She looks at him like a woman who'd give up her hair for his their dream.
Yes. Very wholesome and true love vibes. Great to see!She looks at him like a woman who'd give up her hair forhistheir dream.
https://store.steampowered.com/news/app/3172700/view/512944972697174167
Vote! Monster Contest!
Players have submitted the next monster to haunt Invimona, what will it be??
Hello again!
Ok we made some condensed notes from the descriptions provided, but please click through the links for more info! We really loved all these, thanks to everyone who submitted a monster! Just as a personal side note, some of you must have been thinking quite highly of my animation skills, and I'm nervous about that.
The winner will get their monster in the game and we told Santa to deliver them one of Geofri's manuscripts! Straight from the north pole!, as seen in our interweb stall: https://banquetforfools.com/market/
These are in order of when they were submitted (as well as their ordering in the video).
We'll tally up all the votes under this event post.
#1
Holyday Giveaway!
Community Created Artwork for Steam Artwork
By: argon↑an
Contest contribution for Banquet for Fools and holyday Giveaway! Markers and ink on copy papers
> Hit impacts from ever changing directional movement
> Steals songs and spells from party to use against them or buff itself
> Shroomer binding
https://steamcommunity.com/app/3172700/discussions/4/4637114675689041040/
#2
Tanglemane
Community Created Artwork for Steam Artwork
By: Puzzlebox
> Vine magic wielder
> Size of a bear with bristling spikes
> Flicks spikes to attack from afar and relies on teeth and claws for nearby enemies
> Will pounce on enemies with powerful back legs for an extra damaging attack
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/4637114871638418365/
#3
Brute force
Community Created Artwork for Banquet for Fools
By: Jackram233
For the giviaway
> Its strength makes it impervious to physical damage
> Prone to throwing and pushing enemies that get too close
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/4637114871638445847/
#4
Fishmongrel
Community Created Artwork for Banquet for Fools
By: CityRunner
> Slashes obstacles and enemies with his blade arm
> Aims for eyes with peaky spike nose
> Invulnerable to range weapon projectiles with his near-perfect catching skills
> Fish binding
https://steamcommunity.com/app/3172700/discussions/4/4637115050041073920/
#5
Lamenting Golemn
Community Created Artwork for Banquet for Fools
By: aakento
My submission for the holiday scroll giveaway
> Created and forgotten by a sorcerer long ago, left to wander and dig in sorrow
> Travelers are alerted to his presence by series of large holes
> Will first retreat when spotted and hurl clogs of dirt from a distance
> If engaged in close proximity, his massive arms deal a heavy amount of damage to his enemies, and his natural armor breaks weapons and projectiles alike, though it is susceptible to magic
> After decomposing, every golem leaves behind a token belonging to its creator, often a gem of great value or a song close to their heart
https://steamcommunity.com/app/3172700/discussions/4/603016087419843938/
#6
bird
Community Created Artwork for Banquet for Fools
By: KedLead
just a normal bird, who walks in a normal way my submission to the holiday contest forest binding class
> Approaching this creature means risking wounds from its sharp pointy beak
> They walk around tail first with their necks resting on their back
> When alert they will extend themselves to a more imposing height
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/595135025461072403/
#7
The Vuuko (or spore dog)
Community Created Artwork for Banquet for Fools
By: mrbirdlick
A quadrupedal shroomer, the Vuuko is best known for its prominent gills which frame its head like a collar of gossamer-thin silk. The Vuuko is a generally passive creature; though it will not seek out conflict, it is...
