, and someone else is excited about scoring awesome loot)
  • In the line under the character portrait, we now can see the icons of lasting effects, injuries and diseases which we earlier already saw in the travel mode. Tooltips show all the details.
  • Additionally, this element now also shows the equipment icon – when some item is equipped, this icon will light up and offer details of the effect (not functional yet)
  • Concentration button became smaller, and when it's disabled, it's dimmed down and has the same "claws" locking it as all elements have, when you cannot move them
  • "Discard hand" button became round, but stayed in the same place as before
  • Spellbook's icon got upgraded. Current placement is not final, though – as we will change the way spell formulas look, and only then will integrate it there (we have some pretty crazy concept for this part!)
  • Inventory and Show deck and discard buttons got the same round treatment as we use for all new windows opening up


  • Finally, while we haven't updated the Loot icon yet, it got a round treatment
  • "Morale boost" indicator did not get a proper icon yet, either, but at least it got a more fitting progress bar – on the left side

We hope that these updates will make completing encounters more convenient for you, and we'll continue to update this screen as we work on the consistency of all kinds of buttons, as well as the way we show spell formula and Spellbook.


ENCOUNTER FLOW

The most important thing for this week's update is the hardest to describe, because it's nearly invisible: it's the flow of the process itself.

First of all, each round and each turn are now announced with proper plaques in the middle of the screen:



Secondly, when a creature starts its turn, we now highlight it with a "ray of god" – but we removed the "red sun" device as too distracting:



Third, whenever your party members or opponents intend to attack someone, the initiator and the intended action are shown next to the target. Here's the intended consequences of a spell –



and here's the intended action of the opponent –



Next, we started to clearly display some of the mechanics of how tokens combine, and will continue making these more transparent in the next versions:




TRANSLATIONS

A number of texts are now available in the game in Japanese, Simplified Chinese and Korean. We're catching up, slowly but surely, on the localisation. Know issue: some line breaks are broken. We'll have a fix for this next week.


WHAT'S NEXT?

There's still work left to upgrade the UI of the encounter, as well as the Recipe Book and the Cauldron.

We also want to finish with the proof of concept for the animation of how specific tokens affect characters (shown over their faces).

Finally, we need to get started on the mood system, which will replace stress and euphoria, and which currently blocks the hunger mechanics. We don't know if we'll be able to ship it within the same week, but at least we'll do the best that we can.

See you next Friday!

V182: Improved encounters

This week we've been working on a few features which we don't ship today as they're too big to complete them within one week's sprint. The same relates to the upgrades in user interface: we're still updating Alchemic Cauldron and Encounter screens, which will get a total makeover with one of the upcoming builds. But this is not to say that we're not shipping any improvements with this week's build ;). We finally started untangling the sequence encounter flow, and made progress there.



Detailed release notes are on the game's forum, as well as below.


[h3]UPDATED INDICATION OF ACTIVE OPPONENT, INDICATION OF INTENDED TARGET[/h3]

The flow of the encounter is extremely important to us. While the code works as intended already for a few weeks by now, a lot of things are still happening too fast to keep track of them – and in different parts of the screen, which poses an additional challenge. Moreover, some of the complex mechanics are not exposed enough.

Two steps we made this week towards a better flow:
  • the opponent that is going to act, is now highlighted with the red device
    (shown on the screen below)
  • the intended targets are now indicated, as well as the intended actions
    (below, you can see the Shadow is dealing Fear)

We also slowed down the visualisation of all token interactions, as a temporary measure that somewhat helps to keep track of the complex events.



As an example of what we still have to improve in the coming weeks, consider the following:
  • player party issues Damage to Corpse that already has Fear
  • the corpse receives Damage as well as additional Fear (such is the combination of these tokens)
  • the corpse is then destroyed, and issues a token of Infection to a party member

The current build lacks the description of why exactly the bonus Fear is issued, as well as the indication of the outcome ("destroyed"), and the reason for the Infection token that's dealt (it is dealt from the corpse, as the consequence of its destruction).

