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Cloudheim Patch 7

[p]Hello Runari,

It's day 2 of Frostfall, and the work continues! We hope everyone is enjoying their presents 🎁

We've pushed an update with addresses some issues you've reported:
[/p]
  • [p]Fixed an issue where Class Progression cosmetic rewards could duplicate, causing issues with earning Trust XP and bloating profile sizes (duplicates have been merged together, accumulating their Trust XP)[/p]
  • [p]Fixed an issue with world experience accumulation that could lead to world level outpacing player levels in co-op games[/p]
  • [p]Added a potential fix for low capped frame rates on AMD graphics cards[/p]
  • [p]Fixed a bug where the Dustwraith could do a killing attack on Normal difficulty[/p]
  • [p]Crafting XP now applies to World XP[/p]
  • [p]Adjusted the music playlist inside Frostfall Castle[/p]
  • [p]Fixed music so it loops properly in the “Winter Gift” emote[/p]
  • [p]Adjusted audio when shaking presents[/p]
  • [p]Torsten’s Frostfall Blessing now shows up in the pinned quest list inside Frostfall Castle[/p]
  • [p]Made the Festive Fireplace have 100% more fire[/p]
  • [p]Adjusted the intensity of some decorative lights in Frostfall Castle[/p]
  • [p]Reduced the frequency of error logging that could result in large log files[/p]
  • [p]Improved error handling for the Frostfall event[/p]
  • [p]Fixed a puzzle in Reflective Respite that could save incorrectly, blocking completion (affected players can now complete it by returning to the area)[/p]
  • [p]Fixed some cases preventing an encounter from spawning after quest completion in Dustlanger for blocked players, which prevented collecting two chests and a lasso shrine[/p]
  • [p]Fixed an visual issue in Dustlanger after the main questline’s completion[/p]
  • [p]Gave a certain character on Odin Shell animations[/p]
  • [p]Fixed an issue with Grobb Statues blocking progression in Withered Ruins[/p]
  • [p]Fixed a few places where you could get out of the world during the tutorial[/p]
  • [p]Fixed an issue with scrolling on controllers in the Settings menu[/p]
  • [p]Fixed "Show Number Pops" setting[/p]
  • [p]Fixed a chest in Greenvor that wasn't searchable[/p]
  • [p]Fixed the fishing area at Lions Claim on Arcadia
    [/p]
[p]Thank you for playing, and welcome to the skies of Cloudheim.[/p][p]
[/p][p]- Noodle Cat Games[/p][p]
[/p]

The Portal to Frostfall has opened!

