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Our Adventurer Guild News

Patch 1.55

Bugfixes:
- Some minor text fixes
- Accurate and Deadly now correctly states an increase of 1% crit chance for every 3 points above 100% accuracy. The implementation of the skill hasn't been changed. The text was just incorrect
- Fixed an issue where if you try to change adventurer's name while the name was empty, it would not work if you also try to update the bio

Misc:
- Increased the thickness of the outline of the floating text during battle for english/german text
- Added a way to add custom translation to the game using csv-files, more info in the steam forum
- When completing the game, the game will now create a seperate save file for non-ironman playthroughs instead of saving it as an autosave to prevent accidental overwriting when starting a new game

Note: This is just the patch that has been set live earlier in the week but was taken down due to a bug with some text. This has been fixed and the patch should be fine now (Just in case patch 1.54 is also available as beta if you want to reverse to it). My apologies to those who had to download this patch twice now.

Some minor fixes

Bugfixes:
- Fixed a bug that sometimes occur when you load a save directly before an encounter starts
- During the swipe effect(when switching between quest map and combat for example), the save function will no longer be available
- Fixed some typos

What’s Next for Our Adventurer Guild?

Hello Guild Masters,

It has been a while since my last announcement, so I thought it was time to share my plans moving forward. I have both good news and bad news.

The Bad News

Let’s start with the bad news. In my last announcement, I mentioned that I was evaluating whether adding modding support for the game would be feasible. Unfortunately, after spending a considerable amount of time trying to build a foundation for modding, I fear that it won’t happen.

I underestimated the amount of work required, and while I could try to work around some of the flaws in my initial designs, it would take a significant amount of time and I want to be honest here:

I want to move on from OAG.

OAG was my first game, and while I’m incredibly grateful and happy that so many of you enjoy it, I still see it as rough around the edges. Instead of forcing modding into this version, I’d rather make it a reality in a potential sequel—one that’s more polished from the start.

I’m sorry to disappoint those who were hoping for modding support. However, while I won’t be releasing dedicated modding tools, I will be adding more options to modify certain aspects of the game. Specifically, I plan to add the ability to add custom translations and the ability to replace some of the music if you’d like.

The Good News

Now for the good news! I don’t want to end my support for the game on that note, so I’ve decided to create a DLC. Alongside it, I’ll be releasing a final free content update that incorporates some of your feedback. With these additions, I believe OAG will be in a good state, allowing me to move forward with my next game.

I’ve already started working on the DLC and will share more details in future announcements. For now, here’s a splash art to give you a little teaser:



Additional Language Support

I’d also like to announce that the next two languages to receive support have been decided! Translation work has begun for Korean and Chinese, and they will most likely be ready in about 3-4 months.

With best regards
GreenGuy

Patch 1.54

Bugfixes:
- Fixed a bug where instant casting a skill with the setting enabled, would still allow you delay the turn
- Fixed a bug where traits would be loaded in a different order after loading a save
- Fixed a bug where the teamwork-skill "Leader Support" did not work correctly
- Some text fixes

Some minor bugfixes

- Fixed a bug where the dodge bonus from high bravery state was counted twice
- Fixed a controller input bug which could lock the input
- Fixed some UI bugs with the controller input
- Fixed some text issues

Sorry about the patch sizes. For those unaware, the assets in the game are packaged in a way where minor changes can cause the patch sizes to be bloated. I usually try to be careful to keep the patch small but sometimes I can't avoid it. Again, sorry for the inconvenience.