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Indie Archaelund: RPG that combines 1st-person exploration with 3rd-person TB combat - now available on Early Access

DavidBVal

4 Dimension Games
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Hello Codex. There has been another update recently, 0.7.9. And I'm working around the clock to have 0.8 out in April as I had planned, but it might very well slip into May, I am afraid.

https://store.steampowered.com/news/app/1082970/view/7057778465256955863

Update 0.7.9

Content changes & adjustments
  • Added a small dungeon past the Peninsula outpost, with a new associated quest (Level 4 recommended!). If you already found certain letter in a skeleton past the outpost, the quest will be automatically added to your journal.
  • Added more varied minor loot from humanoid enemies, in concordance with what they wear and use, although in many cases it may be ruined/broken after combat.
  • Spells added in the last update(Minor Miracle, Regrowth and Outrage) are now available in their respective vendors.
  • Some Rank II spells have slightly increased their willpower cost (Regrowth, Fire Arrow, Blizzard Shards)
  • Meditation
    skill now restores a bit more willpower after each fight (from 1WP/ rank, to 2WP/ rank, but still capped at half the spent WP)
Features & Improvements
  • Added new recipes for Crafting skill up to difficulty 6 and Alchemy difficulty 5.
  • New option added to browse all Talents, search or filter them. You can access the new "Browse all Talents" button from the Talents section in the character window, or at character creation. Keep in mind some talents are NPC-only, or hidden, and won't appear in the list.
  • Elemental Protections are now displayed in a clearer way, with the old icons (fire, ice, etc) instead of the colored shields.
  • Maximum spells known are now displayed more clearly in the character window.
  • When camping, you can now
    see your party members
    sitting around the fireplace. Animation and poses will be improved in the future.
Bugfixes
  • Performance: there should be a small improvement in loading times and memory usage.
  • On Mythology window, hovering over an enemy's Protections or Resistances will now display proper information.
  • Alchemy and Crafting window: Pressing ESC will now close the window properly.
  • Alchemy and Crafting window: ingredients available to the party are now correctly counted.
  • Some skeletons didn't have proper sounds. Fixed.
  • Description for Psalm of Renewal now correctly states it heals 2d6, not 1d6.
  • Party lighting from torches and spells was not correctly updated in some cases, fixed.
  • Magical Research talent now is subject to normal limit of spells known per rank.
  • Fixed geometry issues in Nessera Caves.
  • Fixed many typos and other text issues.
 

ERYFKRAD

Barbarian
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Joined
Sep 25, 2012
Messages
29,851
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hello Codex. There has been another update recently, 0.7.9. And I'm working around the clock to have 0.8 out in April as I had planned, but it might very well slip into May, I am afraid.

https://store.steampowered.com/news/app/1082970/view/7057778465256955863

Update 0.7.9

Content changes & adjustments
  • Added a small dungeon past the Peninsula outpost, with a new associated quest (Level 4 recommended!). If you already found certain letter in a skeleton past the outpost, the quest will be automatically added to your journal.
  • Added more varied minor loot from humanoid enemies, in concordance with what they wear and use, although in many cases it may be ruined/broken after combat.
  • Spells added in the last update(Minor Miracle, Regrowth and Outrage) are now available in their respective vendors.
  • Some Rank II spells have slightly increased their willpower cost (Regrowth, Fire Arrow, Blizzard Shards)
  • Meditation
    skill now restores a bit more willpower after each fight (from 1WP/ rank, to 2WP/ rank, but still capped at half the spent WP)
Features & Improvements
  • Added new recipes for Crafting skill up to difficulty 6 and Alchemy difficulty 5.
  • New option added to browse all Talents, search or filter them. You can access the new "Browse all Talents" button from the Talents section in the character window, or at character creation. Keep in mind some talents are NPC-only, or hidden, and won't appear in the list.
  • Elemental Protections are now displayed in a clearer way, with the old icons (fire, ice, etc) instead of the colored shields.
  • Maximum spells known are now displayed more clearly in the character window.
  • When camping, you can now
    see your party members
    sitting around the fireplace. Animation and poses will be improved in the future.
Bugfixes
  • Performance: there should be a small improvement in loading times and memory usage.
  • On Mythology window, hovering over an enemy's Protections or Resistances will now display proper information.
  • Alchemy and Crafting window: Pressing ESC will now close the window properly.
  • Alchemy and Crafting window: ingredients available to the party are now correctly counted.
  • Some skeletons didn't have proper sounds. Fixed.
  • Description for Psalm of Renewal now correctly states it heals 2d6, not 1d6.
  • Party lighting from torches and spells was not correctly updated in some cases, fixed.
  • Magical Research talent now is subject to normal limit of spells known per rank.
  • Fixed geometry issues in Nessera Caves.
  • Fixed many typos and other text issues.
You're missing the make barbarians available to humans fix dammit.
 

