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Dustgrave: Prologue News

Prologue Updated to version 0.5.02!

Dustgrave's Prologue has been updated to the latest game version 0.5.02! This new version includes a tons of fixed and a lot of new content, including some prologue related fixed like fully working achievements.

[h2]Major Update 0.5 Changelog[/h2]

[h3]Major Changes
[/h3]
  • It is now possible to Respec Characters. Newly recruited companions will immediately open the respec panel, so that they can be customized after joining the party, but the respec feature is also accessible by going talking to Innkeepers.
  • Greatly improved the political simulation, and factions will now launch raid and conquer settlements by sending proper parties on missions. There are also caravans moving supplies around and wandering traders now move around using the world's map.
  • Added a lot of information on the world's map, and it's now possible to see more details about settlements, locations, and parties.
  • Added a button to wait for some time while inside locations. It can be used to wait until the morning so that NPCs will wake up, or to wait until midnight to ambush an enemy camp.
  • Special locations like Dungeons or Ruins are now invisible on the map, and will require you to get closer to discover them, making them permanently visible on the world's minimap.
  • Added four new dynamic quests. They will be available on their own or as part of Major Quests.


[h3]New Features & Additions[/h3]
  • It is now possible to see on the map if there are available quests in a settlement. No more loading for nothing!
  • Added several new notifications to better inform you about what's changing in the world and what consequences your actions have.
  • Added a lot of barks to NPCs, and changed the conditions of the ones we already had to make them appear more often. Now NPCs have many more things to complain about!
  • Added markers for traders, which can be turned off in the settings menu.
  • All containers can now be highlighted, the default key to do that is Alt.
  • Wandering traders now have merchandise to sell.
  • Improved the UI used in the world map to show details about NPC parties.
  • Added some delay in combat when enemies start their turn, to make everything a little more clear.
  • Added shop signs to all non-faction traders.
  • Factions Traders are now accessible at 15 Relationships, and the Progress Meter related to relations has been updated to reflect that.
  • Added a new Infested enemy, the Fleshmass, a tanky enemy dealing AoE damages.


[h3]Balance & Gameplay Changes[/h3]
  • Rebalanced bows to be less damaging.
  • Push and Pull statuses now trigger opportunity attacks as they were intended to do.
  • Saving is now blocked when the player is being chased.
  • Spellcasting Focuses will now be much more common to find in traders' inventories.
  • Close range enemies are a little smarter, the Bloater in particular will stop exploding far away from the party.


[h3]Performance & Quality of Life Improvements[/h3]
  • Improved loading times when entering or exiting locations.
  • The "Buying Prices" modifier is now blue when negative, since lower buying prices are actually a good thing for your pockets.
  • It is no longer possible to use special characters in savegames, to prevent potential issues like saves not being created properly.
  • Changed Metals and Precious Metals materials icons to be more distinct compared to materials used to upgrade weapons.
  • Removed shadows from particles to prevent crashes on some systems.
  • Slightly changed the real-time UI to improve clarity and have it ready for future improvements.
  • It is now easier to revert recently assigned Skill Points.
  • Quest notifications now appear on the World Map.