> A quadrupedal shroomer best known for its prominent gills that frame its head like a collar of gossamer-thin silk
> Generally passive, but severely territorial
> When threatened, the Vuuko will circle and weave around its aggressors, whipping its head frantically in order to disperse toxic spores from its collar
> After paralyzing their prey, the Vuuko will resort to biting to finish them off
> The spores are also reproductive, and will seed dead flesh to create their offspring several weeks later
> Shroomer binding
https://steamcommunity.com/app/3172700/discussions/4/595135025461120090/
#8
Monster submission
Community Created Artwork for Banquet for Fools
By: jacques-olivier
They're as good as gone Sometimes surprise you Such beautiful colors Some deadly Magic in their movements As the wind blows A breath won't do to make them disappear
> They appear in dark places, cellars, cemeteries, swamps and wetlands, and can disappear and reappear several poles away
> Their appearance is a mixture of gas and smoke, and are sensitive to magic
> Sometimes a thread of light appears between them, with different effects depending on their color
https://steamcommunity.com/app/3172700/discussions/4/595135025461084735/
Merry Christmas and warm wishes to all of you! Thanks for the support and making Banquet more awesome <3. We're very grateful to have you all apart of early access for a very niche game like this, and are excited to have you with us through the remainder of development. We hope for the time for more goofy side projects like this, though you all did the heavy lifting on this one.
We've got a controller update and weapons update coming up as mentioned in the last pipeline splash image, and then the first new map to start the year off right.
The way she looks at him
C-cute...
1.8 Now live on testing branch: new actions + new map!
Did you want to suplex a dinosaur? Have I got good news for you
Topa din everyone! 1.8 is live on the testing branch for anyone that wants to check it out prior to it going on the main branch.
GOG testing branch is also live with this, same inputs as Steam:
Branch: testing
Password:
We'll have additional literature for the new enemy stats and player abilities when the main branch gets updated, but if you want to explore new stuff and suplex wildlife it's available! This currently doesn’t include all the items that will be available in the main 1.8 map, so you may want to make a new save to peruse it with in the interim.
We'll be balancing and working on some notable fixes we'd like to get in before it goes live on the main branch we'll be working on this week, so if you wanted to chat about anything or if you see any game-stopping issues that we could get in during that please let us know! There is some pathfinding that will be getting tuned to keep your guards tighter together in and out of the defense circles.
There will be a comprehensive update/addition/fix list with the main branch update, but in the meantime, a few things to note for those that check it out:
* Elyxir globes are now a Rally use item only (these are the ones created with booze in the field kit). These are filtered into the rally ability from that character's inventory directly and do not need to be placed in the ammunition slot. If you have globes in there currently they'll stay until they are removed. Globes are also much more valuable now as an item, and you likely have a *ton* more than otherwise balanced for.
* Sling and slingstone ammunition have swapped with blowpipes and darts, and that should work seamlessly for any blowdart characters. The blowdart skill needed a workover for various reasons and this seemed like a more practical solution. We wanted this ranged weapon skill to be able to be influenced by Strength for potential build variety, and will eventually update the stat usage for it, but for now it will more or less be a cosmetic swap and use the existing blowdart stats. We also needed a physical output of the weapon for rally attacks, and the blowdart seemed underwhelming in that regard, whereas the sling will be able to crank out damage as desired (or utility with ailing ammo). Created slingstones use the same resources as darts did, but with the improvement that you're not collecting similar sticks to bows, but specific wide leaves on the ground, which are used to create explosive wraps with. Any 'hollow sticks' in your inventory have been changed to these.
* The button on the bottom right toggles your party's defensive circle on/off, this will get a UI improvement for the main branch update. If toggling on, you can hold-left-click anywhere walkable and set up a circle and direction for the guards to stay in and prioritize. This can also be toggled by holding Shift (can be updated in Settings). If you primarily play with WASD there is a new button in the Settings menu near the top right that allows this to be made with just left-click instead of the click-to-move, while right click continues to open the attack-dome.
* Your guard’s Rally is now a group effort, and its gauge is represented above your usual attack-time bar. The previous rally bar on your character portraits represent their Stamina, currently used for blocking/dodging as well as the Pin/Knockback abilities in the wheel.
Thanks everyone, we appreciate your patience and support so much. This update covered a lot of ground and we're excited to be churning out more maps. Onward to 2.0!
<3
1.8 West Ruins
New map available on the main branch!
The new map is now on the main branch along with the updates made to 1.8 while on the testing branch. This is also live on GOG and controller compatible.
West Ruins Old Lachovinian Bridge
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Spiders Oh No!
