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What's Coming to Revan

Buckle up, it's a big one.

Over the last few weeks, I've had an incredible amount of development time which has allowed me to do away with the test branch for fixing all of the things that were broken up to the current end of the main story in CoA. There are a few other things being worked on that I want to take this time to talk about, but first let me just let you know that there will probably not be a new patch this weekend.

The three major things I've been working on are:
• The Orc War - Continuation of the main story, beginning immediately following the third Veil scene.
• Battlefront - a mini-game where Ruby commands troops on an exploration through various parts of the four kingdom's area.
• Battle Series I (DLC) - Level 25 maze dungeon featuring Zodiac themed bosses and loot.

I've mentioned the Orc War many times over the past probably a year and a half now, and I am sorry at how long it's taken me to be able to make progress on it. However, I am happy to say that development for it is well under way. In fact, there won't be a new update to the game until at least the first part of the questline is completely finished. This part takes Ruby & friends through the Nexus Waterway, an abandoned sewer system beneath Auria. I'm very close to finished with this part, but I need to iron out a few things before I publish it. Specifically, I need to connect the Day 4 (Orc War Day) map to the various locations around the world. Some events will only take place during the Orc War and will be missed once players progress past the core events.
Because the beginning of the Orc War is linear, there is no quest log details for it. Additionally, I have decided that keeping up on the quest log takes entirely too much development time, so moving forward there will be less dialogue related detail and more to-the-point 'what to do' and 'where you left off' information. Originally, I did want there to be a ton of extra readable dialogue, but at the end of the day I want to continue the overall project and getting bogged down in dialogue has already cost us a lot of time. This may be something I invest in once I consider CoA to be "complete" (as opposed to 'this is where the story stops for now' which is how I previously looked at it when I originally launched the game.)
In short: The first steps of the Orc War are set to happen following the 3rd Veil scene and are already intertwined with event coding, therefore there will not be an update to the game until it is finished and ready to go, which I estimate to take no longer than two weeks from today.

The Battlefront was an idea I had for a new game altogether, but decided to add to CoA as a test run. Ruby hires mercenaries who fight through contested areas, collecting resources and building support structures to secure Lvell's position throughout the northern forest region. On the world map, this first Battlefront zone is the entire snow and dead forest extending from the tower north of Lvell beside Scarlet Cavern.
Key mechanics for Battlefront:
• Only Ruby may participate. Other party members are removed unless otherwise specified (such as DLC character packs if that's something we ever do)
• Once KO'd, mercs will drop all their gear and return to level 1 to be hired again. The initial hiring process costs Gold, but all future hirings will cost resources of the area (Silver Piece, Gold Piece, Wood, Food, etc).
• The current test group of mercs are capped at level 20 and only have a handful of skills. This will be expanded on as further tests roll out.
• Similar to how the original Black Forest functioned, there is one zone per world map tile for the entire forest and structures included with some deviation for combined zones.
• Loot obtained from the Battlefront area will be optimal for further Battlefront usage, but also conform to the standard weapons and armor sets of the main story characters.
• Since there is very little story contained within, new zones can be deployed as part of any regular patch and will not impede other patches or updates.
• If you have any comments or recommendations about the event, feel free to let me know!

Battle Series I is an idea that came from me wanting to continue to fund this endeavor. Updates take a ton of time (I have 2884 hours in the engine as of writing this) and now over 20,000 people own a license to the game. As always, every DLC helps the project continue. So, about the details... I came up with 5 boss battles, whose details will remain a mystery until release, based on the Zodiac theme. Each boss has their own zone. Each zone has its own addition of unique battles and includes some from the previous zones. Each boss has a chance to drop gear from the Zodiac Weapons & Armor Set. The basic Zodiac set is a purchasable 260-point Defense and Magic Defense focused set, which you can get using the Astral Coins that drop from all enemies in the area and from Zodiac Coins which have a chance to drop off the bosses. Additionally, the bosses have a chance to drop enhanced versions of this set with their name attached, which are 325 point uncommon set and 350 point rare set. For the first time, this new set also includes weapons!
These bosses will find their way into the Pit with slight variations. In their pit alternative, they will not drop astral or zodiac coins.
Short: The is a battle-focused DLC with minimal story involvement. Possible rewards are weapons and armor.

