Hello everyone!
We’re sorry to announce that due to Russia’s attack on Ukraine we won’t be able to stick to the intended release schedule. Some of the key members of our team are Ukrainian citizens and are either already caught in the war zone or might soon find themselves there. Hopefully, the war will not last long, and we’ll be able to proceed with developing the game as planned.
Thank you for understanding.
CHANGELOG
- Added special map icons to locations with save points.
- Added sleeping spots to Distant Homestead and certain other Points of Interest.
- Tweaked and updated every unique Point of Interest. All doors in these locations can now be interacted with. Some changes won't take effect until you start a new game.
- Fixed the softlock affecting some dialogues.
- Fixed NPCs endlessly giving out items.
- Added unique rumors to most Brynn NPCs.
- Increased dungeon doors’ durability.
- Increased snakes’ spawn rate in some locations.
- Fixed “Wetness” not working as intended when the character enters deep water.
- Fixed scouted locations missing their global map descriptions.
- The horse at the brewery no longer respawns after death.
-
Corpses that can’t be harvested by “Skinning” are no longer highlighted by it.
Hotfix 0.7.0.23 — Changelog
- Additional adjustments to damage coefficients of different weapon types.
- Added a closing dialogue with Osbrook carpenter after finishing “Fate of the Brewery” quest.
- Osbrook smith now sells caltrops and clawtraps.
- Increased the base price of several pelts.
- Decreased enemy spawns in dungeons.
- Birds now always fly away after receiving damage.
- Additionally receiving already existing effect now works correctly.
- Fixed the crash caused by looting some secret room containers.
- Fixed some bird species spawning in the wrong biomes.
- Fixed block power replenishment working incorrectly in “Raise Shield” ability.
- Fixed "Stay Back!" passive ability still having its old pre-CoG mechanic alongside with the new one.
- Improved optimisation.
Hotfix 0.6.1.5 (8 January 2021)
- The character no longer gets wet in the rain if staying under a tree.
- Fixed the duration of “Defensive Tactic”.
- Fixed “Mighty Kick” not applying Stagger when failing to knock its target back.
- Fixed crashes caused by throwing certain items.
- Fixed “Taking Aim” not working with crossbows.
- Reputation bonuses which increase traders’ stock no longer apply to the trapper and the scribe.
- Removed an excess folder in the trapper’s trade menu.
- Fixed the crash caused by dying to an unsuccessfully disarmed trap.
- “Blow After Blow” no longer triggers from destroying props.
- Fixed enemies spawning outside of the Abbey’s walls.
- Changed the on-hit algorithm: Fumble Chance is now given a priority over Crit Chance.
- “Grave Chill” now puts abilities on a 1-4 turns Cooldown instead of a 5 turns one.
- Fixed the incorrect duration of the effect of Al’qud.
- Changed priorities for enemies’ consumable usage.
- Fixed the automatic turn skip upon entering a new location.
- Added “Skinning” to the ability bar.
- Map tiles with points of interest now follow the same weather rules as the rest of the world.
- Coughing now correctly reduces Energy by 10 points, not 10%.
- Fixed trajectories for chopped heads.
- Birds no longer scare each other when taking off.
- “Determination” no longer hits the Troll multiple times.
- Fixed “Arc Cleave” replenishing an incorrect amount of Energy.
- Fixed “Onslaught” burning an incorrect amount of Energy.
- Runic boulders now generate less noise upon being raised.
- Fixed “Taste of Victory” not replenishing Energy.
- “Defensive Tactic” no longer grants an extra stack to stances when using a spell.
- “Feast of Steel” now grants Crit Chance instead of Stagger Chance, as stated in its description.
- Fixed some enemies getting multiple Pain debuffs simultaneously.
- Fixed saigas not dropping any meat when skinned.
- The undead and wraith enemies can no longer be put in Coma.
- Mushrooms can now spoil.
- Fixed the crash caused by “Hunter’s Mark”.
- Fixed the character moving into a tile with a trap right after setting it up.
- Log messages about enemies getting the Pain debuff no longer appear while they are hidden in the fog of war.
- Fixed the missing sprite for the damaged Visored Bascinet.
- Multiple fixes to enemy search algorithms.
- Numerous text fixes.
Hotfix 0.6.1.2 (26 December 2020)
- Archers no longer shoot from the FOG.
- Traps are no longer repaired when picked up.
- Added unique effects to different berry types.
- Increased caltrops damage.
- Fixed “Mighty Kick” not applying Stagger upon failing to Knock its target back. Removed the Cooldown reset upon failing to Knock back.
- Replaced the Wraith Warrior’s “Seize the Initiative” with “Cleaving Strike”.
- Increased the damage penalty to “Impaling Lunge'' against Immobilized enemies to 33%. “Impaling Lunge” can no longer apply Immobilization to already Immobilized enemies.
- Reduced Vomiting chance and Daze/Stun Chances for Hornet Honey and Al’qud aftermathes.
- Fixed enemies not using “Mighty Swing” properly.
- Fixed “Bad Trip” triggering incorrectly when combining drugs or using multiple alcohol items.
- Numerous balance changes to new weapons and the two-handed axes skill tree.
- Fixed the incorrect chances for disarming traps.
- The Wraith Warrior and Wraith Seer can no longer activate traps.
- Fixed Dual Wielding treatises unlocking wrong skills.
- Dual Wielding treatises are now correctly numbered.
- Removed the increase to Fumble Chance when staying in smoke or poison clouds.
- Fixed certain new items not being sold by merchants.
- Various visual fixes.
- Centering camera on the character upon opening a menu is now an option in the settings.
- Restored the old button order for “Prologue” and “Adventure”.