This is the sort of things that we'll continue to visualise with the coming updates, until all is loud and clear.


[h3]UPDATED TOKEN INTERACTION[/h3]

Another improvement in the encounter flow: when two tokens clash and absorb each other, there's now the actual animation of them clashing, followed by the name of the mechanic ("Absorbed!"). See below for what happens when Acid is dealt to the character that has Protection.




[h3]PROOF OF CONCEPT FOR MULTI-STAGE ENVIRONMENT EFFECTS[/h3]

Yet another improvement in the encounter flow that required a proof of concept is the separation of "passive" and "active" states of environmental effects. Shown here is the "passive" Burning ground, followed by its "active" visualisation. You can also see on the second screenshot that Burning ground indicates its intended targets, and previews the intended action (1 Fire to each of the three characters).





We think this change makes it easier to grasp, how exactly the environmental effects work (and when do they kick in), so we'll scale up this solution to other effects just as well.


[h3]GETTING READY TO BRING A FEW MORE CONTROLS TO TRAVEL MODE[/h3]

Three more buttons made it into the travel mode:
  • center the map on player party
  • open party's profile
  • display party's sustenance level and its food supplies


All of these buttons are not yet functional, as we're still busy with the underlying code, but we already wanted to push them out to test their placement during the coming week.


[h3]TOOLTIPS FOR INJURIES, DISEASES, LASTING EFFECTS ARE NOW FUNCTIONAL[/h3]

Meanwhile, the indicators of lasting effects, injuries and diseases shown under character portraits on the party panel are finally functional! If there's anything to show, the icon lights up – displaying the details as a tooltip. This makes it easier to see, if any of your "point men" need a replacement before you jump into another encounter.



[h3]WHAT'S NEXT?[/h3]

Next week, we'll keep biting into the larger mechanics (hunger, cooked food and travel magic as well as game log) while aiming for steady progress with the improvements of encounter flow and user interface. We also re-started sending in-game texts to translators (Japanese, Simplified Chinese, Korean), since a number of areas in the game is now stable enough to allow us to proceed with the localization.

While we won't enter general Early Access this month, we're getting closer to that moment with every week. And we already started working on the design of the chapters that preceded and follow the currently available Prologue.

Stay warm and have a great weekend, we'll see you in a week's time!

V181: Point men, forced retreat & drafting

This week we ship a feature that will change the way you play the campaign as well as introduce three significant upgrades of the user interface. It's been a productive week for our team, and we're really happy to see the various mechanics of the game come together!

While the game doesn't have a tutorial yet and we know that it might still be too difficult to grasp at the first launch, we're getting there – just please have some patience =). We'll add a few more key features like hunger, cooking, travel magic, upgrades and sieges first, and once these are safely in place, we'll finally start on the introduction to the game so that it's ready for the general Early Access.

[previewyoutube][/previewyoutube]

Detailed release notes are on the game's forum, as well as below.


[h3]"POINT MEN" ARE IN, PRE-ENCOUNTER SCREEN IS OUT[/h3]

If you've been reading modern military memoirs, you may be familiar with the terms "to walk the point" and "point men". These terms refer to the soldiers that are at the front of the party that moves through the hostile territory.

With version 181, we make the transition to using the top party panel for managing the team that goes into any new encounter while saying goodbye to the dedicated pre-encounter screen

Here's how the party panel looks –>



Note that the three characters on the left side have different portrait backgrounds, as well as feature encounter icons in the top right corners of their portraits. They are the party's "point men" –>



You can assign specific characters to this role by clicking on their portraits, to have them swap places. In the example below, I first click on the disciple on the right side (a frame appears), and then on the disciple on the left side (the exchange is complete: they swap places).