Some other things to go over regarding the next update:
- There will be an increase in CoA's overall file size, the specifics of which I'm not yet sure. New background music was added for the new zones and I found dozens of new SV enemies to use in the future. Given some time, I will likely remove the unused assets until they're ready to appear in game. For the time being, their data will be present in the file size.
- The next download will be big, even relative to the above statement. Many character files had to be slightly updated which will cause the file to be re-downloaded. Additionally, all the details for Battle Series I is included in the current package even though it is not yet available.

Coming Soon, but later than everything above:
- The Pit will see a rework to save data space and development time. Custom non-boss battles designed for the Pit will be replaced with their regular-game alternatives and drop the same loot. Pit Coins and other Hall of Challengers specific loot will instead drop after the battle as a text prompt rather than directly off the defeated enemy.
- The next tier of the An'ura Rift for the Colosseum will not come as originally planned. Instead, the current rift will be brought to level 25 and all data for lower level enemies will be adjusted. Ultimately, these changes will keep these 'endgame activities' in line with the highest level Ruby & co should be provided the player does mostly everything along the main story path.
- Multi-map zones will be mostly replaced moving forward with full scale maps where it is possible to do so. For instance, Scarlet Cavern and Den An'ura use mostly the same tileset throughout and could all be on one map rather than be spread across dozens.


That's plenty of information for one post, wouldn't you say? Stay tuned for patch notes in the coming weeks for the official release of 5.0 and the first steps of the Orc War!

4.2.0 - End of the Test

I had another dozen hours free today and spent it fixing all of the things. Because of that, the alpha branch of 5.0 is officially disabled. Today, we celebrate (finally) the release of 4.2.0, which to the players that did not participate in my little testing ground introduces:
- New playable character Eurus.
- New Veil zone which links Colosseum, Hall of Challengers, DLC redemptions, Eurus's Quest, the Trophy Room, and more things to come.

I had originally planned to give a small gift to only the people who took part in it and another for only the people who had originally purchased CoA, but given the time it would've taken to do that, I think the best gift to all of you is to just keep working on the game for everyone and get progress out there.

4.2.0 [Build #95, Release Date: August 06, 2021] Warning: The 5.0 Alpha branch has been discontinued. The re-connection of the beginning of the game to the end of the current main story has been made. From this point forward, all updates will be posted directly to the main branch that everyone has access to by default. If you did not participate in the 5.0 Alpha branch of the game, you will need to make a new save file to progress. Otherwise, the change in skill effects, states, learned-by-level-ups, switches, and other back end processes will cause the game to not function as intended. New save files should not experience these issues.

Bugs to look for: Report them as a comment to the most recent patch notes or post them directly on the CoA channels using the invite link above!
- Hell's Gate units should not use Gust and should not try to use a skill with no data.
- If the screen ever flashes when Ruby uses her psychic power. My goal is to remove the flash feature permanently - please let me know if I missed any.
- If during dialogue conversation, Ruby triggers a game crash. This is due to a removed picture file - please screenshot exactly where this was so I can patch it right away.

New:
- A small goodie box has been added to the Veil with crafting materials for the Research Shack in Auria.

Fixes:
- Hardy's Headgear now correctly adds a 2% resist to Poison, Burn, and Bleed.
- Ewynn no longer uses Self Switches and should be more stable.

Changes:
- The Flame Titan event and dialogue has been moderately changed.
- Increased Jack's HP for the training battle to 999,999.
- Phoenix Ash introduction questline can be completed on Day 1 or Day 2.
- Removed the first copy of Disabling Slice and Silencing Slive
- Party members who did not participate in the battle also receive a share of the EXP gained through battle and quests.
- Removed the enemy version of Gust.
- Hell's Gate units now use either Airblade or Airslash instead of Gust at the end of each turn.
- Since the ele-nulls can be applied out of battle, they will no longer be removed at the end of each battle.
- Screen flashes have been removed.

Known Issues:
- Killing a Drahkin with Arcane Missile will appear to cause the game to stop, but this is because the dialogue of having collected the egg appears. It did not freeze.

Raphael's Tower - 0.05 Details

I had a couple dozen hours free over the last few days, so progress is coming a little quicker than usual.

tldr build notes: new playable character is available for everyone doing the 5.0 alpha tests. Opt in instructions at the bottom. Find him through the Veil in Ruby's House at any point in the game. Quest designed for level 1 new save files.

Like main party characters, Eurus is not currently permitted in the Battlefront area.

0.05 [5.0 Alpha Build #5, Test Date: August 05, 2021] What's In This Version:
- Preparation for day 2 tie in is under way. Elena Katali will prompt Ruby to visit Officer Rose, who sends her home. If you enter Ruby's Room, you will be stuck there until the patch which adds Day 2.