- Fixed the “Wetness” effect not working correctly.
- Removed the possibility of throwing equipped cursed items.
- Fixed the bug causing the loss of control over the character after moving to another location.
- Removed the “Load Save” button when dying in Permadeath mode.
- Corpses unsuitable for harvesting are no longer highlighted when using “Skinning”.
- Added a tooltip to “Skinning” about it requiring a suitable weapon.
- Fixed the crash occurring when throwing away certain types of rotten berries.
- Numerous text fixes
Hotfix 0.6.1.1 (25 December 2020)
- Fixed the bug preventing new two-handed weapons from being sold by merchants
- Fixed the crash caused by applying a debuff to a dying target.
- Fixed the "trade" option in the context menu, which hadn't been displaying for new characters.
- Fixed lighting issues.
- Fixed traps not triggering properly.
- Added the missing percent sign to Stagger Chance.
- Fixed incorrect two-handed hammers' prices.
- Multiple fixes to the text.
0.6.1.0 - Equipment Update II: Changelog (25 December 2020)
NEW ADDITIONS
- New weapon type: Two-handed axes - 29 pieces.
- New ability tree: Two-handed axes - 10 new skills.
- New weapon type: Two-handed maces - 23 pieces.
- New ability tree: Two-handed maces - 10 new skills.
- New mechanic: Throwing. Throw weapons and other items to deal damage, distract enemies, and trigger traps.
New mechanic: Skinning. The chance to harvest a pelt now depends on the damage type used to kill an animal. Added new hunting trophies: dog pelts, snake skin, and bear fat.
- New mechanic: Hearing. Increase your Perception to hear nearby enemies before seeing them.
- Two new NPC: Bran the Trapper and Unar the Scribe.
The trapper travels between Osbrook and Mannshire, selling various hunting gear and some other items.
The second NPC can be found in the Mannshire castle upon completing 3 Osbrook contracts - he trades in treatises.
- 20 new enemy types, including 7 new minibosses.
- 25 new armor pieces: 7 helmets, 9 chest pieces, 5 belts, 2 sets of gloves, 1 pair of boots, and 1 shield.
- New traps: Pressure Plate (Flame & Poison Cloud), Sound
- Combat consumables: added a claw trap, a net, caltrops, and a smoke bomb.
- 5 new drug types, completed with reworked drug mechanics.
- New Mannshire crypt contract.
- Additional flora: added 6 berry shrubs, 1, new mushroom type, and 1 new herb type.
ATTENTION: This patch IS COMPATIBLE with the previous version’s saves. It should be possible to continue your current playthrough after this update.
However, we highly recommend starting a new game: item tweaks won’t affect the already equipped or stored items. Additionally, the new contract won’t spawn when playing from an old save.
GAMEPLAY
- Enemies can now also feel pain.
- Throwing potions applies enemies with their effect for 25% of the original duration.
- Fabric, leather, paper, and organic items will burn if dropped on a burning tile.
- Added a system for enemy interactions with traps. By default enemies are aware about the traps of their faction and the traps which were installed within their Vision. Other traps will remain hidden - the chance for them to be discovered depends on enemy Perception. Some enemies also learned how to disarm discovered traps.
- Activated claw traps can be picked up, repaired at a blacksmith, and then placed again.
- Manually disarming traps will grant experience.
- New stat: Stagger Chance
- New effect: Stagger. Reduces Crit, Counter, Dodge, and Block Chances to 0, and increases Fumble Chance to 100%.
BALANCE
- Changes to the characters’ Affinities:
Arna starts with Two-handed maces.
Jorgrim starts with Two-handed axes.
Dirwin starts with Two-handed axes.
Velmir starts with Two-handed axes and Two-handed maces, but no longer has Maces affinity.
Jonna starts with Dual Wielding.
- Rebalanced primary Attributes:
Strength:
+[1 > 0.5]% Melee Damage
+[1 > 0.5] Block Power
+[2 > 1.5]% Crit Efficiency
+[1 > 1.5]% Armor Damage
Agility:
+[0.5 > 0.75]% Counter Chance
-[0.25 > 0.5]% Fumble Chance
Added +0.5% Armor Penetration
[Removed] +0.5% Stealth
Perception:
+[0.5 > 0.75]% Accuracy
+[0.5 > 0.75]% Crit Chance
+[1 > 0.5]% Ranged Damage
Vitality:
+[1 > 2] Health
+[5 > 4] Energy
Removed bonuses to Immunity
Added +1% Intoxication Resistance
Willpower:
+[0.75 > 1]% Pain Resistance
+[0.5 >0.75]% Magic Resistance
+[1 > 0.5%] Magic Power
- Rebalanced pain gain from all damage types.
- Made balance changes to most enemies.
- Increased the base chance to evade a trap.
- Reduced the base chance to disarm a trap.
- Traps balance changes:
- [Claw Trap] 20 Slashing Damage > 35 Rending Damage.
Immobilization duration: 3 > 4-10
Base disarm chance: 60% > 75%
- [Spike Trap] 25 > 40 Piercing Damage
Bleeding duration: 10-16 > 10-20
Change the formula for damage from Bleeding and Burning - now they don’t scale from Max Health as much.
- Base unarmed damage was increased by 2 points.
- Block Chance now only works if you have a weapon or a shield equipped.
- Crit Efficiency: the base damage multiplayer for crits has been increased from 110% to 120%.
- Rebalanced loot from the brigands.
- [Brigand Madman]: removed “Adrenaline” and “Painful Stabs”.
- [Ancient Troll]: Decreased its Accuracy from 100% to 90%.
Troll’s Armor was increased to 50.