[p]Welcome to Frostfall! The portal to Frostfall Castle has opened on Odin Shell. Explore a forgotten castle from a lost realm to find legendary weapons, new ore, destructible presents, and face a looming boss in this wintry realm.[/p][p]
The celebration continues on Odin Shell with 14 days of presents under the tree, new decor items, snowballs to throw, and more![/p][previewyoutube][/previewyoutube][h3]Gifts Sent by The Winter Spirits![/h3]
  • [p]By the glow of the Frostfall portal on Odin Shell, you’ll be able to open one present each day during the winter festival, until you’ve collected them all! [/p]
[p][/p]
  • [p]Each player claims presents independently and might get the rewards in different orders[/p]
  • [p]Everything you open carries with you across worlds, yours to keep![/p]
[h3]Frostfall Winter Castle[/h3]
  • [p]Collect Jingle Bells from Yeebles - abominable Greebles - to buy your way onto Torsten’s Nice List and get a Blessing inside the halls of Frostfall[/p]
[p][/p]
  • [p]Destructible presents in the castle can drop new legendary weapons or the unique crafting resources Coal Ore and Hearth Stone Ore[/p]
  • [p]Refine and forge 8 new Traits using the event resources (duplicate items are automatically turned into gold on pickup)[/p]
[p]Frostall Castle was once the festive location of gatherings and games that celebrated the winter festival in Cloudheim. The sinister Bauble Knight has laid claim to Frostfall, twisting it into a place of traps, puzzles and rudeness.[/p][h3]New Character: Hango! [/h3]
  • [p]Hango is automatically available to all players[/p]
  • [p]Supporters will also receive the BifrĂśst Style for Hango[/p]
[p]The newest Runari, Hango, is a fey being from Alfheim, who has arrived in Cloudheim to serve as a guardian and protector for her friends while hunting their mutual enemies. She is fiercely loyal to her clan back home, and has adopted her fellow Runari as her new clan during her time on Odin Shell.[/p][p][/p][h3]More Improvements[/h3]
  • [p]We’ve worked around the clock addressing as many Save system issues as we could, but please keep sending us any issues that you see![/p]
  • [p]Added an improved autosave backup process[/p]
  • [p]Fixed issues where a single bad save would prevent all saves from appearing in the list[/p]
  • [p]Fix for Heart Fragments, World Stars, and Reality Tear Fragments from sometimes being spawned over water, high above the playing area, or in other hard to reach places[/p]
  • [p]Added new shop decorations: Stone Archway, Overgrown Stone Archway, Frayed Awnings, a Festive Fireplace, and more[/p]
  • [p]Improved VFX timing on greatsword combo second swing and made the attack a bit more reliable[/p]
  • [p]Added unique loot to the Ancient Hollow in Arcadia. Let us know what you think![/p]
  • [p]Added a chance to get Scrap Metal from destructibles in early game areas, to support collecting missed tutorial weapons[/p]
  • [p]Phantom weapons now have more varied visuals[/p]
  • [p]Reduced the number of Sentinel weapons that have the Aerial Shout attack[/p]
  • [p]Shattering Lasso will no longer de-prioritize armored enemies like other lassos[/p]
  • [p]Adjusted Giant status impulse handling to work better for combos: it still gains significant impulse strength, but skills will line up better, such as using lasso to pull enemies to you[/p]
  • [p]Fixed a scaling bug that could cause high level Greatswords to kill enemies through armor[/p]
  • [p]A bug that caused intermittent flashing in some worlds and dungeons has been fixed.[/p]
  • [p]Bow improvements:[/p]
    • [p]Bows can now be aimed mid attack chain[/p]
    • [p]Bows are now much less likely to hover you above the ground if you rapidly attack while falling[/p]
    • [p]New Rare Bow: Steelgrip Longbow, found in Rubite Lockboxes[/p]
    • [p]New Rare Bow: Quickshot Bow, found in Obsidian Lockboxes (has new combo and bow skill)[/p]
    • [p]New Rare Bow: Runari Trueshot, found in Luminite Lockboxes[/p]
  • [p]Hit Feedback[/p]
    • [p]Area of effect attacks, like the final hit on the starting sword combo, can now play hit feedback[/p]
    • [p]Added miscellaneous hit feedback to a variety of attacks and skills, with more to come[/p]
    • [p]Added more elemental weapon hit feedback[/p]
    • [p]We’ve improved shield weapon hit reacts, let us know what you think!
      [/p]
[p]Thank you for playing, and welcome to the skies of Cloudheim.[/p][p][/p][p]- Noodle Cat Games[/p][p][/p][p][/p]