[h3]Bug Fixes & Minor Adjustments[/h3]
  • Fixed an issue with dashes blocking the game after equipping a new armor.
  • Fixed an issue with trackers on the world map appearing over UIs.
  • Fixed a few dialogue-related issues.
  • Fixed some graphical issues in different levels.
  • Fixed an issue with records not showing properly in the Faction UI.
  • Fixed some cities that would have strange materials when destroyed.
  • Fixed an issue with a few unique items spawning in traders' inventories.
  • Fixed some visual issues related to animations in combat.
  • Fixed a major issue with several quests related to finding or retrieving items. That lead to broken data and unfinishable quests.
  • Fixed the dialogue with the ambushing faction NPCs that could end unexpectedly.
  • Fixed several armors that couldn't be dismantled.
  • Fixed a few quests having wrong markers in certain situations.
  • Fixed an issue with missing enemies at the end of a Protect Settlement major quest.
  • Fixed a framerate drop in fights when a different character is selected.
  • Fixed the walking animation in combat not triggering properly sometimes.
  • Fixed some missing variables in dialogues that prevented a few diplomatic quest resolution paths to be available.
  • Added a special UI effect to make Tutorial Panels more noticeable.
  • Added a special UI effect to make the Join Faction notification a little nicer to see.
  • Fixed an issue with the Major Quest: Rebuild and Expand not completing in certain cases.
  • Fixed an issue with rewards not being given to the player in certain rare cases.
  • Fixed an issue with pending events not being saved properly.
  • Fixed an issue with visitors and wanderers being assigned to the local settlement, leading to wrong AI behaviors and non-consistent reputation gain.
  • Fixed some doors in Wujinquan that would not open when walking through them.
  • Talents buttons are now easier to see and interact with.
  • Improved the Level Up visual effect.
  • Fixed an issue caused by passive skills which could lead to unstable behaviors
  • Fixed an issue with damages being multiplied by 75 instead of 1.75, turning characters into killing machines with godly powers.
  • Fixed an house in Baitay with too much furniture that prevented moving inside it.
  • Fixed a few roofs not disappearing properly when walking inside their building.
  • Fixed an issue with items getting cloned while being dismantled.
  • Fixed some minor animation issues with characters wielding a spear.



[h2]Patches 0.5.01 and 0.5.02 Changelog[/h2]
  • Fixed a critical issue with combat AI that could lead to the game being completely blocked.
  • Fixed a critical issue with the spawn algorithm that created overly difficult quests.
  • Fixed the coercion minigame having messed up data after reloading.
  • Fixed an issue with the tutorial sound being played even when the tutorial panel is already open.
  • Fixed the Respec panel to support multiple Talents choices without blocking the process.
  • Fixed the AI behavior to avoid melee enemies not chasing properly.
  • Rebalanced all armors to improve some of the least useful ones.
  • Fixed the Tier 2 Light Armor modifier having wrong affecting Evasion twice.
  • Now the Respec panel opens as intended after recruiting a companion outside of the tutorial.
  • Fixed the Steal From Faction dynamic quest having missing data, leading to broken dialogues in certain instances.
  • Fixed an issue with wrong numbers displayed in the battle log. Also fixed the missing string.
  • Added a subtle red outline to items' icons when taking them from containers would result in a crime.
  • Fixed an issue with multiple notifications showing up with conflicting values when doing quests for criminal factions.
  • Fixed an issue with the player's party disappearing from the map.
  • Fixed an issue with some quests not spawning NPCs and being broken.
  • Fixed some furniture being misplaced in Wujinquan
  • Added a confirmation pop-up when clicking on the button to return to the main menu.
  • Dead people will no longer print a marker on the Minimap.
  • Fixed an issue with PCs markers on the minimap disappearing.
  • Fixed an issue that would prevent some settlements from loading for apparently no reason.
  • Fixed an issue with the player's party randomly getting the name of a settlement on the Minimap.
  • Added a few more instances in which a Disguise can be used to progress in a quest.
  • Fixed an issue with Prosperity Notifications not appearing as intended on the Map.
  • Fixed an issue with companions AI when moving near a level's edges that could cause null references.
  • Added the Difficulty setting in the New Game screen, to let people choose the Difficulty when starting the game.
  • Rewrote and optimized civilian AI. Traders will stop moving around, guards will behave more sensibly, and reactions to crime have been fixed and improved to be more reliable.
  • Fixed an issue with charge dashes not working due to targeting issues.
  • Fixed an issue with Disguises not working on civilians.
  • NPC's dialogues will trigger more reliably and with less delay.
  • Fixed the level 5 achievement not working in the Prologue.
  • Fixed a blocking issue that could trigger when loading levels during the night.
  • Fixed Alacrity not applying effects after the first turn.
  • Fixed additional Action Points not showing up in the UI.
  • The mouse wheel can now be used to zoom or dezoom the camera.
  • Fixed a bugged Rescue quest not showing the option to complete it.
  • Allied factions will no longer send killers after the player.
  • Fixed an issue with counterattacks or opportunity attacks killing charging enemies that would result in the game getting stuck.
  • There was another bug we fixed, but erased the ticket without writing anything in the changelog, but I think it was something related to NPC parties being idle on the map.
  • Fixed an issue with entering in combat after dismissing a companion.
  • Fixed an issue that occasionally stopped containers from opening properly.
  • It is now possible to delete savegames.
  • It is now possible to restore controls to default hotkeys.
  • Fixed an issue with kidnapped people never going back home, leading to a slow yet inexorable depopulation of all cities, while populating random levels of prisoners unable (or unwilling) to free themselves and go back to their lives.
  • The camera can now move further from the party.
  • Fixed an issue with a location with a wrong exit on the map.
  • Fixed a visual issue with items not being spawned in containers, with entire locations looking emptier than they should.