Experience granted on death was increased by 20%.
- [Stun]: its maximum duration was decreased from 5 to 2 turns
- [Daze]: added maximum duration – 5 turns
Removed: +5% Fumble Chance
- [Unholy Blessing]: +20% > +15% Life and Energy Drain, Damage Reflection.
- [Blessing]: The duration of shrine blessings was increased to 1440 turns.
Removed passive Sanity and Morale change.
Added an immediate Sanity and Morale boost upon using a shrine
Added +10% Healing Efficiency.
- [Satiety]: added +10% Healing Efficiency.
- [Deafening Roar]: To avoid situations with the simultaneous Stun and Disarm, there’s now a sequence of checks, launched one after another in case the previous one fails: firstly, it’s 25% to Disarm. Then, it’s 75% to Stun, and finally - 100% chance to Daze.
- [Henbane]: reduced the duration of “Battle Rage” to 12 turns. The effect is no longer guaranteed to activate, instead there’s a 25% chance – high Intoxication can raise this chance up to 100%.
- [Velmir]: The Condition of his starting helmet was reduced from 60% to 40%
- [Waterskin]: reduced the number of uses from 10 to 6.
- [Stardust]: changed its effect.
- An item’s level now has lower influence on the damage from enchantments.
- Dual Wielding now consists of 3 tiers, just like all other ability trees with 10 skills.
- Increased the maximum level for items sold by merchants.
CHANGES TO ABILITIES
SWORDS
- [Endurance Training] 25% chance to replenish 5% Max Energy on hit > +25% Energy Restoration for 3 turns after using a sword ability.
- [Honed Edge] +5% Bleed Chance for 5 > 3 turns.
MACES
- [Armor Break] Added a Stagger Chance.
Applies -30% > -15% Control Resistance.
- [Dazing Strikes] Changed: +5% Daze Chance for mace attacks > Mace attacks apply their targets with -3.5% Accuracy and -3.5% Damage for 4 turns.
- [Moment of Weakness] Stunned enemies take +33% > +20% Damage.
- [Concussion] Changed: Mace attacks apply -5% Control Resistance for 4 turns > Mace crits apply -15% Control Resistance for 3 turns.TWO-HANDED SWORDS
- [Feint Swing] Now applies its target with +10% Damage Taken for 4 turns.
Other bonuses are doubled if the target is Staggered.
- [Feast of Steel] Added +5% Crit Chance to its stacking effect.
Every third attack gains +100% Crit Chance > +100% Stagger Chance
- [Heroic Charge] Added a Stagger Chance
- [Parry] All received attacks are guaranteed to trigger a Counterattack > Grants +75% Counter Chance
Each successful block reduces the Skill’s cooldown by 1 > 2 turns.
Added: Each Counterattack grants +7.5% Crit Chance for 3 turns.
- [Arc Cleave] Added a Stagger Chance.
Each enemy hit reduces active Cooldowns of the ability tree by 1 > 3 turns.
Added: Replenishes 7.5% Max Energy for each Staggered enemy.
- [Courage] Added: If the target survives, grants +10% Damage for each adjacent enemy.
- [Fight to Death] While “Feast” is active, killing enemies reduces active Cooldowns of the ability tree by 3 turns > Each consecutive strike against the same target grants +7.5% Stagger Chance and +5% Counter Chance for 5 turns. The effect resets upon attacking a different target.
- [Taste of Victory] Killing enemies with two-handed swords replenishes 7.5% > 15% Max Energy.
Added: Attacks against Staggered enemies grant +5% Damage for 4 turns.
- [Revanche] Added: while Parry is active, blocked attacks replenish 5% Max Energy.
DAGGERS
- [Double Lunge] Now also reduces the Skill’s cooldown when killing an enemy.
- [Deadly Trick] Grants +25% Crit Chance > +25% Bleed Chance and +25% Counter Chance.
Added: The strike also has a Stagger Chance.
- [Gaping Wound] Applies the effect for 8 > 10 turns.
Using abilities has a 50 > 75% chance to trigger Bleeding.
The Bleeding duration has been increased.
The effect applies +20% > +33% Abilities Energy Cost.
Added: the effect applies -25% Bleed Resistance.
- [Coup de Grace] Finishing an enemy off with this skill now grants +50% Crit Chance for 4 turns.
- [Quick Hands] Killing enemies > Dagger strikes reduce active Cooldowns of the ability tree by 1 turn.
- [From the Shadows] Added: Thrown daggers do +30% more Damage.
- [Counterattack Mastery] Dagger strikes grant +4% > +5% Counter Chance for 5 turns.
- [Weakening Jabs] Dagger attacks apply their target with +4% Damage Taken > -5% Damage and +5% > +7.5% Cooldowns Duration.
- [Danse Macabre] Changed: Dagger crits gain +10% Life Drain > Dagger Crits grant +4% Dodge chance for 5 turns and permanently apply their target with +10% Damage Taken and -10% Bleed Resistance.
STAFFS
- [Unwavering Stance] Added: Every 3rd attack gains +100% Crit Chance
- [Destabilizing Hits] Added: the effect is also triggered by applying Stagger.
- [Now or Never] Effect duration 1 > 2 turns.
Added: is now also triggered by Dodging and grants +25% Stagger Chance.
- [Battle Trance] Staff crits now reduce all active Cooldowns, not just the ability tree’s.
SHIELDS
- [Retaliation] Added: Can now only trigger once per 5 turns.
- [Last Bastion]: Added: Can now only trigger once per 8 turns.
PYROMANCY
- [Ring of FIre] Applies -20% > -10% Fire Resistance for 4 > 3 turns.
