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SWORDHAVEN News

0.9.5 + Steam Deck Update

Greetings, friends!

Time for a new content update for Swordhaven. This time around we've been focusing on hunting down small mistakes, fixing bugs, adding new interactions with the environment, changing up how the Damage Threshold formula works, and most of all - making the city of Swordhaven feel more lived in.

The Steam Deck version has also improved, and was sent for a follow-up review to get the Verified status.



Travelling through Swordhaven you will now find more guard, dweller and visitor varieties, like the monk guard in the Chapel, warehouse guard in the Docks, visitors in the Slums inn, beggars on the streets, etc.



Some new NPCs have also appeared, with more to come. You can find a new character in the Chapel, in the Apothecary and in the Docks. Already existing NPCs received new dialogue, like the Commander who now has the third part of his dialogue active, or dialogue-related fixes like Sulanis who kept moving during his dialogue, Kaus and Lumger who's fight sometimes broke the game, etc.



Many quality of life updates added this time include fixes for minimaps; updated enemy logic; an improved level up icon that keeps reminding the player their character levelled up; an updated battle mode switch button, updated crafting recipes that now include new ingredients found all over the world, new awesome character portraits; new icons; crafting icons that better represent the final product; color variations for potion use effects and much more you will hopefully discover for a pleasant surprise!

Updated locations like the first level of the Mines dungeon received new logic, as did the Hero Base where the cats now behave properly and the plant-related issues are solved.


Mines now also feature new interactive objects that don't really do anything, but liven up the environment. A good example of this is the canary added to the Mines dungeon.

Weapons of all sorts were a little bit rebalanced, now getting extra bonuses on every hit. For example, daggers and spears are more likely to go through armour for a Pierce effect, mauls and maces have a small percentage chance of laming or knocking foes down, one-handed swords can Parry some blows, and more.

Last but not least, the DT system. What was a solid number, which ended up with all combatants attacking for 0 HP half of the time in late game, is now a percentage. Every 1 DT you get with your gear lowers incoming damage by 3% in this version, and seeing how 33 DT is the maximum you can get by collecting the best pieces of kit in the game, and drinking the best potions simultaneously, you *can* get to the "You received 0 Damage" stage, but it'll take some dedication. Also, Piercing is now much more viable, as it still negates all defenses when it succeeds. We are still working on how to best represent this formula without writing the actual DT formula in the pop-up, so any and all suggestions are most welcome!


We hope you will enjoy this update. The release of 1.0 is coming very soon and we are as excited as we are anxious to see what you guys think!

Can't wait for your feedback on this one!

Changelog:
  • Added part 3 of Commander Sersnys’ dialogue
  • Changed the color of the “Hunt” marker for hunting status effects
  • Added info pop-up when hovering over a portrait in the inventory and crafting window
  • Added monk guard to the chapel
  • Added warehouse guard in the Docks
  • Fixed encounter for the Northern Mountain Forest
  • Updated bonuses for mauls and maces
  • Added Esmun NPC to the chapel
  • Updated another set of item icons
  • Beggars have been added to the Old Quarter and Beggars' Corner
  • Added new portraits for the main hero
  • Added Merchant Inspiration status effect
  • Slime can now split (summon an ally)
  • Updated battle mode switch button
  • Updated Red Boots
  • Bear traps can now be picked up and thrown to the ground
  • Updated images for some random encounters
  • Added and updated icons for new potion bottles
  • Updated crafting material textures to match icons
  • Added warehouse guard Luzum in the Docks
  • Added visitor logic to the Slums hotel
  • Added apothecary Vanemyr
  • "+" icon now stays if unused points remain and shimmers after leveling up
  • Fixed Sulanis movement during dialogue
  • Updated logic for Level 1 Mines
  • Updated several temporary minimaps
  • Slightly reworked cat logic on the player base
  • Fixed garden-related issues on the base
  • Dropped items now fall correctly to the ground instead of remaining in the air.
  • Added Brengu and gang in Swordhaven
  • Fixed bug where the player couldn’t leave a location
  • Fixed bug where the pawnshop quest wouldn’t close
  • Fixed issue in the Kaus and Lumger fight cutscene
  • Updated Smelters Row logic involving the snake event
  • Added color variation for potion use effect
  • Reworked Damage Threshold system


>> The second level of the Mines dungeon is open for exploration <<

Yours, Atom Team

Meowupdate 0.9.0

[p]Greetings, friends!