What To Look For: Look for these and other bugs and report them on Discord!
- Eurus properly joins the party after his quest is completed.
- Music properly changes between Ruby's House, The Veil, Raphael's Tower Area, and Raphael's Tower.
- Lighting returns to normal after leaving Raphael's Tower Area.

New:
- Debug Unit has been added to Lvell to remove Quest #8, which was previously "Nightmare of Lvell". This quest had no further details than a title and should be removed from all active save files.
- Elena Katali of the Phoenix Ash now prompts Ruby to return to Officer Rose after her questline is complete.
- The Veil now connects to the Raphael's Tower Area. Visit this location to help Eurus.

Changes:
- The store page listing for the Cross of Auria demo has been delisted. This demo may be safely uninstalled.


Character Highlight: Eurus
Elemental Affinity: Wind
Weapon Type: Scythe. Adds "Scythe" battle commands.
Armor Type: Leather
Learned by level up:
1: Singlehand Stance
1: Doublehand Stance
3: Arcane Shock
3: Swing
6: Airblade
8: Airslash
10: Arcane Shock II
16: Airslash II
18: Airblade II
20: Reave
30: Airslash III
36: Airblade III
Attack State: Air Current (5%) [Air Current increases the chance of Wind-Weak applying to the afflicted target by 300% and may be applied by any skill which adds the Normal-Attack state, which is most non-elemental physical skills.]
Resist State: Wind-Weak (100% Resistance)

About Singlehand Stance
Singlehand Stance...
- Applies "Singlehand Scythe" to Eurus, which increases MP cost by 20% and increases magic damage by 20%.
- Removes "Doublehand Scythe" and allows access to Magic, but prevents the use of Skills.
- Starts with a 2 turn warm-up and has a 2 turn cool-down.
- Is a Scythe-type ability.
- Has a chance to freecast various magic in a single turn depending on Eurus's level.
Under level 10: Airblade + Arcane Shock
Level 10 to Level 20: Airblade x2 or Airblade + Arcane Shock
Level 20 to Level 30: Airblade x2 or Airblade + Arcane Shock or Airblade + Wind Buffet
Level 30 to Level 40: Airblade + Wind Buffet or Airblade x2 or Wind Buffet + Gust
Level 40 to Level 50: Airblade + Wind Buffet or Wind Buffet x2 or Wind Buffet + Gust
Level 50 to Level 99: Airblade + Wind Buffet or Wind Buffet x2 or Wind Buffet + Gust or Gust x2 or Gust x3.

About Doublehand Stance
Doublehand Stance...
- Will always cast Attack + Swing regardless of level.
- Applies "Doublehand Scythe" to Eurus, which increases Physical damage by 25%.
- Removes "Singlehand Scythe" and allows access to Skills, but prevents the use of Magic.
- Starts with a 3 turn warm-up and has a 3 turn cool-down.
- Is a Scythe-type ability.


Alpha Opt-In Instructions
1. With the Steam client open, right click Cross of Auria and select Properties
2. In the new window, navigate to the Betas tab
3. Enter the following beta access code: version5alpha
4. Press the "opt-in" button and make sure the branch listed is "alpha5 - 5.0 Alpha Branch" in the drop down menu. Then, it is safe to exit this menu.
To switch back to the retail version of the game, select "None" in the drop down menu instead.

0.04 [Live Now] Details & Plans for 0.05

The below patch notes are kind of big this time, so let me sum up with: I removed old confusing poisons, burns, and bleeds and replaced them with a more streamlined version. Because of that, I had to go through the entire database and pair everything back up. In doing so, I caught some enemies who should have elemental type advantages but did not. So, for I think the second time ever, I'm sharing with you all a link to an excel sheet with information about the game. This sheet contains information regarding type matchups within CoA. The link is just below in the 'what's in this version' section of the notes.

There are still a handful of things I need to do to finish up the first day, including fix the "nightmare" quest log information to reflect the changes in the quest. As of right now, it will not progress past a certain point regardless of having completed the steps. When the quest details are filled out, a debug NPC will be added to Lvell until 5.0 merges with the default retail branch of the game. If you do not debug the quest log information before then, it will never update to be accurate unless you start a new save file. Keep in mind, the Quest Log is purely visual and has absolutely no effect on anything inside the game. It merely exists as a resource for extra reading or help if you've put down the game for a while and have forgotten where you left off.