Cloudheim - Patch 5

[p]Hello, Runari![/p][p][/p][p]Patch 5 is here - you are on the latest version if it is 88959. Here are some of the top changes that were added:[/p]
  • [p]V1 of Cross-World XP is here[/p]
  • [p]Added Pause Mode ⏯️[/p]
  • [p]Increased the drop rate and variety of weapons in Lockboxes, including Bows 🏹[/p]
  • [p]Difficulty balancing changes, including Dungeon Lives and Enemy HP scaling[/p]
  • [p]Many bug fixes, QoL updates, & more
    [/p]
New Features
[h2]Highlight Feature: Cross-World XP Save[/h2]
  • [p]Your character now saves their Hero and Class XP from all worlds they join[/p]
  • [p]In playing multiple worlds, the game will track your highest Hero and Class levels[/p]
    • [p]You must load into the world at least once for the game to track the progress (recommended: your highest progressed one, whether it’s yours or a friend’s)[/p]
  • [p]The game will automatically try to scale players to be relatively close to each other to preserve a unique experience[/p]
  • [p]The World Scaling Cap setting allows you to customize further the extent of scaling between players in the party[/p]
  • [p]You must rejoin a world you’ve played previously to set your XP to what you had in that world[/p]
  • [p]Fixed a few cases where earning Trust XP would not be saved in multiplayer for all players[/p]
  • [p]Improved reliability and stability of saves, especially in multiplayer games or unstable environments[/p]
[p][/p][p]Note: We plan on expanding this feature more in future updates, such as the ability to start at level 1 again.[/p][p][/p]
Changes
  • [p]Added a Player Stats screen (let us know what else you’d like to see here)[/p][p]The new player stats screen[/p]
  • [p]Added Pause Mode![/p]
    • [p]The host can adjust Pause Permissions in World Settings[/p]
  • [p]Added a distance display to some quest markers in the world[/p]
  • [p]Added 2 new bow weapons (alongside the original 4 bows for a total of 6 currently obtainable in the game)[/p]
  • [p]Added the number of enemies defeated to entries in the Enemies Codex page[/p]
  • [p]Fixed a few login issues that affected a small portion of players, but had a very high rate of failure for those players[/p]
  • [p]Added a warning when viewing the Audio Output Device in settings if the sample rate is unsupported[/p]
[h3]New Tutorial Flow[/h3]
  • [p]The tutorial now sends you directly to Arcadia, and the return trip to Odin Shell lets you do more before sending you back to the island[/p]
[h3]Base[/h3]
  • [p]You can now build additional Portable Bifrost Chests anywhere in your base[/p][p][/p]
  • [p]You can now feed Gnasher much faster when tossing the same type of item in a stack[/p]
  • [p]Fixed an issue where petting Gnasher and then moving during a narrow timing window would prevent you from interacting with other objects[/p]
  • [p]Shoppers were forced to take extensive training courses that make them much less likely to stare at your cheese with empty eyes while demanding you sell them cheese[/p]
  • [p]Reduced shopper price purchase randomness in favor of shop upgrades and future sales boosting price[/p]
  • [p]Fixed an issue that could cause clients to see invalid item placement states on some base items[/p]
  • [p]Improved collision around the checkout counter shop bell[/p]
  • [p]Upgrade statues now show their bonus in the upgrade prompt[/p]
  • [p]Moved the big cat statue away from the main building area[/p]
  • [p]The Mastery pop up in your base will now only trigger if you have mastered items equipped, and only if your shop is level 3 or lower[/p]
[h3]Progression[/h3]
  • [p]Dungeon lives are now scaled by difficulty[/p]
    • [p]Casual = 99[/p]
    • [p]Easy = 20[/p]
    • [p]Normal = 7[/p]
    • [p]Hard = 3[/p]
    • [p]Challenging = 1[/p]
    • [p]Unforgiving = 0[/p]
  • [p]You now start with both weapon slots unlocked[/p]
    • [p]Using the statue in the tutorial will automatically equip Fists in your second slot[/p]
    • [p]The Dual Blades of Eitri now increases weapon damage by 5% per level, and can be upgraded to a maximum of level 25[/p]
  • [p]Increased maximum Hearts from 14 to 30[/p]
    • [p]Normal hearts have yellow outlines and represent 4 health each[/p]
