1. Bloodgrounds
  2. News

Bloodgrounds News

Steam Awards Nomination

[p]Ave Patronus!

The time has come once again to fulfill your task - The Steam Award Nominations are open!

As we know - and love - that finding the sweet spot between "too easy" and "nervewreckingly difficult" seems to be one of your favorite free time activites, we do think that we would be a perfect fit for "Best Game we suck at".

If you think alike - or see us in a different category - please consider giving us a vote!

Vale, Patronus!
Daedalic Entertainment & Exordium Games[/p]

Second Patch after Early Access Release

[p]Ave Patronus!

It's time for another Patch! This time we again have a lot of fixes and balance adjustments - especially concerning the city event being too negative too often.

After today's patch we will get back to a normal routine and more polished Updates compared to hotfixes and quick changes. So even if the frequency might change, please be reassured that this only means that we are hard at work....

...and as always, if you want to support us, feel free to leave an honest review!

But without futher ado - here are the patch notes:

DISCLAIMER: Due to the localization pipeline all text additions and adjustments made with today's patch are in English only. We will add the localizations with the next update.

[/p]
[h3]Features[/h3]
  • Building Infirmary (all levels)
    Buttons to rest (heal) and cure _all_ Gladiators were added

[h3]Fixes[/h3]
  • Fixed an issue that produced duplicate items, resulting in a black screen when starting a Battle

  • Random Arena Modifiers are now persistent through saving and loading (as intended)

  • Random City Events are now persistent through saving and loading (as intended)

  • Building Colosseum (Level 2+)
    Fixed an issue that prevented players from selecting a different Veteran team than the first after upgrading

  • Building Market
    Improved gamepad navigation flow

  • Building: Market
    Fixed an issue that could cause overlapping text when comparing items

  • Building Estate
    Fixed an issue that resulted in quests being displayed prematurely when loading a save game created with the demo

  • Building: Forum
    Fixed an issue that allowed duplicate Quests to be offered.

  • Building: Town Hall
    Fixed the incorrect preview image displayed for Forum upgrade to level 5

  • Performance
    Fixed an issue that caused the game to freeze when running in the background for extended periods of time.

  • Fixed an issue that could result in favors not being picked up correctly, when collected shortly after spawning from a unit dying.

    Note: In the last patch notes we recommended switching the "Run in Background" setting to on
    as a workaround. With this fix, you can now set it back to off, if that is your preference."

  • Save games
    Fixed an issue that could result in save games not being displayed in the "Load Game" list.

  • Ability: Sanctum Intentum 2 (Deriva Class)
    Reduced healing amount to 7 - 9% (from 70 - 9%)

  • Ability: Water Flows (Magus Class)
    Fixed ability range to work as indicated in the tooltip

  • Achievements
    Improved the reliability of Steam Achievements to be awarded correctly.

  • Boss Enemies
    All Boss enemies are now immune to the Fear status

    Attack of Opportunity system
  • Fixed an issue that prevented Gladiators from performing Attack of Opportunity actions as intended.

  • Fixed an issue that caused errors when not closing the Level Up panel as intended (automatically or via ESC)

  • Fixed an issue that prevented consumables from being set up between Battles correctly

  • Tactical Machines
    Fixed an issue that could result in an error when a Machine with multiple targets applied its effect under specific circumstances

  • Fixed a bug where playing the decapitation animation of a Gladiator could cause an error, when DLC items were equipped on the head

  • Fixed an issue that could result in a game freeze when multiple Machines were brought to a battle and one of them killed an enemy under specific circumstances


[h3]Balancing[/h3]
  • Audience Quest: Favoritism
    Reduced the required number of Class Abilities used to 4 (from 6)