This update to Swordhaven brings a fresh coat of paint to the world, improves overall balance, crafting, and quality of life, and also adds a few new locations with unique interactions we hope you'll enjoy.[/p][p]
[/p][p]First off, you can now become the owner of a plot of land with upgradeable facilities: from beekeeping and tree growing, to hiring staff, collecting wooden pigs, and much more.[/p][p]
[/p][p]The quest that grants you access to this hefty purchase begins in Swordhaven, though it will lead you beyond the city walls.[/p][p]
[/p][p]Another quest for both the Patrician and Thieves Guilds has been added, along with many new characters in Swordhaven; including a pawnbreaker with a different selection of interesting goods every day.[/p][p]
[/p][p]The first area of the Mines, hidden deep in the southern mountains, are now playable, if you can reach them. Though if you do, we ask that you not spoil anything you discover there![/p][p]
[/p][p]Weapons, companion techniques, and certain animal attacks were rebalanced for a better sense of progression, with another major update, this time to the Damage Threshold, soon to follow, perhaps in a patch between updates.[/p][p]
[/p][p]Ten new potions have been added to the world, including five utility remedies for specific conditions and five late-game, ingredient-heavy strong ones. Alongside them come new animations and a visual hint on your characters whenever they reach a new level.[/p][p]
[/p][p]Locations like the Lonely Shore near Clamreach received major updates, including a new area. Even more locations saw minor improvements, such as a new type of interactable loot container, additional ingredient growing spots, secret stashes, and more.[/p][p]
[/p][p]We have finally implemented the Shared Storage system. Now, every inn holds a special chest that shares its inventory with all others of its kind. Even the aforementioned personal mansion you can purchase has one.[/p][p]
[/p][p]Finally, there are cats now.

Thank you for checking out the update. As always, we greatly look forward to your feedback and suggestions, both on the forums and in our Discord!

Yours forever,
Atom Team
[/p]

Patch notes for update v.0.8.1

  • Added the feature that makes journal notes directly from dialogues
  • Added new weapons, as well as icons and 3D models for some existing ones, e.g. the crafted crossbow
  • Added a new Thieves’ Guild character near the arena
  • You can now complete the Commander quest
  • Increased the variety of enemies in sea encounters
  • Added 18 new achievements (WIP)
  • Fixed a bug where combat encounters in the North would not start
  • Fixed a bug where enemies could spawn in the rest "Camp" location
  • Updated the ship icon on the mini-map
  • Fixed an issue with old saves and the turn counter that could cause combat to freeze.
  • Updated the movement point display in combat when penalties are applied
  • Fixed a bug with the Underground Tunnels cutscene not triggering with older saves
  • Fixed negative damage from the armor-stripping ability
  • Optimized cases where the wrong amount of SP was spent due to height differences
  • Added several new loot points for Clamreach, Grainhold, Noble, Adventurer and Priest dungeons (interiors and exteriors)
  • Increased the number of arrows crafted in one attempt
  • Added new maps for encounters in deserts and jungles
  • Added an animated indicator of when arrows run out in the quiver

Update 0.8.0: Mercantile Reasons

Greetings, friends!



Another few months have passed, which means it's time for another Swordhaven update; this one inspired by both our roadmap and your feedback: ideas and suggestions from the forums, Discord, as well as those we have got while featuring our game on Gamescom this August.



Now, without further ado: what's new?



This update introduces the Merchant background. Like all the others, the Merchant gets a unique first companion, a personal quest, and their own dungeon.



The Thieves Guild has its first quest, and Swordhaven now has a few more characters, along with new loot and books for the bookseller. We've also started working on the end-game content, though it's still a bit too early to show it to you.



Several smaller locations have also been added. You can now explore the Bleached Bone Cave and the mansion near Swordhaven (which you'll be able to settle in the future). There's also a new test ferry NPC at the Drunken Snapper Inn who can take you to the upper part of the map.



Speaking of exploration, beta players can now try out a new mode of transportation we've saved for the mid-to-late game: sea travel. There's a work-in-progress version of the character who grants you Angra, a sturdy ship fit for roaming the Gulf of Swordhaven.



To make travelling the map more fun, both on water and on dry land, we've added new text-based and combat encounters. You might come across giant worms in the savannah, improved (and generally tougher) featherbeasts, new giant frog variants and jungle-dwelling pumas, or face off against pirates and sea jellies on the open seas.



