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Alaloth: Champions of the Four Kingdoms - isometric action RPG with dynamic overworld

Alberto Belli

Gamera Interactive
Developer
Joined
May 7, 2018
Messages
29
Location
Padua
not long dead post, is this game worth $10 usd or is it some shovelware bullshit to skip? is it good as of mid 2023?
It's not entirely done yet though. Still in EA

Let's say that it's not entirely done the way we've decided to stay in EA a while more. We said around 12 months at launch and scheduled contents for one year but it ended up that we delivered in 6 months, 3x the contents. And we are still adding. Game is fully playable since launch, no saves wiped, almost no bugs. We have a ton of users over 100 hours under their belt (and a Spanish guy over 600)
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,013
What a strange but amusing game. Something like a mix of Warband Fantasy mod(Perisno, Pendor), Sacred and Souls games - from the people who really really liked Baldur's Gate but decided to make something completely unrelated. The main story is go collect 4 dragon balls so you just travel around the world map, leveling up and cleaning up dungeons to with increasing difficulty. Dungeons are not very big for the most part - think Nashkel mines but only the very first floor - is the entire dungeon. And you can't leave them until you either complete them or die(and then respawn at the nearest shrine, but you can leave into main menu and the game will return to the dungeon entrance on continue) A lot of lore dump. Like A LOT. Countries this, houses that, wandering named heroes(that do nothing? except dump more lore) all of that is very hard to follow and care. Quests are Sacred like, fetch this kill that. All in all a very mixed but enjoyable 7 hours I had in a "Wow that game is much better than I expected" way

Glad you enjoyed! A lot of stuff in the work! Consider to drop a review on Steam if you want to support us, best way to do this now :)

Will do and best of luck on the project
please add Stop/Follow command toggle for companions if possible though
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,064

Before leaving for Gamescom, some fresh news for you all!
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Hello Champions!

You might have noticed the silence in our communication over the past month. With the excitement of Gamescom drawing near, our halls have been abuzz with preparations and plans to create an unforgettable experience. Amidst this whirlwind, a familiar tale unfolds: what was intended as a mid-size update, akin to our quiet intentions, has transformed into a grand journey, as has been the case with each of our previous updates.

Lorebound is now almost ready, prompting us to share some fresh news before we depart for Germany once again. As you know, Lorebound will focus on the lore and RPG aspects of the game. It marks the first installment of a series, delving into the history, legends, characters, and heroes of Plamen. While our exploration into uncharted lore continues, we've also heeded the feedback from our community. Numerous quality of life improvements have been thoughtfully integrated to ensure that your time spent in the game is as smooth and enjoyable as possible. A new round of fixes and improvements will be added as well, following recent iterations we had, making items, weapons and armors way more balanced!

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While we won't unveil all, prepare for a fresh look in our locations and a new dice game to ignite your adventure in the upcoming update!

Our initial goal was to release Lorebound in July. However, true to our tradition, we're delivering much more than initially planned, and after much effort, we're finally happpy with what we've achieved. Although there's no fixed release date yet, this week is pivotal for our scheduling. Don't be surprised if Lorebound goes live by the end of the following week. While we can't make promises due to Baldur's Gate ongoing testing, this update holds great significance for us. It serves as a foundational step towards preparing for the updates to come. If, by chance, we aren't able to release before Gamescom, we may shift the launch to the first week of September [busy with the event of course]. Rest assured, we'll present a comprehensive roadmap detailing our current endeavors: a plan brimming with the multitude of contents we're diligently working on.

As we prepare for Gamescom, discussions about the full release, console journey and future are on the horizon. Your support empowers us as we meticulously evaluate scenarios, working tirelessly to ensure the best outcomes. Stay tuned for these thrilling developments!

Back to Baldur's Gate work now!

Share the love and have a great weekend!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,064
Dive into a world of legends, history, and mysteries!
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Hello Champions!

We are thrilled to announce the much-anticipated Lorebound update for Alaloth: Champions of The Four Kingdoms is finally available. This update is dedicated to enriching the game's lore, providing you with a deeper and more immersive experience in the world of Plamen. You can expect a tapestry of history unraveled before you. Ancient stories will be unveiled, allowing you to learn about the rise and fall of empires, legendary heroes, and the events that shaped the realms. Embark on thrilling new quests that focus on uncovering the secrets and mysteries of the kingdoms. Engage with new intriguing characters and face moral dilemmas that challenge your understanding of the lore. Let's take a look at the new features!

UNVEIL THE SECRETS OF PLAMEN

Depending on your reputation, completed quests, companions hired, and even the calendar date, narrative sequences will unlock when you step foot into a specific place, revealing previously undiscovered details of the story. Your actions in the kingdoms matter more than ever, as they directly influence the timelines you encounter. Embrace the consequences of your choices as you venture through the realm, shaping the narrative in profound ways. Witness the impact of your deeds, reflecting the unique path you have carved in the world.

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No spoiler but yeah, with Dragonhold we've introduced dragons and wyvern. That's your personal one!

Discover new layers of lore and untold tales. The more you explore, interact, and engage with the world, the more the story will unfold, rewarding your curiosity and sense of adventure. The dynamic nature of these sequences ensures that each playthrough is distinct and offers fresh revelations, encouraging you to dive back into the game for unique storytelling experiences. Through timelines, you'll witness the unfolding of key moments with cinematic flair, deepening your connection to the game world and its inhabitants. Forge your legend in Plamen and unlock the mysteries that lie beyond every step you take.

BECOME A VORASTEL MASTER

From tavern regulars seeking a friendly match to esteemed nobles seeking the thrill of high-stake bets, gamblers are scattered throughout Plamen, ready to test their luck against you playing Vorastel. Vorastel is a fast-paced and engaging dice game designed to be both accessible to newcomers and challenging for seasoned players. The rules are simple yet engaging: you'll play with three six-sided dice, each displaying numbers from 1 to 5, along with a unique symbol. The primary goal is to reach a total score of 50 points across your dice rolls.

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Challenge gamblers all around Plamen and seize the opportunity to amass captivating dice sets!