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
a loyal acolyte of the rain god
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Tomb Upstairs
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Tomb Downstairs
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
While we work on integrating more in-game literature on combat strategies, we'll preview that briefly below if you want to verify some of the new combat tactics and what to do. These were made to be more tactile and obvious from the Mark ability, but there some displays worth knowing about:
Anyone who would like to hide rally and defensive timing prompts can do so in the game options menu with a new toggle:
rally prompt toggle
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
staglands mercenary jump
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Existing characters should largely work fine if the party was balanced, but enemies have some new defenses to get around, and how quickly you can break a brawl of attrition to more decisive victories will determine how successful your group of guards will bet.
The Mark ability was used to amplify damage on enemies and have your guards prioritize targeting them. This has evolved into more crowd control offensives and defensive abilities by both your party and enemies.
Brawl Tactics:
Wear them down
During combat, enemies become increasingly fatigued as they perform more actions, take damage, or even move. The more fatigued they are the less they'll be able to evade attacks and will absorb more damage. They recover this over time or very quickly when making recovery circles together.
Some weapon's Rally attacks have abilities to cripple a target's fatigue which negates their ability to recover any of it and also increases how fatigued they get from actions, hit, etc.
Fatigue is represented by the number sweat drops hovering around a target's head, and armor visualized in percentage chunks.
Fatigue Armor screen
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Break Defensives
Some enemies wear armor or have breakable carapaces. These will absorb more damage until their armor is broken. Two handed swords, sling stones and scepters naturally break through armor faster than other weapons, unless they were cast mold designs or unique variations specified for this task, like armor jabbing daggers.
Some Rally attacks focus on breaking armor, and you can buy or create globes that elyxir users can lob to disintegrate armor as well.
Disable Evasion
When a character is hit, they can take it standing tall, or be flown through the air, bounce, or stay stunned and then stand back up, depending on damage dealt and their level compared to yours. Anytime a character is falls, including in-air or asleep, they'll be unable to utilize evasion. Enemies also now detect incoming body collisions, either from other targets getting thrown around or body parts, and take that as hit damage.
The main three actions are comprised of Attack, Pin and Knockback, all which Volling can perform, and some creatures. Pin and Knockback require stamina (as well as dodging), and are used to disable enemy evasion in a more targeted way. Pinned targets can break free, but while being held are vulnerable for the duration of the pin. Your fellow guards will alert you when they have someone pinned for you to attack! Knock back will either kick the target if they are within kicking range or charge to (and through) the target if farther away.
Weapons and spells can do a variation amount of incapacitating. A dagger does very little in terms of enemy stagger, whereas a heavy two handed hammer would keep a target down a long time.
Form Up!
Forming up can be done by holding (default) shift, or clicking the button on the bottom right.
Form Up!
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
When your guards are huddled in formation, they'll get a defensive upgrade and their Rally meter will fill faster. Formation can break if all your guards are forced out or if too many enemies enter. If the formation breaks, your guards will temporarily lose morale and get a penalty to attacks.
You can activate circles at any time for your guards.
Form Up!
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Enemy Goals and Tactics
Enemies now perform group minded tactics, and work together!
Swarm
Moving as a group can be used to both your disadvantage or advantage depending on who attacks first. Getting mobbed by a group of fish monsters and getting hit first, followed by all of them taking bites out of you simultaneously because you're surrounded is, not good.
Enemies tend to want to stick together with at least one friend now when moving around regardless.
Recover
Enemies can huddle together and try to recover fatigue or even some health. This will be indicated by a unique exhaustion animation each creature has, as well as a circle surrounding them. Pushing them out of the circle negates the effect on that character unless they get back in it. Pushing enough creatures out of the circle will also break the circle.
Defend
NPCs can choose to make defensive circles and apply an evasion upgrade while they remain in it. Similar to your Form Up! circle, NPCs create these defensive circles directionally. This allows them to order themselves to keep wounded, more vulnerable, or higher profile NPCs protected.
Enemy Pagan summoned acorn men body shield in defensive circle
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Hype
A hype circle has enemies band together to get ready to tear through your party. If they remain in the circle for a certain period of time they'll all apply a Hype upgrade that gives them a brief burst of attack and speed. Breaking the circle by pushing out enough NPCs will stop the upgrade form happening.