Following the exchange, I initiate an encounter, and sure enough I get the three characters that I've just appointed to walk the point, in the same sequence as they are displayed in the party panel –>



Overall, this new feature streamlines the preparation for any encounters, and lays further ground for introducing further personal traits that can be related to certain characters taking the risk (or being afraid to do so).


[h3]FORCED RETREAT & DRAFTING[/h3]

Forced retreat and drafting are an extremely important addition to how encounters play out in the game, even though the actual user interface elements are small and blend into the existing controls.

First, let's remember the rules for retreating from combat:
  • player party may retreat at any time, if opponents are not challenging it
  • aggressive opponents (e.g. gigglers) generally prevent party from retreating in the first 3 rounds of the encounter
  • a character who retreated, receives 5 days of stress condition (which lowers their memory, courage and endurance)

With version 181, we now also allow individual retreat (check the icon in the top right corner of the character's portrait) – and it obeys the same rule, in terms of availability. You can force a party member to retreat as long as retreat is available to the whole party –>



In this example, I had the misfortune of stumbling upon 3 opposing parties that merged together before attacking me.

I managed to survive for 3 rounds, though my leftmost character took a lot of damage and was about to die – which is when I pushed him to retreat –>



Once a character has retreated or died, a spot in the party is vacant, and drafting becomes available –>



When you hit "draft another member", a panel appears that lists those in the party who are available for drafting –>



You can preview their stats by using right mouse button to open their character profiles. Once you made your choice, and confirmed it, the new party member arrives to the frontline, and is able to act, immediately.



What this feature brings is the incredibly important ability to use all of your party members to challenge a larger opposing party, and to prevent deaths and injuries by forcing characters with a lot of damage or fear to retreat before it is too late. Moreover, it also allows you to force retreat characters that have, for example, accumulated too much paralysis, or fire, or acid.

In other words, more control – more flexibility – and more combinations. See if you can now challenge larger and more dangerous parties of opponents, and win those encounters despite unfavourable weather conditions!


[h3]FROST: UPDATED MECHANICS[/h3]

If you ever fought a battle under the hail against a group of Shadows who dealt additional Frost tokens on top of what the weather was dealing, you would be glad to know that we changed the mechanics of this token a little:

  • now 3 or more tokens of Frost deal 1 Damage per round (was: Paralysis)
  • now 6 tokens of Frost deal 1 Paralysis per round (was: Damage)


[h3]NEW SEASON DEVICE, NEW SEASON RULES[/h3]

As a part of the overhaul of the travel mode user interface, we upgraded the device that displays the current season: it displays the current season (including the detailed tooltip, which as always is available by pressing "SHIFT" as you hover over the element) and its progress.



New feature: due to unpredictable trajectories of Rund's three moons, seasons now no longer last 10 days each, but instead vary between 6 and 16 days. The exact length is determined at the start of each season, and is reflected in the season's progress bar.


[h3]TURNS DEVICE[/h3]

More improvements on the travel mode: not only do we now show the total number of days since you started the Prologue, but also the current turn. The icon of the currently active turn lights up, and each icon has a tooltip and its detailed ("SHIFT") version that detail the rules (for example, do you know at which turn creatures get spawned? at environment's!).




[h3]ANIMATED CREATURE STATES[/h3]

Once we added the sound effects of opposing parties changing their states from "idle" to "alert" and from "alert" to "in pursuit", we felt like this helped a lot I identifying the threats to player party. But sometimes it wasn't really obvious, where did the sound come from. With version 181, we introduce the animated creature states that address this issue –>



In the plans for one of the future updates: to actually center the screen on the specific opposing party that makes the move during its turn.


[h3]CHANGE IN CONTROLS[/h3]

This change may make some of our early players cringe (and we understand you!): we swapped mouse controls in the travel mode.