DavidBVal

4 Dimension Games
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You're missing the make barbarians available to humans fix dammit.
Lore-wise, makes little sense for the setting to simply remove the restriction. The premise is that 99% of human population was devastated, and only an island colony survived. That colony (isle of Varannar) had no original human inhabitants, and is already very detailed in Exiled Kingdoms.

But there is a possibility. I plan to add Background Talents, and the player must pick one for each character at creation, many of them racially restricted. One of them could define your human character as adopted at birth by one of the Varannari clans as their own. That would allow them to play as Barbarians or Witches, and add other modifiers. I intend these talents to be a small selection (maybe a dozen in total) because they may be linked to certain quests in the game later on. This won't be added until 0.9 is out or nearly out, however.
 

ERYFKRAD

Barbarian
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Messages
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You're missing the make barbarians available to humans fix dammit.
Lore-wise, makes little sense for the setting to simply remove the restriction. The premise is that 99% of human population was devastated, and only an island colony survived. That colony (isle of Varannar) had no original human inhabitants, and is already very detailed in Exiled Kingdoms.

But there is a possibility. I plan to add Background Talents, and the player must pick one for each character at creation, many of them racially restricted. One of them could define your human character as adopted at birth by one of the Varannari clans as their own. That would allow them to play as Barbarians or Witches, and add other modifiers. I intend these talents to be a small selection (maybe a dozen in total) because they may be linked to certain quests in the game later on. This won't be added until 0.9 is out or nearly out, however.
Hey I can wait. Game is great otherwise.
 

Taka-Haradin puolipeikko

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Update 0.7.10 released
This release introduces camp encounters and the Disarm Traps skill
With the latest implemented features, we're just one update away from 0.8. It's been an intense 4 months of development, and looking back it's amazing how much has been achieved.

Here is the changelog for today's update:

Content changes & adjustments
-
Camp Encounters
added. Your party may be attacked by monsters while they rest in dangerous locations! The risk level is displayed in the camping UI, and increases after repeated camping in the same area, especially when foraging instead of using supplies. Survival skill reduces this risk.
-While in exploration mode, poison effects will be suffered every 30s instead of every 3s. The Vitality check to reduce poison power is now harder (had a bonus previously, which has been removed). This makes antidotes and poison-healing spells more relevant. These changes have no effect during combat.


Features & Improvements
-Skill
Disarm Traps
implemented. Beware, new traps added, and now chests can be trapped!
-Since a new skill was implemented, after loading an old save you can now reset your skill points(only once per character).
-You can now browse a discipline's spells from your Character Window (hover over the discipline and press F1). This should help you decide which disciplines to train. Limited to current Rank+1.
-The game will now autosave after camping (if there was no encounter), and also at the game start.