    • [p]Hearts 11-20 have green outlines and represent 8 health each[/p]
    • [p]Hearts 21-30 have blue outlines and represent 12 health each[/p]
  • [p]Enemy difficulty level settings are now more appropriate for their names[/p]
    • [p]Overall, this increases the difficulty more as you raise the setting[/p]
    • [p]On Unforgiving, you will see enemies with yellow skulls by their name that indicate they have additional resistance to impulse[/p]
  • [p]Greatly increased the drop rate of weapons in Lockboxes, and the overall variety of weapons that can be found in Lockboxes[/p]
  • [p]Fixed a scaling issue that made high level enemies gain progressively more health relative to player power, mostly affecting levels 100+. This change drastically reduces enemy health at very high levels[/p]
  • [p]Reduced enemy HP scaling by 14%[/p]
  • [p]El Gato Altar, Sword God (+max weapon level) maximum upgrade level increased from 30 to 50. Upgrade cost now stops increasing at level 20[/p]
  • [p]MegingjĂśrð (+primary stats) maximum upgrade level increased from 20 to 40 Upgrade costs do not increase past level 20[/p]
  • [p]You now start with +5% critical hit chance and +4 critical damage level[/p]
  • [p]You now heal 1 heart on clearing an encounter before building the Viking Brews upgrade altar[/p]
  • [p]World Settings screen will now suggest increasing the difficulty if you are strong for the current setting[/p]
[h3]Items[/h3]
  • [p]Mega Beam and Lasso enchants will no longer appear twice on the same weapon[/p]
  • [p]Incinerating Beam should now reliably scale based on Strength[/p]
  • [p]Improved dual weapon icons[/p]
  • [p]Added and updated several icons[/p]
  • [p]Updated a few weapon variants that had duplicate names:[/p]
    • [p]Coiled Shield, Hearty Hammer, Hunter’s Bow, Iceblade, Jagged Hatchet, Legion’s Fist, Windborn, Winged Vengeance[/p]
  • [p]Fixed an issue that made bows invisible when dropped, resulting in it being impossible to pick them up[/p]
Bug Fixes
  • [p]Added exploration milestone quests for each island, rewarding a World Star and some Island Reputation at 20%, 40%, and 60% exploration[/p]
  • [p]Made many fixes, tweaks, and improvements to the Dustwraith boss fight[/p]
  • [p]Added some additional World Stars in chests on Greenvor[/p]
  • [p]Fixed an issue in Smoldering Depths that occasionally prevented important quest rooms from appearing[/p]
  • [p]Fixed a bug that caused the map markers for different regions to clutter in bad places, mostly affecting Greenvor[/p]
  • [p]Fixed a broken chest in Greenvor[/p]
  • [p]Fixed a potential crash when traveling to Frostvaldr[/p]
  • [p]Fixed a variety of map progress issues in Frostvaldr that caused chests to be assigned to the wrong regions or not complete correctly - it should now be possible to reach 100% completion on the island[/p]
  • [p]Updated the Blin Codex page to exclude Blin merchants who cannot be recruited via a whistle[/p]
  • [p]Fixed and improved many environment issues, such as floating rocks and grass[/p]
  • [p]Fixed a few places where you could jump out of the world[/p]
  • [p]The Whoop Whoop emote now loops[/p]
  • [p]Fixed out-of-character debug text that could appear in base names[/p]
  • [p]Chime Audio added to catching a fish to help with accessibility[/p]
  • [p]Many text and localization improvements[/p]
[p][/p]
Known Issues
  • [p]Bows:[/p]
    • [p]If you keep aerial attacking near the ground you'll hover right on the ground[/p]
    • [p]Bows aim slightly to the left and down from your cursor[/p]
    • [p]Bows may occasionally get a bad target and fire to the side instead of ahead. When this happens, interrupt your attacks by moving/dodging and it should correct itself on future attacks[/p]
  • [p]If you join a world where the host is many levels above you, you may see red skulls on the enemies. They’re purely visual and don’t affect combat if applied in this way.  [/p]
  • [p]You may see two of the same skill in your Equipment menu[/p]
  • [p]Pumpkin Fest is over! However, the quests are stuck to remind you of your folly until Frostfall begins. [/p]
[p][/p][p]Thank you for playing, and welcome to the skies of Cloudheim![/p][p][/p][p]— Noodle Cat Games[/p][p]   [/p][p]
[/p]

