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Veil Trial 3 & 4

[p]Development of future trials (if I end up doing more) will surely take longer, as I have exhausted my existing pool of resources.[/p][p]Previous post covers the upcoming Horseman Hunter DLC and functionality of the Awoken Veil Trials (seen here) [dynamiclink][/dynamiclink][/p][p]This update is being deployed so soon after the last one due to the discovery of an exploit in the new trials.[/p][p][/p][p]6.8.4.3 \[Build #192, Release Date: November 12, 2025]
New:

- The third Veil Trial is now available! Access requires Challenge Level 20.
- The fourth Veil Trial is also available! Access requires Challenge Level 30.
- A new series of skill guides are available in the loot pool of Veil Trial bosses 1 & 2. Basic Guides have a 33% chance to drop, Moderate Guides 10%, and Advanced Guides 5%. Guides teach Tier 1, 2, and 3 physical, magical, and special elemental abilities respectively. Ex: Guide to Basic Fire teaches one ally Emberstrike, Firebolt, and Eruption all at once. This drop rate only applies to Trial 1, 2,and 3. [/p][p]Fixes:
- Fixed an issue on the low level trial rifts which would allow entry before the required challenge level was reached. [/p][p]Updates & Changes:
- Local file PatchNotes file renamed to x.Legacy_Patch_Notes. The old file begins at version 1, public build #1 and ends at 6.8.4.2 Build #191. A new local file starting at 6.8.4.3 Build #192 has been created for the remainder of development named Patch_Notes.
- Disassemble pool adjusted for Blazerblade weapon.
- The following Snowdrift enemies have been scaled up to level 40-50: Snowbear, Angry Puffin, Enraged Construct, Vengeful Construct, Warped Spirit, Cookie Warrior, Harping Hare, Slimebat, Frost Turtle, Frostslayer Mantis, Ghazra.
- It is no longer possible to save inside the Awoken Veil Trials.[/p][p][/p]