Bugfixes
-Solved an issue in Rasagor's conversation that allowed to retry certain dialogue check.
-Solved an UI align issue with spell descriptions.
-Enemy 'Protections' were sometimes showing incorrectly on Mythology window. Fixed.
-Fixed an UI issue that would often position incorrectly the 'tooltip' when hovering over an UI or map element.
-Fountain of Discipline was showing an incorrect name on the map.
-Fountain of Protection bonus was not being applied correctly to your characters. Fixed.
-Some spells were showing a duration info with decimals. Solved.
-Status effect duration during camp rest showed several glitches, fixed now.
-Fixed many typos and other text issues in dialogues and journal entries.
 

Abu Antar

Turn-based Poster
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All Events > Archaelund Events >

Update 0.8 is out
The last incremental update that completes the 0.8 roadmap list has just been released
The first development stage of Archaelund Early Access has just been completed with the release of update 0.8. Here is the summary of the changes in today's update:

Content changes & adjustments
  • Added a new
    cave dungeon
    in the western coast of the Peninsula, with a new associated quest(talk to Icanos the Loreseeker after completing Three Wanderers quest).
  • XP cap raised to 9,900 (maximum level remains at 4).
Features & Improvements
  • Skill
    Charisma
    now reduces buying prices in most vendors by 2% per rank(certain factions are not affected).
Bugfixes
  • Talent
    Hardiness
    is once more working as per description.
  • Scrolls and other limited usage items will now only be spent (and cause an AP spending in combat) after a valid target has been selected. You can safely cancel a target without spending the item.
  • Prone enemies were sometimes not counting as flanked. Fixed.
  • Party members that ended a fight prone, will no longer show the incorrect prone animation on the next fight.

However, if you haven't played
since release in January
, it's more important to see the changes as a whole. You can read through the whole changelog, but here's a summary of the most relevant changes:

  • Two new dungeons in the Peninsula are now accessible.
  • Four new quests were added (from 17 to 21).
  • One extra companion available (from 2 to 3).
  • Skills have been implemented: Survival, Disarm Traps, Charisma, Alchemy, Crafting. Only the Maps & Charts skill remains, since it requires a larger available map to be relevant. Meditation skill was reworked.
  • Three new spells added, and many others revised or adjusted.
  • More diversified loot, and 20 new items added.
  • Many "Quality of Life" improvements made to the UI: selling stacks, browsing talent list, browsing discipline spells, and more.
  • Essential UI/Controls features added, such as key mapping, axis inversion, ultra-wide support, framerate limit, etc.
  • Almost a hundred bugs were squished!

The Road Ahead
The Peninsula has been a great start, but it's time to move forward! You can read our development roadmap here.

Version 0.9 will be in development for the remaining of the year (maybe a little longer) but it will also come in smaller incremental updates, not in a single big one.

The priority now, with all the game elements in place, is to
expand both the game world, and character development
. More areas, and more character levels and careers. More details will come in time, until then I hope you enjoy the game so far.
 

agris

Arcane
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Apr 16, 2004
Messages
6,927
DavidBVal how should we think about 0.8, the game mechanics are fleshed out enough that you have a stable template for expanding content now? i.e. you know traps, encounters, skill checks, etc will work at a mechanistic level, so you can implement content without the fear of having to revisit it for significant balance/mechanics passes in the future?

what's the word on more of the PnP-style environmental interactions like we see in the tutorial with the lowering of the mast to get to the items on the rock island? i hope skill-focused world interactions like that (and much more complex and impactful ones) are on the roadmap.

congrats on the milestone!
 

DavidBVal

4 Dimension Games
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@DavidBVal how should we think about 0.8, the game mechanics are fleshed out enough that you have a stable template for expanding content now? i.e. you know traps, encounters, skill checks, etc will work at a mechanistic level, so you can implement content without the fear of having to revisit it for significant balance/mechanics passes in the future?
Indeed, that's the whole idea behind 0.8. the most important game elements are already in play. Adding traps and camping encounters, or the new skill system, forced me to revise the whole content. If you look at the video trailer you'll see there's many more areas already made, but I didn't want to implement their content yet and that's why they were withheld from EA.

