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Alaloth - Champions of The Four Kingdoms News

[2.3.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Strongholds will now each have their own codex entry.
  • Added quest Ships in the Desert in Na'Nardur.
  • Blacksmith’s props in Windscar.

[h3]Changed[/h3]
  • Shrines in World Map will have their bloom vfx enabled only if unlocked.

[h3]Fixed[/h3]
  • Fixed a bug that could cause some quest not to grant their rewards upon completion.
  • Fixed Companion chronicles playback issues.
  • Fixed a bug on Fifth Kingdom codex entry navigation.



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You can cut all the flowers but you cannot keep Spring from coming!



Hello Champions!

Here we are, after a couple of weeks of hard work and very interesting meetings! We had spent a few time discussing next steps internally and as you already knew, we were at work on an updated roadmap for you. The good news is that it is ready now! We are going to give you an overview of things actually in progress now, going into details with the next updates here on Steam! Meanwhile, a new build will be released tomorrow with some fix and improvements. These days have been relatively quiet and we had the chance to monitor the game running with the upgraded version of the engine and we are happy to say that no issues have been recorded, just a few minor bugs we've fixed at the speed of light in hours, due to a bit of expected regression [i.e. two companions' timelines not working properly and some UI related glitches. Anyway, the transition has been a success and we are still moving on with a bit of cleaning and optimizations, code wise. As you can see, we have set things for the upcoming spring and in the next months, we are going to discuss [and share] plans about the full release, considering that we already delivered almost all the contents originally scheduled for the Early Access and probably doubled the amount of free stuff already released and on its way. No rushes for sure, so we'll take all the time needed to improve the game as we've always wanted since the very beginning. We would like to do things properly on the marketing side, to be ready to have a glorious D1 so we are going to start our world tour in March, attending a bunch of B2C events to let people play the game [and to meet you all IRL when possible!]. More about this in the next weeks with info about countries we are visiting! Back on the roadmap now!



[h3]GAMEPLAY ENHANCEMENT #1[/h3]
First of all, we want to say that we are on numbers night & day while working on new contents. Improving the game is a huge work and we are slowly iterating every single system available, testing things and trying some magic. This patch has to be considered the first of many, just built around numbers. So we've put hands in our CSV and slowly modified values that are the fundations of all the things running. This means that we've touched parameters used for conditions, resistances, base actions etc. Something invisible for the players but we think that it is a good first step to create a better experience in the long term. Following the feed we've received, we have started to change the learning curve having a very simple objective in mind: a slightly easier experience at the very beginning and a harder challenge at the end. Nothing more to add, playing is the best thing to do to understand and of course, we are waiting for a new feed to build on it!

[h3]DRAGONHOLD[/h3]
Four dragons, four battles, easy as it is. Dragons made their return to Plamen and you could help the Talons hunting them. United under one banner, with no king or kingdom to rule them, but all to revere them for their sacrifice and bravery as they face the most dangerous foes of all time. The Talons were formed during the Pantheonic War, when Dragons swarmed Plamen and rained down fire and death upon every mortal on the continent. With their lances aimed up high, the Talons will stop at nothing until all Dragons are nothing but bones. Just a few Talons remain now, leaving in Dragonhold, a massive keep built in a rock carved by the breath of Geis

Shadis...

...and Razen!

[h3]CRAFTING REWORK[/h3]
It is completely bound to gameplay enhancement stuff we are working on, that's why we've put Spring. It is a day by day work, because all systems are directly connected and crafting in particular, is very important because it influences fights very much. We are reworking all the materials, cutting out procs [that were available only on crafted weapons and will be available on unique weapons only] and making changes to make crafted weapons and armors way more consistent with the general lore [it was not like this 100%]. This will make quest rewards way more important and in general, the progression will be smoother for many different reasons. Crafting is even bound to stats and traits and that's why it will take a bit to get its final shape. More on this too in the near future

[h3]THE PRINCIPALITY OF EHODRAN[/h3]
A protectorate of Edherest, a small kingdom in the south which is suffering from The Tempest and from an internal conflict, seeing two of the most important houses fighting for the throne. A new ruthless enemy to fight for the champions of Plamen will be available, with a new mini-campaign we are using as a pilot for future DLC. Different flow, no artifacts to find, large scale battles.

Dragonhold already in place, Ehodran on its way but, hey! A huge island is here too!

[h3]MISC[/h3]
As said previously, the focus right now is on the long term. Balancing stays as the prio but we are using free updates to test features we would like to explore in the future, setting the foundations for bigger DLCs and stand alone campaigns, following the full release. Of course even if it's not mentioned, the work on quests continues, aiming to literally fill every single area with stuff to do, slowly tweaking what is already in place [you could notice new assets here and there, we decided to switch or new NPC populating areas with new animations and dialogues]. World Updates will not stop as well and a new [bigger] map will be avaialable soon, aiming to add new kingdoms in the original map and to be ready to put in new FA and mobs, always looking at massive expansions through the outer world, which is already wrote [and had some pre-prod!]

