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Alaloth: Champions of The Four Kingdoms News

[26.1.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]
  • Fire condition’s proximity damage changed from 12 to 5 per stack (now equal to the burning character).
  • Weapons have been iterated: bleeding and stun conditions modified

[h3]Fixed[/h3]
  • Fixed a bug that prevented non-applied stats (i.e. a weapon’s base damage) to correctly show up in CharacterUI stats recap view.
  • Fixed character becoming stuck if loss of control was triggered while blocking (i.e. knockdown, poise break) when using KB&M.
  • Fix various sources (weapons, skills, …) applying conditions with incorrect values.
  • Fixed mouse left-click not being registered in save picker.
  • Fixed an authoring issue with stronghold’s blacksmiths that would lead the game to misbehave when interacting with them.
  • Fixed Martum’s Shrine codex entry not reachable from Codex tab.


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

Planning things wisely is always the key to make a great game!



Hello Champions!

Just a quick update on things going on, after a couple of weeks of intense work and a bunch of meetings to set-up things for months to come! First of all, we've released a new build today with some fixes and improvements: third patch since the beginning of 2023, 35 since EA launched [6 per month!] and 3 Major Updates released! And you know what? It feels so natural for us and being recognized as a super active dev team, always answering our players, make us happy! We had the chance to work on a first draft of the new roadmap to be shared but as you know [data at hand], we have always delivered what we've promised and this is not going to change. So before moving on with announcements, we decided to work on some tech-related stuff that will be pivotal for us in the long term. First of all, we are updating Unity to a new stable version [running on Unity 2019 now]. Updating the engine is always a pain but the new version will allow us to work in a smarter way, with new tools and some quality of life improvements on dev side. Moreover, the update is necessary for the console version of the game, which is going to happen at some point [more info to come, no need to say that the focus stays on main SKU at the moment]. At the same time, we are playing a bit with in-engine crowd management to be able to work on large scale battles and on a few new features we are thinking about since a while. Even this new features will be detailed later on, as soon as we'll have a full picture of what will be doable and how. Other things worth to mention below!

[h2]DRAGONS[/h2]
Not so much to say about this! Fantasy without dragons? No way. We have finally started to iterate these combats and we want to make them epic! We've put in place something in the last days and we finally have a full flow for the first one, Shadis. No VFX yet but the lady here already rocks [and yes, if you are smart enough, you've noticed she's a wyvern and not a dragon...but this is a different story you are going to know more about when playing]. Four dragon bosses on the way, a new season is going to start in Plamen. Still have to decide if we are going to make them available through special quests or with a new world phase but we'll sort this out asap.



[h2]COMBAT, CRAFTING, TRAITS AND MORE[/h2]
The next big thing. Along with this, new crafting, traits and stuff will come. By now, the huge work to be done is on weapons and armors [and that's why everything is deeply connected and changing numbers is a pain]. We are working to change crafting, to make unique weapons and loots way more meaningful than now. We are probably going to completely remove procs from crafted weapons, leaving sockets only and we are probably going to change blueprints as well, to give some fancyness to the process. it will be still possible to craft amazing weapons and armors but the best stuff will be available through quests as intended. Before EA, we had many [spicy] discussions about this and it's time now to move on with the plan originally scheduled, changing things we are not still completely happy with. Crafting materials will be iterated, keeping constistency in mind [so no materials giving back HP because this could be considered magic and will be something related to magic weapons only. Just a sample]. These changes will affect crafting too, with the idea of adding special traits to get access to professions. So if you want to repair your equipment, you are going to use the workbench as usual, but blacksmith's trait have to be unlocked. Same for cooking or alchemy [in the work]. Thinking about adding INT stat as well to give extra value to these traits and to start a long term process that couold bring to a few more professions for the Way of Nature and the Way of Gods....
[h2]
THE NORTH SEA EMPIRE[/h2]
As we've said recently, the Winter Update has been a massive update. We can say that considering what we've announced for the EA, we've already delivered all the contents put in our original roadmap and we've even added a lot of contents that were not even planned in the original schedule. Of course we are going to move on with dragons, Arena Mode and the things mentioned above, adding new quests, items, NPC and stuff as usual, but we have to slow down a bit and think about what's coming next. We have to carefully evaluate all the options, always considering a few things on the way, not directly connected with the development itself [biz related stuff]. The game has been built in a very modular way, allowing us to add stuff on solid foundations [that we have] and we've started thinking about DLCs, no need to hide this. The prio is finding the perfect balance in the next months but at the same time we have to think big and be prepared with fresh contents to update the game world with new adventures. So, work on The North Sea Empire started with some pre-prod stuff. No details yet, just brainstorming to create a new campaign in a new area of the world, with new systems in place. Nothing set in stone but we can say that the NSE is vikings-inspired [with some twists]. Once again, it is just an unofficial chat with you all to give an overview of what's actually in progress here!

