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Enderal: Forgotten Stories News

Enderal Patchnotes 1.6.3.0

Walk blessed,

the new patch 1.6.3.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant and overdev who provided fixes to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • The Word of the Dead:
    • Fixed an issue that Tealor wouldn’t properly talk to the player and the quest wouldn’t advance if the player started a conversation with any of the other NPCs after the meeting.
  • Angel:
    • Added missing quest marker on the Letter to Taniysha.
    • Wolfs nearby castle Dal'Galar should be properly disabled when needed.
  • For the Greater Good:
    • Fixed that the apparition wasn't moved to the player.
  • Fleshless:
    • Fixed wrong quest marker.
    • Fixed various minor issues related to the boss fight.
    • Fixed a potential bug on ending the kiss if the partner is Jespar.


Side Quests
  • Trails of the Past:
    • Shareholder certificate is now given to the player.
  • The Brotherhood of the Kor:
    • Fixed an issue that caused the quest to complete prematurely if any of the optional letters were picked up between discovering what happened on the island and before returning to Ark.
  • Apotheosis, Part I:
    • Added new and more descriptive objectives.
    • General polishing.
  • Apotheosis, Part II:
    • Fixed an issue that caused the quest to break when meeting Pahtira in Agnod.
    • Added new and more descriptive objectives.
    • General polishing.
  • A Drop in the Ocean:
    • Yuslan should now properly escort the player out of the Dustpit in the Undercity.



Faction Quests
  • Scorpion and Lion:
    • Fixed various issues causing quest progression problems and wrong objectives to be displayed.
    • Fixed that Oolan was standing alive in the prison when reloading.



Tech:
  • The enchanting skill required for crafting a talisman is now also listed as an actual requirement in the crafting menu of the Phasmalist table.
  • Fixed an issue that caused the spell Winterskin to damage non-hostile NPCs.
  • Weapons will no longer be displayed in the dismantling menu if they are equipped in the left hand. Also generating the dismantling list will be slightly faster.
  • Fixed Heavy Leather Gauntlets being invisible on female characters.
  • Fixed various vegetation, crate, bowl, blueprint and architecture meshes.
  • Fixed various elevators/lifts getting stuck if the player leaves the area while they are midtransition.
  • The perks "Steadfast" and "Juggernaut" should now properly increase heavy armor values as intended.
  • Fixed quest timeskips moving time backward in the same day instead of forward to the next day.
  • Fixed certain idle talk kicking NPCs out of furniture, horses, etc.
  • Fixed which NPCs could engage into certain "sailor-specific" random conversations.
  • Fixed NPCs not equipping torches at the dark times in exteriors.
  • The Starling Helmet of the Master Smith (and other loot nearby) won't respawn anymore.


World:
  • Improved performance in Ark: Marketplace, Barracks Quarter and Foreign Quarter.

Enderal Patchnotes 1.6.2.0

Walk blessed,

the new patch 1.6.2.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant, overdev and Dutchess who provided fixes to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "A Story from Spring":
    • Fixed an issue which caused romance dialogue to be played even if the player neither romanced Calia nor Jespar.


Side Quests
  • "Secrets"
    • Yero’s Tower can now also be unlocked with the key found in his casket during the guest "The Void".



Faction Quests
  • "Scorpion and Lion":
    • Fixed a bug that caused the quest to stop progressing if main quest "Interlude" automatically updated itself to meet Tealor in the Emporium.
    • Hallys from quest "Deus Ex Machina" will no longer spawn and talk with the player while fleeing with Dijaam.


  • "Dark Chambers of our Mind":
    • Fixed an issue that caused the scene at the gate of the excavation site to stop prematurely if the participating NPCs started combat with nearby enemies.



Tech:
  • It should no longer be possible to drop and store items on the ground while meditating.
  • Fixed a bug that caused female characters not to be able to re-transform properly from werewolf to human form.
  • "Fortify mana regeneration" effect of mana fungi and alcohol won't stack up anymore. No more gaining insane mana regeneration rates from drinking a few bottles of ale and dropping a fungi on top of it.
  • Standardized all effects of alcohol (no more "restore stamina" effects for some of them, for example).
  • Bottled water has no alcohol effects anymore, instead it regenerates a tiny portion of stamina now. It also became cheaper than alcohol and is sold in bulk quantities in many inns and taverns.
  • Most of the inns now sell a bit of peaceweed, in case you'll find yourself out of peaceweed at night.
  • "Erbgoth's Leather Goods" shop in Ark: replaced the fire arrows lying on the counter with steel arrows.


World:
  • Fixed multiple meshes.
  • Improved performance in the Dream world, at the Farmers Coast, in the South Quarter, in the Noble’s Quarter and in the Suntemple.
  • Fixed navmesh in Riverville.


UI:
  • Fixed typos, wording, and grammar in various books.