Quality of Life
The action wheel is now stationary as another movable Hud piece and actions have hotkeys. This allows you to preview when actions are available more easily, and the action bar is attached to it when combat mode starts.
Stationary Action Bar. With friendly Volling Charm
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
The NPC display card on the top of the screen has been updated to in-world card icons that float around characters, as well as getting increasingly more bloody to represent health.
blood mask
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Targets in range now also now display subtle outlines so you can quickly determine who's in your immediate attack radius while on the move, reducing some need to spam the dome.
Item Changes
Yeti smart. Use two big spear
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Existing items have been upgraded to more finalized versions automatically. Slings have replaced blowpipes for more combat utility with armor breaking, and this has automatically swapped as well, so no changes needed for equipment or builds, they also use the same stats for now (we'll be adding Strength to sling).
Resources for sling stones has replaced darts, and you'll be buying or creating specialized ammunition for use during Rally attacks.
Slingstone Rivi wrap
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Elyxir bottles have been given more accurate models for their ammunition, as well as the consumable alcohol versions before being converted into a bomb.
Elyxir globes
Community Created Artwork for Steam Artwork
By: hannahandjosephgames
Since these utility ammunitions are used during rally attacks only, and they do not need to be equipped. Once removed from an ammunition slot you'll be unable to put them back in, and that is as intended. Only normal attack based ammunition is put in the ammunition slots.
For existing games, you'll also be sitting on a mountain of these special ammunitions if you played with these characters, and these items are much rarer in the actual game.
Change log for 1.8:
<>Companions can create form up circles for increased evasion and rally gain
<>Enemies create their own form up circles where they can
-- gather for a charged attack
-- regain fatigue together
-- protect a weaker or valuable ally
<>Updated weapon visuals and stats
<>Action wheel is permanent
<>Added charging and kicking ability with Knockback action
<>Added pin ability
<>Can resurrect companions
<>Enemies flying through the air do damage when they hit another enemy
<>Dead enemy body parts do damage when they hit another enemy
<>Added Stamina variation by race into character creation
<>Dialogue stat/skill checks give XP
<>Rally attacks visual improved, allows chain attacking and a higher potency attack
<>Elyxirs and Slings ailment-inducing ammunition are used for rally attacks
<>Spirit is gained from kills
<>Improved amphora art
<>Blowpipes are now slings
<>Improved visuals for stat grid in Character Sheet
<>Improved in world visuals for ailments and buffs with larger cards, fatigue droplets, and armor shield
<>NPC info panel updated to in-game status cards and (increasing) blood mask to display health
Change log from previous main Main Branch build:
Additions:
<> Highlighted stats in CC that go with each weapon skill
<> Soundmap files finalized - Footstep sounds now match terrain and surfaces
<>Ghosts now attack forest, fish and shroom creatures, and these creatures attack ghosts in range
<>Songs that trigger on evasion also trigger with successful defense stance/jump
<>NPCs regain health over time
<>Range weapons get damage and other stats from projectile and from item
<>Can bribe by saying sorry or stop as well as “bribe”
<>Forfeits purses are now dynamic per named NPC. This is typically around 30 emeralds for common robbers, where high profile targets are worth around 100
Updates:
<>Stacked crop goblins break into two correctly when hit
<>Companion AI keeps them closer to each other to reduce aggregating more enemies
Added line of sight requirement for melee weapons except spears (cannot attack
through walls or enemies)
<>Targets cannot evade attacks when in air (like bakkas’ jump attack)
<>Targets cannot evade attacks when hit and have fallen down on the ground or hit and in the air
<>Updated visual for stat upgrade stage
<>Globes and rivi wraps come in smaller stacks at merchant
<>Removed group leader in formation menu