Now, to move, you will use the Left Mouse Button –



And to access information (e.g. Character Profile, Hex Info, Discovery Cards, etc.), you will use the Right Mouse Button –



This is a part of our general push to harmonise the controls in the game.
[h3]UPDATE: ALCHEMIC CAULDRON[/h3]

As a small step towards the upgraded user interface of Alchemic Cauldron, we already introduce a new middle section with this week's version. Nothing changes much, it's just a process of a larger update that we expect to finalise in version 182.




[h3]WHAT'S NEXT?[/h3]

Next week, our team will split into two parts: one part will be fixing the small outstanding issues, of which we accumulated a good devil's dozen (cleaning up the Encyclopaedia, setting up a separate Rulebook and so forth); while another part will be busy with the prep work for a few larger features that we'll ship in versions 183-185 (including travel magic with its first real spell).

If you're a part of the Limited Early Access, please give the current version a go and share your comments on the Steam forums, on the Discord server or on the YouTube channel – we love getting feedback.

Thanks, and see you next week!
Team CO

Version 180: Books of Elements, Clothing & updates in user interface

This week's update is already available and brings Books of Elements (which allow deck management), clothing items and updated user interface.

[previewyoutube][/previewyoutube]

Release notes are on the game's forum, as well as below.

Attention, new players! While the game still doesn't have a tutorial yet, we recorded this video that highlights the core mechanics – we hope you will find it useful:

[previewyoutube][/previewyoutube]

And now on to version 180 –

[h3]CONCEPT[/h3]

We've managed to do some quality work this week, as you will see in the release notes below! A new Character Profile, a way to manage the decks of your party members through the Books of Elements, equippable clothing items that change the visual appearance of party members, editable character names and a bunch of new sound effects are just the things that we shipped with today's build. There's more that will arrive with the next updates as we also did a lot of work on the issues that take longer to wrap. As always, though, we wish that we had double the time to do even more :-).


[h3]UPDATED CHARACTER PROFILE[/h3]

The updated Character Profile is what we want to whole game to look like!

  • progress bar (including potential) of Memory
  • progress bar (including potential) of Digestive system
  • slots on the right side: clothing, equipment, books, consumable items

The empty area right below the Deck of Elements is already prepared for "blocked elements", which is the consequence of using travel magic – it's coming with one of the future updates.

Next on our concept artist's todo list: the updated window of Alchemic Cauldron and Recipe Book.


[h3]CHARACTER NAMES CAN NOW BE EDITED[/h3]

Nothing fancy, but it's now way easier to keep track of your favourite party members!




[h3]LASTING EFFECTS, INJURIES, DISEASES GOT AN UPLIFT[/h3]

We continue to improve how we display such information, and the updated Character Profile is another step in that direction.




[h3]BOOKS OF ELEMENTS ARE IN THE GAME[/h3]

Books of Elements are in the game now, coming in three levels: uncommon, rare and very rare.



These books contain 3, 5 and 7 elements (respectively), and you can swap one such element with one element from the deck of one of your party members. To start the process, drop the book into the Reading slot of any character.



Books of Elements are available as loot from Abandoned Palace, where you get 3 random books per each event.




[h3]CLOTHING IS IN THE GAME[/h3]

There's now a dedicated Clothing slot in Character Profile, and it affects how the character looks (the outfits are currently missing hats, which will arrive with the next update; they were too big for the current frame =)).



At the moment, there are 3 sets of clothing that are available as loot from Dead bodies – you must destroy the body with Damage, as if you burn it down with Fire then the clothing will turn to ashes.




[h3]THE INVENTORY SCREENS GOT UPDATED[/h3]

The inventory that opens in the travel mode has a new look, as well as the inventory that's a part of Character Profile. There are filters, too (they'll start working with one of the later updates).




[h3]OPPONENTS NOW DISPLAY THEIR ATACKS MORE CLEARLY[/h3]

There's still a long way to improving the encounter flow, but we're getting there!

Two new things: first, there's now a clear symbol above the opponent that is performing the action; second, there's now an indication of the exact action that the opponent will perform, next to its targets.