    [h3]City Events[/h3]
  • Reworked numerous events.
  • Gold loss changed to a flat value that scales with Age for all affected Events (from a fixed percentage value)
  • Gold reward added to one of the options for several Events to provide a payoff
  • Reward (non-Gold) added to a couple of Events to provide a payoff
  • Implemented a minimum Gold condition, preventing City Events with potential cost bankrupting players
  • Added a check that prevents negative events after losing a Gladiator in a challenge
  • Reduced general chance of occurrence to 50% (from 75%)
  • Adjusted Gold values to scale with Age
  • Adjusted system to prevent two 'negative' type City Events from occurring consecutively.
  • Reduced chance of occurrence after Novice Challenge (Age 1) to 0% (from 75%)

  • Building: Academy
    Increased available slots on level 1 by 1 (now starting at 2)
    Reduced slots gained on level 5 to 0 (from 1)

  • Building: Infirmary
    Increased available slots on level 1 by 1 (now starting at 2)
    Reduced slots gained on level 5 to 0 (from 1)

    [h3]Trauma System [/h3]
  • Added internal categorization to assign Traumas/Trauma combinations more carefully, depending on the trigger
  • Reduced chance of Severe Trauma to be assigned by taking a Critical Hit to 20%
  • Increased chance of Severe Trauma to be assigned by witnessing an Ally's Death to 80%"
  • Trauma Paranoid
    Added to category Severe
    Decreased Healing Reduction to 50% (from 75%)
  • Trauma Horrified
    Added to category Severe
  • Trauma Frail
    Added to category Severe
  • Trauma Concussion
    Added to category Severe

  • Potion: Tinctura Remedii
    Adjusted effect to reflect recent changes to damage over time effects.

  • Minor Tinctura Remedii:
    Increased removed status stacks to 3 (from 1)

  • Greater Tinctura Remedii:
    Increased removed status stacks to 6 (from 2)

  • Ability: Fire Wall (Magus Class)
    Increased amount of effect stacks applied to target area.
    Level 1: Increased to 6 (from 3)
    Level 2: Increased to 9 (from 6)
    Level 3: Increased to 12 (from 9)

  • Ability Tempest (Magus Class)
    Increased amount of effect stacks applied to target area.
    Level 1: Increased to 6 (from 3)
    Level 2: Increased to 9 (from 6)
    Level 3: Increased to 12 (from 9)

[h3]Interface[/h3]
  • Notifications
    Indicator alerts for ability upgrades have been reduced to one per Gladiator.
    Indicator is now removed when Gladiator is selected in Academy. "

  • Main Menu
    Continue button was moved to the top to improve navigation flow

  • Gamepad
    Improved Consumables Setup to work more visually intuitive and accurate

  • Building Town Hall
    Adjusted description for Academy Level 2 Upgrade to reflect functionality and benefits of the Tactics system

  • Arena Modifiers
    Added background to improve visibility/readability

  • Trait Rageful
    Improved wording to clarify the effect

  • Death Sentence
    Adjusted wording to clearly communicate the steps to complete the goal

    [h3]Audience Quests[/h3]
  • Increased font size for Audience Quests displayed during Battle
  • Forgiving
    Adjusted wording to clearly communicate the steps to complete the goal
  • Abilities, Tactical Machines, Sabotages
    Adjusted the system to enable the display of the upgrade preview, regardless if the player can afford it.


    [h3]Tactics Phase[/h3]
  • End Turn button (Space) can now be used to conclude Tactics Phase
  • Remapped actions to allow selection of units in the 3D view.
    Select unit: Left Mouse Button
    Place unit: Middle Mouse Button


[h3]Localization[/h3]
  • Fixed a localization error in Chinese
    Unicorn → Spider

  • Fixed a localization error in English
    Infirmary (level 5) extra % in upgrade description

First Patch after EA Release

Ave Patronus!

It has been a glorious day, thanks to you and your wonderful feedback and warm welcome.
But Early Access means for us, that we don't stop here. We have big plans, as you can see on the road map on the store page - First there are some smaller steps to take and bugs to squash, though.

