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Alaloth - Champions of The Four Kingdoms News

[15.4.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]
  • Now houses/clans/factions entries inspected in Codex will show their motto in the description.
  • Tutorials updated
  • Updated Codex entries for some champions and notable characters.
[h3]Fixed[/h3]
  • Fix regression with game breaking upon entering Ahr’llan FA.
  • Fixed unreachable Verdant Blossom in The Eye.

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[11.4.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]
  • Had massive reworks of texts in Codex as part of a huge iteration and proof reading to move on with localization. Changed lore of Houses, Clans, mobs and general lore
  • Changed Frostjaws jump attack into a charge-like skill, passing through the player and moving over a greater distance.
  • Moved barks for limited access to sub locations in “Mystic Court” night from player to guards, and updated texts.
  • Improved walkable path and gatherables' position inside all main Fighting Areas

[h3]Fixed[/h3]
  • Fixed Affliction ability VFX ending earlier than the 10 sec window in which its effects are applied.
  • Make floating animation of boats loop more seamlessly.
  • Removed temporary visual artifact on the player after using Charge skill.
  • Adjusted NPC’s barks in Hashak Arena.
  • Fixed Fighting Area difficulty icons not deploying the boss variant in World Map.
  • Fixed spawn of duplicates for pawn merchants in World Map.


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[8.4.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]
  • Houses, clans and Codex refreshed and iterated to decrease word count and to align texts with the most recent iteration of the game world

[h3]Fixed[/h3]
  • Fixed thunder attack from dragon “Beizan” hitting the player instead of being channeled into a closeby lightning rod.
  • Fixed missing sfx from lightning rod of “Beizan” fight when hit from the second time forward.
  • Fixed empty gold loots showing up in Loot UI.
  • Fixed missing sprites in Valestrum entry in World Overview tab.
  • Fixed character base info not updating properly in Character UI.
  • Fixed fighting area difficulty hint being offset by one skull in World Overview tab.
  • Fixed Atlas of Plamen mishandling Valestrum.
  • Fixed vendors not showing their icon in Dremadea after portal unlock.
  • Fixed bark not showing up properly in Griffin East platform.
  • Fixed a few FA in which interactables items were wrongly positioned potentially caused the player to be stuck


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[4.4.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Fixed[/h3]
  • Raised volume for Vaizmil’s sanctuary music and set also for Vaizmil’s shrine.
  • Removed floating flames near bodies in “Path of the Damned” location.
  • Fixed “Ghost” enemies making the game misbehave.
  • Fixed an issue that was making the game unable to deploy certain traveling services (i.e. boats).
  • Fixed empty gold loots being shown in Loot UI.
  • Fixed multiple gold loots being shown in Loot UI.
  • Top left notifications now deploy a text-aware layout.
  • Dragon lairs will now use their ad-hoc difficulty hint in the World Overview tab.
  • Added missing SFX to “Duvalian Sewers” moving water, improved look of still water.


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The Magocracy of Valestrum, companions reworked, hours of new content and more!



Hello Champions!

Chronicles is available now and we're thrilled to bring you the latest update for Alaloth: Champions of The Four Kingdoms, marking significant strides since the release of Skylight in December. Your invaluable feedback and suggestions have been pivotal in shaping this update, and we're excited to introduce several new features and improvements that we believe will enhance your experience in the world of Plamen!

[h2]THE MAGOCRACY OF VALESTRUM[/h2]

Prepare to embark on a new adventure in the southern region of Plamen with the introduction of The Magocracy of Valestrum. Nestled between The Luminous Triarchy, southern Edherest, and Dragonhold, this kingdom is governed by mages, marking the first step in our journey to improve magic into the game. Explore the grand Spellkeep, where the Elemental Council holds sway, and delve into a state built upon the intricate weave of magic. Not far from this towering palace lies Mellenath, an elven enclave steeped in ancient traditions and bound by oath to the mages. For centuries, the elves of Mellenath have served as guardians of arcane knowledge and defenders of the realm. Their bond with the locals runs deep, forged in the crucible of shared history. In Mellenath, the Everwatchers practice their ancient arts, honing their skills as both warriors and scholars. As guardians of the arcane, they stand ever vigilant, ready to defend Valestrum from any who would seek to threaten its people.

In the region of Kalinglad, in between The Luminous Triarchy, southern Edherest and Dragonhold...

