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Kingsvein News

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

v1.04: making the balance less Fragile

It's Kingsvein's first balance patch! There's a few changes to over-dominant abilities, and some buffs for underused ones. (And plenty of bugfixes too.)

The biggest change is to Fragile. Fragile gets too much mileage in mid- and late-game - for both the player and enemies - so its damage multiplier is getting reduced from 50% to 30%. This is not as big of a nerf as it seems, however: damage numbers get rounded up, so Fragile is still just as effective with multi-hit effects such as pushes, or on weapons that have augments like Barbs on them (they have their damage increased from 1 to 2 - no change between 30% and 50%).



[h2]v1.04[/h2]

BALANCE
  • Fragile damage multiplier reduced from +50% -> +30%
  • Fanger's Razorwire now also deals 1 (or more) physical damage
  • Titan's Suplex now also scales with Fist Skill
  • Dragoon's Storm Assault base damage reduced 60% -> 50%, but deals +20% more with melee weapons
  • Allies that attack with Marshal's Strike! now deal 10% less damage with repeated Strike!s in the same round
  • Allies that attack with Marshal's Shoot! now deal 20% less damage with repeated Shoot!s in the same round
  • Marshal's Strategize passive duration increased from 1t -> 2t
  • Increased Mythril Barb Dodge bonus from 4% -> 5%
FIXES
  • Dragoon's Twin Fang used with a crossbow now triggers Quick Reload with the second attack
  • Multiple pushes in one attack now stack with eachother instead of overriding eachother
  • Gate: Anchor now triggers end of turn effects (such as Growths) on the tile you teleport to
  • Blind no longer cancels a currently-charging Wisplash, but Wisplash cannot be started while Blind
  • Added journal entry for Archery Glove
  • Fixed Strike! and Shoot! not working if used a 2nd time using the Wisp Slayer's bonus action
  • Fixed Goop Gland with Spear Banner still hitting allies
  • Fixed occasional crash when a Projection dies while charging a spell
  • Fixed softlock if an enemy using X-Strike or Twin Fang dies to Pauldrons or Thorn Shield
  • Fixed AI being able to force-feed the player Gilg Extract
  • Fixed Dark Augur's MP Shield not working on both hits of multi-hit attacks like Twin Fang
  • Fixed final dialog glitch if you lack party members to participate in the dialog
  • Fixed special effects (such as creating items, spawning creatures, or mounting) failing randomly
  • Fixed final boss getting stuck when moving sometimes
  • Fixed being able to aggro only one member of a peaceful group by spilling braziers on them
MODDING
  • Fixed crash when auto-refreshing mod data
  • Fixed modded ItemTypes not being preserved on data refresh

v1.03: Glove for the archers

Time for some changes that archers should enjoy! A new 'Archery Glove' item that is usable with Bows can now be found in some of the late-game dungeons, and a crash involving the 'Decider' bow has been fixed.



[h2]v1.03[/h2]

  • Added new Archery Glove item (found in various late-game dungeons)
  • Added an "Advanced Tips" section to the information Slate in the Watchtower
  • Spear Banner healing reduced by 20%, but is now properly increased by Healer and Regeneration
  • Gate: Stalactites is now able to be Echo Cast
  • Caltrops now reposition with the caster when Echo Casted
  • Increased XP reward from certain tough enemies
  • Removed 'Strength' icon from top right of tooltips for abilities that deal weapon damage because some weapons scale off magic instead
  • Fixed Ice extending the distance of falls
  • Fixed Ability Tablets running out of possible tablets if you revisited Pale Ravine very frequently
  • Fixed XP gains from kills made out of combat being incorrectly calculated
  • Fixed crash when using Decider on multi-tile enemies from certain angles
  • (Modding) Added addTrigger, removeTrigger, and killActors Tasks
  • (Modding) Fixed GlobalTriggers not being able to be overriden by mods
  • (Modding) Added tEnterZone, tExitZone, and tLoadGame as GlobalTriggers for modders to add to

v1.02: movement shenanigans

More bugfixes today! Among them, removing a couple of bugs that could give the player infinite movement, or even let one of the secret bosses leave the combat area if it felt like it.

Speaking of movement, the journal for Wyverns now explains how mounting them works:



[h2]v1.02[/h2]
  • Added description of mount mechanics to Wyvern journal entry
  • Changed description of gloves to make it clearer they are weapons
  • Added hourglass to inactive encounter icon to make it clear they respawn
  • Fixed being able to move Wyvern infinitely if you open the menu as the rider after moving
  • Fixed Narrow Pass having the possibility of spawning only 2 small weak creatures
  • Fixed movement continuing if you Undo Movement while moving
  • Added null checks to prevent certain AI tracking crashes
  • Fixed rare crash at start of combat while Lazy Brace is equipped
  • Fixed Low Profile making your mount Invisible
  • Fixed Void Beam spawning fire under targets
  • Fixed Dragoon abilities not being affected by Burning Focus
  • Fixed Ready not triggering Zavarde's Holy Knight skill
  • Fixed D-pad misbehaving while in dialog
  • Fixed being able to fall if pushed or pulled during a secret boss' second phase
  • Fixed a secret boss being able to escape the boundaries of the combat area
  • Fixed softlock if you enter a post-boss bridge scene with the main player dead
  • Fixed Oxyda's chest containing an Ability Crest instead of an Ability Tablet (new saves only)
  • (Modding) Added GlobalTriggerTask
  • (Modding) Fixed cloned item crash with new textures


[h2]v1.021[/h2]
  • Fixed bug with v1.02 not allowing encounter zones to respawn
  • Giant's Reach now specifies "physical" melee weapons because it does not work with Triggers
  • Fixed Opportunist, Flanker, and Timed Hits not working with Trigger Stones or Lanterns
  • (Modding) Fixed 'itemsWorld' and 'itemsWorldOriginalFiles' including items with similar names

Kingsvein review: monster-splatting RPG goodness that leads with its weak foot


I disliked turn-based RPG Kingsvein at first. Quite a bit, in fact. An earlier version of this review would have been a very negative on, filled mostly with complaints and annoyances about opaque and frustrating systems, most of which I've since got over as the intent behind its design has become more clear.


It could definitely explain some things better, and its inscrutably tiny graphics remain a minor nuisance. But it's grown on me a lot, and though it may not be quite the kind of turn-based RPG I get on with best, it's an enjoyable one with a refreshing lack of bloat and timewasting, and with a class and combat system that will be pure catnip to a particular kind of player.


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