The twist...

[h2]SPELLCASTERS[/h2]
In terms of balancing and consistency, putting in pure magic users could be a problem but a lot of people is asking so we are thinking about the option. Magic is way unique in Plamen and the whole lore of the game has been built with this in mind. The idea is keeping focus on melee combat while keeping full freedom in terms of customization, with the chance to create a mage-like build. What we are testing right now is a [super cool] system allowing everyone to play any kind of hybrid class and we want to keep this. So we are thinking about a system directly connected to the equipment, keeping consistency at the same time, willing to make everyone happy. Way of Essence is about connecting and manipulating the force of nature for example, so wearing anything different from a robe could be a problem. So, no more tanks for Way of Nature users? No way, you can continue wearing your huge armor but casting spells will be risky [90% of failure? Cooldowns x4?]. Same for the Way of Gods: channeling the energy of the All-Father needs to avoid super heavy armors but clerics, necromancers and templars can still wear lighter armors with just a few penalties. That's more or less what we are testing [on paper yet]. We are going to update you about these iterations.

[h2]G-CLUB[/h2]
Last but not least, we are happy to announce the opening of the G-Club! We are celebrating our 6th anniversary as a company in a while, and we are going to celebrate properly. A lot of people is asking about a way to support us [through donations mostly] and we are humbled by this. We've always thought that would have been great to give something back to these guys and we've spent some time thinking about a formula to reward people willing to support our work and the development of Alaloth. We are cooking something special for Spring than, and all of this is going to happen on our Discord channel. The more you spent time with us, doing stuff, the more you'll be rewarded. Daily activities will grant G-Tokens to everyone [for free] and these tokens could be spent to claim games from our shop, special goodies and other cool stuff. Monthly giveaways, contests and much more on the way! To get started, simply join us on our Discord and start introduce yourself to others. G-Club rules will be shared as soon as we will have details about a few other activities in the work. Can't wait to say more about this!

P.S. Hope to have used the proverb the right way. We are not slow for sure, but we like to plan things the proper way, you know.

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/

[20.1.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • New achievements available for completing the game with Permadeath and Hardcore modes.

[h3]Changed[/h3]
  • Grandmasters will now state their location in their codex entry.
  • Changelogs are now paged instead of an infinite scroll.
  • Intro video will now be played only when creating a new game and not on each session startup.

[h3]Fixed[/h3]
  • Fixed idle stance for both human and elven priests.
  • Fixed Shiny Scaly Lizards quest markers.
  • Fixed The Eyes of Tutem quest markers.
  • Fixed A Veteran's Claim quest markers.
  • FIxed The Warlock of the West QG unable to properly grant the relative quest.
  • Fixed duplicated text in book The Tyrant's Grave.
  • Fixed wrong authoring for Dragon Turtle Soup.
  • Fixed wrong authoring for vendor discount attribute.
  • Fixed CharacterUI making the game misbehave if a scene transition is triggered while on-screen.
  • Fixed some edge cases where runtime modifiers were not being discounted by melee attacks.
  • Fixed unintended scene transitioning while co-op input engagement pop-up is still on-screen.


[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/

[13.1.23] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Added remap support for keyboard keys R Ctrl, R Shift, R Alt, and Keypad (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, ., -, +, /,
  • , Enter)
  • Added Alaric in Windscar

[h3]Changed[/h3]
  • Hardcore Mode scaled down from +75% to +50% for mobs' increased values
  • Changed Eye of the Stone quest reward
  • Changed description for all condition chance attributes to better state their deployment.
  • Changed display of combat state icon on companions’ combat UI: now it will inform when the character needs to be revived with the proper icon.
  • Changed display of fast travel options to be visible even when not usable.
  • Changed spawn point of player in destination scene of fast travels with griffins and boats
  • Changed how consumables are shown in Character UI recap view: instead of tallying their lapsible bonus(es) in the relative stat bucket, they will now be shown independently.
  • Scene transitions towards safe subzones won’t require player acknowledgement anymore.
  • Renabled world map location description for Strongholds in other kingdoms from the player’s one; also updated descriptions of all strongholds.
  • Revised gameplay values for some enemies.
  • Griffin Riders codex entry will now be unlocked when visiting a griffin platform too.
  • Already hired companions will now be displayed first when choosing a companion.
  • The Hunt quest giver will now be available only on the first two days of the Exile Hunt event. If the player will take the quest, the quest giver will be available throughout the event duration.


