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Alaloth - Champions of The Four Kingdoms News

[28.9.22] New Hotfix available now!

[h2]CHANGELOG[/h2]
  • Fixed Cleared FA type achievements being unlock: now they will be awarded only when the unclaimed FA is cleared by the player.
  • Fixed a bug that keeping the game in an unresponsive state following certain mouse interactions.
  • Fixed a bug that upon swapping input source from mouse to joystick causing the game being unresponsive.
  • Fixed a bug that making the game unresponsive if going back and forth between tabs in Character Creation.
  • Fixed a bug that making the game misbehave in certain UI when using the mouse.
  • Added multiscrollbar support in Inventory.
  • Fixed a bug that making the bottom bar elements overlapping each other upon character load.
  • Fixed a bug preventing very old saves to be properly upgraded and thus used.


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Get the game 20% off now!



Hello Champions!

Full support for mouse & keyboard is available now with the latest patch, live since a few hours, as we promised with our roadmap update. We were targeting Wednesday but we decided to go on with M&K and split the World Update in different tranches, adding contents in the next days. This allow us to go on with the world dressing the proper way and to provide support with M&K if needed. The update comes with some other fixes and tweaks we did on the way, details in the changelog belowt! Sorry for being slow in answering here on the board and on our Discord server, but we had a few crazy days, traveling here and there for some cool corporate stuff happening. We thought it was good to celebrate all of this with a Week Long Deal here on Steam! Alaloth will be 20% off until Sunday but it even means that you can get our amazing Supporter Edition Bundle with a 36% discount! It includes the Supporter Pack, our 220+ pages artbook and our 4 hours OST! Don't waste this chance to join us, Plamen awaits!

[h2]CHANGELOG[/h2]
    Full mouse & keyboard support is now real. Added mouse pointer support: cursor can be used both to interact with UI elements and to lock enemies (while in a fighting area).
  • Added support for navigating item lists through the scroll wheel.
  • Fixed many consumables showing a timed icon for its healing effect despite it being instantaneous.
  • Now various non-healing consumables will not be usable outside of Fighting Areas; all consumables with healing effects will be usable only if the user is not at max hp.
  • Fixed a bug that could lead to more than one dish being able to be consumed while inside a fighting area.
  • Dishes consumed outside were correctly overwriting each other.
  • Fixed a bug that could prevent proper text input while in character creation.
  • Fixed a bug that could lead some consumables to show a “x0” quantity while used inside the Character UI
  • Fixed a bug that could lead to a permanent loss of input for a player while in a co-op session.
  • Adjustments to some boss introduction scenes with new lore-wise intro timeline.
  • Fixes to Ahromon’s bolt ability.
  • Misc performance fixes

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We've just updated our plan for the next 90 days. Check it out!



Hello Champions

It has been a while since we've published our first development roadmap and it is time to update it! As we announced last week, we have done with mouse & keyboard and tested the new features for a while. We had a bit of regression on the way but it was pretty normal, considering that we had to rework the UI entirely. We don't expect major bugs but in case, poke us as usual and we'll try to fix everything at the speed of light. In general, we have to say that we have been faster than what we've originally predicted and of course even if we have decided to stick with the original plan we've drafted, lot of new ideas have been discussed by the team, following your feed and new inputs from new partners willing to jump in and help us with the development. The result is that the contents that we are going to put in will be way more than the originally predicted ones and we hope this would be just one more proof of the effort we are putting in our work, to make Alaloth the great game we've always had in mind. We spent some time data at hand in the last month, checking other games available on the market as well and putting together a few numbers. We can say that Alaloth is currently the biggest RPG game on the market in terms of contents, considering the size of the world, the number of locations and NPC we have and so on. Proud of this! Let's go with some more info for you all!



17 patches released so far [we promised: no slow down], a major update with strongholds in and the very first round of balancing. Two months and half. We would say that these could be considered good numbers and we are happy of the results achieved in this 60+ days. The game sold very well in July, always considering that we've been forced to launch during a special sale and summer is the worst season to launch a game. But hey, no problem, big things ahead. As we said many times, no need to underline that bug fixing, new contents, balancing etc. will be on-going till the end and so, plans may change moving on with the development. By now, we've always delivered way more contents than originally scheduled and we are going like this if possible: it's our baby, it has to be your fav RPG for a long time!

