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Early Access Update - "Masters of the Arena" now live!

[p]Ave Patronus, [/p][p]
Today, we proudly present you our first major early access update “Masters of the Arena”. [/p][p]Aside from tons of fixes, small adjustments and balancing changes, this update consists of three main features:

[/p][p]1) Difficulty Modes[/p][p]Since the early access launch, we received a lot of feedback regarding the game’s difficulty. [/p][p]Players did especially not enjoy what felt like arbitrary punishment.The biggest offenders in that regard were addressed by tuning down the City Events and Trauma Systems in our early updates.[/p][p]Since then, the feedback varies widely - from players that feel overwhelmed to those that are all but bored. To provide players a closer match of the challenge they are looking for, we implemented three difficulty modes: Initiate, Warrior and Champion. [/p][p]When deciding on the factors and variations for each mode, we closely examined the systems that seem to be a point of contention with most players. Aiming to preserve the impact of individual decisions and rewarding well considered strategies.[/p][p]Warrior players will face the challenge the game was designed around: Balanced, but with the occasional spoke put in their wheel and some creative problem-solving required. [/p][p]Novice players will have significantly less moments of frustration to deal with and an easier time to recover from setbacks.  [/p][p]Champions must prove their prowess in every regard. Every choice matters, every mistake is punished - but the gratification will be glorious.[/p][p]Like many elements of our game, these modes especially will be constantly (re)balanced and adjusted throughout our early access period. So please, give us feedback and let us know if you feel appropriately challenged.


2) Arena Variation
[/p][p]We got a lot of feedback that despite their unique enemies and traps, fights feel fairly similar across the game. We heard you and came up with a couple of twists to spice up our proving grounds.
Arena size will now scale with the size of the team selected for a challenge. Growing from the well-known 8 x 8 tiles to 10 x 10 and even 12 x 12. This demands some tactical reconsiderations and offers ample space for new strategic maneuvers from the mid game onward.[/p][p]Additionally, we set the Colosseum's arena to always be 10 x 10, making it feel more distinct for the most part of the game.[/p][p]But size alone is not what makes an arena interesting - it’s the dangers that lurk within it. [/p][p]That’s why we added a total of 14 unique arena obstacles across the ages that will hurt - and sometimes heal - your Gladiators in new and interesting ways. [/p][p]
[/p][p]
3) 3D Camera
 [/p][p]To experience the full glory of our valorized arenas, we also gave our camera system an overhaul. [/p][p]You can now rotate the camera in 90-degree steps to enjoy the full 360 degrees of the battlegrounds and make sure that nothing escapes your eager eyes.[/p][p]We also gave the camera an auto focus that will pan it to wherever the action is. You can adjust this feature including the camera’s move speed in the gameplay settings.[/p][p][/p][p]Vale, Patronus![/p][p]Daedalic Entertainment & Exordium Games[/p]

Detailed Change Log
[h2]Features
[/h2][h3]Updated Camera System
[/h3][p]The Camera can now be rotated around the Arena.[/p][p]We adjusted the gamepad controls and added hotkeys to the keyboard layout.[/p][p]
Camera
[/p][p]The Camera will now follow the action (i.e. movement and abilities). [/p][p]This behaviour can be turned off in the game settings.

Expanded Arena System [/p][p]Arena Sizes[/p][p]Arena sizes now vary, based on the number of Gladiators chosen for a Challenge.[/p][p]1, 2 and 3 Gladiators: 8 x 8 grid[/p][p]4 Gladiators: 10 x 10 grid[/p][p]5 Gladiators: 12 x 12 grid[/p][p]
(This does not apply to the final Boss Challenge)[/p][h3]
New Difficulty Modes
[/h3][p]Difficulty[/p][p]When starting a new game, players can now choose from three difficulty modes:[/p][p]Initiate, Warrior and Champion[/p][p]
Difficulty[/p][p]The number of Arena Modifiers in a Challenge is now based on the Difficulty[/p][p]
Difficulty[/p][p]Adjusted Battle Nodes (steps in a Challenge) based on the Difficulty[/p][p]Adjusted several building's functionality based on the Difficulty[/p][p]
Difficulty [/p][p]The Load Game Menu now displays the save game's difficulty level.[/p][p]
New Obstacle: Healing Fountain [/p][p]Heals 5% of Max Health to nearby units every 3 turns[/p][p]
New Obstacle: Arachnii Obelisk[/p][p]Inflicts 3 stacks of Poison to surrounding units every 3 turns[/p][p]
New Obstacle: Jungle's Grasp[/p][p]Fires a projectile in all 4 directions every 3 turns. The projectile applies Status Snare to the first unit it hits.[/p][p]
New Obstacle: Sacred Tree[/p][p]Removes all stacks of a random negative Status from all units in a pattern around it every 3 turns[/p][p]
New Obstacle: Mystic Orb
[/p][p]Fires a projectile in all 4 directions every 3 turns. The projectile pulls the first unit up to 3 spaces towards the pillar and applies Status Slow.