Challenge Level - How It Works & Horseman Hunter Pass Coming Soon

[p]First and foremost - a second trial extending to level 20 is available in the Veil and can be challenged immediately upon completing the previous one introduced in the last patch. But how to access it - that is the question.[/p][p]I've finalized the gimmick surrounding the Veil Trials / Challenge Level. Let's bullet point it for easy understanding:[/p]
  • [p]Starting a trial will set your Challenge Level to 0. Your Challenge Level can be viewed from the Save menu.[/p]
  • [p]Completing the first trial consists of defeating 10 battles one after the other. For each one, your Challenge Level increases by 1.[/p]
  • [p]While your Challenge Level is 10 or higher, you may enter the second Veil Trial.[/p]
  • [p]Completing the second trial consists of defeating 20 battles one after the other. Again, for each one, your Challenge Level will increase by 1.[/p]
  • [p]When the third, fourth, fifth, etc Trial become available, they will require full completion of the previous Trial to access.[/p]
  • [p]However, if Ruby is killed part way through the Trial, you will only have access to Trials corresponding to your Challenge Level. Reminder: Your Challenge Level resets every time you start a new trial![/p]
  • [p]Therefore, if you fail on battle #9 of the second trial, you won't get a game over, but Ruby will return to the Awoken Veil with Challenge Level 9. With the CL being too low, access to the second trial will be restricted and Ruby will have to defeat the entire first trial to raise the CL high enough to open the second trial.[/p]
  • [p]This will be how it works for however many trials I end up releasing. My goal is 10.[/p]
  • [p]There is a one time completion bonus in a chest behind the boss in each of the Trials. The first two directly affect Ruby's Snake pet.[/p]
[p]Starting the trials has no minimum level or story based prerequisite. This can be done as soon as Ruby discovers access to the Awoken Veil. Keep in mind that nothing in the game right now directly points Ruby to these discoveries, but multiple access points exists throughout the world. The easiest and earliest access point would be in the large room upstairs of Ruby's House via the statue. The game is a little too old for me to pretend this information is a spoiler.[/p][p][/p][p]Also launching with this update are back end preparations for the Horseman Hunter Pass DLC involving the two NPC who have no visible quests for Ruby in the Team HH Lodge. I don't yet have a timeframe for the launch of this content, but I've spent most of the week on it so far. Here's some info about the plans for that DLC:[/p]
  • [p]$4.99 from the Steam Shop[/p]
  • [p]With the DLC installed, the NPCs in Brandywine Countryside / Team HH Lodge will give Ruby the Special Access Pass which allows access to the Horseman War Campaign.[/p]
  • [p]Current goal: 10 Hunter Lodge Sidequests, including Extinction, Supply, Target, Strike, and Raid. Of these 10, full functionality for the first 2 and preparation for the following 2 are coded in.[/p]
  • [p]Raid takes place in a classic Cross of Auria castle structure, similar to the discoverable Love Is In the Air questline in Agartha. Location currently named Brandywine Manor.[/p]
  • [p]Battle focused high level content structured with enemy levels 30-40.[/p]
  • [p]Lodge quest progress grants access to three new companion pets via "Team HH: Extinction" quests, specifics to be announced later. The completion of these units prompted the previous several patches worth of Skills & Ability changes, particularly the ones with new Mastery effects.[/p]
  • [p]New exclusive gear particularly useful to but not limited to Ruby's pets.[/p]
  • [p]Greater drop rates for the orange quality weapons' crafting materials within Brandywine Manor.[/p]
[p]Coming just after the Horseman Hunter Pass is going to be the long awaited changes to Snowdrift Village, which level-wise would occur after the Horseman coming in at 40-50. [/p][p]Finally, following that, a story wrap up for this game, Cross of Auria, originally titled "Cross of Auria Chapter 1 - The Awakening", will launch and development on CoA will conclude. We've talked about this a bit in the past, but real quick I just want to let you know why we need to move to a second game and it's super simple. The engine keeps crashing. I discovered some information about how to expand the default limitations of the engine, specifically maximum amount of internal data stored for Actors, Classes, Items, Weapons, Armor, Skills, Enemies, Troops, Switches, and Variables. Every time I save, there's a chance that everything on the back end - the things listed above, but nothing saves for the front end - what you as the player experience. For instance, I'll make a ton of changes to a location then go edit mastery effects for a skill and press save, but only the mastery effect will save. The entire location reverts to how it was before I started for the day. This has made development incredibly cumbersome especially in cases of nested event scriptwriting, like the Candy Bag. Every time I get deep on a new concept that requires not exiting out to save for, I get a crash. So we need to, for real this time, wrap it up and move on. And just for complete transparency - after making the game free to download and play, the motivation I've had to extend the game has dropped significantly. This is why I'm focusing heavily right now on this DLC. If you recall, it did not originally intend to extend the game at all beyond the Flame Titan. In terms of 'end game' for chapter one, there's a thread in here somewhere called "Minigame Megathread" that goes over all the "postgame" stuff there used to be before the main story was extended beyond what was originally written for chapter 1.
tldr; I let the scope get way out of control and it can't be reigned in. So it's time to finish the story![/p][p][/p][p]And on that note, here's the official patch notes for everything above. This will launch later tonight. Check the Info tab from the main screen to see if your game has updated. If not, don't fear! It will be public tonight![/p][p][/p][p]Oh PS, bosses just randomly got potentially way harder good luck.[/p][p][/p][p]6.8.4.2 \[Build #191, Release Date: November 11, 2025]
New:
- The second Veil Trial is now available! This one goes up to Challenge Level 20 and has a unique one-time reward for completion.[/p][p]Fixes:
- Fixed a teleport issue from the old Halloween events in the Awoken Veil.
- Removed the second Black Forest Halloween access object from the Awoken Veil.[/p][p]Updates & Changes:
- Reorganized how the Veil Trials will calculate progress used for later rifts.
- The Boss state, in addition to its previous effects, now reduces chance to be afflicted by loss of utility and control effects by 33% (Petrify, Blind, Silence, Confusion, Fascination, Sleep, Stun, HolyStun, Disable, Fear). Also reduces chance to be afflicted by general damage effects by 10% (Poison, Burn, Bleed). Also adds one hit to Normal Attacks. No change to end of turn field damage (Thunderstorm/Blizzard/etc) or niche modificatons (Soak/Poisonfear/etc). This is an overarching effect on all bosses with the Boss status that stacks on top of their custom resistances and weaknesses. Previously, the Boss state only increased parameters by 10% and added a 10% chance for a second action per turn.[/p][p][/p]

