July Developments Blog
Hey Hunters, how's it going?
Today we’re going to update you on the things we’ve been working on for Relic Hunters Legend in July. There are some new features, fixes and improvements and we hope you like what you’ll see here.
And remember: you can still test our latest Founders build until August 10th at the G. Round platform! So if you want to play an early Alpha version of the game and give us your feedback, go to the G. Round website and check how you can join the Playtest.


We kept working on the new maps that are going to be implemented on the second and third Acts of Relic Hunters Legend. In the image above you can see some of the assets for Semila City, the richest place in the Galaxy. Fancy or cringe? You decide.
Our alpha players won't be able to see these new maps in-game until launch, but we guarantee it will be awesome to explore every detail present in these new locations.

On Act 2 you will be able to ride the Subway from Hilltown to Semilla City!
During this section, the gameplay camera works differently from the rest of the game, so we worked to implement this new point of view.
We’re working on the first pass of the new Game Mode: Delve. These are solo-able Dungeons (but you can also do them with a party if you want to) where you can fight unique Bosses that have dedicated loot tables.

You will have limited “Lives” in this Game mode, and the Mission will fail if you lose all of them. Each Boss defeat during your Delve will allow you to regain one Life.

We wanted to give more variety of Weapons and Gears to our players, especially at the first levels of the game, so we developed and implemented more common weapons and new gears with different affixes for our players to enjoy at the very beginning.

These are also features that are going to be implemented only on the second and third Act of the game, but we’ve already started production on new animated cutscenes! The game’s release will include more than 5 minutes of new animations, and we’re super excited to see how you like them!
Now you can pause the game when playing solo! You can check your backpack or complete an Achievement without worrying about enemies. No more rushing to look at your newly legendary weapons while getting hit by mortars (unless you are in multiplayer, of course!).

Now it's much easier to compare the equipped loot with the new ones that the player got on the missions. No more memorizing the affixes and rolls on your loot!

Now Pinkyy also has new clothes to show off to the other Hunters! As you increase your Rebel Rank, you will unlock new Cosmetics. As with other Hunters, you can mix and match the pieces that you like, and also customize their color.

Now you can find a neat little tutorial for each Game Mode at the Dropship’s computer!

We implemented a Tutorial for the Rebel Rank and now it is easier to figure out how the system works. Still needs some polishing, but it’s there!

A new layout was made for the Options screen that now works with Joystick too!


One of the most consistent feedback that we received from you was that some of the dialogue in the first Act of the game was too long and sometimes a little exhausting to read. We want people to get involved and enjoy the story, so we decided to revise all the dialogue.
We have reduced overall text by 10-20%. We also wanted our players to get a little bit more actively engaged with the story, so we created new dialogue options that will affect the reactions of NPCs according to what you choose.
We already explained the changes that we made on the Adventure System on the last Dev Blog, but we kept improving the system so the players can play a solo mission without leaving their party. This is a massive system change, so we will keep working and polishing for a few months.

You can now track multiple Adventures at the same time in your Journal!

We decided to change the title of the inventory, at first they were called Hunter Screen but we realize that it’ll be better to keep it simple and now it's a more familiar “Backpack”, with a new icon to boot!
We have made significant improvements to gamepad navigation on menus, as well as improving the controls on skill usage.

Chat now has a dropdown for private messages and bubbles appear on them to notify the player. There are still some improvements to be made, but now you can chat with your friends easily!

One piece of feedback that we got loud and clear was that you hated running back through empty levels if you happened to die at the very end. We have implemented a smarter Checkpoint system that will reduce the amount of running after your party wipes.

Visual feedback for the capture point has been added to the Drill so that you don’t need to look at the UI to check your progress.

This is a feature that many of our testers didn’t realise even existed! We have made massive changes to it, both in ease of use and in game feel / behavior. There are also new animations and sound. Give those Ducans some proper smackin’!

We're still working pretty hard to improve and create awesome things for Relic Hunters Legend, we hope you enjoy what you're seeing so far. Participate in our Discord Channel, we're always there to answer your questions, share some thoughts, and having some fun together!

Cheers,
Rogue Snail Team.
Today we’re going to update you on the things we’ve been working on for Relic Hunters Legend in July. There are some new features, fixes and improvements and we hope you like what you’ll see here.
And remember: you can still test our latest Founders build until August 10th at the G. Round platform! So if you want to play an early Alpha version of the game and give us your feedback, go to the G. Round website and check how you can join the Playtest.

