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Kingsvein News

v1.1.11: Delayed power

Now that it's been a few months, it's a good time to buff some underused abilities - especially single-target or weapon-based delayed attacks! Judgment, Snipe, and Meteor Slam all compete with Bide, because they all require extra team coordination to land consistently. But Bide outperforms them in raw damage, which is usually what you want from a team setup like that. So they've all been buffed to perform better in their separate niches (or just better in general).

[h2]v1.1.11[/h2]
  • Ashen's Thunderbolt base damage increased 4 -> 5
  • Chisel's Low Profile now also grants +4% Dodge per adjacent ally
  • Mancer's Judgment now refunds 3 MP if it misses
  • Titan's Meteor Slam now deals both weapon and magic damage combined to all in the area (separate damage numbers reduced to compensate)
  • Titan's Meteor Slam now creates Spikes in all tiles, occupied or not
  • Marksman's Snipe base damage increased 175% -> 180%
  • Marksman's Snipe ranks now add +10% damage and +1 range
  • Quick Reload now also reloads when you prepare a delayed ability (Snipe, Inferno, etc.)
  • Ore Boots, Corpryst Boots, and Treader now properly protect against damage from attacks that summon Spikes, such as Bloodspike
  • Graphics scaling now automatically increases more for screens with resolution height >1600 (should help fix the game being too small on very big monitors)
  • Fixed inconsistent calculations of ranged attacks around certain wall corners
  • Fixed Iriam not actually taking Corpryst if you offer it after taking it from her
  • Fixed being able to lose stats if you save and load while a party member is dead
  • Fixed Shoot! showing debug text
  • (Modding) Fixed AI evaluating elements hitting the ground even if the fReq for the AvAffecter is false

v1.1: New class, the Swarm's Eye!

Kingsvein now has a 16th class, the Swarm's Eye! As a combination archer-summoner, the Swarm's Eye controls a swarm of Vixflies, calling them as allies or even shooting them directly at enemies.



The Swarm's Eye has high versatility, power, and range, but high MP costs. They can also inflict a new status effect - 'Itchy' - which increases physical and ruin damage taken by +1.



Anyone with 250 Fanger XP and 400 Marskman XP can become a Swarm's Eye.

FEATURES
  • New class: Swarm's Eye! Requires 250 Fanger XP and 400 Marksman XP.
  • Added Vix Horn augment item (only for new games or those that haven't visited the final dungeon)
  • Added Empty Quiver Charm (only for new games or those that haven't visited Pale Ravine yet)
  • Speed Up Enemy Turn now shows a fast forward icon in the top left while active
  • New hotkey: Speed Up (Toggle) - Press once to speed up enemy turns until it is pressed again
BALANCE
  • Fanger's Razorwire MP cost reduced 3 -> 2
  • Melder's Soilshift MP cost inreased 1 -> 2
  • Teamwork changed to grant +1 Attack per adjacent ally with Teamwork, capped by Teamwork rank
  • Teamwork Star cost changed from 1/3/5 -> 2/3/4
FIXES
  • Fang and Caltrops can now be used with Spellstrike
  • Fixed Wave Crash frequently failing to let Spikes or Fire damage occur to enemies pulled
  • Fixed being unable to jump over difficult terrain if an ally is standing on it
  • Fixed Chilling Curse not working on possessed enemies
  • Fixed being able to Suplex friendly NPCs and NPCs that are immune to pushes
  • Fixed Undying being able to be dispelled
  • Fixed AI trying to target invisible characters with Flamelash
MODDING
  • Added XY AreaOfEffect.originOffset (example: originOffset=0,1;)
  • Added bool AreaOfEffect.sortTileOrderByDistanceToOrigin
  • Global variable "actionApplyingElementBuffs" is now set before the AvAffecters are executed
  • Global variable "actorClassOfActionApplyingElementBuffs" is now set before the AvAffecters are executed
  • 'summonActor' AvAffecters now take a duration, which sets the actTimer of the new Actor
  • Fixed debug mode data refresh sometimes changing appearance of items in containers
  • Fixed 'neverRepositionOnMove' not working on delayed actions

v1.072: Fell Shards

Now that the Steam Workshop is up and running, here's a load of bugfixes and mod fixes. In addition, a light buff for the Crysolith's Fell Shards passive.