[h2]THE ONE TREE[/h2]

Nestled within the heart of Valestrum, amidst the mystical energies that permeate the land, lies a sacred grove known as The One Tree. While rooted in the rich lore of our game world, this enchanted location is a token of our gratitude to our dedicated community and supporters. Inaugurating The Guild, our vibrant community hub, we extend a heartfelt invitation to players who wish to deepen their connection with us. Through The Guild, players now have the opportunity to support the ongoing development of the game by subscribing to our Discord channel. By doing so, they gain access to a treasure trove of exclusive content, participate in exciting giveaways, and engage in special activities crafted just for them. But the journey doesn't end there. For those seeking to leave an indelible mark on Plamen, we introduce the Keeper program, an initiative akin to Kickstarter that empowers players to shape the game alongside us. As Keepers, players wield the power to influence the direction of the game, offering invaluable feedback and contributing to its ongoing evolution. At the heart of The One Tree, ethereal sparks dance and flicker, each one representing a cherished friend who has pledged their support and lent a helping hand since the inception of our journey.

Each spark symbolizes a soul, a silent witness to our shared struggles and triumphs. The essence of those who've fought for Plamen...

[h2]BEIZAN, THE THUNDERLORD[/h2]

Bearing down upon the once serene lands of Valestrum like a storm of unfathomable fury comes Beizan, The Thunderlord, an ancient dragon whose very presence heralds the onset of cataclysmic upheaval. Awakened from eons of slumber by Alaloth's tempests, Beizan has emerged from the depths of legend to cast his thunderous shadow across the magocracy, leaving naught but ruin and despair in his wake. As the lord of thunder, Beizan's wrath knows no bounds, his roars echoing like thunderclaps across the land as he unleashes torrents of lightning to rend asunder all that stands in his path. With the magocracy teetering on the brink of annihilation, the fate of Valestrum hangs in the balance. To stand against this formidable foe, players must embark on a perilous quest to gain the trust of the First Flame, ruler of the Elemental Council, and unlock the secrets of ancient magics long thought lost. Only by harnessing the power of the elements themselves can they hope to confront Beizan and quell the storm of destruction that threatens to consume them all.

One more for Dragonhold and the Talons!

[h2]REVISITED PARTY MANAGEMENT[/h2]

We've heard your calls for greater control and interaction with your companions, and we're excited to introduce a comprehensive rework of the companion system. Now, you'll have the ability to issue orders to your companions, directing their actions to support you, the party, or adopt offensive or defensive strategies as needed. With new behaviors and enhanced AI, your companions will bring added depth and flavor to party combat, allowing for more dynamic and strategic gameplay. No longer mere allies who follow blindly in your wake, companions now possess the ability to act autonomously, responding dynamically to the ebb and flow of combat. At the heart of this overhaul lies the introduction of a robust command system, empowering players with the tools they need to direct the actions of their companions with precision and finesse. Now, you'll find that your companions are more than willing to heed your commands, executing a wide array of actions tailored to your strategic objectives. Whether you seek to protect the player character at all costs, rally the party with defensive maneuvers, unleash devastating offensive assaults, or focus their efforts on a specific enemy threat, your companions stand ready to execute your orders with unwavering loyalty and skill. This newfound autonomy extends beyond mere combat prowess, allowing companions to utilize their unique abilities and skills to turn the tide of battle in your favor.

You can now ask to your companions to defend you, defend the others, strike hard and more!

[h2]STEAM DECK VERIFIED[/h2]

We're pleased to announce full verification and support for Steam Deck, ensuring that Alaloth is optimized for a seamless gaming experience on this innovative platform. While the game has always performed admirably on the Deck, we've dedicated time to improving readability and usability, with a default font that enhances the portability of the game. Whether you're embarking on epic quests at home or on the go, Alaloth on Steam Deck promises to deliver an immersive and engaging experience.

New font size for old school players!

[h2]JOURNAL AND CODEX REWORKED[/h2]

The Journal has undergone a comprehensive overhaul to offer you a better overview of all the essential elements within the game. Now, you'll find a wealth of information at your fingertips, including FA status, artifacts, activities of other champions [in Competitve Mode of course], and details about various mobs encountered throughout your adventures. With this enhanced functionality, you can easily track your progress and stay informed about important events. Similarly, the Codex has been reorganized to provide a more streamlined and intuitive experience. We've revamped the layout and structure to ensure that you can quickly access the information you need, when you need it. Whether you're seeking lore on legendary artifacts, insights into the activities of other champions, or details about the various mobs that roam the lands, the Codex now offers a comprehensive repository of knowledge at your disposal. With improved categorization and navigation, you'll find it easier than ever to delve into the rich tapestry of lore and legend that defines Plamen

You can now check all the data about a certain kingdom or area in a few seconds!

We've grouped all the most notable chars in Plamen in a single page. And you could be here as a Keeper!