This build includes the next day 1 quest - the Phoenix Ash introduction. This quest should progress from start to finish without errors. I just spent the last four or so hours testing it, so I very much hope this is the case. As always, if you find any issues, please report them on Discord or as a reply to this post!

This build does not include major additions or changes to the Battlefront arena.

Over the next few updates, my goal are the following:
• Add the new party member Eurus for players who purchased CoA before it became F2P. This exclusivity will be temporary and last no longer than six months after the release of 5.0, after which point his addition will be permanent for everyone.
• Add a thank-you box in the Alpha build to be carried over in the merged retail build later for those of you who participated.
• Tie together the current point in the story up until the end of Hell's Gate. Sadly, this is the next roadblock as Historian Ewynn needs to be completely rebuilt, as he has entanglement which does not function correctly spread out across multiple quests. I don't estimate his repair to take very long, but it isn't possible to merge the retail build until he's fixed.


0.04 [5.0 Alpha Build #4, Test Date: August 04, 2021] What's In This Version:
- Major overhaul to the States system. Completely removed extended turn and variable states and replaced with streamlined states listed below. Due to this change, every actor, class, item, enemy, armor, and weapon had to be looked at to remove the previous state and apply the new one in its place where applicable. Example: If a weapon would apply one of the previous types of poison, its reference position in the database was changed to the new one.
- Enemies who visibly have an elemental type now share those type weaknesses - see the elemental resistance chart here: : https://docs.google.com/spreadsheets/d/1AxJJBGunGnyzHuWEemJvEQRHmEkEtSi7HaNkJJGtCSI/edit?usp=sharing

What To Look For: Look for these and other bugs and report them on Discord!
- When KO'd, Battlefront teammates should drop all gear, revert to level 1 with 0 EXP, and leave the party.
- Battlefront characters should leave the party when Ruby leaves the area, then return when Ruby comes back, keeping all of their gear and EXP intact.
- If any area returning to the World Map instead crashes the game on Day 1.
- Actors or enemies apply a buff or debuff that does not make sense relative to who or what they are.
- Weapons or armor do not protect against statuses which their flavor text says they do.

DLC Changes:
- Armor from the Founder's Pack V set now increases resistances to the new Poison, Burn, and Bleed. Previously, this set only added resistances to Poison and Burn.

New States:
- Some skill may override the reset turn function and add turns instead.
- There are no longer multiple variations of common damage over time effects. However, some special case variations remain - such as Devastating Poison, which will replace Poison on the afflicted target.

• Poison
-- DoT Formula - (a.mat * 2) + (a.luk / 16)
-- DoT Variance - 33%
-- Resets turns when reapplied.
-- Duration: 2-5 turns.
• Devastating Poison
-- DoT Formula - (a.mat * 4) + (a.luk / 8)
-- DoT Variance: 33%
-- Resets turns when reapplied.
-- Duration: 3-5 turns.
-- Added Effect: Immunity to regular Poison state.

• Burn
-- DoT Formula - (a.mat * 2)
-- DoT Variance - 33%
-- Added Effect: Reduces Attack by 33%
-- Resets turns when reapplied.
-- Duration: 2-5 turns.

• Bleed
-- DoT Formula - (a.atk * 2)
-- DoT Variance - 50%
-- Resets turns when reapplied.
-- Duration: 2-5 turns.

• Frostbite
-- DoT Formula - (a.mat * 1.15)
-- DoT Variance - 18%
-- Adds turns when reapplied.
-- Duration: 2-5 turns.

• Heal
-- HoT Formula - (a.mat * 2)
-- HoT Variance - 25%
-- Resets turns when reapplied.
-- Duration: 2-5 turns.

Fixes:
- Resolved an issue where the player could Game Over is Ruby was KO'd after the Spheria battle.