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Different gamblers, different bets, different dice sets to unlock. And unique rewards!

Strategically choose when to take risks and when to play conservatively to accumulate points and inch closer to victory. Whenever you roll the dice and collect three identical symbols, you achieve a Vorastel victory, instantly claiming the entire pot. As you participate in Vorastel matches and triumph over your opponents, you'll not only claim the winnings but also gain recognition in Plamen. Your victories will earn you a reputation as a skilled Vorastel player, and as you climb the ranks, more challenging opponents will seek you out.

UPDATED WORLD MAP

In a significant leap towards enhancing your gaming experience, Lorebound brings a remarkable transformation to the world map. With a 25% expansion, the map now boasts more room to accommodate future content updates while creating ample space for your exploration endeavors. This expansion not only unveils a plethora of new places waiting to be discovered in the future, but also grants access to a host of fresh visual effects, immersing you further into the game's universe.

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Here we are, ready to fill the map with new locations, FA, quests...

ATLAS AND QUICK ACCESS TO LOCATIONS

One of the most requested features from you guys! To facilitate navigation through this expanded world, we've introduced the Atlas of Plamen. With an extensive alphabetical listing of every location the game offers, the atlas empowers you to effortlessly find specific spots in mere seconds and you'll have the freedom to drop custom markers onto the map, perfect for outlining your own objectives.

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Every single location is listed Mount & Blade-like

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Once you've visited a city, you can unlock spawn points for taverns, throne rooms and points of interest

Venturing further into the spirit of the update, we've orchestrated a significant reshuffle of NPCs across cities and points of interest all around Plamen. This strategic repositioning not only aligns with the game's rich lore but also introduces a diverse array of minor houses and clans to the fold. As you navigate the world, you'll encounter more fitting barks and engaging dialogues that mirror the ever evolving state of the game world. This transformation, accompanied by an extensive round of dressing for nearly every location, ensures that every corner you explore feels dynamic, authentic, and brimming with narrative depth.

MISC IMPROVEMENTS, GAMESCOM AND MORE

Delving into the rich lore of the game, we've meticulously proofread almost all texts, improving the quality of quests and dialogues. Through this process, we also managed to streamline word count for future localization endeavors. Stay tuned for more exciting news about our localization efforts, with Gamescom poised to be a pivotal moment for these developments. Furthermore, our dedication to perfecting gameplay continues as we unveil iterations to the item system. Specifically, we've iterated a bit the parry mechanism, placing emphasis on shields. Now, shields excel at defending against stuns and offer distinct advantages tied to the game's lore. As we've already said, we are near to have the biggest round of fix for items in a while, but these fixes ensure a more cohesive and engaging experience while waiting for the full cake [a ton of stuff to be added that need testing]. Our team is ready for a new trip to Germany, where we'll be engaging in captivating meetings to discuss console versions of Alaloth. These discussions promise to infuse fresh perspectives as we set our sights on the highly anticipated 1.0 release.

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Just a few random things we are busy with right now. Casters anyone?
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Puzzles. We love puzzles!

Once we're back from our journey, we're diving right into action. We're hosting a brand new AMA session with our dedicated development team. Get ready to delve into the intriguing details of our next steps, as we unveil all updates currently in the works. Yes, you read that right: there's more than just one on the horizon. We're committed to enhancing your experience, and we can't wait to share our progress with you. The journey ahead is packed with adventure, and we're honored to have you by our side. Your feedback and support continue to drive us forward, and we can't wait to reveal what's in store. Get ready for a thrilling ride, there's no better time to be a part of the community[discord.gg]. Changelog to follow, see you in-game!