v1.072
  • Crysolith's 'Fell Shards' passive Ruin damage to the target increased from 1 -> 2
  • Bone Shield now also grants +1 Max MP
  • Stealth-sense and Defy Death upgrades now have rank up tooltips to explain what additional ranks improve
  • Fixed Brave MP cost not being affected by any MP cost passives
  • Changed final boss RUIN mode passives
  • You can now jump over and shoot projectiles over the Underscarab
  • Look mode is now properly canceled when ending a turn in combat
  • Fixed characters that speak during combat being cured of all negative statuses
  • Fixed being able to interact with certain unreachable items if you have your hands full at the time
  • Fixed being unable to get items on the right side of small zones using controller on small screens
  • Fixed controller issues with action evaluation window on Possessed enemies or mounted targets
  • Fixed augments disappearing when destroying an augmented Robe with Shears
  • Fixed re-possessed Ogre during final boss re-initiating combat during cutscene, breaking it completely

[h2]MODDING[/h2]
  • Removed outdated ModSamples
  • Add Task 'setGlobalVarToZoneProperty'
  • Fixed 'removeItem' Task not removing the correct quantity
  • 'removeZoneFX' Task now has an option to also stop playing all FX of FXID
  • Fixed 'talk' Task not properly assigning dialog titles when talking to nobody
  • Task 'addItem' now accepts quantities of negative values
  • Added bool ActorType.doesNotBlockLoE
  • Added ActorValue.rankUpTooltip
  • Element itemCombined is now only applied to the original item that gets combined, not the result
  • Added new Element 'createdByItemCombined' which is applied to the result of an item combination


[h2]v1.073[/h2]
  • Fixed status effect bubble for Focus showing up
  • (Modding) Fixed 'removeItem' task misbehaving when taking from the stash

v1.062: Steam Workshop!

Kingsvein now has Steam Workshop support!!

There are already lots of great mods - check out the workshop here!



It's now been 1 month since Kingsvein released. Thank you all for giving my strange little RPG a shot!
And thanks so much to the talented modders who have already created excellent mods for Kingsvein, and who helped me test and debug the Steam Workshop!

[h2]FEATURES[/h2]
  • Steam Workshop support!!
  • New in-game 'Mods' menu for toggling and re-ordering mods
  • While active, Echo Cast and Spellstrike now show their icon in the tooltips of abilities they work with

[h2]FIXES[/h2]
  • Spellstrike now triggers Quick Reload and uses up Pneumatic Lance
  • Fixed Sparking Mass spawning on top of enemies in Dark Tunnel
  • Dragoon's X-Strike can now only be used with two melee weapons
  • Altered Corpryst Armor sprite to better distinguish it from Corpryst Plate
  • Nelius now comments on slaying the Wisps west of him (new games only)
  • AI no longer loves standing in delayed pushes because it thinks the push pushes them out of the delayed push
  • Fixed Flare not blinding allies besides the caster for 1t if they have already acted
  • Fixed being able to oneshot Diecast NPCs without their allies noticing (new games only)

[h2]MODDING[/h2]
  • Kingsvein now has a basic modding guide! This is a work in progress, but still a good place to start.
  • Added 'Open Zone Folder' button to top right of build mode menu
  • Fixed Location mods not working if near existing locations
  • Fixed ActorPrefab mods causing crashes
  • Fixed and reworked ZoneMerge
  • Actor Classes are now refreshed properly in debug mode
  • Added 'tNewDay' Global Trigger

v1.05: New Crysolith passive!

New passive, with more tweaks and fixes! Next up, even more fixes, especially for modding. I'd like to get Steam Workshop support ready for Kingsvein sooner rather than later!

[h2]v1.05[/h2]
  • Added new Crysolith passive 'Chilling Curse'!


BALANCE
  • Added a small extra encounter to the Commoner's Grounds (new games only)
  • Fine Robe, Velvet Robe, and Mystic Robe grant +1 more HP
  • Megasledge can now be augmented
  • Very slightly reduced difficulty of Pauper Mounds and Narrow Pass spawns
  • Vengeful Murk now grants status effect immunity for 1t
FIXES
  • Fixed Chargers having 3 less HP than they should
  • Added a little more red on small blood pools to improve visibility
  • Gambesons are now worth $0
  • Fixed being able to die when ending your turn on a Growth if Poisoned with 1 HP left
  • Fixed Journal Entry Completion statistic at the end being slightly inaccurate
  • Megasledge can now break tables and statues from any angle
  • Slightly increased brightness of darkest stone floor texture
  • Fixed illusory clones becoming real during the final fight
  • Added null checks to dialog to fix rare crashes using keyboard input
  • Can now start a game without naming your characters if you attempt to twice
  • Fixed player turns rarely ending too early, causing certain timing issues
  • Blind no longer cancels a currently-charging Dark Current, but Dark Current cannot be started while Blind
MODDING
  • Added 'cancelIf' Task