[h3]Fixed[/h3]
  • Fixed various armors not displaying VFX from suffered conditions properly.
  • Fixed Pest Problems quest markers
  • Fixed Windback Hearts quest markers
  • Fixed Jarzothan’s chronicle night layout character positions
  • Fixed missing blueprints for griffin platforms’ blacksmiths
  • Fixed enemy champions related codex entries unlock
  • Fixed hard-to-reach eggs in Dham-Dhorun
  • Fixed Griffin Keep not unlocking its Codex entry
  • Fixed antidotes not properly stating their Poison removal deployment in UI.
  • Fixed Deal with the Devil quest markers
  • Fixed Double or Nothing quest markers
  • Fixed Crawling Nightmares quest markers
  • Fixed The Lost Convoy quest markers
  • Fixed The Hunt quest markers
  • Fixed regression of companions becoming unkillable instead of dying on a lethal blow after all revives have been used.
  • Fixed character becoming stuck upon double-tapping block when using KB&M
  • Fixed Idaris’ Shrine position in the world map to the relative banner.
  • Fixed Cortian enemies’ animations for stun/knockdown.
  • Fixed regression causing Alaloth to have an increased amount of hp, up to twice the intended amount.
  • Fixed player being able to revive companion immediately when using M&K by interacting with the pointer click.
  • Fixed The Bleeding Cellar blacksmith portrait, name and dialogue.



[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/

Yes, we would like to release the biggest indie RPG ever!



Hello Champions!

First of all, happy New Year! We hope that you had a wonderful holiday season and are feeling refreshed and ready for the year ahead. As we look back on 2022, we are grateful for all of your support and for the opportunity to bring you some amazing RPG experiences with Alaloth! As you know, we have big plans for 2023 and we can't wait to show you what we are working on right now! The team had some rest the first week of January but we are ready to go back in action next Monday, improving the game as much as possible and bringing you even more features and enhancements. Despite the week off, we wanted to drop in today and let you know that we've been discussing a ton of amazing ideas and we have started dratfing a new roadmap for the next months, leading to the full release of the game. While we can't reveal all the details just yet, we can tell you that we think you're going to love what we have in store. We also wanted to take this opportunity to reach out once again and ask for your feedback. We value your input and want to make sure that our updates and future development are in line with what our players want to see. So, if there's anything you'd like to see in future updates, or if you have any suggestions for new features or improvements, please don't hesitate to let us know. You can reach out to us here or through social media, or you can jump in our Discord server: we are in 24/7!

Just a random sketch with a few ideas for new professions. Yes, the one in the middle is a mage...

So there is nothing set in stone at the moment, but we though it was great to tell you that a massive brainstorming is in progress, to discuss things we already partially shared and new features that could be put in at some point. We could say that we are going to work on numbers from now on, focusing on balancing and gameplay. Contents are already way more than originally scheduled with EA announcement and even if we are still adding quests, items, chars and so on [with the last bunch of integrations that will be put in patch after patch], the game could be considered ok under this point of view. The number of players with more than 100+ hours under their belt is growing and we are super happy of this. While iterating numbers, we are going to move on improving lore and Plamen itself, making the game world even more dynamic and alive. To do this, we are going to put in a good number of in-game cutscenes to introduce narrative elements that can be missed right now, not paying attention around or skipping dialogues set for this. The modularity of the setting allow us to think about new contents set in different areas of the world, with new territories to discover, new mobs, professions and such. We identified potential world updates, same size of the Winter Update [The Shadow Continent, The North Sea Empire, The Sariqi Caliphate, The Eastern Kingdoms, Arran] and a few gameplay updates considering data collected [Battlegrounds, Sword & Sorcery, Dawn of Dragons]. All of this is on top at the previously confirmed free updates [Arena Mode, skills, traits, crafting rework and so on]. Again, just codenames for a brainstorming but you can probably guess what we are talking about now: enhanced cooperative, large scale battles, endgame contents, new skills, professions, companions and much more, including localization and multiplayer. Keep an eye on FAQ here on Steam and on #the-kings-court on Discord too, we are updating both channels with the latest about EA, following Valve's new policy that was not a thing when Alaloth launched. We had to slightly adapt our plan so far, data at hand. We are sure you will understand and continue to support us as we strive to bring you the best RPG possible!

Share the love and stay tuned!

[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/