New Obstacle: Pillar Of Pain[/p][p]Applies Status Caltrops to 3 random grid tiles within a pattern every 3 turns[/p][p]
New Obstacle: Sphinx[/p][p]Fires a projectile in one direction every 3 turns, then rotates by 90 degrees. The projectile deals damage to the first object hit.

New Obstacle: Rotating Blades[/p][p]Fires in one direction every 3 turns, then rotates by 180 degrees. Damages and applies Status Bleed to all units in the line of fire.

New Obstacle: Battle Cache[/p][p]Creates a random Favor on each empty Tile in a pattern around it when destroyed.

New Obstacle: Hornet Nest [/p][p]Apply Status Bleed and Status Malady to units in a pattern every couple of turns.

New Obstacle: Guardian Idol [/p][p]Applies Status Guard to units in a pattern every couple of turns.

New Obstacle: Wrath Idol[/p][p]Applies Status Strong and Status Vulnerable to units in a pattern every couple of turns.

New Obstacle: Forsaken Idol[/p][p]Applies Status Weak to all ally units every couple of turns

New Obstacle: Fractured Pillar[/p][p]A damaged pillar that can be destroyed with enough force.[/p][p][/p][h2]Fixes
[/h2][p]Ability: Bad Influence (Caligo Class)[/p][p]If an enemy unit controlled with the ability collects the Gold Favor, the amount is now correctly added to the rewards.

Achievements[/p][p]Fixed an issue that could result in achievements not being properly registered[/p][p]
Arena[/p][p]Grid tile effects that provide a buff no longer stop movement when stepped on. [/p][p]Applies to Blessed Ground and Smoke Shroud[/p][p]
Arena[/p][p]Enemy Gladiators that can be ... "convinced" to join your team after battle now display the indicator "Recruitable."[/p][p]
Building: Academy[/p][p]When changing a Gladiator's equipped abilities, the selection now persists until Training is completed or cancelled. Previously, most interactions caused the selection to reset.[/p][p]
Building: Academy[/p][p]Ability tooltips now show accurate damage values based on the Gladiator's current stats.[/p][p]Previously only the ability's default value was displayed.[/p][p]
Building: Colosseum[/p][p]Colosseum battles now always use a 10 x 10 tile arena[/p][p]
Building: Forum
[/p][p]The list of Patron quests now updates immediately upon claiming a completed quest, as intended.[/p][p]
Building: Quarters[/p][p]Added a button to unequip all items from all Gladiators that are not selected for the Challenge team[/p][p]
Building: Town Hall[/p][p]When the upgrade buttons show "Max level reached", they now display a tooltip to indicate if the limitation is temporary. [/p][p]
City[/p][p]Gladiator Traits that prevent Gladiators from gaining Status Effects (positive or negative) now only apply in Battle, as intended. Previously they could also affect the Remedy stage of Challenges or City Events.[/p][p]
City [/p][p]Added an indicator for active Patron Quests to the trackers on the right side of the City view[/p][p]
City Events[/p][p]Statuses that don't persist between battles are now saved correctly, when applied by a City Event.[/p][p]
City Event: Ill Omen[/p][p]Removed one of the two identical options.[/p][p]Having two identical choices was intended as a joke but ultimately only caused confusion.[/p][p]The experience of having effectively no choice is now streamlined. [/p][p]
Forum Quests[/p][p]Quests Sandpainter, Green Conqueror, Griever which require defeated enemies in specific arenas now count all enemies.[/p][p]Previously only counted enemies specific to that area. [/p][p]
Gamepad [/p][p]Navigation during Battle was adjusted to accommodate for the new buttons introduced with the Camera Rotation feature[/p][p]
Menu[/p][p]The Load Game menu now displays progress (Age) and difficulty.[/p][p]
Menu[/p][p]The "Continue" button in the main menu will now load the newest overall safe game. [/p][p]Previously the first save game in the list was loaded - which usually is the most recently started campaign.[/p][p]
Trauma System[/p][p]Critical hits now only have a chance to apply a Trauma when the attacked Gladiator's HP have been reduced. [/p][p]Critical damage that only reduces Armor points can no longer apply Traumas.[/p][p]
Trap: Metal Spikes [/p][p]Abilities that teleport Gladiators and/or Enemies onto the trap when the spikes are out now trigger damage correctly. [/p][p]- Switch Hit (Arcum Class) [/p][p]- Spirit Shift (Vespis Class)[/p][p]- Glacial Shift (Ehalibra - The Spine Boss)"[/p][p]
Tooltips: Unlimited range of an ability is now indicated with "MAX". [/p][p]Previously a high static number was displayed.[/p][p]
Tutorial
[/p][p]Added a step to explain the Status and Trauma system.[/p][p]
Tutorial[/p][p]Added a tutorial for grid objects with a countdown[/p][p]
[/p]