Thank you for your support!

https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/

Updated Prologue!

Dustgrave's Prologue has been updated! It now includes all the improvements and fixes we made for the base version of the game, bringing better performances, more content, better UIs, and much more!

This is not the last update the Prologue will receive, and going forward, we plan to keep it updated along with the main game. Now that most major issues have been addressed, it will be easier to maintain both games.

Have fun!

https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/

Dustgrave's Early Access begins now!

It finally happened, Dustgrave has been released and we begin our Early Access Journey!

This is an important step in a long journey started four years ago, but it's only the beginning of a new development phase, which will see our development team follow the community's feedback to deliver content and improvements based on your suggestions!

Thank you for being part of this journey and have fun with Dustgrave!


https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/

What's going to be in Dustgrave EA Release?

As Dustgrave’s Early Access release approaches, we wanted to share with you more details about what you’ll find in the current version of the game and what our plans for the future are!
Our ambitious goal with Dustgrave is to create a deep and vast RPG Sandbox experience, focusing on player’s freedom and the impact of choices on the game’s world. We focused on creating the core gameplay features and the codebase we needed to handle thousands of entities, so that now we can efficiently add content to the game, following your feedback and ensuring all plausible narrative paths are open to players.

Here’s what you can expect to find in the imminent release:

  • More than 15 settlements, that will dynamically change to reflect their wealth, who rules over them, or which major events are affecting them.
  • 6 Classes and 14 Skill Trees to experiment with. More than a hundred equipment pieces to create your perfect build.
  • 4 political Factions, 3 criminal Factions, and 2 minor Factions. You’ll be able to join all political and criminal factions, gaining access to unique quests and gear, but also drastically affecting how NPCs in the world will see you.
  • 50 Different dynamic quests, with content that adapts to the current context to offer a varied and consistent experience.
  • 160 different event Records that track what happens in the world, affecting relationships with characters and factions, with special attention to your choices and their consequences.
  • A stealth system allowing you to steal, lockpick, pickpocket, and start fights with an advantage.


According to the QA sessions we did, Dustgrave already offers 15-30 hours of playtime for a single playthrough, depending on how many towns are visited and with how many factions you want to develop solid relationships.
What are Dustgrave’s future steps? We already collected a lot of feedback with the Prologue and the QA sessions we did, and after the EA release we will closely follow discussions on Steam and Discord to determine our priorities. Optimization and bugfixes will always be on the top of the list, but right after those we will collect your opinions and ideas to focus the development on what the community wants to see in Dustgrave.

During the Early Access, we’ll drastically increase the game’s content, with particular care devoted to the following aspects:
  • Making the World Map feel more alive and engaging, adding local and worldwide events and allowing minor quests to be done dynamically with encounters on the map.
  • Adding a ton of dynamic quests, especially when it comes to unique content for factions and late-game content, the latter of which is completely absent for now. Following the feedback we received, we also want to add more minor and major quests that can be done in the same location, to avoid constant traveling in and out of levels.
  • Expanding the current Classes and Skills selection, integrating new features in the combat and improving what’s already available.
  • Giving more content to companions, allowing you to develop relationships with them and doing quests to help them with their personal stuff.


