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Ghostlore News

Update 1.005

  • Fixed a major bug with the extra affix magic simple glyphs get. When spawned they rolled for the correct value (half the value of normal affixes). However when the game is saved and loaded back the game wrongly clamps the value using the full affix range, sometimes causing the value to be higher than it is even possible to roll for. The range tooltip was also using the wrong (full) range.
  • UI Scaling setting will now be ignored if set high enough to cause the UI to overlap.
  • Fixed sneaky vendors stealing coins but not giving you the item if item is dragged over a quest item.
  • Fixed players being able to buy gem pouches into the commodity cube, breaking it. Gem pouch can now be dragged out of the cube.
  • Fixed multiple trigger modifiers of the same type being checked one after another instead of using the combined chance shown in the tooltip.
  • Fixed tooltip showing minion avoidance twice instead of minion movement speed.
  • Improved character stat tooltips to show all stat multipliers.
  • Tooltip for damage and absorb now correctly includes modifier from Crisis absorb and damage.

Update 1.004

Balance Changes
  • Hellgate level size now grows much less slowly.
  • Hellgate monster level increases by 5 instead of 4.
  • Added chance for hell levels to roll some affixes from institute pool.
  • Lower base ingot drop chance, Boost in ingot drop rate from hell level depth.
  • Increased chance for map data to spawn rare.
  • Slightly increased monster level scaling for base story.
  • Completing the lead ghosthunter new class quest now gives player a free skill respec book.
  • Increase to potion cooldown time.
  • Reduced fury, trigger on critical hit chance.
  • Trigger on movement skill now grants cast speed increase on trigger.
  • Slightly reduced aphotic lurker, stone guardian damage.


Bug Fixes
  • Fixed hell map generation for large hell maps having a misaligned pathing grid.
  • Fixed crash when too many poison vial instances.
  • Fixed player being trapped in sewer if they kill go back to normal sewers after end of game and kill all the waves.
  • Fixed Kenchanaraya Ruins sometimes not generating correctly.
  • Fixed elemental mastery scaling incorrectly, causing exponential damage growth.
  • Fix for csv mods and item filters when game is played from places where comma for decimals is used (game will always expect periods for decimal points).
  • Fix re-awakening item only removing part of the affix.
  • CSV mods can now create new items.
  • New steam leaderboard for maximum hell depth reached.
  • Fixed map data locked icon not clearing until game is restarted.

Update 1.002, 1.003

  • Nerfs to summons damage scaling.
  • Reduced weretiger family attack speed buff.
  • Fixed assigning RB and LB to skills on controller.
  • Added credits for Toki Pona.


Update 1.003
  • Fix for csv mods.

Ghostlore 1.0 release

Ghostlore has come a long way since it's Early Access launch around this time last year. We launched with only half of the total planned locations in our game. Our only initial promise was to finish up all the locations in the main story and do some minor bugfixing and polishing. We worked hard to release a new map every month and by September, the game was story complete.

We didn't just stop there, however. Based on player feedback, we decided to spend the remaining months to go beyond the initial scope of the project, and implement major overhaul and expansion of the skill system and end-game systems. Here's a quick look back in case you missed it:

https://steamcommunity.com/games/1783280/announcements/detail/3430079961712346390
https://steamcommunity.com/games/1783280/announcements/detail/3654144191653657037

Although the development of Ghostlore in this current state started in 2020 when the COVID lockdowns enabled work-from-home, I spent the year before that working solo, spending my nights and weekends to create a prototype, and before that, learning the basics of how to create a game.

But even going as far back as my teenage years - even though the final vision was never a hundred percent clear to me - I had always dreamed of creating an action RPG. It was the reason why I went to university to study digital art and animation.

So Ghostlore is the fulfilment of a lifelong dream. It has been a long journey. Longer than I can express.

I am grateful to Adam, who I would say is half of what this current incarnation of Ghostlore is, using his programming skills to bring the world of Ghostlore to life in a much more fully realised form than I would have been able to do alone.

I am grateful to Sarah who signal-boosted Ghostlore and grew the community on various platforms, and provided me with networking opportunities as well as help navigating business contracts.

I am grateful to everyone else who contributed in the early days, before the game was even called Ghostlore, and to my family, who provided me with the lucky circumstances that enabled me to work on the game without having to worry about debt or illness.

And most of all, I am grateful for all the players who have bought, played, and even streamed the game during its Early Access period. Ghostlore is not going to be a game for everyone, but for those of you who get it, get it, and are able to sink hundreds of hours into the game.

Each and every one of you is important to us, and we have done our very best to fix the bugs you reported and implement the features you requested, to make Ghostlore the best action-RPG experience we could provide.

...

…Well, what more can I say? Ghostlore is on a 25% launch discount, so get it while you can!

You don’t just have to listen to me though, you can check out what Splattercat and Tenkiei have to say about Ghostlore:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

POST LAUNCH PLANS

Adam and I still have some cool ideas we would like to explore, especially when it comes to itemization. There are plans for more varied visual customization as well. We are aware of various balance issues, especially with the end game. We would also like to flesh out basic attacks more. We will continue to fix any bugs that are found. In addition, we are aware that online co-op is a highly requested feature, but it is a lot of effort and not something we can afford to do unless the game does well.

Currently however, I am tired and I am sure Adam is too. We would like to take a break from active development. In the meantime, we hope players will be able to enjoy all Ghostlore 1.0 has to offer.

Thank you and see you in Seaport!

Best,
Andrew

Update 0.761, 0.762, 0.763

  • New optional boss spawns in Hospital and Batu Sinaran.
  • Buffs and targeting improvements for lightning flash skill.
  • Buffs to fireball and geomancer skill cooldowns.
  • Reduced maximum affix rolls for additional minions stat and item quantity stat.
  • Slightly increased maximum affix rolls for skill and attack damage stats.
  • Fixed holding shift/RT to use alkahest on multiple items.
  • Some buffs to some of the less useful compound glyph synergy bonuses.

Update 0.762
  • Tweaks and improvements to bosses (especially the 4 newer bosses).
  • Fix for mission UI with controller.
  • Cleaned up item/glyph tooltips.
  • Added keybind to toggle map details tooltip.
  • Moved target dummies out of the way in some maps.
  • Hellforge reroll affix option no longer has chance of rolling same affix.
  • Fixed newer bosses using wrong loot table.
  • Improvements to minion idle behaviour.

Update 0.763
  • Fixed rare cases where tree would spawn on top of the starting position, making an invalid map and kicking the player back to town.
  • Fixed issues with dormant items and creatures.
  • Fixed map generation sometimes allowing access to inaccessible areas.