New Early Access Patch now live

[p]Ave Patronus!

A new patch is now live! As promised last time, this patch will fix a lot of localization issues while also addressing some interface bugs. In addition, based on your ongoing feedback, we added some new features which we hope will improve your gameplay.[/p][p][/p][p]Here are all patch notes for this update:[/p][p][/p][h3]Features[/h3]
  • [p]Enemy Tactics
    Enemies will no longer destroy the Bonfire object on purpose[/p]
  • [p]Adjusted Enemy Ability
    Enemy Gladiators no longer have abilities that summon Spirits ("Spirit of the Forest", "Spirit of the River", "Spirit of the Wind") to avoid enemy Spirits on the battlefield[/p]
  • [p]Arena
    Grid tile effects (Blight, Ember, Smoke Shroud, Frozen Ground, Electrified) can no longer appear in the two left most columns before the battle commences, to prevent them from restricting Gladiator placement during Tactics Phase.[/p]
  • [p]Ability: Epicenter
    A tile occupied by the Metal Spikes obstacle is now a valid casting target (previously was an invalid target)
    [/p]
[h3]Fixes[/h3]
  • [p]Building: Colosseum
    Fixed an issue that could result in a fatal error when displaying the Deity ability info tooltip in the detail view for enemy Veterans[/p]
  • [p]Ability: Rope Rush (Secutor Class)
    Now uses the correct values to apply Vulnerable status[/p]
    • [p]Level 2: 25% (from 0%)[/p]
    • [p]Level 3: 50% (from 0%)[/p]
  • [p]Quest: Melting Pot
    Quest (task: Build the Forum) was moved to Age 2 (from Age 3) to better match the natural progression[/p]
  • [p]Arena
    Fixed an issue that resulted in Audience characters being displayed over the Emperor's Throne in Cathedra Arena (Age 5)[/p]
  • [p]Arena
    Fixed the interaction between Arena Modifiers "Grand Tournament" and "Spiked Arena" which produced indestructible objects and could result in an impassible arena[/p]
  • [p]Arena
    Fixed an issue that resulted in a Gladiator's Health being calculated incorrectly when un-equipping certain items[/p]
  • [p]Arena Obstacle: Flamethrower
    Fixed an issue that could result in a fatal error when applying the effect to invalid targets[/p]
  • [p]Arena Visual Effects
    Fixed an issue that prevented the visual effects for Statuses Haste, Slow, Snare and Taunt to be displayed correctly on certain enemy units: Araneus, Ash Golem, Gold Golem, Mud Golem.
    [/p]
[h3]Balancing[/h3]
  • [p]Mercy chance in Challenge Battles increased to 100% (from 50%) when Mercy conditions are met.
    [/p]
[h3]Interface[/h3]
  • [p]Menu
    Added a setting allowing players to choose between two button mapping options for Tactics mode[/p]
  • [p]Building: Academy
    Gladiators training in the Academy are now sorted by the order they were added[/p]
  • [p]Building: Colosseum
    Tool tips for Gladiator Deity are now fully visible in the Veteran preview detail info panel[/p]
  • [p]Building: Infirmary
    Gladiators resting in the Infirmary are now sorted by the order they were added [/p]
[h3]
Localization[/h3]
  • [p]Added missing localization for recently added button mapping options for Tactics phase[/p]
  • [p]Item: Minor Tinctura Remedii
    Fixed tool tip to correctly reflect recent balancing changes (Stacks removed 1 → 3)[/p]
  • [p]Item: Greater Tinctura Remedii
    Fixed tool tip to correctly reflect recent balancing changes (Stacks removed 2 → 6)[/p]
  • [p]Deity Abilities
    Fixed tool tip to correctly reflect the functionality ("once per Battle" → "once per Challenge")
    [/p]

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)