[h2]FULL SUPPORT FOR MOUSE & KEYBOARD[/h2]
Here we are. We started with just partial support for M&K and yes, we knew you hated us. We updated the game introducing some improvements and we promised full support for September. We've finally added mouse pointer support: cursor can be used both to interact with UI elements and to lock enemies while in a Fighting Area. We have added support for navigating item lists using the scroll wheel and all now works properly. Hope to get people waiting for this back on board and hope to get some thumbs-up from people that were rightfully criticizing us at the beginning [but again: we've been forced to go like this, running out of time for the release]

[h2]GRIFFINS AND SHIPS[/h2]
Nope, we are not introducing fast travel, no worries! Simply, each race has a unique character doing unique things [Forgeback, The Red Mage, Nohrged-Kin...] and elves have Kellis, which is way more a char created for everyone [no spoilers but you know]. We thought that would have been cool to introduce something to balance things a bit and Griffin Riders will be available very soon! The Riders will allow elven champions to travel in Larastir riding a griffin, avoiding random encounters and saving precious time while searching for the shards. Only elven champions could be able to use them and only after proving their strenght in battle. The Riders' HQ can be found in Edhenen and it is one of the first new indoor location we are going to add to each city in the future updates. Ships will be available for all instead, just paying money to one of the various organizations connecting ports of The Sea of Solitude. On boarding will be possible in Baystone and Rockstarn and routes will connect these cities with Na'Sharak, the port of Vhoken-Mahl. This is just a first step to set-up new coastal cities and areas in the bottom part of the map that will be developed soon with super cool FA and POI we are going to share asap!



[h2]NEW FIGHTING AREAS AND BOSS FIGHTS[/h2]
Easy as it is. We are working on new FA and boss fights to increase the number of unique fights you are going to have during your run. We are focusing on areas bringing in a bit of puzzling and Indiana Jones-like sections and all of this will come along with a bunch of new mobs we are working on right now. Design in progress but of course we are building up everything to keep a good balance in terms of options for each kingdoms so if we are going with 4 new FA and 4 new boss fights, everything will be splitted among kingdoms as usual. Sligthly postponed dragon fights in our schedule. They are not appearing in the new roadmap but as for anything else: we can suddendly patch the game and you can find dragons in. It really depends on iterations on the way.

[h2]COMPANIONS, CHAMPIONS, PERMADEATH[/h2]
We are slowly iterating every single item, char, mob in the game. Companions and champions are one of the prio as well and we are going to rework them shortly. We think that the first bunch of fixes for companions has been useful, having the chance to bring back them in action if wounded. We are on numbers now, customizing them by lore, increasing poise for chars like Khoran or making dex-focused chars like Vaden or Zian way more lethal. Same for the others, of course. Champions are prio as well, aiming to create unique duels with each of the 40 warriors available, to increase difficulty in Competitive Mode. A lot of people is asking about difficulty settings and we are on this. Permadeath will be introduced soon and we are thinking about a way to offer new challenges as requested.

[h2]ARENA, NEW TRAITS, CRAFTING, ALCHEMY[/h2]
Arena Mode is going to happen. First of all, we are adding The Bleeding of Hashak in-game. It will be the first available arena to test stuff, using the location as part of the campaign. Hashak will be sligthly modified and the arena will be available at given conditions, considering that it is an orcish environment connected by lore with The Hunt and other major celebrations in Baga. The Arena Mode will follow and will be a stand-alone mode of course. Going to give more details as soon as we'll have details to share for the first iteration! We are adding 12 new traits to customize your char as well. Customization is one of the most requested feature and we are starting with this but new stuff will pop-up in the future [can't say anything now about BG-like portraits but hey!]. Crafting will change: new blueprints will be available and the process will be simplified a bit, changing specs of crafting materials, their availability and prices. Alchemy will be available, giving champions the chance to create potions.

Warm-up here...

...die here

[h2]MISC[/h2]
By the end of the year we are hopefully going to have the full picture for the future of the company and the future of the brand. The end of the year is even the deadline set to have the final round of balancing, using the next months to go through every system. Achieving this, we could focus on new massive features we have in mind and you've asked for. By now, it's a slow process that forces us to constantly iterate even with small changes happening. With the right numbers in place, we'll be able to work on new stuff with solid foundations and in a faster way, starting to consider all the ideas you've sent and all the proposals we are evaluating internally. No worries, we are not revolutioning the whole thing just to put in random stuff because they have been requested. We are not going to turn the game into an online game or such. We hope to develop our community more and more, to work using a partecipative design flow, as we've always wanted. If you want to help now, just talk about the game on socials, share your experience, point people to our Steam page or Discord server and if you enjoy the game, drop a review here. It really helps at this stage! Write soon

Share the love and stay tuned!