GEOMANCY
- [Rune of Sustention] Added: Grants the caster -10% Damage Taken when occupying tiles adjacent to their runic boulders.
- [Runic Boulder]: Raising a boulder will now generate noise.
COMBAT MASTERY
- [Seize the Initiative] Reduced the maximum number of stacks from 6 to 5.
If the target uses active abilities, they reduce the number of debuff stacks on it and the number of buff stacks on the attacker.
Added: added a Stagger Chance to the initial hit and Counter Chance buff/debuff to its stacking effect.
- [Defensive Tactic] and [Offensive Tactic]: Changed:
Instead of a static bonus for each enemy within Vision , they now grant stacking bonuses for performing certain conditions.
Tactics now work for a limited number of turns.
Switching tactics no longer takes a turn or spends Energy.
- [Finisher]: Added: this attack now has +25% Crit Chance.
- [Against the Odds] Prevents Health from dropping below 10 > 15%
Added: the first attack received during the next turn does no damage and is automatically countered.
- [Stance Training]: “Defensive Tactic” now increases weapon stances’ duration by 1 turn for each received attack.
ATHLETICS
- [Mighty Kick] Added: Failing to knock the opponent back now Staggers them for 2 turns.
- [Sudden Lunge] Confusion Chance was replaced with Stagger Chance.
- [Dash] Bonus Damage for each adjacent enemy was replaced by Counter Chance.
Each enemy adjacent to the starting position increases the Energy cost of the Skill by 20% > 10%
DUAL WIELDING
- Some of the skills were moved around. “Dual Wielding Training” is now available earlier, while “Dying Fervor” was moved further down the ability tree.
- [Enough for Everyone] The effect is no longer removed if the target leaves the adjacent tile.
- [Deflect] Changed: Using this skill no longer reduces Hands Efficiency.
Each fully blocked attack now grants +5% Hands Efficiency for 2 turns and reduces active Cooldowns of the ability tree by 1 turn.
- [Whirlwind] Changed: Can now jump between the same targets for an unlimited number of times.
Each jump now grants -10% > -15% Hands Efficiency .
The Skill’s Cooldown is no longer reduced by killing enemies. The same goes for bonus Hands Efficiency - killing enemies no longer increases it.
Added: +4% Dodge Chance for 3 turns per each strike.
- [Concentration] Lasts for 6 > 12 turns.
Added: receiving damaging attacks reduces the duration of the effect by 1 turn.
- [Dual Wielding Training]: Using weapon-based skills no longer grants bonus Hands Efficiency.
Using weapon-based skills while wielding two weapons of the same type grants +7.5% Crit Chance and -7.5% Fumble Chance for 2 turns.
Using weapon-based skills while wielding two weapons of the different type grants +25% Off-Hand Efficiency and +7.5% Counter Chance for 2 turns.
- [Berserk Tradition] +2.5% Hands Efficiency > +4% Counter Chance.
All bonuses now scale based on the character’s level and Attributes.
- [Dying Fervor] Grants +10% > +20% Hands Efficiency when Health drops below 50%.
Added: Additionally grants +7.5% Crit Chance and +7.5% Counter Chance when Health drops below 33%SPEARS
- [Nail Down] Changed: Immobilizing enemies with this skill no longer reduces active Cooldowns of “Nail Down” and “Impaling Lunge”.
- [Impaling Lunge] Changed: The bonuses are no longer doubled when attacking Immobilized Enemies.
Using this skill against Immobilized enemies now does -25% Damage and halves other bonuses, but instantly refreshes this Skill’s Cooldown.
- [Maneuver] Changed: now gains stacks for each reduced Cooldown, not fully refreshed one.
- [Determination] Added: replenishes 10% Max Energy for each affected enemy. The enemies are additionally applied with -20% Move Resistance for 3 turns.
- [Precise Hits] Grants +10% Accuracy > -5% Fumble Chance and +20% > +15% Bodypart Damage.
- [Stay Back!] Affected enemies are applied with -25% > -15% Piercing Resistance for 1 > 2 turns.
The chance to trigger “Impaling Lunge” on a basic attack is 15% > 10%.
- [Wounding Spearhead] Spear crits deal extra damage equal to the target’s 4% Current Health > 5% Max Health. Added a threshold for the max damage, based on the character’s Strength and Agility.
BUFFS TO UNIQUE ITEMS
As you may already know, the shortcomings of the existing item quality system prevent the unique items from being enchanted, which makes them less attractive to players. To compensate for this issue while the quality system is being properly reworked, most of the existing unique items (with the exception of the starting ones) were buffed:
- Fancy Sword: -15% Abilities Energy Cost
- Engraved Sword: -15% Cooldowns Duration
- Decorated Warhammer: +25% Armor Penetration
- Ornate Flanged Mace: +10% Daze Chance, +5% Stun Chance
- Decorated Dagger: +10% Crit Chance
- Carved Longbow: +10% Immobilization Chance
- Vagabond Knight's Armor: -7.5% Damage Taken
- Ceremonial Cuirass: +5% Health Restoration, +25% Healing Efficiency
- Occult Cloak: +13% Bleed Resistance
- Jousting Cloak: -5% Damage Taken, -5% Abilities Energy Cost
- Raven Heater Shield: +15% Fortitude
- Pig-Faced Bascinet: +15% Fortitude
- Cervelliere with Ear Guards: +10% Control Resistance
- Ornate Barbute: +5% Accuracy
ART
- New potion sprites.
- New icons for some modifiers.
- New sprites for some consumables.
- Some enemies got their visuals updated.
- New shop signs for merchants and artisans in the settlements.