[h2]NEW QUESTS, ITEMS AND ENHANCED NARRATIVE[/h2]

With Chronicles, we're thrilled to introduce a host of new quests that promise to expand your journey through Plamen, offering hours of thrilling gameplay and opportunities for discovery. Players will now encounter a variety of unique quests tailored to the diverse races that call the Plamen home. Each race brings with it a set of challenges and opportunities that only characters of specific races can undertake. These quests offer a chance to delve into the rich lore and history of each race, providing a deeper understanding of their culture and motivations. Alongside these new quests, players will discover a plethora of new items, weapons [no more swords, no worries!], and equipment to aid them in their adventures. These treasures offer both power and prestige to those brave enough to seek them out. And with the introduction of new characters, players will find themselves surrounded by a cast of allies and adversaries whose destinies are intertwined with their own. Another significant addition to this update is the introduction of a series of new narrative sequences, optimized following a rigorous round of proofreading and refinement. These sequences, woven seamlessly into the fabric of the game world, serve to enrich the overarching story of the game, providing players with deeper insights into the conflicts, alliances, and betrayals that shape the fate of the kingdoms.

Mellenath is the home of the Everwatchers

[h2]NEW DEADLY ENEMIES TO FIGHT[/h2]

With the awakening of Beizan, the Thunderlord, comes a tide of darkness that sweeps across the land, unleashing a host of malevolent forces that seek to wreak havoc upon the unsuspecting denizens of Plamen. In the frozen wastes of the north, the howls of the Frostjaw wolves echo through the night, their icy breath freezing the very air around them. Born from the depths of winter's fury, these savage beasts roam the snow-covered plains in search of prey, their razor-sharp fangs and keen senses making them a formidable foe for even the most skilled of hunters. But it is not only the icy embrace of winter that poses a threat to the kingdoms, for in the south, the Brak'shak clan has emerged as a new menace on the battlefield. Smarter, bigger, and more dangerous than their brethren, these cunning goblins strike fear into the hearts of all who dare to oppose them, their mastery of strategy and tactics making them a force to be reckoned with on the field of battle. And yet, it is not only on land that danger lurks, for the shores of Plamen have become treacherous waters teeming with monstrous creatures from the depths below.

Frostjaws!

Clan Brak'shak in action!

The first iterations of Shellclaws and Seaflickers, humanoid monsters born from the darkest depths of the sea, now haunt the coastlines, emerging from the waves to prey upon unsuspecting sailors and coastal settlements alike. But perhaps the greatest threat of all lies in the very elements themselves, for with the rise of Valestrum, the magocracy of the south, elemental beings now roam the kingdoms unchecked, their wrath unleashed upon any who dare to oppose them. From the fiery depths of the earth to the stormy skies above, these elemental creatures embody the primal forces of nature, striking fear into the hearts of mortals with their sheer power and ferocity.

Shellclaws!

Seaflickers!

Elementals...that you are not going to fight together in the same area but the shot was cool!

[h2]REWORKED RANDOM ENCOUNTERS AND MAP SPAWNS[/h2]

Previously, encounters with random foes on the world map were confined to a limited pool of small areas within each kingdom, offering players a taste of the diverse landscapes and challenges that awaited them. However, with this latest update, we're excited to announce a significant enhancement to the random encounter system, pairing new areas with very specific parts of the world map. Now, as you journey through the Four Kingdoms, you'll find yourself encountering a broader array of environments and terrains. By aligning specific areas with corresponding regions of the world map, we've created a more cohesive and believable game world, where every encounter feels like a natural extension of the environment around you. You can expect to encounter a diverse array of enemies and obstacles that reflect the unique characteristics of each region. With the introduction of new spawn mechanics and organized enemy patrols, players will need to stay on their guard at all times, lest they fall prey to the relentless onslaught of these new foes. Only by mastering the art of combat, forging powerful alliances, and unlocking the secrets of ancient magics can they hope to emerge victorious in the face of such overwhelming odds.

Now you can visit an area and when you trigger a random fight...

...you are in the right place!

[h2]BALANCING AND NEXT STEPS[/h2]

With Chronicles, we have meticulously combed through player feedback and scrutinized every aspect of the game to fine-tune the experience. From enemy poise to weapon damage values, and even the behaviors of formidable foes [Firelords!], no stone has been left unturned in our pursuit of balance. Balancing in Alaloth is a comprehensive process that touches upon every system and touches each item within the game. We're committed to this process until the very end. Our next major endeavor will be a full rework of loot drops and the introduction of a brand new crafting system, complete with new recipes and reagents for crafting weapons and armor. While crafting was initially planned for implementation, we've recognized the significant amount of work required. As a result, we've decided to include it in the next update, which will be entirely dedicated to this feature, alongside new content and additions as usual.

Reboot Develop Blue is approaching in April, and while we can't make promises just yet, we're aiming to bring you exciting news by that time. A new roadmap will be shared as soon as possible. Thank you for your continued support and patience as we strive to make Alaloth the best it can be.