Something that is still missing: I want to add dynamic content on top of the handcrafted content. NPC encounters on the roads or at the inn. Also expanded rest options. However most of these require more landmass to work, and thus won't be implemented until 0.9.

Also, I want to improve Nessera Caves, add it some special content, maybe a puzzle.

But for the most part yes, 0.8 is very close to the "template" you describe, and other than some little additions and visual improvements, gameplay in the first 15h of the game should be pretty close to 1.0.

what's the word on more of the PnP-style environmental interactions like we see in the tutorial with the lowering of the mast to get to the items on the rock island? i hope skill-focused world interactions like that (and much more complex and impactful ones) are on the roadmap.

Yeah, will add more of those too. I also love those, but always so much to do!
 

Abu Antar

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Archaelund: The Road Ahead
Greetings, adventurers
!

Before we dive in, I want to extend a heartfelt thank you to every player who has explored Archaelund or even just wishlisted the game. Your support makes Archaelund possible and keeps me motivated and excited to make it bigger and better every day. Thanks to you, the long road to 1.0 feels much less lonely. I am especially grateful to those who post reviews; even when a developer has a clear vision of what they want to achieve, feedback is essential for understanding our progress and building confidence.

Expanding the World

Since the Early Access release, updates have been frequent—typically every two weeks. However, the next update will be a bit different. It will include a new outdoor area, several dungeons, and many new dialogues and quests. Naturally, this extensive content needs to be released as a whole, not in small installments. My target is to release version 8.1 by the end of August, with further refinements and completions of this new area in September, possibly extending into early October. Keep in mind, these are estimates!

In addition to adding content, version 8.1 will bring several gameplay improvements, raise the XP cap, and likely the level cap (though this might be delayed to version 8.2).

The new content won't include a new chapter of the Main Quest. Once the new outdoor area meets my satisfaction (probably by version 8.3 or 8.4), I'll continue working on another outdoor area and the completion of the second chapter of the Main Quest. This objective will mark the 0.9 update. By then, the game will offer around 40-50 hours of total content and a level cap of 6 or 7.

Archaelund Future Pricing and Sales

Many are asking me if Archaelund will take part in the upcoming Summer Sale or see other discounts. I like to be transparent about our development plans, and that extends to our pricing policy as well.

The players who have purchased (and continue to purchase) the initial Early Access release have put a lot of trust into me and into the game's development. To repay this good faith, I want to protect their investment by ensuring that the game's price will only increase as it grows larger and more polished.

Sales and discounts might happen in the future, but the game will never be cheaper than the original Early Access release price of $19.99 (subject to regional pricing and taxes). For instance, I might offer a 20% discount when the base price has risen to $25, thus equaling, but not undercutting, the original price. The plan is to sell the complete game for $30 to $35, with a -15% to -25% discount during seasonal sales.

However, I can't make absolute promises for the distant future—these are interesting times, and who knows what the future holds? But this is the policy I'll follow at least until the game is released as version 1.0 and for a couple of years afterward. This policy isn't just about my gratitude to Early Access players; I generally do not favor huge discounts. Exiled Kingdoms, which has been on Steam for over six years, still keeps its original release price and typically goes on a -25% sale.

On Performance

The next outdoor area is just as big and complex as the Peninsula, but new optimizations and improvements make it run with about 25% increased frame rate, and much shorter loading times. I'll work hard to bring the Peninsula performance to the same level.

Updates?!? What updates?!?

If you tried the original 0.7 release back in January and have been off the hook since, current release 0.8 added a couple extra dungeons to the Peninsula, an extra Apprentice companion, four extra quests, new spells and items, and many gameplay improvements. Check the changelog[www.exiledkingdoms.com], or roadmap for details.

That's all. Enjoy your summer, and happy adventuring!
 

huntsmann

Literate
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Game is looking great. Will Archaelund feature many of the same utility spells and adventuring tools that the Realms of Arkania series did?
 