CHANGELOG
Added
  • Added 50+ timelines
  • Added voice overs for Hero Books
  • World map expanded by 25% to prepare next updates
  • Added voice overs for different NPC all around Plamen
  • Added quick access to sub-locations (i.e. a tavern or a throne room) from the World Map. Sub-locations need to be accessible and visited at least once
  • Added Vorastel dice game, gamblers NPCs to play with and unique dice sets to collect
  • Addedd new achievements
  • Added secondary NPCs in Boatman Hut
  • Added narrative barks and secondary NPCs in Na’Nardur
  • Added narrative barks and secondary NPCs in The Sentinels
  • Added narrative barks and secondary NPCs in Mayfalls
  • Added narrative barks in Fal’Thalas
  • Added narrative barks in Knife Ears
  • Added narrative barks and NPCs in Na’Sharak
  • Added narrative barks and NPCs in Coldwood
  • Added narrative barks and NPCs in Windscar
  • Added Minor Deities to Codex
  • Added Minor Houses to Codex
  • Added new loading tips
  • Added new loading screen arts
  • Added new heraldics in char creation for Legacy Mode
  • Added Atlas of Plamen. While in Free Mode in World Map, players will now be able to pin a custom marker anywhere on the map and have a compass pointing to it with the chance to find locations on map in a faster way
Changed
  • Moved various geographic elements in the world map following the new size
  • Moved Idaris’s Sanctuary closer to Goldport
  • Idaris’s Shrine next to Baystone moved to the early sanctuary’s position
  • Moved locations Sholunarr, further into east side of the map
  • Moved location The Golden Palace
  • Moved location Tyl’Nar
  • Moved location Vanril’s Falls
  • Moved location The Tyrant’s Grave
  • Moved location The Infernal Pits
  • Moved location Kima The Volcan
  • Moved location Skull Rock
  • Changed Na’Sharak POI into a city, moved closer to Gholuk
  • Changed Sholunarr POI into a city
  • Changed Rockstarn POI into a city
  • Changed Windsca rfrom POI into a city
  • Added heraldic to Mountain Hand
  • Added heraldic to Arrowtooth, moved closer to Gashak
  • Moved Maraika’s Shrine south from Gholuk near to Vhoken’Mahl
  • Changed spawn of enemies in Hammerhaven
  • Changed spawn of enemies in The Citadel
  • Reduced visual size for swords sabre, cutlass, falchion, falcata
  • Enabled keyboard remapping for more menu actions: Skip / Compare / Mark all read (default ‘T’), Filter / Headgear (default ‘V’).
  • Updated player barks for locked access to FAs giving hints about the location
  • Dialogues from engaging pawn fights in the world map will now be in italic style when not used in first person to enhance narrative
  • Updated travel option texts for Griffin, Gates, Dragon to better indicate the destination of choice
  • Updated location info in world map for Na’Sharak, Windscar, Dragonhold
  • Removed sub entry for Goblins in codex
  • Removed Lore Character Zoran The Shade from Windscar daytime
  • Removed companions from Muh’Raazh
  • Changed Gashak main location’s name The Unchained to Titan’s Wrath
  • Changed Edhenen sub location’s name The Griffin Keep to Valendor
  • Added narrative bark and new dressing to the alchemist in Military Camp
  • Changed bark of secondary NPC near fireplace in Windscar’s tavern
  • Changed heraldics worn by orc guards in Arrowtooth
  • Changed heraldics worn by orc guards Na’Nardur
  • Changed heraldics worn by orc guards Gashak
  • Changed heraldics worn by orc guards Vhoken’Mhal
  • Changed heraldics worn by orc guards Ballek’Mhal
  • Changed heraldics worn by orc guards Na’Kazkadden
  • Changed heraldics worn by orc guards Na’Sharak
  • Moved QG Shamobth, the Beast in Arrowtooth daytime near the blacksmith
  • Changed clothes of miners NPCs in Mountain Hand to lighter colors
  • Moved NPC for boat travel in Baystone daytime near the tavern, added secondary NPCs and barks
  • Moved The Dragonsire quest objective to a more suitable spot in Mayfalls
  • Swapped some NPCs in Mayfalls with Balmont knights.
  • Changed guards’ armor near king in Goldport throne room.
  • Changed dialogue with NPC for boat travel in Goldport daytime.
  • Moved Na’Sharak scene transition to a more suitable place
  • Changed heraldics worn by Windscar guards
  • Revised item values for rings, shields, weapons and armors
Fixed
  • Fixed respawn rates of pawns in world map not speeding up along with the game world when the player is moving
  • Adjusted hitbox for Vadok’Tar being too small compared to the actual body
  • Fixed a bug triggered by a companion reviving another
  • Fixed a bug causing fewer NPC barks to play than intended
  • Fixed daggers getting an unintended increase attack range when not being used in dual wield with another dagger
  • Fixed rest cost in taverns increasing when discounts for the player are in place
  • Fixed being unable to complete the final reputation quest of a kingdom when the special boss reputation quest is still in progress
  • Reduced SFX volume for worker NPCs sweeping the ground
  • Fixed steps SFX for NPCs in Goldport at nighttime
  • Fixed steps SFX for NPCs in The Sentinels
  • Adjusted cropped tutorials images in Codex view
  • Adjusted animation/positioning of a few guards in Military Camp daytime
  • Moved secondary guard NPC in Mountain Hand”tavern to reduce contrast and back-shining with the blue light source in the room
  • Fixed a bug that prevented input from co-op players to correctly discount the game’s context
  • Fixed a bug that prevented merchants to correctly deploy the right marker hint while objective of a quest
  • Crimes of the Exiles will now be gatherable in both day and night layout (it was missing from the daily layout)

Share the love and stay tuned!
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
These are all great changes. Ill give it a try whenever I get some free time, because the timelines thing seems like exactly the sort of thing the game needed for the player to feel like he just wasnt hitting random dungeons.
The atlas thing seems incredibly helpful for people to find locations on the map.

Really hoping there are more changes on the way, but I do believe this is pretty huge, improving the game loop exactly in the places where it was really failing to engage.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,064
The biggest indie RPG out now is going bigger!
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Hello Champions!

It's been an electrifying whirlwind since our return from the incredible journey that was Gamescom. Just imagine: a sea of eager faces, gamers like us, sharing in the excitement, the possibilities, and the sheer energy that only an event like this can bring. As a studio, we were in the thick of it, engaging in discussions, forging new bonds, and experiencing a tidal wave of positivity during the meetings we had. We have met old and new friends, and had a good time talking about what's coming-up next for the game. The enthusiasm, the passion, it was all so overwhelming and inspiring! Our time in Germany wasn't just about soaking in the excitement of the event: it was about rolling up our sleeves and delving deep into the future of Alaloth. Our business meetings were like forging steel, focused on our full release, a monumental step for us and the game. Here's where things get really interesting. As we march towards this, we're also setting our sights on a realm beyond our current borders. Yes, you guessed it, we're talking about the console release! It's a leap that's as thrilling as it is challenging, always considering our commitment to the PC version that stays as the priority of course.

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Opening Night Live. Would be nice to relase during such events...

We're gearing up for something special, something that has you written all over it. We're talking about an upcoming AMA session, a direct line to our development team. We want to hear your burning questions, your thoughts about our future plans, the roadmap ahead! We're opening the doors wide on Discord [direct link to the #ask-me-anything channel just clicking here[discord.gg]] and Steam [[url=https://steamcommunity.com/app/919360/discussions/0/3825299364575353808/]thread at this link[/url]], giving you a chance to be a part of our journey, to shape things right alongside us.

We launched into Early Access with promises, and guys, have we delivered. In just six months, we've stayed true to our word, unleashing almost all the contents scheduled for 12 monts [no Arena yet but it's on the way!]. We said this many times but we have put it into an infographic to summarize the year together. Your support,it's what's kept us moving forward, driving us to create an ever-evolving world of adventure. Our development cauldron is bubbling with ideas. What's next? Well, that's where things get hot. We're in the workshop, working tirelessly to forge content that's yet to take its final shape. Could it be free updates, or perhaps daring DLCs? Nothing is set in stone now but the idea was to give you an overview of the project, including what's still in early stage [right now, is more about creating stuff we love and then find a connection to justify it in-game, lore-wise]. Your feedback, your voices, they're the compass guiding us forward, helping us decide what's next.

e9097a29c784b3ee05333589531eb0255d8ace6a.png

Download the image to avoid cuts from the preview on Steam and get all the info you need

And speaking of the path ahead, we're exploring new horizons. What does that mean, you ask? Well, it means that we're considering different ways to ensure the ongoing journey of Alaloth. This could involve adjusting price point [we didn't yet but again, free updates cant' last forever], exploring fresh content offerings, and more. The thing is, whatever we do, we're doing it with the community firmly in our hearts. Your trust, is the foundation upon which all these grand plans are built. We're eagerly looking forward to the AMA, a chance to connect, share, and talk together. Our epic journey isn't ending; it's evolving, growing, expanding, much like Plamen itself.

