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MASSIVE UPDATE - 4 New classes, 2 New Floors, New Loot and more!



Hey Guild Leaders!

Fantastic news, the big update is here! I made a short preview video:

[previewyoutube][/previewyoutube]

However, if you prefer reading (or want more details) I got you covered too! (:



New Classes

Each one of these classes currently has 1 background each(!) but more will be added.

To access these classes, you need to reach 7 or more renown with any of the two current main factions - the Nobility or the Commoners.

[h2]Nobility Classes[/h2]

Duelist (Damage, Control)
The duelist is the master of incapacitating his enemies and controlling the battlefield - increasing bleed counters and dealing bonus damage to incapacitated and otherwise weakened targets.

Alchemist (Buffs, Healing, Status)
The alchemist class is a powerful ally to have - strengthening allies, and having many dual-use abilities which can buff allies and harm enemies, as well as an especially powerful one-use healing ability which is only bound by your character's max health.

"Sage Alchemist", the current Alchemist background has two innate abilities:
  • Strength Potion - which slows and strengthens the target
  • Transmutation - A one time use ability which restores 60% of an allies HP.


[h2]Commoner Classes[/h2]

Hero (Tank, Damage, Buffs)
The Hero is an extremely powerful tank, with plenty of Block abilities and self buffs. The current background "Inspiring Hero" is focused on blocking and building up buffs on allies before dealing massive damage or doubling their buffs.

It has one powerful innate ability:
  • Inner Potential - Gain block, strengthen, and focus.


Healer (Healing, Status)
The Healer class is, unsurprisingly, the master of Healing - as well as harmful status effect on enemies.
The "rural healer" background has one innate healing ability:
  • Herbal Bandages - Heals 2 health, cures bleed and slows target. (5 uses).
-but it's extremely powerful level up skills more than make up for it.



Leveling up healing units is easier as well with them earning a bonus XP each fight - however, they are still very capable of dealing damage and are not to be underestimated on the battlefield.

Two New Areas



[h2]Mist City Sewers[/h2]
Full of ancient sewer cleaning automatons, various creepy crawlies and crocodiles (!!!), the forgotten sewers are not an easy area to traverse. Sewage water which slows allied and enemy units makes fights even more challenging, which makes some enemy fights even tougher.



[h2]Damp Caves[/h2]
Full of various fungal folk which debuff your units to oblivion! weakening, disorienting, poisoning and stunning constantly.


The End? Nay! More!


There's a whole lot of other new additions in this update like loot items for existing areas, as well as some existing abilities which got rebalanced (read as: buffed).

I genuinely hope you have a good time exploring all the new additions to the game! and as always, there's a lot more new stuff I have planned for the future (':

That's all for this update!!! If you enjoyed it please leave a kind review, and if you have any feedback I'd love to hear it here on Steam's forums or in the game's Discord.

See you all in future updates to come-

-David




Playtesting Open, Big update soon!

Hey Guild Leaders!

These last few months I've been putting the finishing touches on the upcoming big update;

If you want to try it out early, the instructions are at the bottom of the post! but beforehand, I want to show some of the cool things I've been working on since last update;

Faction Following is COMPLETE



This includes the various enemy units of factions following you underground; It doesn't happen in-game because there are no negative events which lower your faction favorability enough, but that will be added in the future >:D


An example: the squires who buff their knight allies and hang in the back -


Or the commoner hero who alternates between lecturing their gullible follower peasants and attacking your units.

Various Oddities

Various unique oddities were added to the new areas, currently 3 new oddities for each new zone.


A forgotten research lab in the damp caves, with instructions for how to create powerful items, and ingredients you can gather from the long forgotten inhabitants of the area...


As well as a large manhole which can serve as a risky but handy shortcut in the sewers...

New Food Effects

I've added a few new food effects that would affect your resource management and rests...






Playtesting


Want to try out the big update early and find possible bugs?

Here are the steps to do so!

1) Right click on Netherguild in your steam library > Properties > Betas
2) Enter the code "ForgottenRoads" and choose to opt into the beta at the bottom. Make sure it changes in the top right!
3) Try it out and let me know if you have any feedback in the usual channels! be it through the Steam forums or through the Discord (Do mention that it's beta testing related though pls)



Speaking of which, if you don't want to grind through the entire game again to try out both factions, I have ready-made saves in the #weekly-news channel in the Netherguild Discord that you can download and try out.

Addition summary:
4 new classes (2 for each faction)
Faction stores and unique food items
2 new areas

Hope you enjoy playtesting if you do! I plan to hopefully release this update sometime before the new year.

Thank you for reading and may you always return from your expeditions,
-David

Early Access Update 17/10/2024 - 0.227(A) - Bugfixes!

Change log 17/10/2024 | Version 0.227(A)

Fixes:
  • Fixed can't open character inventories in the warehouse (community find by Osmorphic)


Changes:
  • Due to some code related change the saving and loading system might be affected. I playtested it thoroughly inside and outside the engine, but please let me know if you experience any issues!


Removals:
The last version might have accidentally included some of the new content (faction enemies or boons) so those are disabled once again for now (until the big update hopefully in about a month from now)

Early Access Update 17/9/2024 - 0.227 - Controller Improvements

Change log 17/9/2024 | Version 0.227

Controller Improvements:
  • Selecting a self attack (like Liquid Courage and Track) auto-focuses the controller on your character
  • Selecting a ranged attack that hits the first enemy in line auto-focuses on the closest enemy
  • Lets player skip speech of current character by pressing [A] on them
  • (Hopefully) fixed overworld buildings not working properly with controller (armory, guild, market)
  • Improved first selected action when pressing X in-dungeon with the controller
  • Selecting a character food selection panel when resting near bonfire will move the latest selected one above the others with controller


Minifixes:
  • Fixed broken navigation on "are you sure" panel for controller in-dungeon
  • Fixed tutorial tooltip "Movement and Exploration 2" going out of bounds with controller
  • Removed "slow rotation" which was activated with = and + on keyboard and slightly broke camera rotation

Early Access Update 8/9/2024 - 0.226(C) - Bugfixes

Change log 8/9/2024 | Version 0.226(C)



Bugfixes:
  • Possibly fixed end turn after character waiting related crash (happens when ending turn as the last character in the combat order after waiting)


New Bugs:
  • Introduced an issue where after pressing + or - on keyboard camera rotation is a lot slower and less responsive (related to trailer tools I'm working on).