😺What's Noodling - Cloudheim Dev Blog #8🍝

[p]Hello Runari![/p][p]Wow, can you believe it’s been a little over a week since we entered Early Access? Time sure flies when you’re, well, working on your 5th patch already![/p][p]This blog is hefty, so for ease of reading, the sections below are:[/p]
  • [p]Patch 5 & Cross-World Save Progression Update[/p]
  • [p]Winter Event - Frostfall[/p]
  • [p]Clarifications on some in-game content[/p]
  • [p]How Weapons Work explainer[/p]
  • [p]Roadmap Update + Future Plans[/p]
[h2]Patch 5[/h2][p]As promised, we are in the process of implementing cross-world XP progression. Patch 5 - coming this Saturday - will include several changes, such as the following:[/p]
  • [p]Highlight: Cross-World XP Progression[/p]
    • [p]Hero and Class experience earned in one world will be carried over to other worlds you join. This behaves much like the Trust system, and more details will be included in the full patch notes.[/p]
  • [p]Game Pause for both single and multiplayer[/p]
  • [p]Reworked stats screen with better stat information[/p]
  • [p]Several fixes to bugs impacting lockbox results (including the elusive Bows) + improvements to drop results[/p]
  • [p]Adjustments to game difficulty and enemy HP scaling tied to difficulty[/p]
  • [p]Additional sources of World Stars added[/p]
  • [p]…and more![/p]
[h3]Update Timing[/h3][p]We are going to update the game with Patch 5 this Saturday, December 13th. I mean, we did promise to get cross save progression in by the end of the week! 😸[/p][p]Please look forward to the full patch notes detailing the changes and new content in store.[/p][h2]Winter Event[/h2][p]Shortly after Patch 5, we plan on adding the Winter Event. As shared in our roadmap (which you can view here), it's something we've had in the works. We are proud to reveal the official name…[/p][p][/p][p]Behold! The Frostfall Winter Event![/p][p]Pumpkin Fest was our very small-scale attempt at introducing seasonal content into the game. We’ve taken our learnings and have made an even better, merrier event for all Runari to celebrate this holiday season. ❄️[/p][p]A winter chill has descended on Odin Shell: get ready to venture into Frostfall, featuring a new dungeon, holiday-themed enemies, and plenty of presents galore. 🎁[/p][p][/p][p]This is also a PSA that Pumpkin Fest will be turned off with Patch 5 in preparation for Frostfall and to turn in your coins if you haven’t already. Rest assured, in case you miss the event, we plan on implementing a system that will allow Runari to replay past seasonal events and still be able to obtain the unique items.[/p][p]More details will be provided in a future announcement.[/p][h2]Roadmap Update & Future Plans[/h2][p]There have been requests for some things we unfortunately cannot do.[/p][p]One is a character creator, as it would require an infeasible amount of resources. Others have suggested the possibility of “swapping” existing character assets, but this is not possible with the way the models have been set up. Overall, it would be an extremely large amount of work that we simply don’t have room to accommodate any time soon. Instead, we are trying to explore options within the existing appearance system, such as accessories and backpacks.[/p][p]The other is the request to be able to play separately from your friends at different maps. This is not possible due to the peer-to-peer nature of how games are hosted, and that Cloudheim is ultimately a hub-based game, not open world. Nor is it an MMO, or trying to be.[/p][p]On more positive news, the following are things we can support. While we don’t have an exact timeframe, we plan on adding the following:[/p]
  • [p]Cloud Saves[/p]
  • [p]Offline Mode for Single Player[/p]
  • [p]Ability to place additional Bifrost Chests[/p]
  • [p]A new player stats screen[/p]
[p][/p][h2]Clarifications[/h2][p]While we are here, we wanted to take the time to clarify some things. We acknowledge there are many features within the game that are, frankly, not well explained or at all. Without knowing what the intended behavior of the content is, players cannot determine if something is functioning correctly or is bugged.[/p][p]While we fully intend to improve how this information is surfaced in the game, here are some clarifications and confirmations of things we have seen players frequently discuss in the past few days.[/p][p][/p][h3]The ability to move the house and/or the Treasure Gateway[/h3][p]For full context, earlier versions of the game had a fixed store building located where the square area is now. There was no free placement in the game. Stations and decor were all fixed, and with all unlocks, everyone’s stores would look exactly the same. While it looked pretty, we realized it was unscalable and would not deliver on the player desire to customize your base.[/p][p]Thus, we split things: the home was moved to the side as an optional area to decorate. The new space would be the main “marketplace” and production area where stations could be placed.[/p][p]We also added free placement, almost all of the decor you now see in the game, blin buildings and several more gadgets so you could really shape out your base. Did you know someone built a racetrack around Odin Shell during a past playtest?[/p][p]However, the new home location is admittedly a little awkward. Many players have requested the ability to move the loot chest, otherwise you were effectively tethered to a limited area with much more running back and forth if you wanted to set up anywhere else.[/p][p]Unfortunately, due to how the inventory and chest are implemented, it would be difficult to move that one chest. Instead, we’ll be letting players build multiple “child” chests, all connected to the same inventory. Though the “parent” chest cannot be moved, the “child” ones can be. (Potential better names pending.)[/p][p][/p][h3]What’s the point of the Launch feature on the chest?[/h3][p]The game initially did not have a loot box inventory. Launch was the only option players had access to, and it spit out all the loot on the ground. This was a decision in wanting to align to our “physical” philosophy. There were supposed to be zero menus in crafting, that’s what makes the game different — adding an inventory was in direct conflict with that! But of course, we knew the constant feedback left about this from our playtesters was important to heed, and added it in. We realized, while yes, the explosion of loot is fun and shiny, there was a valid frustration point in needing to launch items just to even check what you had.