Enderal Patchnotes 1.6.1.0

Walk blessed,

the new patch 1.6.1.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Huge thanks to community member gavrant who provided most fixes to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "The Void":
    • Fixed various minor issues.
  • "Part of Something Momentous, Part III":
    • Fixed an issue that the Ceremony scene did not play properly if the player was involved in certain other scenes from other quests.
    • Fixed Jespar reappearing in Ark between "Every Day Like the Last, Part I" and "Part of Something Momentous, Part III" if the player visits Riverville during that time.


  • "All the Dead Souls":
    • Fixed an issue that the exit door of Adila’s Cave was blocked after the quest was finished.



Side Quests
  • "Wanted in Riverville" / "Wanted in Ark" / "Wanted in Duneville"
    • All bounty targets will now lose their essential status on entering combat not only with the player, but also with a summon or ally of the player. Also, they won't gain the essential status back on leaving combat with the player.


  • "Elfriede":
    • Many minor fixes and improvements.



Faction Quests
  • "The Last Stone":
    • Fixed that the messenger might have not engaged in dialogue with the player. Also fixed that the messenger might have spawned dead.



Tech:
General
  • Fixed Crash when entering the Tarpit in the Undercity.
  • It's now possible to quit smoking when using a controller.


Perks, Talents, Spells and Classes
  • (Re)added "Detect Dead" spell. It makes undead and corpses more visible. The spell book could be bought from many spell merchants or found in one location.
  • Fixed an issue that caused the re-transform from a werewolf into a human to not work properly when being a Half Qyranian.
  • The Enchantment of Family Hoofbeat’s Amulet grants the player now the proper smithing enchantment instead of the light magic enchantment when disenchanting the item.
  • Fixed "Accelerate" Spell so that its effect doesn’t stack when cast multiple times. Also fixed that the spell now properly adds the percentage as bonus instead of the amount of the spell magnitude.
  • Mythical spell books no longer get “used” when the player already knows the spell.


NPCs
  • Fixed Jespar, while idling in Ark, going to Riverville every night and then back to Ark in the morning.
  • Several "ghostly" NPCs got properly flagged as undead. This fixes undead-specific stuff, such as silver weapons or the new "Detect Dead" spell, not working on them.
  • Fixed an issue that caused Apparitions to bleed.
  • Health/mana/stamina bars in the top left corner of the screen won't apear anymore for creatures summoned by NPCs.
  • Summonable soil elementals now will be easier to summon in cramped locations.
  • Summonable Cuthbert won't leave a pile of goo after his despawn anymore.
  • Fixed the knockback power attack of NPC Vatyrs not being applied to their enemies if the player has one certain lycanthropy perk. Note that the knockback attack is not applied to the player, but player's summons and allies will now suffer from it.
  • Various fixes and improvements for enemies and "random encounters", primarily in the wilderness area of the Sun Coast and the Heartlands.
  • Many fixes and improvements for the daily routine of the people in Riverville: who goes where and when, who owns what, which areas are private or public, etc.
  • Increased the time to pass before NPCs repeat random conversations from 4 to 7 days. A few "too easy to trigger" conversations got a cooldown time of 15 days.
  • Fixed NPC peaceweed smokers tending to slide away from their spot if you happen to sleep in the same location (for example, in taverns).


World:
  • Optimized some meshes.
  • Improved performance in various areas of the Sun Coast and the Heartlands, in the Suntemple, Nobles Quarter, Marketplace, South Quarter, and near the Frost Cliff Tavern.


UI:
  • Fixed various typos.

Dreams of the Dying is now available for pre-order



Tl;dr: The heavily revised physical edition Dreams of the Dying, my novel set in the Enderal universe, is now available for pre-order via Amazon - just head to www.nicolaslietzau.com . Special early bird prices are $32.99 for the hardcover with an illustrated appendix, $12.99 for the paperback, and $2.99 for the eBook. It’s a prequel featuring Jespar, but, for reasons outlined below, opens up a new canon.

Amazon.de has yet to pick up the listing for the physical editions, but they are incredibly slow—I’m working to get that done.

Hey guys,

This is Nicolas, the writer of Enderal speaking. As some of you may know, I’ve been working on an Enderal novel, Dreams of the Dying. First released as a web version, I spent the past year completely rewriting and improving the book, adding and removing chapters, revising characters arcs, and improving plotting, worldbuilding, and style. In total, I rewrote the web edition three times from cover to cover. Well, it’s finally time: Dreams of the Dying is now available for pre-order on Amazon!

The English version of Dreams of the Dying will release on October 20. A German (and perhaps Russian) translation will follow as soon as possible.

Jaaros Oonai, magnate, visionary, and master of coin, doesn’t muse about whether the glass is half empty or half full—only about ways to fill it.