Trial of the Veil

[p]The patch notes themselves this time are long so I'll keep the text up here bullet pointed:[/p][p]If you played the game during the intro to Saboteur/Synergist patch and equipped those classes, the character who equipped them immediately gained access to skills from other classes they don't normally have access to due to the experience requirement difference which has since been patched out. Rather than code in a skill removal for every single contingency, we're just going to leave it in and call it my mistake. The amount of unintended skills gained is roughly 3-5 levels worth of every class coded into the game immediately upon having equipped Saboteur/Synergist. For example, my Ruby has Cleave now. She shouldn't.[/p][p]I'm introducing a new challenge to finally replace The Pit, which was shut down in the 5.0.5.0 patch in September of 2021. It will consist of ten separate locations accessible from within the Awoken Veil. This update introduces the first of the ten gauntlets.[/p][p]The first Gold hunter badge is available from Team HH in Brandywine Forest for completing Team HH: Strike I quest. [/p][p]Two new achievements are available, one for obtaining the Gold badge and another for completing the available Awoken Veil Trial.[/p][p]This update will be available at some point between now and the end of tomorrow. I realize that's not a real professional thing to say, but I have to test out achievement functionality before I officially release it! I can't do that without you guys noticing that the achievements have been added to the back end on Steam.[/p][p]Our primary area of update this time around is still the Brandywine Forest Headless Horseman encounter.[/p][p][/p][p]6.8.4.1 \[Build #190, Release Date: November 8-9, 2025][/p][p]New:
- The Headless Hunter Lodge in Brandywine Forest has a new quest for Ruby!
- The Team HH alchemist has new purchase options for Ruby when in posession of the Silver and Gold lodge badges!
- A low level trial has appeared in the awoken Veil! Completing the trial yields a one-time reward for Ruby's Snake pet and unlocks a new achievement! Ruby is protected from death during this event, all party members may join, and rewards are kept even if Ruby ultimately fails. Failing the challenge will return Ruby to the Veil. Doing the trial multiple times will reset Ruby's "Challenge Level" as seen on the Save screen.
- A restoration crystal appears in the same area as the new trial.[/p][p]Updates & Changes:
- The temporary enemies in The Black Forest are now at rest. The corresponding item in Ruby's House has been removed. Enemy data for 1187-1196 has been removed from the game. Troop data 499-512 removed from the game.
- The original Halloween 2021 area has been sunset. This location has been reused for the new Team HH: Strike I quest. All associated enemy and troop data has been retained and updated to fit the new required uses. The location now has random encounters. Fixed encounters are significantly higher level and do not show their level in their name. The Veil portal to H21 no longer brings players to that location and the location itself is now Timelost.
- Enraging Flames can now apply Burn and is classified as a Magical Attack.
- The location referred to as the 'awoken Veil' now reflects that in its visible name.[/p][p]Fixes:
- Fixed an Orc War weather event in Brandywine Forest that was unintended, causing it to rain inside buildings.[/p][p]Achievements:
- A new achievement is available for completing the first trial in the awoken Veil which coincides with reaching Challenge Level 10. This achievement may be earned immediately.
- A new achievement is available tied to progression with the Headless Hunter Lodge. [/p][p]Character Sheets:
- The Warlock 2nd generation character sheet has been rerolled using current randomizers. Until another reroll, new Warlocks will effectively follow a 3rd generation sheet.
- Hunter 2nd gen character sheet rerolled.[/p][p]Known Issues:
- If you logged in during the intro to Synergist/Saboteur patch, then every class was instantly increased by several levels while either of those was equipped. This caused characters to have access to skills they shouldn't normally have. Rather than add code to remove these skills, we're just going to call this one my error and leave it be.[/p][p][/p]

