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Tales from Zilmurik News

Three Months Remaining...

It's hard to keep track of all the changes that have taken place since the last update, but I'll try to recount as many as I can remember. I've been going through and revamping numerous areas to improve their appearances as well as their gameplay. Because there's such a wide range of areas, I'll be forgoing what I did last time and just show screenshots of the most current versions of these maps. Feel free to go exploring for all new treasures and secrets tucked away in the extremities of this expanded world.

Caldinasus:

Vermolin:

Vermolin Checkpoint:

Market of Thieves:

These final two deserve their own special section given how drastic the updates are:

Cathedral of Shadows:

Caldinasus Caverns:

With new sub bosses, new puzzles, new traps, new treasures and a revised gameplay loop, you won't want to miss what these have to offer.

Twenty Years of Zilmurik

As of June 2025, Tales from Zilmurik will have been in development for twenty years. Twenty years of unwavering dedication to reach where it is now. In the latest update, these changes were made:

♦ The overworld has been vastly improved upon to add small detail and flourish with every step.
♦ Docks around the world can now be used to "Set Ship Location", automatically moving the ship to the player.
♦ Western Vermolin Mountains has had a puzzle reinstated to direct the player towards treasure and progress routes. Encounter rate has been decreased and disabled in the puzzle room to remove distractions and dissuade over-leveling.
♦ New item "Boots of Flight" removes "random" encounters when worn. Obtained from the hero's chest in Darunmus.
♦ New item "Ring of Valor" summons the dragon mount Valor to your location on the overworld. Obtained after saving Caldinasus in Chapter 3.
♦ "Fishing Rod" item no longer requires equipping to use.
♦ "Knife & Trowel" and "Pickaxe" items have had their icons changed.
♦ Continued efforts have been made to improve tileset usage in dungeons and their respective battle backgrounds.
♦ Given changes made to organizing the database, a new passive event checks to see if past players have the "Boots of Flight", "Ring of Valor" and "Fishing Rod". If the requirements are met but the items are not present, they are given. You may need to check your characters' equipment if you don't see one.

Now if you'll allow me, I'd like to share the evolution of two maps and how they've changed since 2007 (the furthest back I can view). The first is Lefarnius.



First introduced to the game around 2006-2007 during its initial post-release expansion, Lefarnius was just another town. It was brought to my attention years later that Lefarnius is an anagram for "Leaf Ruins," which is very apt given where it is now.



From 2008-2010, Lefarnius gave me a tremendous amount of trouble as I was never quite happy with how it turned out. This was its 2011 iteration and perhaps the second instance of dividing the new city from the ruins of the old city.



By 2014, I had bought the English RPG Maker 2003 and had started on my final revision of Tales from Zilmurik. You'll see how confused and discouraged I had become by 2012-2013 when we get into the second map I've chosen to display. Longtime players will recognize this as the Lefarnius available upon the 2020 Steam release. This is also the first time Lefarnius had its Fishing Guild.


Finally, in 2024, I decided to take another crack at making this place shine. Now I feel it flows much smoother by literally reading left-to-right instead of the circular method of the old design. The Foraging Guild became the new introductory centerpiece of the town, and its hosting of the yearly nature festival began in earnest.

The second map to be shared is the all-important overworld.



Would you believe it if I told you this was a VAST improvement over its 2005 origins? It's hard to believe, but I seem to recall the very first overworld was just brushstrokes of grass with towns dotted on them. It was terrible. You can still sort of see how the islands were laid out, though 2006-2007 saw a doubling of the landmasses and locations to explore. This was my 2007 beauty.



Shortly afterward in 2008, I became eager to make changes and introduced the shadow of Hronulum as the troubled homeland of Corfaisus. It sank. This time also saw a vast departure from simplicity of the villains being physical manifestations of sour emotions (Rage, Greed and Fear, in that order) into a world that truly existed before the audience began watching it. Rage, Greed and Fear became the children of Chaos (with Corfaisus being adopted into the family), the turmoil of Yilphruk and his relation to the Mages Guild as well as Vrenmasil to Corfaisus helped bring the world to life.


Then something in my brain went haywire and I thought turning these islands into fully-realized continents was what the game needed. I'd sketch out these giants and start implementing them into the game. This is where the confusion of 2012-2013 comes into play, and why I decided to scrap this idea completely and start fresh. A scary development for sure, but one that I'm very glad worked out as this was the crossroads between do or die (or, in this case, give up/cancel).



So here we are at the release of Tales from Zilmurik and its "shiny new body" (Futurama reference; sue me (but actually don't)). It's nice, but could do with somethin', you know? Which brings us to today's update.



See you in the next update!

Who's That Guy?!

As Tales from Zilmurik creeps into its 20th anniversary of development, I've been making some pretty wild changes to the game. Some of you may have already noticed that places such as the Forest Path (and its accompanying mine) and Lefarnius look and behave quite different. Don't be afraid, it's all for the best.

Today I introduce a gameplay element that was requested of me by a user on the Discussions years ago. Now, I personally can't stand grinding, but for those of you who enjoy that kind of thing, now's your chance to recruit a brand new party member to build all the way up to level 70! That's a whole 45 more levels than any other party member in the game!

But it's not just some faceless nobody - oh no, this guy's been around and seen some things. If you want to get started, here's a hint: take a diary from Old Lefarnius to the Caldinasus Arena; that ought to jog his memory.

Changes: Inn Pricing & Jail Time

"Ignorance of the law is no excuse." "If you can't do the time, don't do the crime." We've all heard these sayings before, and they're totally true. With today's update, the long arm of the Eylinian law is cracking down on the most egregious of criminals: sleepers. All around the world, if you're caught trying to catch a few Z's at the local inn without paying, it's straight to the slammer for you, bub!

... If you get caught, that is. Dare you risk the free heals?

Now, this isn't to say that your first offense will be your last (you might be let off with a warning), but repeat offenders do run the risk of extended time behind bars. The penalty for a first incarceration is 1 minute, with each consequential offense afterward tacking on an additional 20 seconds to time spent. In addition to time spent, each offense will cost the offender an additional 1 GP to rest at the inn from thereon.

Do you still think it's worth it?

Thinly-veiled social commentary on the criminal justice system? Perhaps, but there is a way out: good behavior.

Now, whenever you commit a truly heroic act around Eylin, you will be rewarded with a decrease in inn costs for the surrounding/afflicted area. Bust a thief in Lefarnius? The cost goes down in Lefarnius. Save Vermolin from rampaging fiends? The cost goes down in Darunmus, Vermolin and the Fisherman's Outpost. Your good name can be restored*!

*Application to real life not withstanding. Tales from Zilmurik does not endorse criminal or vigilante actions of any kind regardless of circumstance. Abide by the laws of your land, player, and don't tell the court my video game inspired you to do it. If I get an email saying you said so, I'll be supremely disappointed.

Update: Piano & Name Changer

Today's update makes two small changes to how you - the player - can experience Tales from Zilmurik. The first (and most notable) is that all pianos around Eylin (except for the ones already in use) can be played with the keyboard's following keys: 1, 2, 3, 4, 5, 6, 7, 8, 9, - and +. Let your fingers fly and create your own world of music!

Secondly, the Party Change menu has been revamped to incorporate unequipping party members, displaying their base level and renaming. What this means is that - say you started playing years ago and regretted choosing a certain name for your least favorite recruit - you now have every chance under the sun to change your mind! What a relief, eh? You can also change the names of certain characters that already had preset names for maximum personalization!

Though maybe not all are as eager to change...