[h3]Follow our official channels to stay up to date:[/h3]
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A new massive patch on its way!



Hello Champions!

Time for a new update, fall is coming and we can't wait to show you what we are working on! The good news is that we've been incredibly fast during the summer, so the stronghold update has been released before leaving for GamesCom and we had the chance to gain some extra time for the next features scheduled. Mouse & keyboard is the next big thing. We already explained why we had to release with partial support only, so we are not talking about this once again. We are testing right now and even if we were expecting a bit of regression and UI-related issues, everything seems to be fine now. We hope to be able to release the new patch next week, just let us check the last changes we did. We are running an extra week of testing on our internal branch.

No worries, mouse cursor will be bigger

September is even the month of the first world update. As we already said, we are going to add 4 new areas with new NPC and new quests and we are at work to dress each area the coolest way right now. We had a lot of meetings to discuss how to set things properly and we are thinking to split the upload of the new locations as soon as we'll have ready what we need, instead of sending out a massive patch. We'll probably be back on this in the next days because once again, we ended up in something bigger than expected [with the same time budgeted, kudos to the team]. We are going to update the roadmap soon, because we've already finished these areas, other new locations [arena anyone?] and we've just started working on new FA as well. Not talking about dragons, completely new FA with more puzzle elements, traps and so on, introducing new mobs and features that we thought would have been a great addition to the gameplay [more details in the next updates].

Rockstarn

To summarize: no secret that we had a great GamesCom and we were there to catch-up with new potential partners to help with the future of the game and the brand. After the issues we had in the past, we decided to set-up meetings with trusted people only, big guns and people we really feel could help to make Alaloth great. We have now data and info validating what we've always thought and what we've always said when pitching the game: we have something unique here and there is nothing else like this on the market, which is something that everyone knows, apparently [at least who knows about games, you know...]. No rushes on our side and again, we are not going to promise things that we can't deliver but we have a ton of options to consider now and many cool ideas to work on. Full coop campaign, multiplayer, online features, battlegrounds, sieges, new companions, new modes, DLCs... everything is constantly under discussion and be sure that we'll give 110% as usual to move on and be able to improve the game as much as possible.

Giulia, our Producer, with Rick from Fextralife and a very promising young Game Designer sharing some prosecco at our booth!

Last but not least: we've received hundreds of messages, mails, DM with suggestions, feed and precious comments and we want just to confirm once again that we are trying to answer to everyone as usual. Many were asking about three main things: special sales, console versions and retail. About sales: yes, we are going to discount the game in the future of course, because special sales are the best thing to raise numbers and it's pretty normal doing like this for any studio in the world. For sure, we are not going to discount the game more than 20% at least for the first year and yes, we can confirm that the full release is not going to change the price point, despite the huge number of contents we already put in/we'll put in in the future. That's because we thought it was due to the people that supported us at the very beginning and because we are not going to undersell a product that we think is worth the price, considering that we are talking about one of the biggest indie RPG on the marketin terms of contents/repliability value. Just facts. This is the best moment to start your adventure in Plamen, then don't wait!

We have to say that we are working on a very special anniversary sale and something could happen at some point and of course we have to evaluate special events from time to time, to set-up things properly but again, no promises and new info as soon as possible. along with the community-related activities we've teased a few weeks ago. Consoles? We have very good options with top tier publishers willing to port the game on every existing platform [as announced ages ago] but we've been super clear about this: focus on EA and full release on PC first. Retail? Yep, work in progress: we are partnering with a top player for this, hope to share something very soon!

Share the love and stay tuned!

[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/

[9.9.22] New Hotfix available now!

[h2]CHANGELOG[/h2]
  • The Mountain Horns quest marker in world map pointing to wrong location has been fixed
  • Shadow of the Mudar quest rewarding 3x Skyfeater trinket is now working properly
  • Boss encounters are now introduced by a quick intro timeline to go deep with lore. Timeline will be polished and iterated with next updates [bosses updated: Bogromon, Alaloth, Akidaan, Kariasha, Jarzothan, Ahromon and Ilzeborth]
  • Item, weapons and equipment iteration is still in progress. A new set of stats has been implemented, changing weapons, shields, armors [resistances/bonuses]
  • Gems rarity and market value fixed
  • Dialogues and barks all around Plamen improved [showing now variations for each race, previously not working properly 100% times
  • Minor bugs fixed [missing icons, card data, descriptions]



[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/