Meanwhile, we have released two patches in the last two days. Take a look!

Share the love!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,064
Updated world map, a new kingdom, localization and more!

f1d6c051e8868b014b76faa45fb82cce53965852.png


Hello Champions!

We're excited to announce that Skylight is the next step in our journey
, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.

THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth,
introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen
. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes.
Our coding wizards, Federico and Marco, have been working their magic on the game's foundations
. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once,
so we've decided to go for bigger updates rather than a flood of small hotfixes
. Trust us, it's going to be worth the wait.


98f3ad0681eb0a228f794db212b629dd1a383e57.jpg

Gleamreach, where the clertgy and the old houses of Edherest rule with the help of the Shield Bearers!

Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet
but we can confirm that we are aiming to be out in November
the latest!

ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages.
Over the past month, due to overwhelming demand, we've initiated the integration of
tools that promise to streamline the localization process
. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.

76d21b16a8f2d1ef4c7991d48c1fd2299dc202a4.png

German!

c178e3b23297cf734b5564c3d836969da8697463.png

Spanish!

We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process,
the translation itself won't be automated
. A substantial amount of work on glossaries will be required to ensure accuracy.

The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories.
At the moment, we're focusing on Italian localization with a dedicated internal team. Following this, we'll be setting our sights on other languages.

FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth.
While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming!
We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations.
We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.

So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough,
you'll have the chance to help us with the development process
. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.

Stay legendary, share the love!
 

Axel_am

Exploring and Enjoying
Patron
Joined
Jul 23, 2023
Messages
727
Location
Buckkeep
Codex+ Now Streaming!
I really don't like getting Early Access games. But games staying in EA for years, with no real signs of it ever getting out of EA, is starting to become a trend nowadays. However, this one has caught my eye for some time now.

I like the art style and the gameplay seems okey from the trailers. The reviews on Steam are a mess tho. Every negative review is from some normie that's played it less than 10 hours.

Is this one worth it? With it being part of the Steam Autumn Sale I'm considering getting it. There aren't any game-breaking bugs, right? What's your opinion on the lore? Is it worth getting invested in it or is it the typical fantasy shit I've seen a million times?
 
Last edited:

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,100
Location
Northern wastes
Updated world map, a new kingdom, localization and more!

f1d6c051e8868b014b76faa45fb82cce53965852.png


Hello Champions!

We're excited to announce that Skylight is the next step in our journey
, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.

THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth,
introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen
. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes.
Our coding wizards, Federico and Marco, have been working their magic on the game's foundations
. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once,
so we've decided to go for bigger updates rather than a flood of small hotfixes
. Trust us, it's going to be worth the wait.


98f3ad0681eb0a228f794db212b629dd1a383e57.jpg

Gleamreach, where the clertgy and the old houses of Edherest rule with the help of the Shield Bearers!

Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet
but we can confirm that we are aiming to be out in November
the latest!

ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages.
Over the past month, due to overwhelming demand, we've initiated the integration of
tools that promise to streamline the localization process
. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.

76d21b16a8f2d1ef4c7991d48c1fd2299dc202a4.png

German!

c178e3b23297cf734b5564c3d836969da8697463.png

Spanish!

We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process,
the translation itself won't be automated
. A substantial amount of work on glossaries will be required to ensure accuracy.

The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories.
At the moment, we're focusing on Italian localization with a dedicated internal team. Following this, we'll be setting our sights on other languages.

FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth.
While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming!
We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations.
We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.

So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough,
you'll have the chance to help us with the development process
. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.

Stay legendary, share the love!
3 entrances for a "town" smaller then my apartment is a bit excessive don't you think.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
Its on sale RN, is it any good?
The coombat difficulty is all about player skill and timing, until you progress far enough that it doesnt matter. You have a limited health pool and very limited means of healing, so every mistake will cost you. Exploring the world is fun, but I played the game a few months ago and it felt undercooked. There is a lot of potential there, but I dont know if it will be worth playing in the end.

I can tell you this much, the start of the game is enjoyable, plenty of challenge to be found there.
 
Developer
Joined
Oct 26, 2016
Messages
2,273
Its on sale RN, is it any good?
The coombat difficulty is all about player skill and timing, until you progress far enough that it doesnt matter. You have a limited health pool and very limited means of healing, so every mistake will cost you. Exploring the world is fun, but I played the game a few months ago and it felt undercooked. There is a lot of potential there, but I dont know if it will be worth playing in the end.

I can tell you this much, the start of the game is enjoyable, plenty of challenge to be found there.
NGL it looks really good but the other aspects you mentioned are a bit concerning. Graphics arent everything. Might just buy to support developer.
 

Alberto Belli

Gamera Interactive
Developer
Joined
May 7, 2018
Messages
29
Location
Padua
Updated world map, a new kingdom, localization and more!

f1d6c051e8868b014b76faa45fb82cce53965852.png


Hello Champions!

We're excited to announce that Skylight is the next step in our journey
, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.

THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth,
introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen
. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes.
Our coding wizards, Federico and Marco, have been working their magic on the game's foundations
. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once,
so we've decided to go for bigger updates rather than a flood of small hotfixes
. Trust us, it's going to be worth the wait.


98f3ad0681eb0a228f794db212b629dd1a383e57.jpg

Gleamreach, where the clertgy and the old houses of Edherest rule with the help of the Shield Bearers!

Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet
but we can confirm that we are aiming to be out in November
the latest!

ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages.
Over the past month, due to overwhelming demand, we've initiated the integration of
tools that promise to streamline the localization process
. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.

76d21b16a8f2d1ef4c7991d48c1fd2299dc202a4.png

German!

c178e3b23297cf734b5564c3d836969da8697463.png

Spanish!

We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process,
the translation itself won't be automated
. A substantial amount of work on glossaries will be required to ensure accuracy.

The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories.
At the moment, we're focusing on Italian localization with a dedicated internal team. Following this, we'll be setting our sights on other languages.

FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth.
While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming!
We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations.
We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.

So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough,
you'll have the chance to help us with the development process
. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.

Stay legendary, share the love!
3 entrances for a "town" smaller then my apartment is a bit excessive don't you think.

You have a very big apartment
 

Axel_am

Exploring and Enjoying
Patron
Joined
Jul 23, 2023
Messages
727
Location
Buckkeep
Codex+ Now Streaming!
I'm getting the impression that this one is a mixed bag. Judging by the Steam achievements not a lot of people seem to be playing this on a deep level. Not a good sign for a CRPG.
 

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,485
Pathfinder: Wrath
Updated world map, a new kingdom, localization and more!

f1d6c051e8868b014b76faa45fb82cce53965852.png


Hello Champions!

We're excited to announce that Skylight is the next step in our journey
, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.

THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth,
introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen
. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes.
Our coding wizards, Federico and Marco, have been working their magic on the game's foundations
. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once,
so we've decided to go for bigger updates rather than a flood of small hotfixes
. Trust us, it's going to be worth the wait.


98f3ad0681eb0a228f794db212b629dd1a383e57.jpg

Gleamreach, where the clertgy and the old houses of Edherest rule with the help of the Shield Bearers!

Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet
but we can confirm that we are aiming to be out in November
the latest!

ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages.
Over the past month, due to overwhelming demand, we've initiated the integration of
tools that promise to streamline the localization process
. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.

76d21b16a8f2d1ef4c7991d48c1fd2299dc202a4.png

German!

c178e3b23297cf734b5564c3d836969da8697463.png

Spanish!

We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process,
the translation itself won't be automated
. A substantial amount of work on glossaries will be required to ensure accuracy.

The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories.
At the moment, we're focusing on Italian localization with a dedicated internal team. Following this, we'll be setting our sights on other languages.

FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth.
While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming!
We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations.
We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.

So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough,
you'll have the chance to help us with the development process
. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.

Stay legendary, share the love!
3 entrances for a "town" smaller then my apartment is a bit excessive don't you think.

You have a very big apartment

If only the size was the single issue.

Gates without walls make no sense whatsoever.
Just like the smithy - a rather loud, smoky and smelly enterprise - located next door to the "Temple of Light".
The same with the tavern on the other side.

It just shows that there's no thought put into design beyond the pretty picture, like it's a utility hub in mobile game or something.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
I'm getting the impression that this one is a mixed bag. Judging by the Steam achievements not a lot of people seem to be playing this on a deep level. Not a good sign for a CRPG.
I threw 9 hours at it, game kicks your ass at the start, but once you get shit going it definitely felt unfinished and not worth sinking more time into.

I imagine most people trying it feel the same.
 

Alberto Belli

Gamera Interactive
Developer
Joined
May 7, 2018
Messages
29
Location
Padua
I'm getting the impression that this one is a mixed bag. Judging by the Steam achievements not a lot of people seem to be playing this on a deep level. Not a good sign for a CRPG.

Alaloth is not a CRPG. It is exactly a mixed bag, in between old and new :)
 

Alberto Belli

Gamera Interactive
Developer
Joined
May 7, 2018
Messages
29
Location
Padua
Updated world map, a new kingdom, localization and more!

f1d6c051e8868b014b76faa45fb82cce53965852.png


Hello Champions!

We're excited to announce that Skylight is the next step in our journey
, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.

THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth,
introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen
. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes.
Our coding wizards, Federico and Marco, have been working their magic on the game's foundations
. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once,
so we've decided to go for bigger updates rather than a flood of small hotfixes
. Trust us, it's going to be worth the wait.


98f3ad0681eb0a228f794db212b629dd1a383e57.jpg

Gleamreach, where the clertgy and the old houses of Edherest rule with the help of the Shield Bearers!

Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet
but we can confirm that we are aiming to be out in November
the latest!

ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages.
Over the past month, due to overwhelming demand, we've initiated the integration of
tools that promise to streamline the localization process
. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.

76d21b16a8f2d1ef4c7991d48c1fd2299dc202a4.png

German!

c178e3b23297cf734b5564c3d836969da8697463.png

Spanish!

We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process,
the translation itself won't be automated
. A substantial amount of work on glossaries will be required to ensure accuracy.

The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories.
At the moment, we're focusing on Italian localization with a dedicated internal team. Following this, we'll be setting our sights on other languages.

FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth.
While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming!
We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations.
We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.

So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough,
you'll have the chance to help us with the development process
. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.

Stay legendary, share the love!
3 entrances for a "town" smaller then my apartment is a bit excessive don't you think.

You have a very big apartment

If only the size was the single issue.

Gates without walls make no sense whatsoever.
Just like the smithy - a rather loud, smoky and smelly enterprise - located next door to the "Temple of Light".
The same with the tavern on the other side.

It just shows that there's no thought put into design beyond the pretty picture, like it's a utility hub in mobile game or something.

If you only knew that scenes are just sections of bigger envs, so we can expand and add stuff around in the future
Just like smiths: probably city designers living in a fantasy world didn't care about putting a shop next door to a temple. We have a discopub, a grocery and a few iPhone cover shops next door to Pantheon in Rome for example.

But let's stay with the pretty picture stuff & utility. That's a videogame at the end ;)
 
Developer
Joined
Oct 26, 2016
Messages
2,273
I like the look of it, as I love isometric games. But honestly i've been burned too many times to just make a purchase.