UI & UX
- Changes to the mode menu: the attack and rest modes can now be moved to the ability bar. Added Shout and Reload actions to the mode menu.
- Upon equipping dual weapons, the stats for both hands are now being displayed separately in the character menu.
- Sleep and Blindness effects now make the screen go dark.
- Bow and crossbow hovers now display their Range.
FIXES
- Removed the rain sound from the winter biome.
- Fixed issues with the enemies’ Injury thresholds.
- Fixed issues with the fog of war.
- Fixed blood decals appearing in wrong situations
- The Ancient Troll now properly fells trees when moving.
- Surface enemies no longer spawn inside trees and impassable ravines.
Hotfix 0.6.0.17 - Japanese Localization (4 November 2020)
- Added Japanese localization.
- Fixed the error in the hit detection algorithm, which hadn’t been correctly factoring in Dodge Chance when calculating hit chance for arrows.
- Fixed archers being resurrected with a ranged weapon after dying with a melee weapon.
- Fixed “Blaze” granting double reduction for active Cooldowns.
- Fixed dogs being able to open doors.
- Fixed the bug causing Reputation gain each time you take a free beer from Brukk.
- Praying at shrines now immediately restores some Morale and Sanity.
- “Deafening Roar” is now put on cooldown when the fight begins.
- Snakes can no longer poison when missing their attacks.
- Fixed the issue with changes to cursed items' stats not being correctly displayed.
- Fixed the issue with two or more Ghasts casting “Binding Sigil” simultaneously.
- Increased prices of most consumables.
- Decreased prices of all treatises.
- «Anticipation»: Applies the target with [-10 > -5]% Dodge Chance [10 > 4] after landing a shot and grants [5 > 7.5]% Accuracy for [10 > 4] turns when missing.
- «Flame Saturation»: [Replenishes 5% Max Energy > Grants -20% Spells Energy Cost for 2 turns] each time an enemy within Vision is ignited.
0.6.0.12 Changelog – Reputation Tab (20 October 2020)
NEW ADDITIONS
- Added a Reputation Tab to the journal. Now you can look up your Reputation level at any time and see how exactly it influences your character.
- Consumables for brigands: brigands are now spawned with a random supply of bandages, splints, and vivifying essences, which they can use to deal with bleeding, injuries, or low Health.
- Added two new variations of Wraiths to high level crypts.
- Ghasts and Necromancers learned a new skill - “Binding Sigil”.
BALANCE:
- Rebalanced enchantments. The randomness of stat bonuses was removed - each enchantment stat bonus is now a static value, which is overall slightly lower than the maximum values you could potentially roll in previous versions of the game.
Enchantment scrolls now apply a single enchantment instead of two. Magic items (items with two enchantments) can only be acquired as loot from enemies and containers.
These are just temporary measures, meant to reduce the amount of save scumming (if not to negate it) associated with enchantments before the release of the rarity system update, which is planned for the next year.
- Rebalanced curses. There were also some changes made to curses and cursed items (they will be greatly updated and expanded upon next year as well).
The chance for a curse to trigger now grows significantly slower, and killing enemies is also much more effective at slowing it down. Additionally, curses are now several times stronger than before, making them feel more dangerous.
The changes apply to curses’ stat bonuses as well - some of them didn’t work properly with certain equipment types, so they were fixed or straight up changed.
- Curse of Everfear: +N Unholy Damage > -5% Damage Taken. Low Morale improves the bonus.
- Curse of Gnawmaw: +10% > +13% Life Drain. Hunger and Thirst improve the bonus.
- Curse of Goldhoarder: +25% Lock-picking & Disarming > +13% Experience Gain. High amounts of gold in the inventory improve the bonus.
- Curse of Gorelust: +10% > +13% Weapon Damage. Low Health improves the bonus.
- Curse of Soulstealer: +10% > +13% Energy Drain. Low Energy improves the bonus.
- Curse of Sufferjoy: +7% > +10% Crit Chance. High Pain improves the bonus.
- Curse of Loudmouth: +N Psionic Damage > +10% Control Resistance.
Curse descriptions were tweaked, improving their transparency, and their effects are now registered in the battle log.
- “Raise Shield” no longer grants Dodge Chance if its value was negative when the ability was activated.
- Increased Control Resistance for skeleton enemies.
- Added Bleed Resistance to Restless and Ghasts.
- Reduced Resistances and Accuracy for Proselyte bosses.
- Enemies now need a visual confirmation that their allies are being damaged before turning Hostile.
- Bottom dungeon floors are now generated with 20% less rooms.
- Reduced Dodge Chance for Chronomancer Mantle.
- Slightly increased “weight” for skeletons, restless, mages, and archers - they will now spawn in smaller numbers.
- Fixed the issue with Moose and Bison granting too little Experience on death.
- Lowered the chance of food and alcohol drops in Bastion containers.
- Overall reduced life span for most food types.
FIXES:
- Fixes to actions’ priority: bleeding now triggers before the beginning of the turn, and cooldowns no longer refresh right after the effect is activated.
- Refactored the priority for reducing modifiers’ duration.
- Staff crits now correctly replenish Energy.
- Traps can no longer be spawned under enemies.
- Traps can no longer spawn in boss rooms.
- Fixed the bug with mobs leaving their collision behind after going to another zone.
- Fixed the bug with mobs leaving dungeons to chase the player.
- Mobs now correctly travel between dungeon floors.
- Enemies no longer use “Mark of the Feast” on themselves.
- Fixed crashes caused by Inferno, Ring of Fire, and Fire Barrage.
- Added an additional condition for the Task of acquiring falchions and cleavers: the smith will no longer accept cursed swords.