[/p][p]With the inventory menu added in, rather than just removing Launch, we kept it for the players who still preferred this option. It’s also useful in multiplayer so everyone can quickly sort through loot without the chaos of 4 players in the inventory menu (which is hilarious, though).[/p][p][/p][h3]Max Hearts[/h3][p]You can keep increasing your maximum hearts up to the equivalent of 30 hearts. The UI will show 10 hearts to take up less space.[/p][p][/p][p]Yellow border hearts: Each has 4 hitpoints. Your first 10 hearts are yellow.[/p][p]Green border hearts: Each has 8 hitpoints, making them worth 2 yellow hearts. Hearts 11-20 are green, and replace a yellow heart.[/p][p]Blue border hearts: Each has 12 hitpoints, making them worth 3 yellow hearts. Hearts 21-30 are blue, and replace a green heart.[/p][h3][/h3][h3]Why can’t I feed Odin Shell anymore?[/h3][p]With Early Access release, we decided to remove this feature as we plan to rework the system.[/p][p][/p][h3]Why is there a huge gap in world star requirements going from Greenvor to Frostvaldr?[/h3][p]For context, Myrkstorm is intended to be added as the next island you’re supposed to go to after Greenvor. We just couldn’t add it in time, but the stars obtained from this smaller island would have made the transition smoother.[/p][p]We do not want to lower the requirement just raise it back again when Myrkstorm is added, so instead, a handful of World Stars will be added across the previous 3 islands to help bridge the gap temporarily.[/p][p][/p][h3]What do the stats actually do?[/h3]
  • [p]Strength: Increases damage of Breaker weapons and skills. Strength damage deals greatly increased armor damage.[/p]
  • [p]Magic: Increases damage of Runeblade weapons and skills. Magic weapons restore some mana to nearby allies when finishing a combo or using an aerial attack[/p]
  • [p]Speed: Increases the damage of your Ranger weapons and skills. Speed damage exploits enemy weaknesses, dealing more damage to vulnerable enemies. Enemies are vulnerable after their armor is broken, or when they are executing a skill.[/p]
  • [p]Vigor: Increases damage of Sentinel weapons and skills. Vigor weapons slightly heal nearby allies when finishing a combo or using an aerial attack, and the amount increases with your vigor.[/p][p][/p]
[h3]Various Other Things (Confirmed Broken, Missing, etc.)[/h3][p]✅ = to be fixed in patch 5[/p]
  • [p]✅ Bows are unobtainable in the game[/p]
  • [p]✅ Brimir’s Blade cannot be obtained[/p]
  • [p]✅ There is no weapon shrine in Greenvor[/p]
  • [p]✅ Some weapons have incorrect/duplicate names[/p]
  • [p]✅ Some merchant Blins showed up in the codex incorrectly[/p]
  • [p]✅ Fixes to Trust not saving for client players[/p]
  • [p]Unclear region borders make locating treasure chests difficult (particularly on Arcadia and Greenvor) → will need a more careful pass[/p]
[p][/p][h3]Technical Troubles[/h3][p]✅ = to be fixed in patch 5[/p]
  • [p]We are seeing a high report rate of GPU crashes and are still investigating those [/p]
  • [p]✅ Suddenly having invisible characters, loading in as Mana, or losing availability of unlocked characters → these were all symptoms of a few related issues[/p]
[p][/p][h2]How Weapons Work[/h2][p]This deserves its own section, as there is a lot. Effectively, the weapons in Cloudheim would be the equivalent of armor loadouts in other games. Several systems in the game all tie back to your weapon.[/p][p][/p][p]You’ve heard of programmer art, how about this designer graphic! Ba dum tss.[/p][p][/p][p]A - The level of the weapon. Each level adds a small improvement to damage. The level of the weapon can be increased by discovering upgrade kits, which are mostly found in chests or by defeating bosses. The number of levels increased by an upgrade kit is relative to how far below the maximum level it is. Newly acquired weapons will level faster and need fewer kits to raise their levels.[/p][p]Upgrading the El Gato Altar will increase the maximum level cap each weapon can reach by +3 per upgrade. (Note: This is the max level, so you must still earn them via upgrade kits.)[/p][p]B - The mastery track. You earn experience using the weapon. Fully mastering the weapon grants two things. One, a level to the respective class associated with that weapon, and two, the rarity of the weapon increases.[/p][p]C - The Power of a weapon. This summarizes all the various modifiers into one unified value. This value is the same across all items. For example, a 2700 power dagger is stronger overall than a 2500 axe. Of course, this does not account for DPS variations due to different attack chains.[/p][p]Power consists of:[/p]
  1. [p]The stat a weapon uses[/p]
  2. [p]The level of the weapon[/p]
  3. [p]The material of the weapon (explained below)[/p]
  4. [p]The rarity of the item[/p]
[p]D - The primary stat of the weapon, and what the weapon’s damage will scale off of[/p][p]E - This is the trait of the weapon. Each weapon has a trait that is the same across all items of that type. Note that for traits like the +2 Speed in Kama, this will influence power AFTER the weapon is equipped, and for all other weapons/skills using the same stat.[/p][p]Additionally, power from stat bonuses does not show up in the base, which means you can see power increase when you travel to a combat map. This is not intended but is a limitation we want to fix.[/p][p]F - This second slot represents an innate property of the weapon. This is fixed for all copies of the weapon. For example, every Shiverfang will have Invigorated, giving +2 hearts.’[/p][p]G - The material of the weapon. The higher the material, the more attack level is increased, which scales your damage. Material upgrade kits can be found from breaking destructibles.[/p][p]H - An enchant, indicated by the star. Enchants are sometimes randomly acquired when you get dupes of a weapon. Weapons can have up to 5 enchants. The enchants a weapon can receive depend on D, its primary stat.[/p][p][/p][h2]In Conclusion[/h2][p]If you’ve managed to read this far, thank you. We look forward to seeing the community reaction![/p][p]We are so excited to continue Early Access with you all, and sincerely, from the bottom of our hearts, thank everyone who has shown their support and willingness to commit to Cloudheim and Noodle Cat Games at this time. Without you, we would not survive.[/p][p]And to anyone who is reading this but is still on the fence: let us show you how Early Access actually should be done. 😎[/p][p]— Noodle Cat Games [/p]