The hunting mechanic has also been updated for the new region types, each hunt type featuring a unique flavour and a small percentage chance to discover and fight a unique hunt superboss in each of the three new biomes.



Taking your suggestions on board, we've expanded the character customisation options. New head variants have been added to the character creation menu, though they're still a work in progress.


Your companions got new pictures for their specific backgrounds.

Your suggestions have also influenced enemy and companion balance, the placement of HP bars (which now hover above everything), and the issue you reported with activating interactive objects from too far away, which has been fixed in all known cases.

You can also now craft a potion with the Enthrall effect, which makes human enemies fight on your side for a few rounds, and learn the Beast Call ability from a book found in Swordhaven, allowing you to use a Survival check to temporarily recruit non-boss, non-plant-based creatures for a few rounds at a time.



Another issue you reported was friendly fire, which is now fixed for most skills, with more patches on the way. Friendly fire will still apply for certain enemy skills and items, such as the explosive potions you can craft at the alchemy station.



As always, new weapon models, new armour and shield models and icons were added to the game with this update.

We really hope that you enjoy trying out the Merchant in Swordhaven 0.8, and please stay tuned for much, much more!

Yours,
Atom Team

0.7.0

Greetings, friends!

Time to share the next update to Swordhaven.



While last time we focused mainly on new and updated mechanics, this time the effort was directed towards adding fresh touches to the city of Swordhaven itself, as well as enhancing the diversity of the surrounding world.
Another aspect we focused on was continuing the previously existing questlines. Of course, there were numerous bug fixes that we managed to implement thanks to your incredible reporting.
The game was also optimised, certain weapons and armour were rebalanced, and new features were added.



First of all, the crown jewel of Nova Drakonia received the following:
  • New interiors were added. Characters have also been added to previously existing interiors, some connected with little side-quests, for example check the Armour and Weapon stores;
  • Another important interior now populated is the bookstore, meaning you can finally purchase all manner of crafting manuals, complete a quest from the first village, and discover a secret that... Well, the less we say, the better;
  • Generally, the world has over a dozen new notes, books, and manuals. You can explore and read them for flavour, as well as to gather hints about what's to come;
  • New interiors have also been added to the Docks and Slums, not all of them lived in, but still filled with loot;
  • Lady Korryne, previously encountered in the final stages of the sprawling volcano dungeon, can now be found at her own mansion. Be sure to check out the related quest she offers, as it leads into a new dungeon;
  • The Bandit background now also boasts a unique dungeon, complete with a related quest, puzzles, and a boss!




Now let's talk about the changes to the world:
  • New biomes have been added, including jungles and savannahs. All of them have their own maps, filled with new types of random encounters that are more challenging, and feature monsters specifically designed to inhabit these areas;
  • Three new hunting text-based minigames were also added to these new biomes. Search the jungles for rare alchemical ingredients and more. Hunt-related megabosses are soon to follow;
  • Swordhaven sewers were revamped and we are starting to populate it with characters, as well as related quests;
  • Without spoiling much, you can now also face... THE KRAKEN!




Finally, the technical and mechanical improvements:
  • While this is still a work in progress, all Jackets now contribute to the wearer's Health pool, distinguishing them from Armours, which generally add Damage Threshold, and make light-on-their-feet stealthy builds much more viable than before;
  • There were some difficulty tweaks made: harder monsters received a slight nerf, while their more pathetic brethren were given sharper fangs and claws. Hopefully, this update will provide a more balanced experience;
  • Gamepad functionality was updated with an improved UX and fixes to certain control mechanics like full party control;
  • Ragdoll-related issues were fixed, which includes Snapper death poses, some enemies falling through the ground, and other related glitches;
  • Combat freezing glitch was eradicated as well;
  • Unique soundscapes were provided for all new locations and interiors;
  • It is now possible to view location names by hovering over the locations;
  • New tutorials have been added at the beginning of the game, making the start more user-friendly;
  • New player portraits have been added;
  • Numerous player-reported bugs have also been fixed. We owe you one!




We've also used our time to begin work on some of the end-game locations we'll showcase in future patches, including a multi-level Balta Ore Mines dungeon.
A new character background is in the pipeline, and they will also receive a unique dungeon with a boss, complete with a tragic backstory.

There is much more to come, and we hope that you will enjoy this new step towards letting our Early Access title take shape and resemble the awaited release version more fully.

Please stay tuned, and be sure to leave your feedback in the comments or over on Discord!

Yours,
Atom Team