- Fixed the food spoilage in merchants’ inventories.
- Fixed the bug with Distracting Shot.
- Fixed the bug with lighting up fires.
- Fixed the bug with Distracting shot not dealing damage.
- Fixed the bug with Experience Points not being granted when mobs bleed out outside of Vision range.
- Fixed the bug with repeating reputation gain for completing three contracts.
- Fixed the map activation during dialogues.
- Fixed Brigand Warlocks appearing behind their targets after using a dash.
- Removed the possibility of luring the Ancient Troll away from its location.
- Fixed the bug which had been adding cooldowns to zero cooldown abilities.
- Fixed lightning strikes in villages.
- Fixed the incorrect collision disappearance in certain scenarios.
- Fixed dungeons not resetting upon generation of new contracts.
- Fixed the bug with Proselyte Tormentor’s ability, which had been causing him to apply Stun and Knockback with every strike.
- Fixed a number of bugs caused by animals moving to other zones.
- Fixed the crash caused by opening a container outside of camera view.
- Removed the possibility of leveling “Excess Heat” twice.
- Removed the possibility of performing Counterattacks and Attacks of Opportunity with a bow.
- Fixed the bug with archers recovering from their injuries after switching to melee.
- Fixed the bug with the Troll not using “Shockwave” in melee range.
- Fixed food items being placed underneath other items in the inventory upon spoiling.
- Fixed the crash caused by being forced to drop an open quiver.
- Fixed the bug causing the loss of control over the character upon removing a consumable from hands.
- Fixed the bug allowing to receive both Stun and Daze.
- Fixed the camera return when trading and the movement restriction when opening containers.
- Added a restriction for resting while there are retreating enemies within Vision.
- Fixed the incorrect reset of modifiers’ duration time.
- Fixed camera bugs.
- Fixed NPC collisions.
- Fixed the bug allowing opening doors without spending a turn.
- Fixed the bug with lock-picking not spending a turn if it fails.
- Removed the possibility of moving the camera while the trade or container menus are open.
- Fixed a number of AI bugs.
- Fixed the crash caused by a golem being summoned after the caster’s death.
- Fixed the crash during a delayed attack.
- Fixed the collision bug in hallways.
- Fixed effects’ duration for consuming acorns.
VISUALS:
- Added an animation for dropping coins.
- Removed outlines during animations.
- Improvements to the lighting system.
- Fixed visual bugs with Bastion rubble.
- The Mancatcher’s net no longer glows.
SOUND:
- Fixed aggroing sounds.
- Fixed the disappearing Troll step sound.
- Added a sound effect for the Curse of Loudmouth.
TEXT:
- Villagers received new speech lines for different reputation levels.
- Added a log message for switching ammo types.
- Added a log message for learning an unidentified potion's effect by drinking it.
- Numerous fixes across all localizations.
By the way, we’re going to publish a devlog explaining our current plans this weekend. Meanwhile you can take a look at our updated roadmap to find out what to expect next!
0.6.0.0 "Way Forward" is Live! (24 September 2020)
MAJOR ADDITIONS
- Complete rework of the dungeon generator. Bastions, Catacombs, and Crypts now have a new generation algorithm and numerous new room templates.
- Basic AI was completely reworked. There are still ways to go, and we still need to perform many tweaks to make things work exactly as planned, but even with just this update the following features will be introduced to the AI:
- New decision-making system. Instead of relying on RNG when choosing which Ability to use, enemies now use a weight system - each Ability gained a number of specific conditions which either increase or decrease its weight depending on the situation. Enemies will use Abilities with the highest weight at any given time.
- New pathfinding system. Pathfinding was rebuilt from the ground up - the shortest way to a mob’s target is now modified by numerous conditions. Enemies will attempt to avoid traps, wait out AoE effects, stay away from locations where they can be easily knocked into walls, and more.
- Enemies learned to trade places when fighting in corridors and tight spaces. Enemies who prefer to fight in melee will try to swap out archers, retreating enemies will attempt to swap with those who can still fight, and those who have high Health - with those who are about to die.
- Archers and mages prefer to keep their distance and retreat when approached by enemies, wearing them down with arrows and spells.
- Mobs now use a new system to decide which targets to prioritize, trying to focus on the highest threat.
- Archers’ ammunition is now limited. They also learned to swap to melee weapon when they run out of ammo or when their enemy finally manages to catch up.
- Most aggressive animals will first try to intimidate your character and only attack if you don’t leave their territory within a number of turns. Different animals have their intimidation phase set at different duration - wolves, for example, will attack almost immediately.
- Some enemies might decide to retreat in case the fight is going badly for them, attempting to leave the location. The chance to trigger a retreat is influenced by many factors: low Health, allies’ death, whether they have injuries or debuffs.
- The ecosystem is now much more in-depth. Boars and moose will hold their ground and defend against the player and predators, foxes will hunt rabbits, and deer will run away the moment they hear the player approaching.
- Added secret rooms which can only be discovered by highly perceptive characters. Rich loot awaits inside!
- 100+ new containers and decorations across all dungeons.
- New enemy skills: mancatchers gained “Net Throw” and “Sic!”, dogs gained “Loud Barking” and “Grab ‘Em!”, wraiths learned “Grave Chill” and “Dissipation”, ghouls gained “Bone Throw”, ghasts and necromancers - “Death Touch” and “Soul Sacrifice”.
- 25 new undead enemy types: two lineups of high-level skeletons, a lineup of restless dead, as well as ghasts - undead mages, wielding special spells.
- Certain changes to hostage rescue contracts: from now on abducted NPCs will be held in designated cells, requiring you to find a key before you can rescue them.
