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New talents, and a big update for Demo version 1.5.7

Hello,

I have uploaded and published Golel Demo version 1.5.7.

[h2]New Talents[/h2]
There are 3 new talents.
  • Sword Parry - It's an old talent that got implemented.
    Sword Parry allows you to attack an enemy and knock them off balance, enabling you to flank them.
    But if you fail to hit, you end up being flanked yourself.
  • Feint Strike - A mace talent that allows you to ignore half of the enemy's armor bonus.
    On a successful hit, it causes confusion in the enemy for one or two turns.
    Confusion results in temporary reduction of enemy's armor.
  • Flank Hack - An axe talent that let you attack and rotate to your right or left, facing your enemy in less than a turn.
    This one is a bit problematic UI wise. You will have to look to your side, and use the special ability button on the enemy.
    The default for dragging your view is holding right button, but so is activating a special ability.
    Your default alt view dragging, is the shift button. And you can also bind any other mouse button to the alt drag(except the two main), such as the middle mouse button.
    So you will have to drag with your alt, and click with right mouse button to activate this talent.


[h2]Graphics quality and performance[/h2]
There is a new quality to the shadows.
This is the high Shadow Quality(can be found in graphics options).
It is activated by default and is not expected to cause significant performance issues.
However, you can turn back the old shadows that demand even less resources.

There are also several performance improvements in physics and animations.
These changes should ensure that physics and animations match your screen's refresh rate instead of being limited to 30 or 60 FPS.
However, a few issues might appear.
Please let me know in the discussions if you find anything weird.

[h2]Bug fixes and changes[/h2]
A few bugs were fixed as well.
In addition, you may not use your regular attack on flanked enemies like before.
Previously, you could look to the right and attack an enemy without rotating, but this is no longer possible.

[h2]What's next?[/h2]
In regards to the demo: More bug fixes, performance fixes. Additional improvements to quality.
It is possible I will add more minor loot items.
More languages support for certain.

Apart from that, I am looking forward to keep developing chapter two.


As always, feel free to ask questions, share suggestions, or provide feedback in the discussions on the Community Hub.

Thanks.

Golel Demo version 1.5.4. German language support.

Hello,

[h2]Chapter 2[/h2]
I made good progress on Chapter 2, that is not in the Demo.
It turns out to be very promising as well. I am not going to reveal anything from the new chapters, unless you really ask for something specific.

[h2]Demo version 1.5.4[/h2]
I have also update Golel's Demo to version 1.5.4.
In this version, there are a few bug fixes.
There is now also support for the German language.
Please let me know if you find any issues about your language, in the discussions.

[h2]Next update[/h2]
In the next update, I want to fix more bugs, but also add new talents.
I will make the Sword Parry talent useable(currently it's there without being properly implemented).
I will add new Axe Talent, and new Mace talent.
This will make so that every category has exactly 5 talents.

[h2]More languages support[/h2]
Apart from that, I will continue work on the second chapter.
I will add more languages.
Next languages might be Chinese, Russian and Korean.

[h2]Feedback welcome[/h2]
As always, feedback is very useful, please ask anything or comment anything on the game, in the discussions.

Thank you.

Japanese language support. Build 1.4.7

Hello,

I have added support for the Japanese language for the subtitles and interface(but not audio).
With this language support, I have added the infrastructure that will allow me to add more languages easily.
Is there any language you suggest to add as well?

The translation was made using AI.

The linux build is a bit behind, and the next things to do, is update the linux build, fix bugs. But mostly continue working on chapter two.

If you have any comments or feedback, please let me know in the discussions.
I will also add Japanese speaking forums to the discussions.

Regards,

Chatper 2 and Demo update 1.4.6

Hi,

I am working on the second chapter of the game.
I also made improvements that are game wide and also changes that are relevant for the Demo.

I have updated the demo to version 1.4.6.

The character stats are now scrollable, because the stats are longer than the dialog size.
You can now see your stun resistance, which exist before, but was only added by an iron helmet(in the Demo).
Unlike before, strength now give you a little bonus to stun resistance as well.

I also added "Clotting Bonus". If you are attacked with something that cause bleeding, you can now have reduced effect due to the Clotting Bonus.



I made an attempt to make the walking smoother. Which is more apparent in VR.
So if you feel like the VR experience is more smooth, please tell me so.



Let me remind you that the game will consist between 4 to 5 chapters, while the Demo is chapter 1.
Every chapter is it's own "biome", with the first chapter is more like forest/medieval.


I am not sure the rogue challenge mode will be available on release day. But my plan is to add it later without additional charge.

Please let me know any feedback, ideas, and questions you have about the game in the discussions.

Golel Demo 1.4.5

Hello,

I have update the Demo to version 1.4.5
There is also a Linux Demo version 1.4.4

The Linux Demo still have issues. I have fixed some of them, but not all. That is why I didn't update it too.

Some of the things the 1.4.5 update includes:
* Animation bugs fixes.
* A separate volume for SoundFX, Music and Voice. (Also a separate master volume).
* Line of sight for throwing changed(both for player and enemies), Hopefully enemies will not throw through columns now. You also can't throw through the Torture Cages, like you could in the past.
In VR:
* Experimental optional on Wrist UI.
* Comfort option to not have the camera track the character's head. This should make it more comfortable to play in VR as the camera is not influenced by animations.


Remember that in VR you have a button in the controller to pick up all items in container, instead of clicking take all.
Would you like such key for Monitor too?
Also remember you can already bind mouse buttons(except 2 main buttons) to almost any key the keyboard can bind to.


I have also been working on the second chapter.
Do you want to see anything from the second chapter, or should I keep it a secret until the full release?

Any bugs, issues or feedback you have, I would love to hear about it in the discussion.

I am going to add a discussion about localization.
Are there any other languages you would like to have subtitles or text in that languages?(Not voice).
Do you think there is one or two languages the game will specifically benefit from?

Thank you,
Ofer.