For that we need you to keep using the F11-Key (Bug Report Hotkey) when you are encountering bugs or issues, it is very helpful in our endeavor to make Bloodgrounds the best version of itself - But without further ado, here is our first patch after hearing your first feedback and bug reports:

[h3]Changelog:[/h3]


[h3]Features[/h3]
  • Added an option to disable parallax scrolling in the Main Menu, City View, Map View and Building View
  • End Turn confirmation popup can now be confirmed by pressing the assigned End Turn key (Space) again.


[h3]Balancing [/h3]
  • Audience Quest Field Medic 1 and 2 are now calculated based on all healing actions. Previously only counted healing abilities and items.
  • City Events with negative effects are now prevented when returning from a lost challenge (team wipe)
  • Status Effect Precision: Granted Critical Chance reduced to 50% (from 100%)


[h3]Fixes[/h3]
  • Removed an Epic level Sword unintentionally granted to Supporter Pack players when starting a new game.
  • In some cases when starting a new game, only the single first Gladiator was free instead of the first three
  • City Event "Closed Roads" now triggers the correct effects (previously triggered the effects of the option not chosen)
  • City Event "Overworked Medics" now displays the correct description
  • Building Infirmary: Unlocked slots that are temporarily blocked by City Events are now indicated more clearly
  • Audience Quest Purifier 1 and 2 Disabled to improve user experience. Win condition depended on enemy behaviour and could result in being impossible to achieve.


[h3]Performance[/h3]
  • "Run in Background" setting is adjusted to be active by default. This prevents an issue that causes the game to freeze when running in the background for extended periods of time. Note: This does not affect preexisting settings. Please adjust your settings accordingly if you have already started the game.
  • Fixed an issue that resulted in the indicator for "Number of Gladiators with unassigned ability slots" on the right hand side of the screen displaying an incorrect value
  • Fixed an issue that could result in a corrupted game state when loading a save game under certain conditions. The state displayed as the City with all Buildings on Age 5 level, no Gladiators and a ridiculous amount of Gold.
  • Fixed an issue that prevented Challenge completion quests (e.g. "Smaller Victory", "Path to Glory") from completing correctly and progressing in the game.


[h3]Localisation[/h3]
  • Implemented missing translations for all abilities that relate to Poison or Bleed effects in the French and Japanese languages.
  • Building Market (Level 2): Expanded all languages to correctly reflect all functions ("Gain the ability to retain items in the Market.")
  • Weapon Hasta: Corrected Spanish localization to Asta to avoid confusion
  • Status Effect Strong: Corrected French translation to accurately reflect the effect (subis → infligés)

Bloodgrounds' Early Access starts now!

[h3]Ave, Patronus![/h3]

Good old Galvasius the Shopkeeper has something in store for you!

[h3]The Game! It is here![/h3]

After you tried out the demo and apparently liked it very much, (thanks for an amazing demo-review score as a warm welcome, btw), you can now explore the whole Holy Empire of Provantia and finally put an end to Emperor Dammas II's reign by conquering Cathedra, the grandiose arena in the capital of Regalis.


[previewyoutube][/previewyoutube]


There will be many obstacles on your path, but you can surpass a couple of them by continuing where you left off in the demo. Here is what you can expect from the Early Access until we launch into Bloodgrounds 1.0:


[h3]Roadmap[/h3]




May fate be merciful and kind to you!
Vale, Patronus!

Exordium Games & Daedalic Entertainment

Early Access Preparations

Ave Patronus,

Tomorrow is the glorious day we finally can jump right into the arena - but don't underestimate your opponents. They will come prepared - so should you!

We just freshly opened up 2 more platforms, next to our discord, where you can ask questions, get answers or just share your experience on the bloodgrounds:

  • You prefer Reddit over Discord? We got you - Feel free to discuss and share to your hearts content: Bloodgrounds - Reddit

  • You prefer playing with ALL the knowledge you can get? Check out our new Wiki page (some areas are still a work in progress): Bloodgrounds - Wiki


See you tomorrow!
Vale, Patronus!