Cloudheim Patch 4

Hey, Runari!

We've pushed an update which addresses some issues you've reported:

[h3]Quest Changes[/h3]
  • Made a certain quest-related tree on Arcadia easier to spot
  • Improvements to the Parched Temple quest flow
  • Additional fixes for a quest issue in the Frognir's Flame dungeon
  • Several quality of life improvements to the final boss in Dustlanger
  • Fixed an issue where the final boss in Dustlanger was much harder to defeat at higher player levels than intended

[h3]Weapons and Skills[/h3]
  • Mega Beam should no longer roll twice on the same weapon
  • Fixed icons for Explosive Rush and Fists
  • Fixed an issue that caused Power Slide to always act as if it had the Lacerating Slide upgrade
  • Added Bladed Boots accessory that gives Lacerating Slide to make it easier to acquire
  • Fix Explosive Rush failing to equip in specific unlocked version
  • Audio pass on a number of Runeblade, Sentinel, and Breaker skills and weapons

[h3]Quality of Life Changes and Bug Fixes[/h3]
  • Made audio for mana healing and damage to players clearer
  • Added some logging to help diagnose save game issues
  • Improvements to saving character trust levels (still a work in progress)
  • Upgrade Altars now show their current upgrade level when inspected, and their description in the upgrade menu
  • Made it easier to reach a treasure chest found in the prologue
  • Added some traversal aids at a certain spot on Odin Shell
  • Gave Stations taller grab boxes so they can be retrieved from the floor if a building was built on top of them
  • Added a requirement for Sales Tables and the Checkout Counter to be placed where shoppers can walk
  • Added double-click as a shortcut for Purchase in the Build menu
  • Styling pass on the in-game menu
  • Fixed an issue where inventory items would keep getting marked as unread
  • Fixed a hole in the environment on Greenvor
  • Fixed a potential cause of flashing water visual artifacts on Arcadia

Thank you for playing, and welcome to the skies of Cloudheim.

Noodle Cat Games