DavidBVal

4 Dimension Games
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Game is looking great. Will Archaelund feature many of the same utility spells and adventuring tools that the Realms of Arkania series did?

Arkania was one of the few classic RPG series I didn't play back in the day, I only did past month (and I had a lot of fun!). So it hasn't been one of the inspirations of Archaelund. I'd say Gold Box is what inspired me the most.
 

huntsmann

Literate
Joined
Jul 29, 2024
Messages
15
Game is looking great. Will Archaelund feature many of the same utility spells and adventuring tools that the Realms of Arkania series did?

Arkania was one of the few classic RPG series I didn't play back in the day, I only did past month (and I had a lot of fun!). So it hasn't been one of the inspirations of Archaelund. I'd say Gold Box is what inspired me the most.

Gotcha. So no use of dungeoneering tools or utility spells, traversal spells really? No worries either way. The game looks great. Can't wait to play it regardleess.
 

Mortmal

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Game is looking great. Will Archaelund feature many of the same utility spells and adventuring tools that the Realms of Arkania series did?

Arkania was one of the few classic RPG series I didn't play back in the day, I only did past month (and I had a lot of fun!). So it hasn't been one of the inspirations of Archaelund. I'd say Gold Box is what inspired me the most.
Arkania has something special compared to Gold Box games: the low magic setting, scarcity of magic items, more plausibility of the world, and fewer rewards. If I remember well, in Realm of Arkania 2, your reward at the end was just a dinner with the elves in a clearing, for example. You had to manage quite a few pairs of shoes and rations while traveling, and wearing out your equipment was a thing. A criminally underrated game, I think.
 

DavidBVal

4 Dimension Games
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Game is looking great. Will Archaelund feature many of the same utility spells and adventuring tools that the Realms of Arkania series did?

Arkania was one of the few classic RPG series I didn't play back in the day, I only did past month (and I had a lot of fun!). So it hasn't been one of the inspirations of Archaelund. I'd say Gold Box is what inspired me the most.
Arkania has something special compared to Gold Box games: the low magic setting, scarcity of magic items, more plausibility of the world, and fewer rewards. If I remember well, in Realm of Arkania 2, your reward at the end was just a dinner with the elves in a clearing, for example. You had to manage quite a few pairs of shoes and rations while traveling, and wearing out your equipment was a thing. A criminally underrated game, I think.

Yeah, I truly enjoyed the first game in the series and will probably play the rest when I have some time. Pool of Radiance is still my favorite game of all time, but it is a joy to be able to experience these games now that we're ready to appreciate how much love and attention to detail it was put in them.
 

Taka-Haradin puolipeikko

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Medrin Forest is getting closer...
The first 'major' update of the game is coming around October 7th.
Archaelund is about to grow! This is a brief summary of what has been going on, and what is to come.

Development summary
In the first six months since release, I focused on polishing the existing content and mechanics. Along the way, we added a couple of new dungeons, bumped the number of completable quests from 17 to 21, and introduced many new features. You can check out the full details in the changelog.

And so, the 0.7.x development era came to an end. Long live 0.8.x!!!

What comes next?
Since summer started, I've been working on something quite more exciting: a new playable region comparable in size to the Peninsula, nearly doubling the game's current playable area. I initially planned to release it with minimal content and no level cap increase, by August or September, and then complete the content in several updates. However it quickly became clear that this approach wasn't ideal, as quests play a significant role in shaping area design. It's much better to plan and balance everything as a cohesive whole.

This shift in scope has caused some delays, but the new content should be available in Beta around October 7th (instructions to join Beta here). A week later, it should roll out for all players, and by the end of October, I'll likely make a minor release adding all the stuff that didn't make it into 0.8.1.

Certain areas of the new region will still be gated for higher-level content. In total there should be 12 new quests in the new update, and the level cap will raise to 5. Expect new items, spells, enemies, music, and art! Unfortunately, bad puns and silly humor was well.