Demos may not be popular thesedays, and I understand it takes some effort to make one. And if that was the reason you give I'd understand.

It is however breathtaking arrogance to say there is "no need" for a demo. This primadonna attitude is what I have come to expect from modern day developers. Can't handle any criticism either (eg above comment level design) by the look of it, even if it's well aimed.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
I like the look of it, as I love isometric games. But honestly i've been burned too many times to just make a purchase.

Demos may not be popular thesedays, and I understand it takes some effort to make one. And if that was the reason you give I'd understand.

It is however breathtaking arrogance to say there is "no need" for a demo. This primadonna attitude is what I have come to expect from modern day developers. Can't handle any criticism either (eg above comment level design) by the look of it, even if it's well aimed.
Just pirate it bro, buy if you like. I know I enjoy the game and am looking forward to the release, but it may not be for you.



As an aside, demos in general are not a good idea for devs unless you have something really impressive to show and the market isnt paying attention to your game, only in that specific instance will a demo help with sales. In every other situation it will be more than likely harmful, so it doesnt make sense for devs to waste their time making a demo for the most part.
 

Alberto Belli

Gamera Interactive
Developer
Joined
May 7, 2018
Messages
29
Location
Padua
I like the look of it, as I love isometric games. But honestly i've been burned too many times to just make a purchase.

Demos may not be popular thesedays, and I understand it takes some effort to make one. And if that was the reason you give I'd understand.

It is however breathtaking arrogance to say there is "no need" for a demo. This primadonna attitude is what I have come to expect from modern day developers. Can't handle any criticism either (eg above comment level design) by the look of it, even if it's well aimed.

Oh you are the one that quit Discord. Arrogance of what? It was a very simple explanation and it's not about being "modern devs". We can handle everything, we answer everyone. We are a super small team and making a demo for an open world sandbox game that has content popping up in 100 hours has no sense at all. Period. It is not a game on rails, crafting a demo for this would be useless, misleading best case and a stunt move dev-wise. We have a ton of things to do, the best way to "demo" a game like Alaloth is purchase it and try. You have 2 hours on Steam, which is probably the best option. When we thought about a demo, we thought about a timed one so it is basically already available. The only thing that could make sense is an Arena Mode as stand alone to show combat only. And we are on it because we are working on the Mode.

Ciao
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,064
Introducing The Luminous Triarchy, a new kingdom to explore!
fbd778e8359bb3bd2257d1be4065856fe98fa20d.png


Hello Champions!

We are thrilled to announce the arrival of Skylight, a new massive update that brings forth a radiant new chapter to the world of Plamen. The Luminous Triarchy has emerged, unveiling the majestic city of Gleamreach, ruled by the enlightened triumvirate known as The Radiant Council. The council, comprised of the clergy, the Shield Bearers, and noble houses, seeks to maintain the divine balance in the face of encroaching shadows from the ever-expanding influence of Alaloth. You can now visit the opulent capital city where the Temple of Light stands tall, emanating divine energies, or spend a few time in Greedstone, where you can find a renowned market, hiding political intrigues. However, with the disappearance of the High Priest, anxiety grips the land, and the people of the Triarchy fear the future...

f4c38e77db405810d320c656dadce6ef31f2aa86.png

Western part of Plamen, ranging from The Jest to The Southern Spine: The Luminous Triarchy is here!

Pair with newly introduced noble houses, each with its unique history, and influence and prepare to face new challenges in carefully crafted Fighting Areas, where you'll encounter new formidable mobs, embark on epic quests, and uncover hidden lore that adds depth to the narrative. We've surpassed the 400k words and 90% of this is about dialogues and lore-related stuff. But it's not over! We've introduced a plethora of new items to discover, revisited loots and made many other changes! Take a look here...

REVAMPED LEVELING SYSTEM

Take your character to new heights with the addition of 10 levels, bringing the maximum Level Cap to 20. With the reworked UI, you now have access to 6 skills, and can delve deeper into character customization with 4 traits and 4 proficiencies. This is the second iteration of the system, first one was available with Dragonhold and we can say we are happy now with the progression, considering that the community was asking for this! Stat Points are now awarded at a rate of 1 for each level [up to 20].

01d8aa2dba68184f990db68f4a965d517dd5f436.png

From Level 11 on, progression will change a bit but we have now 6 Skills Points and 8 Legacy Points to spend...

c78db3615339fb2b14fdf6c7ff19e24e504f07e0.png

GM will now teach you passive skill without asking to respec to their class

Hero Books assigning Stat Points have been temporarely deactivated, to be iterated with the next patches and be used in a slightly different way. Also, Grandmasters have been reworked: each of them will now teach a passive skill upon meeting certain requirements and up to two Grandmaster’s passives can be active at anytime. They won’t lock skill loadouts anymore. In general, progression is now a bit harder after Level 10, even considering a new round of balancing, including a bunch of items directly affecting combat. Focus is now on the char development[] even if equip is still a big thing of course. We've not wiped any save as usual but you'll have to reassign all the Skill and Legacy Points earned with the new Level Cap.

QUALITY OF LIFE IMPROVEMENTS

Skylight isn't just about new content: the focus is on making your Alaloth experience smoother than ever. You can enjoy a massive array of improvements, including a better UI, enhanced world map navigation, and a variety of small new features. We've enhanced the Atlas, rewritten many quests, and added new hints to make progression easier. Additionally, we've adjusted enemy spawns to avoid aggro for large groups and to provide combat with the intended pace

fa4b024d7b86cb9552a716d8e513dd6fcc72c8f1.png

A new tab for Ways of Power. We think there is enough space for a new one...

02c9458766e9672533f6a8158a6a27dd63a4ae4c.png

Bow before the master of the castle, for here, I am the ruler of both stone and soul!

The tabs have been reorganized with a better ratio, and a new one has been created specifically to manage your stronghold. Responding to your feedback, in-game notifications and dialogues were deemed insufficient for keeping track of everything, and now it is much easier. You can now hire servants through the Councilor and monitor progresses in real-time, including when they are arriving and the bonuses they bring with them. A new bunch of servants will be added in a while.