Warchest of the Horseman Hunters

[p]I'm a few days late with this one - but Warchest of the Headless Hunters is now available on the Steam shop !![dynamiclink][/dynamiclink][/p][p]This DLC adds a new ally to Ruby's team from the Brandywine Forest / Hunter Lodge area. Functions similar to the snake and has its own unique class![/p][p][/p][p]Some quick notes about the patch that released alongside this (6.8.4.0) -
• Changes EXP required for leveling Saboteur & Synergist classes due to a learn skill bug created by their requirements being different.
• Added 3 Supply, 1 Target, & 1 Strike quest to the Team HH Lodge in Brandywine Forest, alongside a lore drop from those 4 NPCs.
• Fixed lingering 2020 halloween event bugs.
• Adjusted halloween item drop rates and associated skills.[/p][p][/p][p]Some quick notes about the DLC itself (Warchest of the Headless Hunters)[/p][p]• Allows access to the Imp pet from Brandywine Forest area, in a cabinet within the hunter lodge.
• Unlike previous DLCs, the check for ownership is ongoing. Our other DLCs will uninstall locations causing an error/crash when you try to access a location you no longer have installed. This one will run the check for DLC ownership every time pets are added or removed from the party. Basically, we had a problem with people returning the Founders Packs back when they had a price tag, before they were "Gift Pack". I don't intend to let people keep what they haven't paid for - I think that's fair.
• The check is only whether or not a DLC is installed, nothing to do with whether or not you are currently online.
• Imp will leave the party any time the Snake also leaves the party.
• I'm still overseeing any potential issues - if something comes up, please let me know ASAP! [/p][p][/p][p]6.8.4.0 \[Build #189, Release Date: November 3, 2025]
New: - The Headless Hunter Lodge in Brandywine Forest is ready for volunteers... almost! Visit this location for a new series of hunter Supply, Target, and Strike quests! - A new ally is available via the Warchest of the Headless Hunters DLC available on the Steam shop!
Fixes:
- Team HH: Inititation I now adds to the Complete section of the save menu upon accepting the next quest from the same NPC. This quest does not add or remove from the "active quest" display at all.
- Fixed a blocked path issue in the 2020 Halloween event.
- Fixed the 2020 Library Guardian encounter.
- Fixed Sabotage Element Break effect.
- Lightning Rage now prevents access to Synergy, Sabotage, and Swordsman abilities.
- Fixed an issue where Synergist and Saboteur classes would allow quick learning of skills from other classes based on the EXP required discrepancy by bringing the EXP required to level up in line with other classes. However, they also now gain 33% more EXP than regular classes.
Updates & Changes:
- Drop rates for 2020 & 2021 Halloween event enemies have been scaled down to be more in line with the new 2025 event. However, these other enemies now also benefit from conditional Sabotage based drops.
- Newly acquired + weapons from the Hallows set show their attack element in the tooltip and have HP, MP, or TP regeneration effects. Previously acquired Hallows weapons do not inherit these updates due to the way gear works in the game engine.
- Shadow Rend reworked. Is dark type, can apply Luck Break (33%), and tooltip adjusted.
- Soul Drain reworked - has Piercing, lower base damage and longer cooldown, but greatly improved mastery effect. No longer grants TP.
- Lash now factors in four times the attacker and defender's luck instead of just one. No longer grants TP.
- Increased Sweet Candy drop rate from Brandywine Sadkins.
- New icons for both versions of -Break abilities to distinguish easier between Saboteur magical breaks and Skill physical breaks when uncontrolled characters use them.
Notes, Known Issues & Other:
- Removed 67 unused audio files.
- Removed 327 unused sv_enemies.
- Removed 50 unused battleback1.
- Removed 50 unused battleback2.
- Removed 60 unused faces.
- Progress through Brandywine Countryside is blocked beyond the current available 5 Team HH quests. Stay tuned for the next update![/p]

Halloween Delay

[p]Hey everyone just a quick update. The next update is ready to ship alongside a new DLC which features a collectible battle monster similar to the Snake that was recently added, but I spent too long getting it ready and now it's in 'waiting for Steam review' limbo. I expect that sometime next week it will be good to go and can be finally published. The corresponding patch, 6.8.4.0, will be held back until the DLC itself can be launched. Alongside the DLC is 3 Supply quests, 1 Target quest, and 1 Strike quest from the Headless Hunters lodge. [/p][p]In terms of the Horseman event itself, it's going to take significantly longer than I thought. My goal is to make 10 Headless Hunters quests, and then 13 special access quests of different types which goes through this new region. I don't want to publish anything half baked or "to be completed later" anymore, so that will just have to come out a little bit later when it makes some less sense. [/p][p]I'll think of something interesting to do in the interim, but my focus is also going to be shifting to Snowdrift to fully repair and roll out a lodge there. [/p][p]We'll talk more when Warchest of the Headless Hunters is launched, which hopefully will be by the end of next week. See you then[/p]