[h3]NEW SOUND EFFECTS[/h3]
  • Protection from poison (token) – token issued
  • Reflection (token) – activation
  • Blindness (token) – activation
  • New season: Broken moon
  • New season: Maiden moon
  • New season: Phantom moon
  • Start of the Prologue ("player party arrives")
  • Player party moves across forest
  • Player party moves across wetlands
  • Player party moves across ruins


[h3]WHAT'S NEXT?[/h3]

We'll plan the week on Monday, as usual. On top of the list is the travel magic; the mechanics of hunting, fishing and gathering; improved encounter flow; and the updated Encyclopaedia (we'd like to split it into Rulebook and Encyclopaedia, moving out all the descriptions of game mechanics to a separate place). We'll probably choose one feature, and one user interface improvement, as the priority, and then go from there. How many weeks are left until we can progress to the general Early Access? Hard to say! It feels like we keep a really nice tempo, with no distractions, so step by step, we're sure to get there. See you next week!

Version 179: diseases & injuries + victory against a stronger opponent

This week's update is already available and brings a re-worked system of diseases & injuries, as well as a few updates in user interface and game mechanics.

[previewyoutube][/previewyoutube]

Release notes are available on the game's forum, as well as below –––>

[h3]CONCEPT[/h3]

With version 179, we aimed to ship a few cool things, including the travel magic functionality, but most of them got moved to the next update because life got in a way ;). And so the scope of this week's update is a bit less ambitious: arriving today is the re-worked system of injuries and diseases, a few changes in how various game mechanics work, and a few visual updates for the user interface.


[h3]VICTORY AGAINST A STRONGER OPPONENT[/h3]

For a few weeks now, this feature was stuck in the queue. But now it's finally in the game: when player party wins an encounter against a stronger opponent, every character present at the end of the encounter gets Euphoria (for 5 days).



What does it mean, "a stronger opponent"?

This means that the number of creatures in the opposing party (on the screenshot above: 4) is larger than the number of player party members who participate in the event (here: 3).

With one of the future updates, we'll bring a possibility to "retire" a player party member during encounter, and draft a replacement from the rest of the team. Any such replacements will affect this counter, i.e. if I would draft 2 extra characters for this specific encounter, I would lose the mechanic.

And what is euphoria, you may ask?



It's a lasting condition, like stress, which temporarily gives:
  • +2 to Courage
  • +2 to Endurance
  • +1 to Memory

The inspiration for this mechanics, just like with Stress, lies in the chemistry of primates, where a monkey that challenges another monkey wins the fight, it gets a hormone input that makes it braver and more alert; while a monkey that loses the fight, gets a hormone input that motivates it to stop fighting, and recover.


[h3]INJURIES & DISEASES: BOTH SYSTEMS GOT REWORKED[/h3]

Some weeks ago, there was a comment in the community that the then-current diseases (diarrhoea, for example) sounded way too boring. Around the same time, we also posted a note internally that both diseases and injuries need to be reviewed for how they work. And finally this week, as we've been working on an updated character profile (which ship only next week, by the way), we hit the same issue from another angle: no matter how we tried, we couldn't explain, intuitively, that injuries self-heal while diseases get worse on their own.

It was a high time to rework both systems, and so now we have totally new sets in the game –



Current groups of injuries:
  • Concussion
  • Dislocated shoulders
  • Ruptured lung
  • Fractured skull
  • Broken ribs
  • Acid burns
  • Gut trauma

Injuries come in 4 levels (minor, moderate, severe and permanent) and have static effects (loss of Memory, a chance to miss the target, and so on). The higher the severity of the injury, the more averse the effects. Every type of injury, except for permanent ones, gets easier in 10 days. And every injury can be removed by applying Bloodplaster.

Once you get an injury, its discovery card becomes available in the Encyclopaedia.