QUICK ACTION ITEMS AND NEW LOOTS
We are introducing a new feature today, and we're confident that it will positively transform combat. This feature is intricately tied to a comprehensive rework of FA responding to your valuable feedback. Throughout FA, you'll discover a diverse array of new lootable objects, ranging from weapons and armor to wearables, and even various consumables that you can choose to use on the go. You will be basically able to dynamically equip consumable items in your reserved slot with just a swift action now. And of course you can engage in seamless combat as you wield these extra items on the fly, triggered effortlessly with the dedicated input action (default ‘R’/’RightTrigger’).

b039935f80f699833d553c4b3564e39528ab2465.jpg

We've dressed 25% of the FA as new, with new loots and QA items around. First step of a long term plan built around the full rework of every single FA

be8cf4207a8c9402659595099d531381b1b4f041.png

.Queen's Rest, were our beloved Firelords wait for you. We've tweaked them and QA items help a lot with these bad guys

Right now, it's about food and potions mostly, we are going to expand this feature to other items with different usage in the future. At the moment, we've dressed just 1/4 of the FA available, we are going on with this with the new year. It is a work directly connected to quests and lore so it takes a huge amount of time. When replaced with another item or leaving the FA without being used, the extra item is moved in the inventory, ensuring that your strategic arsenal remains as versatile as your prowess in the ever-evolving battles that await. Having a feeback on this by you all would be great of course! It's about making the first steps a less more difficult, while keeping the hardcore soul we've pushed since D1!

LOCALIZATION UPDATE AND FAQ
On January 15, 2024, we're going to release a highly anticipated update featuring a Localization FAQ here on Steam. Our team has diligently completed the necessary tooling and has a clear vision of the anticipated flow, as shared in a previous update. Stay tuned for detailed information on the supported languages and community-related features coming your way on that date. To all localization experts or individuals eager to lend a hand, we invite you to get in touch. Your contributions can help make our gaming world more diverse and accessible for everyone!

b02f5c5378abe264714176b8d96f478d73876318.png

News on the way soon: we've found a smart sys to speed-up things with loc apparently...

ISOMETRIC SOULS-LIKE BUNDLE
We've partnered with Dark Point Games to bring you an unparalleled gaming experience. Introducing the Isometric Souls-Like Bundle at a special price. Immerse yourself in the dark fantasy world of Alaloth, battling ancient evils and forging your destiny. Then, embark on an epic adventure with Achilles: Legends Untold, where myth and legend collide in a gripping narrative. This limited-time bundle offers the chance to snag both games at a discounted rate, delivering hours of immersive gameplay and unforgettable storytelling. Secure your bundle now and elevate your gaming library with this one-of-a-kind collaboration!


LET'S TALK BUSINESS

We want to express our utmost gratitude for your unwavering support. Over the past year and a half, we've been committed to transparency and delivering on our promises, consistently providing updates on time. We truly believe that this journey has built a foundation of trust between us, and we want you to know how much we appreciate you guys. Our team, albeit small, consisting of just 6 dedicated individuals now, has been working tirelessly to bring you the best possible gaming experience.

While we have refrained from resorting to Kickstarter, opting instead to rely on our community's support, we now find ourselves at a crossroads. To sustain the pace of updates and maintain the quality you've come to expect, we need to ensure the project's financial stability. We have kept the Early Access price unchanged for an extended period, and we feel it's time to make our pricing more reflective of the ongoing development.

Just a recap of what Alaloth is: words from the one and only, Splattercat: "...it is an original RPG that is doing something that no other RPG is doing right nown that is to say isometric souls-like gameplay!

The current Winter Sale offers the last opportunity to secure the game at a special price before we implement a modest increase in regional prices. We promise to provide more details in January but in general, we plan to adjust the RRP to €29.99/$29.99, but we won't be following Steam's suggestions 100% on this matter. Just as we didn't align on this in the past[steamdb.info] [with countries charged 400%], we won't be doing so now. Instead, we will address this country by country, seeking the best resolution for both our players and us. For those who are unaware, Steam doesn't simply use exchange rates to set prices. In a nutshell, they try and consider many factors so that, hopefully, the average consumer pays a fairer price in each country. As just said, we trust them but we think that the alternative of setting prices, manage and update the plan across 30+ countries oursvelves is something due to our people. But $/€ increase can be considered confirmed at the end of this sale.

Also, as many of you already know, we are facing a frustrating international lawsuit with those who failed to honor their financial commitments, disrupting our plans back in time. We believe in keeping you informed, and we want you to know that we're doing everything in our power to address this issue.

NEW YEAR ROADMAP AND FULL RELEASE

As we bid farewell to 2023, we're bursting with enthusiasm for what lies ahead in 2024!
As the year draws to a close, we're taking a short break after the festive season to recharge and spend time with our loved ones. But rest assured, we'll be back with renewed energy and exciting plans for the upcoming year!. In early January, we'll unveil a fresh roadmap that outlines our journey towards the highly anticipated full release, slated for sometime in later during the year.

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Our latest shared roadmap...Skylight is gone now, what's next? Who knows...

Your enthusiasm and feedback have been invaluable, guiding us every step of the way. We can't wait to share what's in store for you in the coming months. During our break, we'll still be available in case of any urgent needs [or bugs, even if we've tested things a lot!]. Wishing you a joyous holiday season and a fantastic start to the new year! Thank you for being with us!

And now, as usual, the full changelog with all the improvements coming with our latest update! The number of sys we've touched is huge but we are pretty confident about the build which we consider pretty solid. In case of issues, please report sending over dumps and save files! Instructions here on the Steam board.