<>Changed marked to pin in formation menu
<>No binding of cats
<>Updated cafera effects
<>Only hostile characters get enraged
<>Gems not able to be mineralized for sacrifice are indicated this in description
<>Ambushes do not proc if the character passing through spot zones are sneaking
<>Projectiles show armor break numbers in description in inventory
<>Removed quick items from docks during combat
Fixes:
<>Fixed bug where main character could move backward when auto selected after previous main character fell in combat
<>Fixed some animations with whip
<>Fixed bug where song effects were being checked multiple times instead of once when playing
<>Fixed bug with attacking brambles and action bar appearing and leaving inconsistently
<>Fixed bug where alert will go out when lockpicking while sneaking
<>Fixed bug where you could talk to Ferka endlessly if you chose Bartering option at end of initial dialogue
<>Fixed graphics issue on Windows where screen gets dark before opening menu/dialogue
<>Improved performance while in Character Sheet, spellcrafting menu and character creation
<>Fixed spelling error on witch level up
<>Fixed some typos in skill descriptions
<>Fixed inconsistencies with peddler not getting rid of items after time passes
<>Fixed bug where save/load books not closed when menu opens
<>Fixed jerky camera movement while binding outside of combat
<>Fixed bug where range weapon projectiles go through locks
<>Fixed bug with acorn summons difficulty not going away
<>Fixed bug where sometimes summons were not following through map exits
<>Fixed bug where item label was covering item in single room shots with camera looking down
<>Fixed bug where item labels moved when hovering away from item
<>Fixed bug where main character glows purple in bubble
Patch logs during 1.8 testing branch:
We didn't make steam announcements for patch notes from while 1.8 was on the testing branch to reduce noise (I think GOG gets those automatically), but if you had checked that out at some point here are those updates below. Some of these are repeats from above, but more specific to finessing 1.8 changes and the map:
1.806:
Patch 1.806 finishes off everything we wanted to get in for 1.8, lots of cleanup from 1.805 and the improved stationary action bar. We'll be going over our remaining verification tests tomorrow and setting that live on the main branch.
Appreciate everyone's patience getting this one rolling, it was a doozy of an update. Should just be continued cleanup, balance and more maps going forward. We'll make a proper Steam announcement update for the 1.8 live branch with details.
---> Additions:
<> Updated weapon visuals and stats for every weapon
<> Range weapons have a damage number that is added to projectile damage
<> Updated Tip screen visuals and text
<> Charge and pin show potential target while you’re running around
<> Updated tutorial text during prologue
---> Fixes:
<> If charge and pin are selected but stamina is not ready, they stay selected instead of switching back to attack
<> Fixed bug where Rally attacks were freezing the game when started after combat
<> Fixed bug with knockbacks where targets could slide after hit to a different position
<> Fixed erratic companion movement when running into them in formation while not in combat
<> Fixed errors from UI text
<> Fixed occasionally disappearing action bar
<> Fixed error that could happen if pinning while no one is around
<> Fixed bug where camera zoom could stay stuck while zoomed in
<> Fixed bugs with Rally where action bar wasn’t disappearing for chain attacks
<> Fixed visual bug with form up button where it would turn dark gray
<> Fixed error with Yeti multi-spear where character didn’t always do damage on second attack
<> Fixed bug with Rally stages where confirm message remained on screen
<> Fixed bug with Rally menu where it was hard to click buttons
1.805
This includes a slew of smaller fixes, but specifically a new Rally meter indicator on the bottom right, a new Form-Up button visual for making defensive circles, and now the action-wheel is stationary on screen at all times as a draggable object.
Combat actions now also have hotkeys, now displayed in the stationary combat bar. Clicking or hotkeying these open the combat dome simultaneously, saving a step. It's also acting as an easier at-a-glance of when Pin and Charge are available as actions as they light up.
The new stationary combat bar is setup for controllers as well.