Share the love and have a great weekend!

[h3]Follow our official channels to stay up to date:[/h3]
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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

[21.2.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]
  • All cinematics have been re-encoded to reduce disk size and improve playback quality.
  • Bootstrap logo will now scale to fit instead of stretching.

[h3]Fixed[/h3]
    Fixed a bug that could lead the game to misbehave when unequipping the main-hand via the Equipment tab. Fixed a bug that could lead the game to misbehave when certain armors had their headgear visibility toggled.
  • Fixed non interactable Jindelle Hertmaul in Kin’il’Nar tavern.
  • Minor performances-related tweakes


[h3]Follow our official channels to stay up to date:[/h3]
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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

[20.2.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Added News Hub to main menu.
  • Added “Mark all as seen” in Codex tab to quickly read all unseen codex entries.
    Added “Auto-Lock Style” option in General settings to change how the behaves following the current locked target death.
[h3]Changed[/h3]
  • Changed icon of Heavy Round Shield to full size.
  • Changed quest reward for The Goblin King.
  • Changed The Western Wall quest pawns spawn location in order to ensure lore consistency.
  • Removed headgear toggle from settings since available in CharacterUI.
  • Reworked quest filtering in Quest Log to offer an improved UX
Due to a change in how quests are serialized, bounties from previous saves will be discarded upon save load. Bounty quests taken after upgrading the save will work normally.

[h3]Fixed[/h3]
    Fixed the automatic lock-on switch after a kill selecting only visible enemies focused on the player; now any enemy fighting is eligible.
  • Fixed typos for Khoran’s companion name.
  • Fixed typo in description for Pious Warrior achievement.
  • Fixed unread notification/icon when no new entries are readable in the Codex page.
  • Fixed quest The Mountain Horns world map marker to indicate day time in Bardushel.
  • Fixed typo in Sholunarr location codex.
  • Fixed quest item White Wedding Dress Fabric being purchasable multiple times.
  • Fixed Contable Burren codex entries unlock.
  • Fixed Ritual of Ukar-Rakagul quest dialogue and markers.
  • Fix Bogtok Codex entry.
  • Fixed For the Love of Cider quest.
  • Fix Gholuk stable master dialogue.
  • Fixed multiple dialogues where the narrator styling wasn’t being applied.
  • Fixed trails for Mace of the Dead.
  • Fixed missing description for Badbog (orcish tax collector).
    Fixed value misformatting edge case in stats recap view when a gem is applied twice on the same weapon.
  • Fixed champions' codex entry unlocking only after a companion was recruited.
  • Fixed enemy champions getting stuck in the southern world map region; now they will correctly move in/out of the area by traveling between Goldport and Windscar.
  • Fixed missing Architect and Counselor barks.
  • Fixed companions occasionally spamming barks when near goblin hole in Temple of Virtues.
  • Fixed edge case where bringing an enemy to exactly 0 HP would make the game misbehave.


[h3]Follow our official channels to stay up to date:[/h3]
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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Go finish your bounty quests!



Hello Champions!

We've been a bit late but here we are, once again. As you've just read, we finally completed the upgrade process of Unity [and of all our development tools], and this is a great news for us. We were still using an old version of the engine [2019], but it was time to move on considering what's coming-up next with the game. We'll be now able to work faster and the upgrade was scheduled since a long time, so we decided to move right now because it was the right moment! The upgrade was necessary to restart the works on the console version but even to set-up things properly considering the future localization of the game.

We were supposed to not release a new build for a while to check regression and issues due to the upgrade itself and it took some time. We can say that the big risk was to be forced to wipe saves [which is pretty normal in a standard Early Access progress] but our aim since D1 was to keep progresses safe at all costs and once again, we are happy to say that no wipe is happening. We've spent a few time with testing and we can say that the build is stable enough to be released. Of course minor bugs could happen but we'll fix at the speed of light as usual, in case. The only issue that players will have to face is that bounty quests will be erased on Monday so if you have bouny quests in progress, try to finish these quests before the next update or you are going to lost your progresses [which means that you'll have to visit city boards again and takes quests again restarting the hunt from the beginning].

Not a big issue of course but we thought it was worth informing you about this considering the week-end! Of course thw update will feature a new bunch of fixes and improvements as well, following your feed and suggestions on Discord! New details about upcoming free updates will be shared next Friday, we are almost done with dragons and yes, we are adding some new areas here and there, quests and stuff as usual. More info to come!

P.S. Forgeback art is cool, isn't it?

Share the love and have a great weekend!

[h3]Follow our official channels to stay up to date:[/h3]
Like Alaloth on Facebook Follow Alaloth on Twitter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/