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The Adventurers News

Beta Updates (New - UI, Portraits, Cleric, Dying System, and Character Creator)

Adventurers,

There is now also a new game start option that will be fleshed out with more of the updates soon. However for now this will allow you to customize your starting party as well as customize the first party member's stats based on several questions similar to many old school RPGs.



The previous default template sandbox game starts will still persist but most of the content for update 2 milestone will fall in this category based on your choices. For the other starts they may just randomly appear.


Also, with this update all character portraits have been updated in preparation for the barbershop coming soon. This will provide a lot more customization options going forward along with the ability to easily add more combinations going forward for the game's sake.



The store's page will be updated once all this hits the full live branch next week assuming no major issues.

Also, due to the new introduction of the healer, when a character hits 0 hit points in combat, you now have 3 turns for which to save the member. Healing them or ending combat quickly are multiple ways to save said unlucky member. Based on feedback this may change, but also will likely be a customized option by the end of the milestone if you wish to not use this.

For full patch notes you can take a peek over at :
Patch Notes

Introducing the Cleric and Updated UI

Adventurers,

the wait is close to over for the highly anticipated Cleric to arrive! This divine champion brings balance and power to every party, offering a versatile playstyle with many distinct spell choices to choose from:



Party Buffs: Empower your allies with blessings, auras, and even energy, giving your team the edge in any challenge.
  • Blessing of Valor
  • Holy Protection
  • Holy Sanctuary
  • Divine Energy

Healing: Keep your party standing strong with powerful restorative abilities, ensuring survival even in the direst of circumstances.
  • Mend Wounds
  • Healing Light
  • Divine Mending
  • Beacon of Light
  • Prayer of Restoration
  • Sacrificial Surge
  • Celestial Heal

Radiant Damage: Smite your foes with the power of the divine, channeling radiant energy to strike down enemies with righteous fury. The radiant damage isn't quite as strong as the wizard's damage spells but some of the vulnerabilities to radiant damage on some creatures will come in handy.
  • Holy Light
  • Celestial Nova
  • Divine Judgment
  • Radiant Wave
  • Purge Unholy



Just wanted to say, incredibly grateful for your patience as the work on the class is almost complete. The Cleric is a cornerstone of any adventuring party, and currently striving to make it as impactful, fun, and versatile as possible.

Whether you’re bolstering your team, healing wounds, or vanquishing "darkness", the Cleric is ready to join your journey. We can’t wait to see how you use their divine power to shape your adventures!

Also the whole UI got a bit of a face lift, fixing some of the misshapen elements and moving more toward the long term theme.



There is a slight delay in the tests due to some hardware issue but as soon as the tests are complete this build is ready for the beta branch. Hoping to get the hardware issues resolved in the next few days.

The change to the death mechanics is coming soon along with ways to heal the party outside of combat aside from resting and alchemy shops. Also, the character creator is getting a major update next which will bring a bit more story to the overall game and allow for customized options which will be discussed in the next update as well. This will provide the ability to customize the party with different class choices and have some impacts on the overall world from the beginning.

As always, thank you for your continued support!

Initial Updates for major update 2 pushed to live

Adventurers,

Some initial changes for "Update 2" have been rolled out. The big takeaways are the 10 new general abilities, an additional combat animation and some rework on many preexisting events. This will change some gameplay a bit when running away for instance during an event as energy will be depleted a bit due to the exertion.

Also, the scout ability has been added as a a choice you may want to opt one of your party into in order to gain more combat information on enemies.

The cleric is being worked on as well as some massive UI changes right now but hope to showcase them shortly.

The full notes are listed below:


[h2] v.7.0.1 (Live) [/h2]

Ability
* New General Abilities -Berserker, Inspired Fighter, Enduring Aura, Quick feet, Sanctified Core, Locked in, Restful Resilience, Never Tired, Pushing Through, Scout
* Scout is a teamwide ability impacting visibility in regards to enemy combat resistances, and event related combat details. Only one member of the party needs to have the ability.

Craft
* Should now be able to craft shields

Combat
* New combat animation stab added for daggers
* Can now swap weapons mid combat via the new weapon swap button. It uses a full action.
* Several combat icons cleaned up
* Throw sand now has its own FX as well as new sound

Events
* Many preexisting events (approximately 10%) have now been updated with additional rewards and penalties. As an example coming across a horrible scene may reduce morale
* Attempting to flee from events will often use up some of the parties energy
* Reduced the energy penalty from already preexisting events

Gameplay
* Owned buildings will always be visible now

Items
* 7 new shields, 2 of which may only appear in the enchanter shop and as loot

Quests
* Additional quests added

Towns
* Increased Town prosperity levels greatly when contracts are completed

UI
* Several icons have been cleaned up
* Several texture cleanups

Bugs
* Inspired ability description should now properly display
* Scouter was not properly showing on wanderer events
* Minor tooltip fix for closing windows too quickly
* Additional team wide roll benefits when performing contracts were not always included
* Skeleton Hero encounter loot issue resulting in invalid combat load has now been addressed

Beta Branch Updated with some initial Update 2 changes

Just a small partial patch with the start of several of update 2's changes.

Be mindful when opting into the beta branch however as this bumps up the version of the save files.

v.7.0.0 (Beta Branch)
Ability
* New General Abilities -Berserker, Inspired Fighter, Enduring Aura, Quick feet, Sanctified Core, Locked in, Restful Resilience, Never Tired, Pushing Through, Scout
* Scout is a teamwide ability impacting visibility in regards to enemy combat resistances, and event related combat details. Only one member of the party needs to have the ability.

Combat
* Can now swap weapons mid combat via the new weapon swap button. It uses a full action.
* Several combat icons cleaned up
* Throw sand now has its own FX as well as new sound

Gameplay
* Owned buildings will always be visible now

Quest
* Additional Quests added

Tooltips
* Several icons have been cleaned up

Towns
* Increased Town prosperity levels greatly when contracts are completed

Bugs
* Minor tooltip fix for closing windows too quickly
* Additional team wide roll benefits when performing contracts were not always included
* Skeleton Hero encounter loot issue resulting in invalid combat load has now been addressed

Update 1 Now Live, Update 2 Status Update

Adventurers,

As stated previously here: https://steamcommunity.com/app/3062500/eventcomments/601891926086581059/

Update 1 has now been fully pushed to live

The big callouts are :
  • Resistances and weaknesses have been added for creatures.
  • Pierce weapons (Bow and Dagger) will now use Agility for their damage stat instead of Strength.
  • Additional quests and events added to hit the quota mentioned.
  • Several quests now have pre requisite quests that need to be completed and they will reference your previous deeds.
  • New quest type "Search" has been added. You will start to see more content use this more over time but there are a couple in there with this patch as the infrastructure needed to be built up to support it.



Update 2 has been started as well.



To give some insights into the next update for some points not added:
* 10 New General Abilities
* New Class - Cleric
* New death mechanic
* Additional Quests and Events
* New events for the patch will focus on discovery and a bit of exploration.
* Weapon swapping
* A couple of new combat animations
* More items
* More Enemy Combat Effects
* More ally socialization/personalities
* New barbershop and graphic changes around the portraits
* Fort updates
* And much more



Here is a sneak peak at several of the new abilities that have been added. This will likely enter in the game first and the rest of the features will trickle in over time. Look to the beta branch soon to get the latest versions.

With the new version old saves will be able to be loaded once features come in, but you will not be able to go back from beta to live soon.