1.804
---> Additions:
-> gameplay
<> Companions prioritize enemy targets with low fatigue
<> In range targets have outline outside of combat dome
<> Charge damage is increased when using a shield
<> Can chain rally an interactable object
<> Elyxir and Stone users can do crippling attack if they have special ammo but no other ammo
<> Can bribe by saying "sorry" or "stop" as well as “bribe” to calm Vollings you've wronged
<> Targets cannot evade attacks when in air (like bakkas’ jump attack)
<> Targets cannot evade attacks when hit and have fallen down on the ground or hit and in the air
<> Finding a path with rogue skills is indicated with footstep visual
<> Pin shot shows visual for pinning ailment
<> Rally wounding attacks that reduce enemy fatigue regeneration also increase fatigue for them every time they do an action, move or take damage
-> ruleset
<> Highlighted stats in CC that go with each weapon skill
<> Hovering over any rally action buttons now highlights available targets for it
---> Updates:
-> gameplay
<> No binding cats
<> Forfeits message corrected for emerald count language
<> Updated cafera effects
<> No ambushes if character is sneaking
<> Making a defense circle no longer breaks dome pause
<> Enemy and player formation circles now separate correctly
-> interface
<> Updated visual for auto-cast button for clarity
<> Only hostile characters get enraged
<> Put character hover text over action and rally bar
<> Rally menu doesn’t activate characters without a target
<> Improved performance while in Character Sheet, spellcrafting menu and character creation
<> Removed quick items from dock (these are only clickable from wheel)
<> Halos and blood cocoon now disappear during rallies when fading unaffected characters
<> Updated descriptions in ruleset to indicate which weapons are best at breaking armor
-> inventory
<> Projectiles show armor break numbers in description in inventory
<> Globes and rivi wraps come in smaller stacks at merchant
<> Gems not able to be mineralized identified in text description so you can sell them for those sweet sweet emeralds
---> Fixes:
-> gameplay
<> If in No-Kill mode, fixed a bug where exploded body parts, bounced, or knocked back creatures were killing previously stunned enemies
<> Fixed animation error for rally attacks for sword/shield set
<> Cannot attack or do rallies with confusion or fleeing ailment
<> Fixed bug where interactable object hover text not staying while fading out
<> Fixed globe and rivi-wrap effects not working if you hit but armor blocked damage
<> Fixed inconsistencies with peddler not getting rid of items after time passes
<> Fixed bug where you can’t sell Lazure reserve starting shields
<> Fixed graphics bug where rivi leaf ground sprite was not showing
<> Fixed some issues with interactive objects looking incorrectly target-able during pin and charge
<> Fixed bug where evasions were calculated at beginning of attack animation and were not always accurate to target state when projectile/weapon hit
<> Fixed jerky camera movement while binding outside of combat
<> Fixed bug where range weapon projectiles go through locks
<> Fixed bug with acorn summons difficulty not going away
<> Fixed bug where sometimes summons were not following through map exits
<> Fixed bug where second and third rally attacks weren’t applying effects correctly to target
<> Improved movement for companions trying to reach formation
<> Fixed bug where holding down
-> interface
<> Changed language of ‘entrenchment’ to ‘form up’ because the Lazure guards aren't that well read
<> Fixed bug with sling animation in character creation
<> Fixed spelling error on witch level up
<> Fixed some typos in skill descriptions
<> Wounding attack rally feedback text says effects not damage
<> Sleeping effects ( the zZz ) are billboarded to be more readable
<> Fixed missing nail model visual in assembly kit
<> Fixed bug where save/load books not closed entirely when menu opens
<> Fixed bug where item label was covering the item in single perspective room shots with camera looking down
<> Fixed bug where character could disappear from portrait
<> Fixed bug where item labels moved when hovering away from item
1.801
Fixes
[ ] Fixed bug where selected party member was pushing non-selected party members out of Entrenchment zone
Updates
[ ] Rally Timing Prompts can be hit with space bar
Interface
[ ] Brightness slider in Settings
[ ] Rally Timing Prompts have option to be turned off in Settings
Map Updates
[ ] Fixed floating structure/shadow on SouthWest mountainside.
[ ] Texture changes on some natural bridge areas to be more clear where walkable areas are
[ ] Various colliders to make WASD movement easier in some tighter areas
[ ] Fixed bug in cave on West Ruins map where camera shakes repeatedly
Yeah, that plus the amount of enemies on screen that don't seem to react to intelligently to being attacked has me wary, but I'll give the game a shot anyways once it's finished.Not a fan of these cinematic QTE attacks. It's neat twice, and then makes combat a chore ever after.