- Added acorns and burnet.
VISUALS & SOUND
- New culling system.
- Reworked light rendering.
- New fog of war rendering system.
- Updated steppes.
- Added fireflies.
- Visual updates to the Prologue rooms.
- Added four new music tracks, including two battle themes.
BALANCE
- Balance changes to most undead enemies.
- Increased the Abomination’s Health, but decreased its base damage.
- Most enemies gained a larger line of sight.
- “Taking Aim”: reduced Accuracy bonus (+75% > +50%).
- Removed unique items from graves and added them to secret rooms.
- Ravens now generate noise when they take off.
- Mannshire crypth has its danger level increased.
FIXES & UX
- Reworked turn and priority system for various actions.
- Made significant improvements to enemies following the player between zones.
- Added hotkeys for switching between hotbars.
- Fixed sudden Health and Energy replenishment when entering an already visited location.
- Brigands gained new phrases when retreating. The phrases upon getting injured are now tied to specific body parts instead of just triggering a generic response.
- Added lots of log messages.
- Fixed flickering stack numbers on stances’ buff icons.
- Removed the possibility of preemptively destroying the statues in the Prologue before the fight even begins.
RAISING THE PRICE
Way Forward is an important structural update, after the release of which we can finally move onto expanding the map. In the next major update, which is planned for the winter of 2020-2021, we will add the first major city, its surrounding area, and lots of accompanying content. Before that we also plan to release a few interim updates to add the remaining weapon skill trees and more.
Because of this, the base price for the game will be increased by 30% in all regions. If you wish to purchase the game at a lower price, now might be the best time for it!
That’s all for now.
Have fun playing!
0.5.9.6 - Equipment Update (25 July 2020)
Hello everyone!
The work on changes to the AI and dungeon generation is well underway, and we'll soon publish a devlog with some details on our progress. In the meantime, here’s a small interim patch to keep you from getting bored - it expands the roster of available equipment and brings a number of fixes and improvements.
New Items:
- 2 new daggers: Commoner’s Dagger and Elven Stiletto
- 5 new axes: Exquisite Tabar, Heavy Aldorian Axe, Aldwynnian Axe, Gilded Axe, and Lordly Axe
- 1 new mace: Elven Flail
- 4 new chest pieces: Dwarven Armor, Light Brigandine, Elven Brigandine, and Skadian Yushman
- 8 new helmets: Barbute (4 variants) and Cervelliere (4 variants)
- 3 new pieces of footwear: Town Shoes, Duelist Boots, and Splint Boots
- 3 new mage sets (mantle + cowl): Cryomancer, Electromancer, and Chronomancer
- 4 new amulets: Gold Medallion, Jibean Pendant, Amber Amulet, Lazurite Amulet
- 1 new cape: Jousting Cloak
Miscellaneous:
- Traders can now sell many items which were previously excluded from their stock.
- Added log messages for critical shots.
- Added a warning about the progress not being saved on exit when leaving the game.
- Reduced the effectiveness of roasted mushrooms.
- Numerous fixes across all localizations.
- Fixed the item dupe exploit with some of the containers in Osbrook.
- Fixed the incorrect block power calculation.
- Fixed the incorrect durability loss when blocking attacks.
- Fixed the collision between a cell and a door in Mannshire prison.
- Fixed visual effects displaying above enemies while they are in the fog of war.
- Mobs no longer display speech messages while they are petrified, stunned, or asleep.
- Added new equipment sounds.
- Fixed the incorrect “Blood Oath” log message.
- Fixed pathfinding when clicking on a NPC to start a dialogue.
- Fixed the fleawort usage with an open backpack.
- Fixed the possibility of dropping items on the ground when dragging them outside of the trade menu.
- The fog of war is now being properly calculated when using “Onslaught”.
- Fixed the possibility of decapitating targets by using “Mighty Kick” and other non-weapon skills.
- Fixed the possibility of reloading while stunned.
- Fixed the absence of psionic damage on items.
0.5.9.0 «Bolt Thrower» 02.06.2020 - Changelog
MAIN ADDITIONS
- New playable character: Velmir. A hardened revenger hailing from distant Skadia, he begins the game with Affinities for Spears, Ranged Weapons, Maces, Athletics, and Combat mastery.
- New weapon type: Spears – 24 new items.
Spears offer average Damage, but have high Accuracy and Armor Penetration, and their skills have a 2 tile Range.
- New weapon type: Crossbows – 17 new items.
Crossbows deal high Damage, do well against armor, and are much more accurate than bows, but they require to be reloaded after each shot.
- Arrowhead variation: ammunition is now split into 3 types with their own special properties: leaf-shaped, broadhead, and bodkin.
- New bag type: Quivers – there are 8 of them, 4 for arrows, 4 for bolts. They are equipped in the weapon slot and can store 2 to 4 stacks of ammunition.
- New ability tree: Spears – 10 new skills.
Immobilize enemies from afar, run them through with impaling lunges, receive defensive bonuses as you retreat, and deliver strikes to your foes as they approach.
- New ability tree: Dual Wielding – 10 new skills.
Deliver devastating flurries of blows, fight entire groups head-on, deflect incoming attacks, and cut through the enemy lines in a whirlwind of steel.
– New fauna: Hedgehogs and squirrels. Hunt them down for their new type of meat or precious squirrel pelts.
- New flora: Rhubarb and nettle. Don’t forget to wear gloves.
- Tweaks to ranged combat. Enemy and props sizes now correctly influence your shots’ Accuracy. If you want to improve your chances of hitting your foe, make sure there is nothing between you and the target.