The new content
I don't want to spoil too much, but if you've checked out the in-game world map, you'll see the next region includes the town of Urendale and the infamous Medrin Forest—a name that strikes fear into every inhabitant of the Marches! Well, except for adventurers, whose brains probably deserve some scientific study.

Please note that this update does not include a new chapter of the main quest. That will come with the next area release; although the dialogues include lore that is related to the main plot, the content itself is optional exploration.

That's all for now; I need to get back to development! Thank you so much for the fantastic support on the forums. It makes all the long hours worthwhile, knowing there are players out there enjoying the game, waiting for what comes next. Knowing you're there really makes a difference.
 

Abu Antar

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Beta release: update 0.8.1 is out!
At long last, it is here! The first major update to Archaelund has arrived. Want to join Beta and try it? Here are the instructions. I advise you to not overwrite all of your previous saves, just in case! this is Beta testing, remember.

Here is the provisional list of changes (I'll keep adding and fixing while testing goes along, so definitive 0.8.1 changelog may differ).

New Content & Improvements

-Added a new outdoor region east of the Galeb Peninsula, with a town and a new dungeon to explore. Some dungeons and area sections are still not accessible.
-12 new side-quests added (one of them non-completable, marked as such on journal).
-Level cap raised to 5!
-Many new talents implemented.
-Rank III spells implemented only for Impetus and Mentalism Disciplines, the rest are on the way. Please don't raise other Disciplines to Rank III yet.
-New companion available after one of the new quests is completed.
-New Alchemy recipes (Difficulty 6 & 7), some of which need to be purchased or found. Crafting recipes will come in the next update.
-All skills are now implemented and have at least a few checks present in the game, although some like *Maps & Charts* will see new functions added in the future.

Balance

-Talents Beast Mastery and Tenacious Fortitude I, II and III have been improved, please see the new descriptions.
-Spell Torment of Needles now deals 1d6+2 damage per round (was 1d6).
-Spell Searing Malison instant damage is unchanged, but afterwards will now deal 1d8 damage per round (was 1d6).
-Slightly reduced the amount of enemies for certain encounters in the Peninsula.
-Talent Herbalist is now adapted to the updated skill system; it was unintendedly giving an extra herb foraged in nearly every case.
-Potion of Healing slighly adjusted in effect and price(slightly cheaper and less potent). New potions available via Alchemy.
-Ghosts are now more resilient to physical, cold, fire and toxic damage.
-Lifeless creature bonuses increased slightly.

Content changes & adjustments

-Added the proper loot to certain chest in the Redaxe Tomb.
-Creature type *Spirit* renamed to *Fey* for clarity.
-Some outcomes of quests *The Ancient Lantern* and *Wielder of the Red Axe* now also grant Urendale reputation. This is gained retroactively.

Bugfixes

-On some ocassions, a combat spell with zero rounds remaining would linger forever on a character, especially when its caster was killed after casting it. Fixed.
-NPCs were not receiving its correct Critical Defense. Fixed.
 

Taka-Haradin puolipeikko

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Update 0.8.1 is out!
The first major update for Archaelund has been released
It's out! I am glad to announce 0.8.1 is already public. This update doubles the content compared to the original Early Access release in January.

I want to take this opportunity to extend a huge
thank you
to our Beta Testers, who have been incredibly active on the forums. These past 10 days have been intense, with nightly builds addressing every reported issue.

Here is the full changelog:

New Content & Improvements
  • Added a
    new outdoor region
    east of the Galeb Peninsula, with a town and a new dungeon to explore. Some dungeons and area sections are still not accessible.
  • 12 new side-quests
    added (one of them non-completable, marked as such on journal).
  • Level cap raised to 5
    ! the new XP cap is 17,000.
  • Many
    new talents
    implemented.
  • Rank III spells partially implemented (for Impetus, Mentalism, Piety, Order and Malediction disciplines, the rest are on the way).
  • New companion
    available after one of the new quests is completed.
  • New
    Alchemy recipes
    (Difficulty 6 & 7), some of which need to be purchased or found. Crafting recipes will come in the next update.
  • All skills are now implemented and have at least a few checks present in the game, although some like
    Maps & Charts
    will see new functions added in the future.

