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Fort Threats Now Live

[p]Adventurers,

Threats are now live on the main branch of the game. Typically, the preferred method would be for this change to sit and soak for a while on the beta branch while features are getting fleshed out for its final form but it's come to my attention there was a bad save bug introduced which appears to have come in from one of the previous dungeon features. This caused a save related crash to occur in the world travel map resulting in a data file corruption.

(While in early access I highly recommend to always have multiple save files, but I know how inconvenient this can be.)

In order to address this bug since it can impact save files it's imperative this goes out a little sooner than expected.[/p][p]
Luckily there isn't much left to add and test but there are some minor components missing from the patch which will be added over the weekend. Expect to see some minor patches going out over the next couple of days. Since this is a late game feature, many people won't see this feature anyway for quite a while as you need to have enough troops to actually do something with them.[/p][p][/p][p]From within the Fort you can now send your troops off to attack enemy forts. Currently you can still attack forts the old way but this will be disabled very soon.[/p][p][/p][p]You must have at least 10 units to send out as that is the minimum size increments that can be utilized. Adventurers can then be sent out to bolster the army giving a percent-based bonus based on their levels. I would highly avoid sending out adventurers for now though as they can be easily lost. There are some additional safety nets coming in soon.[/p][p][/p][p]Armies will leave your fort and travel to their respective destination just like all other elements in the game so it may take some time before they arrive. There army banners are located on the left of the UI frame for reference.[/p][p]You can recall them at any time however expect some casualties even if you have overwhelming odds.

This can be a bit costly currently sending out troops for little to no rewards.

As I mentioned previously this is primarily getting pushed a little early to address the save game issue.

For more details on the full extent of the update you can check it out here.[/p][p]
Thanks as always for your patience and suggestions. If you have any feedback or questions, please hit up the forums.
[/p]

Preview - Threats, Live - Fort Requests, Fort Rosters, Level Cap Increase

[p]Adventurers,[/p][p]
Just wanted to give a quick peek into the threats being added by the end of the week as well as push the latest beta branch build to live.

There are some massive changes when taking over additional forts. Only the first fort you attack will even be attackable by your local band of adventurers. [/p][p][/p][p]Due to the order of the updates as well you can use any adventurer that is currently in a Fort's roster to aid the attacking force, however there is a chance if the army is lost, that you will lose them as well. The higher the adventurer's level the hire the bonus and you can send multiple to greatly increase the strength of the sent army. [/p][p][/p][p]The army will travel real time as well to an enemy fort targeting their army so you will see them travel on the map in real time as well. As mentioned previously if they win the battle, it will leave the fort in a vulnerable state ready for you to perform the finishing blow attacking the fort to gain control. This means it can potentially leave your fort greatly depleted in the event of an attack and limit your ability to send troops for requests.[/p][p][/p][p]Due to how big these changes are the first part of the update will be focused on the changes in weakening a fort. The second part of the update shortly after will focus on enemy fort's also sending enemies at the current existing player forts. Forts already attack wagons and gain in strength so remember if they are left alone, you will notice the enemies fort grow in power as it previously had however their army will now be much larger.
[/p][p]The type of forts also impacts the army strength with goblin forts being the weakest up to demon forts being the strongest. [/p][p][/p][p]The UI and gameplay are mostly all wired up so just working on some final touches. There is a lot to discover in the upcoming patch and once that drops a lot more details will arrive. [/p][p] Thanks again for your patience and suggestions. If you have any feedback or questions, please hit up the forums.[/p]

Beta Update - Fort Requests, Fort Rosters, Level Cap Increase. Live - Dungeons

Adventurers,

The fort threats is taking a little bit longer as I truly want to make sure that comes into the game world correctly.

However, to circumvent this you can now park members of your party in the Fort under the rest option.


This was originally slated for Update 4, but moved it up as a thank you for everyone's patience. There are some polish pieces that need to be added for this a bit but its fully functional.

Also, the level cap has now been increased to 12. This should increase some more game testing and encourage those who may have hit the cap to see what it's like to have potentially 2 of the top tier abilities.

Fort Requests however are in adding some additional gameplay mechanics to forts and some rewards. You can use your troops to send them on missions while you are out adventuring. There are many dangers in some of the events so some troops may not make it back alive so think carefully before sending them out. There are many of these requests currently. They have been made in the similar fashion for a lot of the other game data in hopes for modders to make them if plans proceed as planned so hopefully it can be fleshed out even more with great ideas.



Mouse cursor size has been increased due to community feedback.

Several art clean ups and some combat bugs were fixed as well where credit wasn't properly given to adventurers using some abilities like chain lightning for instance.

The full patch notes can be found here https://steamcommunity.com/app/3062500/discussions/0/4625854060009886796/

Also, dungeons have now been pushed to the live branch.

Thanks again for your patience and suggestions. If you have more, please hit up the forums as a lot has already been incorporated.

Beta - Dungeons, Live - Horses

Adventurers,

Dungeons have now been added to the game scattered throughout the world. The first implementations are several goblin themed ones. Now that the tech is in place a lot of more themes will be entering as well with a lot more of the newer content.

To compliment the dungeons over 30+ magical items only attainable for them can now be found.

Dungeons add many hours of content but are specifically meant to not just be a grind race either and more discoverable adding additional randomization elements to the Adventuring aspect of the game. The tech will be used for a lot of the story elements coming in soon as well.

For the full patch notes without giving too much away you can check it all out here


Horses have now been pushed to the live branch as well.




That only leaves the Fort attacks/updates for the last piece of this major update remaining and then a major bug fix/polish pass based on comments found in the forum will be commencing. I don't anticipate that taking long however as most outstanding issues are fairly straight forward and easy to accomplish.

Thanks again for your patience while the game is being developed.

Beta - Stables and Horses

Adventurers,


Horses have now been added to the beta branch.



You can head to the stables to get a horse for your party.



Keep an eye on their energy levels which will primarily drop when at full galloping speed across the map.

Due to this change energy penalties when traveling have been greatly increased requiring more rest while on foot.

For the full patch notes you can check them out here.


Dungeons are next up for the new content update for the patch.

Thanks all for the support!