Bows and crossbows are now considered a two-handed weapon with an option to equip appropriate ammo or a quiver in the second weapon slot.
BALANCE
-
New critical weapon effects: It may not be evident at first, but different weapon types have different crit effects. This mechanic has been there for quite a while, gradually becoming outdated. As a result, it has been reworked:
- Swords: 100% chance to apply Bleed for 5-8 turns
- Axes: +50% Bodypart Damage
- Maces: 100% chance to Daze for 2-4 turns
- Daggers: +220% Critical Damage against unaware targets. Burn 10% of the target’s Max Energy
- Greatswords: cleave through 3 tiles. 125% chance to apply Bleeding for 6-10 turns.
- Staffs: cleave through 3 tiles. Replenish 10% Max energy.
- Spears: +100% Immobilization Chance
- Bows: +100% Immobilization Chance
- Crossbows: +100% Knockback Chance
-
REWORKED - Stance-based skills. Old stances functioned rather strangely: their duration and stack count were way too easy to ramp up and sustain throughout a fight, and it was entirely up to chance whether you lose said effect stacks or not.
Changes:
- Reduced the max number of stacks from 6 to 4.
- You gain 1 stack each time you use other skills from the stance’s ability tree.
- Basic attacks with an appropriate weapon decrease the number of stacks by 1, but prolong the effect’s duration by 1 turn.
These changes are meant to make stances more tactical: they can no longer be activated at the start of a fight and then completely forgotten till the end of it – the new system requires balancing between maintaining stance duration and stacks, which are spent on empowering your attacks.
- Reduced the amount of reputation needed to reach Amity and Respect (by 25%)
- Rebalanced hunger and thirst gain.
- Changed some equipment and weapon stats.
- Spear-wielding enemies no longer have placeholder skills from other ability trees, and have been assigned Spear skills.
- Ancient Troll now drops his pelt and tusks on death.
- Added a new stat: Immobilization Chance.
- Stun Resistance was renamed into Control Resistance and is now also used for resisting Confusion.
- Knockback Resistance was renamed into Move Resistance and is now also used for resisting Immobilization
- [Dual Wielding] Equipping dual weapons now also grants +15% Cooldowns Duration and +7.5% Fumble Chance.
- [Dirwin] His starting Dirk was replaced with a Short Dagger.
- [Dirwin] Maces Affinity was swapped for Staffs Affinity
- [Arna] Her trait now grants [-7.5% > -5%] Abilities Energy Cost and Cooldowns Duration, as well as [-4% > -3%] Damage Taken for each enemy within Vision.
- [Jorgrim] Maces Affinity was swapped for Dual Wielding
- [Greatswords] Feint Swing: removed the penalty to Damage. Removed the bonus to Accuracy (it wasn’t really useful, as the skill already drops the target’s Dodge Chance to 0). Feint Swing now grants extra Damage, while also lowering Fumble Chance.
- REWORKED - [Greatswords] Parry: now grants Block Chance and Block Power for 1 turn. Counterattacks now trigger on every received attack. Each strike you block reduces this skill’s Cooldown by 1.
- REWORKED - [Greatswords] Feast of Steel is now a stance-based skill. It decreases Fumble Chance, improves Accuracy and Crit Efficiency, while also guaranteeing each 3rd attack to Crit.
- [Ranged Weapons]: Taking Aim grants +[50 > 75]% Accuracy for the next turn. The bonus to Damage now scales with Perception.
- REWORKED: [Ranged Weapons] Precision: hitting a target after using “Taking Aim” grants “Exceptional Accuracy” for 2 turns.
- [Combat Mastery] Seize the Initiative – changed the max number of stacks from 4 to 6. Removed duration – the effect persists until the target affected by “Initiative Loss” either dies or leaves your Vision. Receiving “Initiative Loss” removes the effect of “Seized Initiative” and vice versa.
- [Combat Mastery] Setup - bonus Accuracy and Damage you gain after skipping a turn persist for [1 > 2] turns and can now stack.
- [Combat Mastery] Stance Training: if “Defensive Tactic” is active, stance-based skills start with 3 stacks on activation. If “Offensive Tactic” is active, using applicable skills additionally grants +1 stack to stance effects.
- [Athletics] Mighty Kick: upon landing a kick, reduce the enemy’s Control and Move Resistances for the next turn.
FIXES
- The state of fog of war is now being properly preserved, so it no longer conceals previously visited locations.
- Changed the bug which caused huge Crit damage with bows.
- Just as it’s stated in stat description, blocking arrows and bolts now requires an equipped shield. This rule also applies to enemies.
- Removed the ability to shoot through dungeon walls and surface structures.
- Fast travel between villages now takes some in-game time and changes your character’s stats just like sleeping would.
- “Blessing” effect received a 1200 turns duration cap.
- Fixed Vivifying Essence not burning Energy on use.
- Fixed the use rule for fleawort.
- Fixed the softlock occurring while removing a piece of equipment when both the inventory and a container are full.
- The drunkard’s wife in Mannshire no longer flies around.
- Fixed context menu when lockpicking a container.
- Numerous fixes across all localizations.
- Torso condition now correctly displays its influence on Max Health.
- Fixed a number of mistakes in abilities’ formulas, as some of them didn’t work as they were supposed to.
- Optimized rendering
- Destroyed Unholy Altars no longer leave a lighting source behind.
- Wraiths no longer spray blood when hit.
- Effects no longer flicker on medium settings
- Fixed Ancient Troll being able to attack during regeneration.
- Many actions are now being properly logged.
VISUALS
- Improvements to lighting system. It now takes objects’ relative position into consideration
- Made some tweaks to shaders
- Changed Jorgrim’s portrait.