Changes:
- Phoenix Ash opened after water spirit quest & questline adjusted to reflect new states.
- Day 1 Shoreline box now contains a Minor Revive.
- Removed the 'Day 1 Revan' map.
- Spheria (Lv. 7) now conforms to Water-type defenses.
- 1st Den An'ura units now correctly apply the new Poison state.
- Scarlet Lava Spawn now has a 10% chance to cause Burn.
- Scarlet Cavern enemies now conform to Fire-type defenses. Drahkin, Egg, & Golem have custom type defenses instead.
- 2nd Den An'ura units now conform to Poison-type defenses.
- Updated all skills to conform to New States.
- Expose Weakness now reduces target defense by 33%, up from 30%.
- Instability now applies all three debuffs in one as opposed to three separate chances to apply a single debuff. Chance for Instability to be applied reduced from 75% to 50%.
- Molgoroth now follows Poison defense types with the addition of full immunity to Poison attacks.
- Frostbrood Minions now follow Poison defense types with the addition of 50% resistance to Ice. Normally, Poison types have no resistance or weakness to ice.
- Elementals which were previously immune to their own primary element now follow type defenses instead, which universally have a 50% resistance to their own element. The chart for elemental resistances can be found at the top of these notes.
- Frostbrood Titan now follows Ice-type defenses and is additionally 50% resistant to Poison-type attacks. Normally, Ice types have no resistance or weakness to poison.
- Flame Titan now follows Fire-type defenses but retains his story-based 200% weakness to Ice. Electric weakness reduced from 175% to standard fire-type defense which is 133%.
- An'rim Operant now has a 25% chance to apply Burn or Bleed and a 10% chance to apply Poison on attacks. An'rim units are not considered fire-type, but are immune to Burn.
- Agartha Rift units now follow Soul-type defenses.
- All mechs are considered immune to Bleed.
- Eldritch Wretch is now Dark-type.
- Frost Fortress units are immune to Freeze.
- Scorpio's Pupil is now Water-type, but retains his immunity to Water.

Alpha Opt-In Instructions
1. With the Steam client open, right click Cross of Auria and select Properties
2. In the new window, navigate to the Betas tab
3. Enter the following beta access code: version5alpha
4. Press the "opt-in" button and make sure the branch listed is "alpha5 - 5.0 Alpha Branch" in the drop down menu. Then, it is safe to exit this menu.
To switch back to the retail version of the game, select "None" in the drop down menu instead.

5.0 Alpha #3 Details

Opt-in instructions at the very bottom of this post.

I'm not sure if I posted patch notes for the 0.02, so they are also included in this one. Short version: day 1 questline expanded. Extra detail added to the Battlefront area.

0.03 [5.0 Alpha Build #3, Test Date: August 01, 2021] What To Look For: Look for these and other bugs and report them on Discord!
- Quest with Rose progresses to a conclusion in the forest after the boss.
- Progress prevented after Jack leaves.
- Able to interact with Veil - Colosseum, Founder's Pack DLCs, etc.
- Should not be possible to enter the Phoenix Ash even after the water spirit quest is complete.

New:
- Intro quest extends from Ruby wake up to mid day 1.

Changes:
- Battlefront Gazer (Lv. 1) now has an additional 20% chance to drop a Silver Piece.
- Removed the detonation mechanic from Battlefront III.
- Removed percent-based and turn-based states. Added more streamlined hot/dot states in their place.
- Phoenix Ash questline adjusted to reflect new states.
- Removed all Deprecated skills.

Known Issues:
- In game version still reads "4.1.4.5 [Build #94-C]" - the only way to know you're on the correct version is to start a new game and see if the beginning has Hephaes and Ullr right away.
- The day 1 questline does not appear in the Quest Log.

Emergency Changes After Deployment:
- Blocked entrance to Phoenix Ash.
(The Phoenix Ash questline was not yet updated to include information regarding the new HoT/DoT system, but was left in my notepad as a 'to do' not 'is finished')


0.02 [5.0 Alpha Build #2, Test Date: July 24, 2021] What's In This Version:
- Expands beginning of game to end of water spirit quest. Adds zones and functionality to Battlefront. Ability to leave Lvell after water spirit.

What To Look For: Look for these and other bugs and report them on Discord!
- Battlefront teammates are removed from team the turn after they are KO'd or after a full party wipe.
- Game Over is prevented when Ruby is KO'd but then leaves Battlefront area.
- Water Spirit quest is functional.

New:
- Day 1 event added to Lvell.
- Added 2 zones to Battlefront event.

Changes:
- Removed the following items from the game data: Apple, Orange, Carrot, Grapes
- Accidentally removed Quest Log data for Search For the Strongest - the details of this quest may change when this build advances to that point.



Alpha Opt-In Instructions
1. With the Steam client open, right click Cross of Auria and select Properties
2. In the new window, navigate to the Betas tab
3. Enter the following beta access code: version5alpha
4. Press the "opt-in" button and make sure the branch listed is "alpha5 - 5.0 Alpha Branch" in the drop down menu. Then, it is safe to exit this menu.
To switch back to the retail version of the game, select "None" in the drop down menu instead.