Jespar Dal’Varek, drifter, mercenary, and master of avoidance, doesn’t muse at all. He’d rather just drink the damn wine.

Two lives that could not be more different intertwine when a strange contract leads Jespar to the tropical island empire of Kilay, the wealthiest nation of the Civilized World.

The mission turns out to be as bizarre as it is lucrative: Jaaros Oonai, the country’s merchant king, knows something that could stop a catastrophe, but he has fallen into an inexplicable coma. Together with an ex-priestess and a psychic, Jespar must enter Oonai’s dreams and find this secret.

What should have been a fresh start rapidly turns into a nightmare, as Jespar slides into a spiral of disturbing dreams, political intrigue, and clashing ideals, where not only the fate of Kilay but his own sanity are at stake. It’s not long before he learns that only a spider’s thread divides the sleeping and the awoken.

And that there’s no greater enemy than one’s own mind.

The hardcover edition comes with an appendix that includes additional lore, such as an illustrated bestiary, a guide to Kilayan fashion, illustrations of the (re-envisioned) seven Light-Born, a short guide to the Makehu language, and much more.

Even though Dreams could be considered a prequel, I didn’t write this as an expansion or fan service but rather as my debut, and a book that stands on its own. This edition differs vastly from the web version, and, though it is up to you to judge, I’m a million times happier with it.

If you’re on the fence and would like to wait for reviews—here’s hoping I get enough—I fully understand. However, if you would buy the novel, you’d do me a great favor if you considered pre-ordering. One of the biggest challenges as an indie author is exposure; since Amazon registers all pre-orders as Day 1 sales, a lot of Day 1 sales would give me a chance to climb in the novel’s category and boost visibility for readers outside the Enderal community. To make this worth it to you, the book will sell for a special early bird price of $32.99 for the hardcover with the illustrated appendix, $12.99 for the paperback, and $2.99 for the eBook, as opposed to $37, $16, and $5. Just follow the link to my website and click pre-order—it will take you right to your local Amazon marketplace.

I’m aware the hardcover is in the upper price range, but it uses the best materials, and the illustrated appendix cost a lot to produce. It’s also the only edition where I make a more solid revenue, so see it as a way to support my work, if you wish.

Unfortunately, Amazon.de has yet to pick up the listing for the physical editions, but they are incredibly slow—I’m working to get that done.

If you’re a patron and pledged $110 or more since October 2018, I’ll be in touch a few weeks before launch to send out your signed hardcover copy right away. Thanks again for your support, Dreams became a far pricier project than I anticipated, and your patronage helped me immensely in covering the cost.

Lastly, a word of warning before you pre-order: For the paperback edition, I took the drastic step to separate Dreams and all future Enderal novels from the game canon. There are two good reasons for this.

First, the Vyn games were created over 17 years, the earliest one being Myar Aranath in 2003. Fascinating as this idea may be, it also means that the lore of the Vyn universe was created by a myriad of different authors (the latest and current one being me when I joined the team in 2011). As a result of this, the lore of Vyn has always felt a little disjointed and inconsistent; I initially took these differences as challenges to conquer, but the longer I wrote, the more I realized how much these inconsistencies bothered me and how hard they made it to write the story and the universe I envisioned. Let me assure you that this decision wasn’t easy and does not reflect a lack of appreciation for the work of the previous workers. I stayed faithful to the lore whenever possible.

The second reason is a trickier one: Jespar. This character has been in my mind for nine years now, and I love him with all my heart. Still, the more I immersed myself in the story of Dreams, the more I grew aware of how incredibly constraining it was to write a story where the end is already written; because Jespar is alive in 8234 a. St. (1234 P.L. in new canon lore), you all know he will never be in real danger. Again, there is undoubtedly an intriguing challenge to writing such a “safe” story, but—similar to the lore, I increasingly felt like I was writing with fetters on.

So, what does this mean? Aside from the fact that anything can now happen, the consequences aren’t that drastic. Enderal is still Enderal, and Jespar is still Jespar, albeit thirteen years younger and at another point in his life. I changed and expanded details about his backstory, but his essential conflicts are still the same, only refined. Major changes include modifications to the Light-Born (their aspects, how they came to be, when and how they disappeared, and the societal consequences of that disappearance), the time frame of the different eras, and a complete rework of the magic system. Minor changes include dates, the spelling of names and locations (Kilay, not Kilé), and others details I tweaked for consistency and worldbuilding coherence.

And that’s about it. I’m aware and grateful for the love many of you have for this world, and believe me, I did my best to honor it; I just realized I cannot tell a good story with one arm tied behind my back. If it’s any solace, I can promise you that new book canon is ironclad – I’m pathologically obsessive about consistency and cohesive worldbuilding, but without a solid framework, that’s a recipe for frustration and disaster. See it as a different but nearby eventuality: details and fates may differ, but the soul of the world remains the same.