Gameplay Improvements
  • Your party can now
    run indefinitely
    . The 'Tired' status from long running will still be applied if you run into combat, but it no longer limits the ability to run.
  • Pressing the 'Run' key just once
    while you are walking is enough to start running, no need to hold the shift key. Running will cease when you stop movement.
  • Closing your Character Window will now also close any open container or shop window.

Balance
  • Talents
    Beast Mastery
    and
    Tenacious Fortitude I, II and III
    have been improved, please see the new descriptions.
  • Spell
    Torment of Needles
    now deals 1d6+2 damage per round (was 1d6).
  • Spell
    Searing Malison
    instant damage is unchanged, but afterwards will now deal 1d8 damage per round (was 1d6).
  • Spell
    Slumber
    duration reduced, and now costs 8 WP instead of 7.
  • Slightly reduced the amount of enemies for certain encounters in the Peninsula.
  • Talent
    Herbalist
    is now adapted to the updated skill system; it was unintendedly giving an extra herb foraged in nearly every case.
  • Potion of Healing slighly adjusted in effect and price(slightly cheaper and less potent). New potions available via Alchemy.
  • Reduced the XP granted by Skill Checks, slightly in low difficulties, and to around half in higher ones. This change is not retroactive, you keep the XP already gained.
  • Ghosts are now more resilient to physical, cold, fire and toxic damage.
  • Lifeless
    creature bonuses increased slightly.
  • The
    Poison
    effect has been capped to a maximum effect power of 10.
  • Yaksa Scout poison effect reduced from power 4 to 3.
  • Sleeping at an inn will cure any Poison effect.

Content changes & adjustments
  • Added the proper loot to certain chest in the Redaxe Tomb.
  • Creature type Spirit renamed to Fey for clarity.
  • Some outcomes of quests
    The Ancient Lantern
    and
    Wielder of the Red Axe
    now also grant Urendale reputation. This is gained retroactively.

Bugfixes
  • Prone spellcasters that were also stunned or paralyzed could soft-lock the game. Solved.
  • Talent Stunning Blow now is correctly resisted with a Vitality check.
  • On some ocassions, a combat spell with zero rounds remaining would linger forever on a character, especially when its caster was killed after casting it. Fixed.
  • NPCs were not receiving its correct Critical Defense. Fixed.
  • Spells targeting empty squares can now be cast normally in the Sea Cave.
  • When combat initiated with the party very close to a wall or corners, party members could be spawned wrongly or on unreachable locations. Fixed.
  • Fixed a small UI issue in journal (completed and failed quest filters were not correctly checked upon opening the window).
  • Opening the Settings window during combat was causing multiple camera issues. Fixed.
  • Some "triggered spawns" sometimes did not join battle, depending on player position when the fight started. They should always join now.
  • Systems in Turkish language could have an issue during character creation related to trait requirements. Fixed.
  • The UI tooltip displayed over character effects could sometimes blink, or reappear every few seconds. Solved.
  • Spells *Fire, Cold and Shock Ward* have their descriptions corrected.
  • Fixed an error with the requirements for talents *Adept Summoner* and *Herbalist*.
  • Revised many typos or inconsistencies in dialogues.


What's next?
I am already working on more game content; the priority is releasing yet another outdoor area and dungeons, plus implementing many gameplay mechanics, improving animation, and more. Stay tuned!
 

DavidBVal

4 Dimension Games
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Developer
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Messages
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Location
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0.8.1 was released as Beta 10 days ago, and has now gone public.