Also available on GoG
2.0
Going forward we’ll be releasing these main integer updates with map additions on Fridays.
This update includes two additional maps, a settlement and some more shops (as well as a couple secret shops for the upstanding and less upstanding guards.
Rozafir and Lazure Falls are the last of the ‘early-game’ areas, and is, according to Mihal’s provided map, potentially the first maps on route to Din Varens for new players. Gathering some power and supplies in surrounding maps wouldn’t be the worst idea before venturing offroad here, though the roads themselves are typically clear of any riffraff for traveling.
Additions:
Map: Rozafir
Map: Lazure Falls
Door exits now have an icon to click (when visible by character) for easier use
Breakable objects, chests and doors repair themselves over time
Stealing has hearing roll check (sneak skill vs merchant’s sensory)
Updates:
Can skip typewriter effect in dialogue by clicking on dialogue area
Improved some issues with companion following
Updated move speed so bag weight and move speed bonuses and ailments change speed by percentage instead of +/-
Updated quest end rewards for Witch and chalk rubbing
Fixes:
Fixed issues with rally sometimes not working outside of combat
Lachovinian treasures marked as contraband and cannot be sold at ordinary peddlers
Fixed visual issue with a yeti's stone wood armor
Fixed bug with dryad that is following party
Fixed issue where sometimes you can’t talk to NPCs when first loading a game
Fixed bug where game wasn’t pausing when in spellcrafting menu
Moved health on portrait hover so it’s not covered by key icon
Fixed some issues with summons while in Form Up circle
Fixed incorrect animation when pinning possessed children, now stomp on them as intended
Fixed bug where you could attack chests, brambles and locks outside of combat without waiting through recovery
Fixed an issue that could cause the action button to flicker
Fixed bug where goblin shaman getting knocked down didn’t stop spell swirl
fixed an issue with the Volling animation for the giant sword rally pocket where their foot is stupid when it lands
Fixed bug with camera going black when party split between indoor and outdoor scene with form up circle and you switch leaders
Fixed some issues with the movement speed of summoned/bound allies
Fixed issue where songs could disappear from companion docks
Added close button to Spellbook for mouse and keyboard controls
Fixed bug where hotkey for blocking was triggering while typing in journal
Fixed bug where tomb door said it’s blocked
Fixed bug where procession puzzle door not changing visual to unlocked after puzzle complete
Fixed bug with Long Legs rotation- [ ] Fixed bug where armor was blocking all poison damage
Fixed bug where party member could die from knockback and stay in the air
Fixed bug where charmer checks were passing when they shouldn’t
Some things to note:
The Vol Tree in the area provides some new summon spells of *hostile* creatures. These can be used for your advantage with synchronizing with enemy factions that would be hostile to them or a binding skill of one of your characters (each binding school of creature will attack the other, and Volling will attack all of them). These summons cannot be knocked out, and they’ll only be cast if you manually cast them.
️ Weighing your guards’ movement speed has been adjusted to allow slighter faster travel outside combat. Details of this reflected in the expanded stats in the character sheet. This was so you could move a bit faster outside of combat (still the average of the four guards) and in combat you’ll probably slow down per individual’s speed stat. Encumbrance is weighed more heavily here compared to the stats before.
Door exits now display as an icon. This is easier to click with various HUD arrangements that may have been covering edges of the screen. Even in the perspective shots Exits are on the main sides of the screen (left/right/top/bottom), so when I play I usually put the HUD elements in corners, but your mileage may vary depending on your arrangement.
Next
The next couple weeks we're primarily working on some additional fixes for 2.0 and putting the finishing touches on the sailing maps for 3.0, scheduled for later this month.
Thanks everyone. Have a nice weekend
<3
Numbers have always been arbitrary.What's with retarded version numbers? 2.0 even 3.0 in Early Access?
Are we in completely messed up times when numbers means nothing?
Tim always did prefer geometrical shapes.What's with retarded version numbers? 2.0 even 3.0 in Early Access?
Are we in completely messed up times when numbers means nothing?