CHANGELOG
Added

  • New kingdom “The Luminous Triarchy”, with new locations and enemies.
  • Level Cap has been increased to 20 claimed Fighting Areas: increased skill slots to 6 (up to 4), masteries to 8 (up from 6), added two new passive slots
  • Stat points are now awarded at a rate of 1 for each level (up to 20).
  • Grandmasters have been reworked: each of them will now teach a passive skill upon meeting certain requirements (up to two Grandmaster’s passives can be active at any time).
  • They won’t lock skill loadouts anymore.
  • Added “Stronghold” tab in Character UI as a way to keep track of upgrade unlocks (and their progress).
  • Added Extra Item mechanic: special lootables in FAs will equip on the fly a consumable item in the reserved slot, usable with the Extra Item input action (default ‘R’/’RightTrigger’). When replaced with another item or leaving the FA without being used, the extra item is moved in the inventory.
  • Multiple unique armors and shields now have an animated effect.
  • All interactable NPCs will now display their name along the interaction hint key.
  • All lootable objects with a fixed item will now display the item name above the interaction hint key; color of the name and outline will also match the item rarity.
  • Enemies will now display their name on top of the head health bar; can be turned off through the “Enemy Nameplate” option under general settings.
  • New narrative timelines available.
Changed
  • The location infobox in the world map will now include a typename, denoting the scene kind.
  • The narration book opening on first access to a location will now display also its name and typename.
  • Gamepad input for the Throwing Knife action changed from ‘Press’ to ‘Hold’, and moved on the same button for the Kick action. Relative tutorials and texts updated accordingly.
  • Disconnecting a secondary player in FA and choosing to reassign the companion to AI will no longer replenish his consumable.
  • Add more lootables objects and extra items to various FAs, available only when the location is yet to be claimed: “Na’Drar”, “Capstone”, “Lookout Tower”, “Raven’s Hideout”, “Black Heart”, “Tyrant Grave”.
  • Banish Undead skill to stay on cast location instead of binding to the caster.
  • AI party members will now actively engage enemies only while the party is in combat.
  • Separate with empty space tutorials’ texts combined from multiple pages in the Codex.
  • Increased interaction range of innkeeper at “Rockstarn”.
  • Common trinket “Scholar” removed from drop tables.
  • Lowered perception range of “Firelord” enemy for in-combat allies.
  • Changed Gholuk’s subzone name.
  • Updated “Queen’s Rest” visuals.
  • Removed the table in the middle of the boss area in “Gates of Mourning”, enhanced line of sight, fixed graphical glitches.
  • Quest item “Hand Mirror of Matriarch Greija” will now show the prop when lootable.
  • Weapon “Burial Greatsword” changed into a non-unique weapon.
  • Quest “Roll of the Die” will now reward the weapon “The Sentry”.
  • Add armor “Gravekeeper” in the final chest of Skullface’s FA.
  • Updated stock of general vendor “Krognak Sharog” at “Ballek Mahl”.
  • Changed Pantheon gods grouping in Codex.
  • Changed formatting of event log messages to include the in-game day when the event was fired off.
  • Reduced Cortians’ aggro range from in combat allies.
  • Reduced Firelord’s bolt skill travel speed.
Fixed
  • Fixed narrative timeline for “Hashak” arena focusing on player after a short time from start.
  • Fixed loop mismatch in player’s sprint animation.
  • Fixed various dialogues/barks/names typos.
  • Fixed Lorian’s bolt skill never hitting targets outside the firing height; also correct the description stating that the skill damage is applied x3 times, while it’s actually a single hit.
  • Fixed gold drops occasionally exceeding the intended amount.
  • Fixed path borders in “Brystead’s Lookout”.
  • Fixed path borders in “Queen’s Rest”.
  • Fixed outlines for some lootable props.
  • Fixed quest marker misbehaving when acquiring quest items from vendors.
  • Fixed notification of “0 Gold” when looting the cooking recipe in “Capstone”.
  • Fixed enemy “Death Sister Amaya” unable to follow up with the intended counterattack after a shield block.
  • Fixed enemy “Death Sister Morana” bow skills visuals.
  • Fixed proc floating texts spawning alongside their triggering combat event thus making the texts overlap.
  • Fixed enemy “Ratkin Shaman” outline.
  • Fixed rewarding players with dice “Base Set” on each win against common gamblers using it; this set is not rewarded and only purchasable from general vendors.
  • Fixed World Map receiving zoom input even when the Journal UI was on-screen.
  • Fixed armor “Dune Strider” using the wrong 3D model.
  • Fixed “Doren Fergin” NPC’s bark in “Turquoise Ice” misbehaving upon approach.
  • Fixed some armors that weren’t properly handling body skin color upon being equipped.
  • Fixed interactables for “Legacy of Bedar” quest in “The Portcullis” and “The Sentinels” not turning off after being looted.
  • Fixed various NPCs animations in “The Portcullis”.
  • Fixed various multiline texts truncating the last line.
  • Remove double spaces in cutscenes texts.
  • Fixed Lileah’s quest “A Shield Against the Darkness” not specifying that tasks in “Tears of Light” can be completed only at daytime; also fix Cardinal Lankester’s dialogue.
  • Remove some floating flames in “Nir-Lathias”.
  • Fixed NPC misplacement in “Lindorwind” tavern.
  • Fixed “Malbork’s Castle Cellar” access requirements when using the World Map’s fast travel picker.
  • Fixed some interaction icons not hiding when the relative NPC plays a bark causing overlap.
  • Fixed the player’s throw knife occasionally passing through the target without damaging it, also fixed the trail visual.
  • Fixed minor graphical issues in “Cleaverock”.
  • Fixed minor issues in “Queen’s Rest”.
  • Fixed proficiency icons not refreshing in Character UI recap pane upon Orb of Chaos usage.
  • Fixed an edge case where calendar events could end up not triggering.
  • Fixed edge case where the cave hole collapse trap in “Temple of Virtues” could fail and leave the player soft-locked within the dungeon.
  • Fixed quest “Roll of the Die” bug making impossible to deliver the quest item Rigged Die“; also fix the quest item not appearing at night time in the intended location..
  • Fixed introduction scene for boss “The Devourer” showing two instances of the boss.
  • Fixed artworks for minor houses in codex.
  • Fixed access requirements to Alaloth’s lieutenants locations.
Happy Christmas Champions, share the love!
 

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