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The Orc War

[p]Finally, we have arrived at the end! The tale of the Orc War in Revan is complete and chapter 1 of the story I started writing over a decade ago comes to a close. Obscurite, the Dusk Kingdom is now open to close out Cross of Auria! Let's go over some bullet points rather than yap too much this time.[/p]
  • [p]A brief 'point of no return' dialogue pops up before accepting the quest. [/p]
  • [p]It is only possible to embark on this campaign and visit this location once. [/p]
  • [p]After the credits roll, Ruby & company are brought back to just before the quest pickup. The questgiver NPC does not mention the events and the world state has not progressed from when the team should have entered Obscurite.[/p]
  • [p]As of update 6.9.0.0, it is possible to return to Lvell and then to Auria. This allows access to the Rabbit's Foot questline and achievements. [/p]
  • [p]After embarking on the final quest, the alternate outfit Halloween event in the Veil is disabled. It does not enable again for any reason. All other rifts and telepads function again upon the quest's completion. This rift stays dead.[/p]
  • [p]Skipping through events causes images and pathfinding to become unstable. This isn't something I can even fix, but it's most noticeable in the final dungeon with all the scripted events.[/p]
  • [p]Embarking on the final quest before your team is ready can lead to a dead save file. Progress within the final dungeon triggers a lock against the outside world. If your party is strong enough to complete the first event, it should be strong enough to do what needs to be done to finish the game. If you can not complete the first scripted event, you should leave and come back later. If you complete the first event but can't complete the second, you should reload a save from before you started the first one.[/p]
  • [p]Development moving forward will adjust some minor skill issues, fix any reported bugs, and wrap up other non-main loose ends.[/p]
  • [p]This update does not contain changes to Eyes in the Frost or Horseman Hunter Pass. My attention has been 100% on writing and testing the scripted events for about a month now and there was no time in doing so to edit these other things. I'll be using the remainder of my time, until Christmas day, to further develop and re-release Eyes in the Frost. If there's any time remaining, I'll circle back to Horseman Hunter Pass. [/p]
  • [p]Come January, I will begin a new project and this one will no longer receive content updates. This game is finished! Thank you everyone for being here for this journey. I'm sorry it took so long, but when I started this I didn't have two kids and I had all the free time in the world. As a project I effectively made
[p][/p][p]7.0.0.0 \[Build #203, Release Date: December 9, 2025][/p][p]New:
- Cross of Auria can now be completed with its final main story achievement now obtainable!
- New tooltip keyword "Assembled" for items which have other uses but can also be disassembled.[/p][p]Updates & Changes:
- Removed level display from most enemies.
- Horseman DLC trials renamed: Novice, Beginner, Intermediate, Pro, Expert
- Poisoned Apple, Yule Spirit, Warped Wood, Living Dough now have sell prices.
- The Boss state now reduces affliction chance of Blind, Silence, Confu, Sleep, and Disable by 67%, up from 33%, reduces Poison, Burn, and Bleed by 50%, up from 10%, [/p][p]Skill & Mastery Effects:
- Remedy, First Aid, and Stitch can now be used from the menu.
- Mend, Cure I, Healing Wind, and Regeneration I are now Certain Hit
- Synergist and Magick boosts animation changed.
- Dispel animation changed.
- Reduced the cooldown of Blizzard from 7 to 5.
- Removed the warmup of Thunderstorm and Arcstorm.[/p][p]Notes, Comments, Known Issues & Other:
- One of the lodge quests leaves the Save screen reading 1 active even when completed.
- With the change in development moving forward, the concept of spell hit rate on allies is being left behind.
- Unlike other Veilspawn, the Headless Horseman is based on the first generation character sheets from 2017. Because it's a paid DLC, I'm hesitant to upgrade its difficult to be consistent with where the game has gone since then. Because of this, I've removed their display levels and the text to choose which fight references generic difficult labels rather than explicit levels. In my 60 hour file, I was able to one turn kill the level 120 variant. It doesn't seem right to let it be called level 120 moving forward.
- Level display was a relic left over from earlier iterations of the game where every enemy displayed it. Because Troop display became crowded with longer names and multiple units, I decided to cut it in most places, but left it on enemies from the Pit and in the Veil. Once the Pit itself was cut, those enemies were repurposed for new zones, but the (Lv. XY) wasn't removed yet. I also wanted to remove instances of duplicate enemies at different levels, but wasn't able to untangle all their interactions in a safe way without dedicating dozens of hours to the concept. If anyone ever creates a full guide, I would be cooperative with release stat sheets and enemy levels. Unfortunately, because the sheets can be rerolled by pressing any button, its not possible to provide a fixed sheet of all 11 enemy classes with their stats per level. This is one of the changes coming to CoA2. As of this update, no enemy should display (Lv. XY) in any part of the game, but there may be a handful left over.[/p][p][/p][p]I have to do one final playtest of the very last battle, then this build will be set public. ETA: 1hr from this post.[/p]