Time for the changelog now! For anything else, join us on Discord and join The Guild!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • A brand new kingdom added: The Magocracy of Valestrum. New locations, quests, items, characters, weapons are now available.
  • Added party management system: the player is now able to give commands to AI-controlled companions in the party.
  • Added a new boss fight with Beizan, The Thunderlord
  • Added "Thunderlord" achievement.
  • Acknowledgement request when crafting items at blacksmiths will now include a breakdown of the possible outcomes.
  • Quest rewards can now be inspected when in Quest Log. Upon selecting a quest with inspectable rewards the “MORE INFO” hint will appear.
  • Added Codex different Codex entries for new enemies [Frostjaws, Brak’shak clan, Seaflickers, Shellclaws, Ghosts]. Added player’s strongholds too and missing Wraith description.
  • Added “HIGH CONTRAST ENEMIES” option in General Settings. When enabled a thin red outline will always be active on engaged enemies to improve combat readability (especially in darker areas). The setting won’t affect the standard lock-on outline.
  • Added new in-game timelines to enhance narrative.
  • Added new barks and dialogues for NPC all around the world
  • Added new FA for wandering fights across the map [Emberclash, shores, Amethyst Forest, swamps]

[h3]Changed[/h3]
  • “Event Log” tab in Character UI has been refactored and it’s now the “World Overview” tab, with new infos all in one place for each run.
  • Increased font sizes for hard to read texts, game is now Steam Deck verified.
  • Revised hostile pawns spawn rate and quantity: the map should now feel less crowded and easier to navigate.
  • Enhanced various armors, weapons and shields appearance [new VFX]
  • Updated Codex structure.
  • Renamed “Chalice of Vaizmil” quest item from “The Divine Chalice” quest to “Chalice of Light”.
  • Change rewards for quest “Righteous Flame”.
  • Change codex entry for mobs “Undeads” into “Revenants”.
  • Updated all dragons names.
  • Codex entry “Geis - Shale and Shoot” now unlocked upon entering “Geis Altar” at “Dragonhold”.
  • Changed enemy spawns in “Hammerhaven”, “Temple of Virtues”, “Majestic Fields”.
  • NPC “Grogmar Traghalis” in “Ballek’Mahl” will now unlock the codex entry “Crimson Guard” when spoken to.
  • Updated music for Vaizmil’s sanctuary and shrine.
  • Raised “Queen’s Rest” difficulty hint skulls to four.
  • Reduced Firelord’s bolt skill travel speed.
  • Changed poise values for a few major and minor enemies.
  • Now dragon FAs will show “Fighting Area” as the area subname in the top right corner.
  • Increased night tint value in World Map.

[h3]Fixed[/h3]
  • Revised various texts [typos, wording].
  • Solving the “Pool of Radiance” puzzle was granting its reward before completion of “Temple of Virtues”.
  • Fixed a graphical glitch that could happen using the “Puppet Wire” skill while wearing some specific armors.
  • Fixed player health information not updating in realtime from Health Regen effects for some UI elements.
  • Fixed “Shattered Memory” quest not removing the staff shaft piece from player’s inventory on completion.
  • Fixed Quest Item “Truffle of Unusual Size” being awarded each time “Silvermoor” FA is cleared while “Truffle Queen” quest is active.
  • Fixed “Heavy Wooden Shield” being marked as a light shield.
  • Fixed a graphical glitch on Brystead Lookout’s terrain.
  • Fixed graphical glitch with animated banner flags in cities.
  • Fixed AI companion “Vaden” unable to use climb interactions in “Windcrest Heights”.
  • Fixed world event log for special vendor “Yumuil” pointing at “Na’Nardur” instead of “Na’Kazkadden”.
  • Fixed a glitch that made weapons’ light effects scale over the player character’s boundaries.
  • Fixed missing descriptions for food items “Celestial Nectar” and “Kurnag’s Honey”.
  • Fixed cursor-related issues in “Solemnwood”.
  • Fixed minor graphical glitches in “Skygate”, “Cleaverock”.
  • Fixed NPC in “Thilaris” getting cut out of view.
  • Fixed spamming of rat squeaks SFX in “Stonechair”.
  • Fixed guard animations and barks for griffin platforms and headquarter locations.
  • Fixed various armors missing functionality for helm hiding.
  • Fixed a graphical glitch in “Forest of the Dremadea”.
  • Fixed enemy “Zombie” missing knockdown animation.
  • Fixed various graphical glitches in “Westwall”.
  • Adjusted placement of some NPC at “Windscar”.
  • Fixed some visual issues with cutscene for first access at “Ballek’Mahl” night.
  • Fixed quest marker “Crimson Tears” not showing up in map for “Black Heart” destination.
  • Fixed elven tax collector spawn point overlap.

Stay legendary, share the love!

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