Thank you for your support and please don’t hesitate to share your thoughts and opinions. We mean it when we say we plan on including player suggestion!

https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/

Dustgrave's Prologue has been updated!

We're getting closer to Dustgrave's Early Access release, meaning we've been spending our time polishing and improving every game's aspect! Following the feedback we received after releasing Dustgrave's Prologue, we worked on many Quality of Life improvements and updated the game's build with all those new improvements.

Here's an extensive changelog of what has changed!

[h2]Major Changes[/h2]
  • The Major Quest involving the defense of a settlement from a raid has now a specular counterpart. You can now join raids on settlement, use a disguise to try and play both sides, and sabotage one side by pretending to help them.
  • Added several crafting recipes to create potions, bombs, and trinkets.
  • Added many new items with new Actions, to increase the variety of loot and open up new possibilities in combat. Spellcasters items, in particular, have now a much wider variety of Actions.
  • Quests can now be tracked both on the Map and in Levels.


[h2]Fixes and Improvements[/h2]
  • Killing enemies now gives Experience.
  • The bug reporting tool in the game now works properly.
  • Fixed an issue with a dungeon being bugged, may not be fully save-compatible.
  • Added some small tutorial panels for the world map.
  • The world's minimap now has a list of active quests, allowing players to click on them to track and see where they should go.
  • Fixed missing strings for undead.
  • Fixed a few skills with the wrong tooltips.
  • Fixed rounding on numbers in tooltips.
  • Fixed "Quick Thinker" skill not having a correct tooltip
  • Added option for Borderless Window
  • Fixed an issue with the disguise deactivating while swapping character in the character screens.
  • Dead people will no longer have VFXs on them.
  • The Bug Reporting screen now closes after sending the report
  • Fixed several issues with the AI being stupid on the map
  • Fixed the item tooltip not showing old info when hovering other items
  • Added a timeout time to quests, so if you take too long people may die and you may fail and make everyone sad.
  • Looting all items now closes the UI.
  • Fixed a few blocking errors related to combat, in particular with status effects like bleeding.
  • Classes Icons have been remade.
  • Fixed some UIs to be fully compatible with ultrawide resolutions.
  • Added more shortcuts to open panels, navigate the UI or perform actions. Many of them are now visible by hovering buttons and other UI pieces.
  • Chinese localization: fixed several strings that were not localizing in Chinese properly. Added missing strings to localization.
  • Fixed floating texts in combat to be clearer and less cluttered.
  • Added additional info in the Attributes screen to clarify how various modifiers work.
  • The game now creates 5 different autosaves, to prevent playthroughs from getting corrupted by bugs, and to allow players to go back further in time if needed.
  • Traumas and Wounds now disappear over time as intended.
  • Reduced the amount of items looted but also reduced the chance of them being damaged.
  • Fixed an issue with allies seeing their morale go to zero.
  • The same key used to open panels will now close them.
  • Now you can easily know how many days you have before a quest fails, instead of relying on pure intuition.
  • Added several new contextual tutorials.
  • Fixed some parsing and gender mismatch in dialogues.
  • Added more dialogues for secondary events to increase variety.
  • The Action's tooltip in combat will now also be displayed when hovering the mouse over available actions, instead of requiring a click to select them.
  • Added dynamic loot on the map, an efficient way to gather materials for Crafting.
  • Added a small tooltip to indicate how many Actions Points a movement will cost.
  • Improved the clarity and responsiveness of floating texts in combat.
  • You can now deselect Actions in combat by pressing Esc.
  • The in-game menu can now be accessed on the Map too, allowing to reload or quit. Saving on the map is not possible yet.
  • Empty containers now have a grey highlight.
  • Improved Enemies AI in combat, they will no longer move across space and time, and they will get stuck less often.
  • You can now rest in Inns and Taverns, allowing for Wounds to heal faster.
  • Fixed more than 300 strings containing grammar or syntax issues.
  • Fixed Scenarios progress meters to highlight the correct milestone, and also display Faction icons when relevant.


Have fun!

https://store.steampowered.com/app/2393370/Dustgrave_A_Sandbox_RPG/