If all that didn’t scare you off, pre-order away! I also set up a Goodreads page for the book, so you can add it to your To-Be-Reads or even recommend it to your friends – this is an indie project by all means, so I’m grateful for every bit of support. Please keep in mind that the Goodreads is for the revised edition, not the web edition, so if you’re planning to leave a low rating, I’d be grateful if you waited to read the actual book in October 20. It’s a different experience.

Last but not least, a big thank you to everyone who supported me on Patreon, created fanart for Enderal, or just let me know they enjoyed this game and were looking forward to the novel. This novel was meant to be a 6-month stint but, boy, did it turn into something more. It sounds sentimental, but this last year has been rough personally, and your support and encouragement kept me going.
I hope this story will live up to your expectations.

Best,
Nicolas

Enderal Patchnotes 1.6.0.0

Walk blessed,

the new patch 1.6.0.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant and overdev for their contributions to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "The Void":
    • Fixed and improved the Starling lock puzzle.
  • "Angel":
    • Fixed an issue that caused the game to stay on a black screen when making a camp for Calia.
  • "Black Light, Part II":
    • Fixed guard in Ark, Marketplace killing chickens and leors during the siege.
    • Fixed a bug that caused Tealor and Yuslan to aggro Nehrimese infiltrators when standing at the harbor gate while the Nehrimese were at the Marketplace.


Character Quests
  • "Two Souls, Part I":
    • Fixed a bug that caused the conversation with Calia to stop when talking to her outside the Curarium.
  • "Two Souls, Part IV":
    • Fixed an issue that caused the sympathy system not rewarding the player with the correct amount of points on one occasion.


Side Quests
  • "Our Mark on this World":
    • Fixed various issues with quest objectives not being displayed properly.
    • Removed the message box pop-up when reading the passenger book, its text is now written in the book.
  • "Cuthbert's Legacy":
    • Fixed a bug that caused the potion of the cosmic winds to be re-added to the player inventory after giving it to Aurora. The fix only applies to save games before creating the potion.
  • "Introduction to Phasmalism":
    • Fixed a bug that caused the quest to stop when crafting the first talisman.


Faction Quests
  • "Scorpion and Lion":
    • Fixed an issue that caused the Scarab not being removed from the player's inventory when it was sold to the fence.
    • Fixed that the player would receive 600 gold with only 35 rhetoric instead of 50 rhetoric / the seducer perk.


  • "Dark Chambers of our Mind":
    • Fixed an issue that caused the Father to be walking around aimlessly after being trapped by Tharaêl.
    • Fixed an issue in the boss fight between Father, Tharaêl and the player that caused the player to be able to accidentally aggro and damage Tharaêl despite having chosen his side.


Tech:
General
  • Grab yourself a Smoking Pipe and some peaceweed to relax a bit.
  • Autosaves should now be created properly every X minutes according to the setting in the Enderal Launcher.
  • Fixed a crash when picking up a game object that behaved and looked like an arrow but wasn't one.
  • Fixed an issue that allowed the player to "safely" sleep in areas that cause arcane fever.
  • Fixed an issue that allowed for multiple heals when activating the moon carrot multiple times really fast.
  • Fixed a rare issue that the player couldn't get off their horse.
  • Random conversations between NPCs get terminated during important story meetings / briefings or when another random conversation properly starts somewhere else.
  • Fixed and improved various scripts in general.


Perks, Talents and Classes
  • Fixed that the "Strengthen Apparition" enchantment wasn't properly calculated.
  • The effects of the "Strengthen Apparition" enchantment no longer cause weird behaviour when the armor piece is equipped on the apparitions itself. Keep in mind that the enchantment effects only apply when worn by the player not when worn by the apparition.
  • Fixed that the apparition was stripped of all items when only one item was removed from its inventory.
  • Fixed an issue that caused the two apparitions Kilana Hammerblow and Nameless Soul to use the same inventory.
  • Fixed a bug that caused the player controls and player height to be messed up when the magic effect of the Scourge of the Woods affinity (Colossus talent) ended when the player wasn't in wolf form.


NPCs
  • Combat soundtrack should now play more frequently, even if the level of enemies is a bit below the player level.
  • Fixed the Oorbâya spawning on death of certain NPCs not properly inheriting their combat music. Also tweaked the spawning effect to look better.
  • Fixed various smaller AI issues involving morale, combat styles, merchant inventories ...


World:
  • Increased performance at Ark, Marketplace.
  • Increased performance in Ark, Ironford's Metalworking.
  • Increased performance in Destroyed Abbey, Library.
  • Increased performance in Throatstone Manufactory, Mine.
  • Increased performance in The Hollow Hand.
  • Slightly corrected region border between Suncoast and the Cliff of Fogville.


UI:
  • Fixed various typos.