Current groups of diseases:
  • Bloody tremors
  • Fear of light
  • Whispering voices
  • Blinding hallucinations
  • Demonic visions
  • Red strangler
  • Daytime nightmares

Like injuries, diseases come in 4 levels (minor, moderate, severe and chronic). Unlike injuries, diseases do not progress – they neither get worse, nor do they get better, until they are healed (use Foul drops). All of the diseases have dynamic effects, and all affect characters in the encounter mode.

Once you get a disease, its discovery card becomes available in the Encyclopaedia.

We hope that you find the updated systems a bit more intuitive!


[h3]"WRONG TARGET!" MECHANIC UPDATED[/h3]

As we worked on the new sets of injuries, we felt it's time to update the "Wrong target!" mechanic: now it chooses a new random target, instead of the intended, on the same side as the original target. In other words, if you place Protection on one of your own mages, having "Wrong target!" will randomise the recipient – but won't send the spell to the opposing side, and vice versa.




[h3]CONVERSION OF DAMAGE & FEAR UPDATED[/h3]

Another "housecleaning" task that we solved this week is the update for the formulas of how Damage and Fear convert after the encounter.

Previously: each token that remained on the character, increased the chances (by about 5%) of getting an injury or a stress condition.

Now: we look at the proportion of each stat. So in the screenshot below, the lass has a 50% damaged Health, and it is this value – rather than the absolute number "3" – that will be used to determine, if she scores an injury (full disclosure: it's % of stat multiplied by 50%; thus here, she currently runs a 25% chance of scoring an injury).




[h3]UPDATES IN THE TRAVEL MODE UI[/h3]

A small update this week on the travel mode: the buttons for Alchemic cauldron, Party inventory and Travel Spellbooks got a facelift. This is a tiny change for you guys, but a bigger conceptual decision for us, as we finally settle on all similar buttons in the game being done in the same style of "painted glass that lights up".



We also slightly updated the character panel, which is now a bit less ornate (the portraits retained their sizes from version 178):



This is all a part of the preparation for being able to re-arrange the characters here, so that we can finally get rid of the pre-encounter drafting screen. It's progressing nicely in terms of visuals – you can see a bunch of test framing we tried on the game's Discord server – but we haven't been able to ship this feature with version 179. I have high hopes for version 180, though.


[h3]OPPONENTS NOW USE SPLASH DAMAGE WITH MORE IMPACT[/h3]

Another small quality of life (or quality of death, in this case) improvement: now opponents who use attacks with splash damage, consider the position of their target, and will prefer to hit player party in the middle – or at least in a way that maximises the damage inflicted.

This makes multi-turn attacks more dangerous, obviously.




[h3]CHARACTER NAMES ARE NOW SHOWN IN CHARACTER PROFILE[/h3]

Certainly not groundbreaking, but pleasant nonetheless: character names have returned to the character profile. Next in the plan: the ability to edit these names (this is all connected to the Character Mulligan screen at the start of the campaign, which is still in the works; we want you to be able to both select the characters that you like the most, and then edit their names as you please).




[h3]"THE LAST WISH OF THE DEPARTED" IS NO LONGER CONCOCTABLE[/h3]

I know that a lot of you, myself included, loved this great potion, but we decided to remove it from the list of concoctable items because it was the only recipe that used 2 items of the same type. So for the moment, the only way to get "The last wish" is by looting the barrows. In the future, though, we may bring it back into the recipe book, when we add a few more resources that can be used as ingredients for the new formula.




[h3]WHAT'S NEXT?[/h3]

Next week, we're going to do our best to ship as many "long haul" features as we can.

While we don't have a definite release date set for the general Early Access version of the game, we're pretty eager to get there as soon as we can – which means that we need to focus on the big stuff, and let the small stuff take care of itself later on.

Travel magic, deck management, the Spire and its upgrades and sieges, and non-humans with the first boss battle – this are the exciting things that we're itching to complete! And once it's in the game, it will be finally the time to hit that PUBLISH button =).

Stay warm, and stay healthy out there!