New Maps and Assets

We kept working on the new maps that are going to be implemented on the second and third Acts of Relic Hunters Legend. In the image above you can see some of the assets for Semila City, the richest place in the Galaxy. Fancy or cringe? You decide.
Our alpha players won't be able to see these new maps in-game until launch, but we guarantee it will be awesome to explore every detail present in these new locations.
The Subway

On Act 2 you will be able to ride the Subway from Hilltown to Semilla City!
During this section, the gameplay camera works differently from the rest of the game, so we worked to implement this new point of view.
First Pass on the new Game Mode: Delve
We’re working on the first pass of the new Game Mode: Delve. These are solo-able Dungeons (but you can also do them with a party if you want to) where you can fight unique Bosses that have dedicated loot tables.

You will have limited “Lives” in this Game mode, and the Mission will fail if you lose all of them. Each Boss defeat during your Delve will allow you to regain one Life.
New Weapons and Gear

We wanted to give more variety of Weapons and Gears to our players, especially at the first levels of the game, so we developed and implemented more common weapons and new gears with different affixes for our players to enjoy at the very beginning.
New animated cutscenes on the way!

These are also features that are going to be implemented only on the second and third Act of the game, but we’ve already started production on new animated cutscenes! The game’s release will include more than 5 minutes of new animations, and we’re super excited to see how you like them!
Pause Function
Now you can pause the game when playing solo! You can check your backpack or complete an Achievement without worrying about enemies. No more rushing to look at your newly legendary weapons while getting hit by mortars (unless you are in multiplayer, of course!).
Compare Loot Items

Now it's much easier to compare the equipped loot with the new ones that the player got on the missions. No more memorizing the affixes and rolls on your loot!
Pinkyy Skins!

Now Pinkyy also has new clothes to show off to the other Hunters! As you increase your Rebel Rank, you will unlock new Cosmetics. As with other Hunters, you can mix and match the pieces that you like, and also customize their color.
Dropship Game Mode descriptions

Now you can find a neat little tutorial for each Game Mode at the Dropship’s computer!
Rebel Rank Tutorials

We implemented a Tutorial for the Rebel Rank and now it is easier to figure out how the system works. Still needs some polishing, but it’s there!
New Options Screen

A new layout was made for the Options screen that now works with Joystick too!

Story: Streamlined Dialogues and Dialogue Options!

One of the most consistent feedback that we received from you was that some of the dialogue in the first Act of the game was too long and sometimes a little exhausting to read. We want people to get involved and enjoy the story, so we decided to revise all the dialogue.
We have reduced overall text by 10-20%. We also wanted our players to get a little bit more actively engaged with the story, so we created new dialogue options that will affect the reactions of NPCs according to what you choose.
Adventure System
We already explained the changes that we made on the Adventure System on the last Dev Blog, but we kept improving the system so the players can play a solo mission without leaving their party. This is a massive system change, so we will keep working and polishing for a few months.
Adventure Multitracking

You can now track multiple Adventures at the same time in your Journal!
Renaming “Hunter Screen” to “Backpack”

We decided to change the title of the inventory, at first they were called Hunter Screen but we realize that it’ll be better to keep it simple and now it's a more familiar “Backpack”, with a new icon to boot!
Gamepad Improvements
We have made significant improvements to gamepad navigation on menus, as well as improving the controls on skill usage.
Chat Improvements

Chat now has a dropdown for private messages and bubbles appear on them to notify the player. There are still some improvements to be made, but now you can chat with your friends easily!
Checkpoints

One piece of feedback that we got loud and clear was that you hated running back through empty levels if you happened to die at the very end. We have implemented a smarter Checkpoint system that will reduce the amount of running after your party wipes.
Visual Feedback: Scavenge Drill

Visual feedback for the capture point has been added to the Drill so that you don’t need to look at the UI to check your progress.
Improved “Basic Melee”

This is a feature that many of our testers didn’t realise even existed! We have made massive changes to it, both in ease of use and in game feel / behavior. There are also new animations and sound. Give those Ducans some proper smackin’!

We're still working pretty hard to improve and create awesome things for Relic Hunters Legend, we hope you enjoy what you're seeing so far. Participate in our Discord Channel, we're always there to answer your questions, share some thoughts, and having some fun together!

Cheers,
Rogue Snail Team.