Not the same build than 10 days ago, though, there's been nightly builds with many fixes and improvements.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
I've been playing this game for a bit now, and I like it. I've only gotten as far as the first town with 3 different parties (or slightly different). My only immediate suggestion for improvement would be to add some kind of walking sound. Not sure if this is planned and just something that hasn't been added yet, but the lack of footstep sound feels.. ghostly. I also have a question whether or not the RNG is working correctly, or if it is weighted against the player for testing purposes. My d100 rolls average at 70~80 which is quite high and results in many of the tougher encounters feeling less tactical and more about sheer luck, and the easier ones can be a bit of a slog if you keep whiffing easy enemies who otherwise don't pose much of a threat. Though swingy rolls are one of the features of the d100, I suppose.

I think this game has the potential to become one of my new favorite cRPGs, possibly top 5 material. It certainly has all the elements in place for this to happen.
 

DavidBVal

4 Dimension Games
Patron
Developer
Joined
Aug 27, 2015
Messages
3,039
Location
Madrid
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I've been playing this game for a bit now, and I like it. I've only gotten as far as the first town with 3 different parties (or slightly different). My only immediate suggestion for improvement would be to add some kind of walking sound. Not sure if this is planned and just something that hasn't been added yet, but the lack of footstep sound feels.. ghostly. I also have a question whether or not the RNG is working correctly, or if it is weighted against the player for testing purposes. My d100 rolls average at 70~80 which is quite high and results in many of the tougher encounters feeling less tactical and more about sheer luck, and the easier ones can be a bit of a slog if you keep whiffing easy enemies who otherwise don't pose much of a threat. Though swingy rolls are one of the features of the d100, I suppose.

I think this game has the potential to become one of my new favorite cRPGs, possibly top 5 material. It certainly has all the elements in place for this to happen.

Thanks, I am glad you are enjoying it so far.

Randomness is dangerous, yeah, the idea is working to get those flanking or rear bonuses, using the Defense action, etc. to ensure you are not depending on randomness so much. But of course I keep making adjustments on every update.

The footsteps... well, it would need to be the ones from the entire group, and I tried it years ago and discarded it. I think of this as M&M 6 or Wizardy 8, the presence of your party on the world is "abstract", and as such, footsteps would be out of place.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
I've been playing this game for a bit now, and I like it. I've only gotten as far as the first town with 3 different parties (or slightly different). My only immediate suggestion for improvement would be to add some kind of walking sound. Not sure if this is planned and just something that hasn't been added yet, but the lack of footstep sound feels.. ghostly. I also have a question whether or not the RNG is working correctly, or if it is weighted against the player for testing purposes. My d100 rolls average at 70~80 which is quite high and results in many of the tougher encounters feeling less tactical and more about sheer luck, and the easier ones can be a bit of a slog if you keep whiffing easy enemies who otherwise don't pose much of a threat. Though swingy rolls are one of the features of the d100, I suppose.

I think this game has the potential to become one of my new favorite cRPGs, possibly top 5 material. It certainly has all the elements in place for this to happen.

Thanks, I am glad you are enjoying it so far.

Randomness is dangerous, yeah, the idea is working to get those flanking or rear bonuses, using the Defense action, etc. to ensure you are not depending on randomness so much. But of course I keep making adjustments on every update.

The footsteps... well, it would need to be the ones from the entire group, and I tried it years ago and discarded it. I think of this as M&M 6 or Wizardy 8, the presence of your party on the world is "abstract", and as such, footsteps would be out of place.
There is a footstep sound in Wizardry 8! It sounds like a singular character moving even if you are going with your entire party. I don't know what other people think of it, but I found the footstep sounds especially crunchy and satisfying in Wiz8. Imo it gave more weight to my party even if it didn't sound like my entire party was walking.

As for randomness, you are correct that flanking has been a good help and the swingy nature of the d100 means that exploiting all the tactical advantages you can can make a good difference. In my latest party I have a Squire who I just park in the middle of enemies and hit the Defense button and hope that enemies waste their attacks on her while my other dudes handle the flanks.
 

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