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SWORDHAVEN News

0.9.6

Greetings, guys!

We're releasing another small patch with glimpses of end-game content. This is of course still a work in progress, and some of the features are WIP, but we really hope that this makes a good impression.



We would also like to thank you for supporting us in Early Access. Everyone who bought the game during EA will receive a pirate costume, a tricorn hat with its own stats, and a unique haircut to help you live out your corsair adventure!
This is a tradition for our team, and a way to thank you for trusting us and travelling this arduous journey through thick and thin. All Early Access adopters will receive it for free.



The heaviest and by far the most important change this patch brings is the addition of new characters tied to major and plot-related quests throughout the game. Existing characters have also received further developments to their storylines and dialogues. Kroplys, Wykint (though these two are still WIP), and our sorcerer friend Agranat are among them.

We have also added the Pipe-leaf merchant and his wife to the store, the postmaster to the post office, a mysterious sea captain to Beggars Corner, the whole Alchemist encounter, and more.



Quality of Life improvements in this version include the addition of a new crafting station in the Outskirts and the finalisation of the tool-stacking display issue. Bows now have visual differences between crafting tiers; gamepad quick-menu access has been greatly improved; NPCs no longer spawn in a single spot after combat; and the camera now always takes the correct angle when entering a house.

Bug fixes include numerous cutscene improvements, saving issues no longer occur in the second level of the mines, Kerewyd no longer gives out infinite XP and much more. Please read the changelog for further information, and see you on the release date! We are very excited and as always eagerly await your feedback on the forums and Discord.

  • Added part 3 of Kroplys dialogue;
  • Added part 3 of Wykint's dialogue;
  • Added new NPC's;
  • Fixed freezes after the Sabre-Cat stun status;
  • Added Alchemist's Note;
  • Added notification when map updates occur during dialogue;
  • Fixed infinite XP gain bug (NPC: Kerewyd);
  • Fixed location exit bugs;
  • Fixed cutscene bug in Mines Level 2;
  • Fixed terrain inside some houses that caused incorrect camera angles;
  • Save support for Mines Level 2;
  • Pickaxe stacks now display total durability;
  • Fixed a bug where text phrases above characters' heads were visible from too great a distance;
  • Craft station added to Outskirts;
  • NPCs no longer spawn in one spot when exiting houses during battle;
  • Added visual differences for craft bows;
  • Added smooth movement during fast mouse click in the opposite direction;
  • Increased view zones in the first cave;
  • Updated Quick menu for gamepad;
  • Improved rotation of the character preview in the Creation menu;
  • Adjusted battle animations in Mines Level 2;
  • Fixed ambush tactic at random encounters;
  • DT (Damage Threshold) is now displayed as a percentage;
  • Auto input-type detection has been updated;
  • Added voiceover for Vavere for new saves;
  • Added new hairstyles;
  • Fixed a bug where characters didn't get tired after Loitering;
  • Added shadows for columns in churches.


Yours,
Atom Team

0.9.5 + Steam Deck Update

Greetings, friends!

Time for a new content update for Swordhaven. This time around we've been focusing on hunting down small mistakes, fixing bugs, adding new interactions with the environment, changing up how the Damage Threshold formula works, and most of all - making the city of Swordhaven feel more lived in.

The Steam Deck version has also improved, and was sent for a follow-up review to get the Verified status.



Travelling through Swordhaven you will now find more guard, dweller and visitor varieties, like the monk guard in the Chapel, warehouse guard in the Docks, visitors in the Slums inn, beggars on the streets, etc.



Some new NPCs have also appeared, with more to come. You can find a new character in the Chapel, in the Apothecary and in the Docks. Already existing NPCs received new dialogue, like the Commander who now has the third part of his dialogue active, or dialogue-related fixes like Sulanis who kept moving during his dialogue, Kaus and Lumger who's fight sometimes broke the game, etc.



Many quality of life updates added this time include fixes for minimaps; updated enemy logic; an improved level up icon that keeps reminding the player their character levelled up; an updated battle mode switch button, updated crafting recipes that now include new ingredients found all over the world, new awesome character portraits; new icons; crafting icons that better represent the final product; color variations for potion use effects and much more you will hopefully discover for a pleasant surprise!

Updated locations like the first level of the Mines dungeon received new logic, as did the Hero Base where the cats now behave properly and the plant-related issues are solved.


Mines now also feature new interactive objects that don't really do anything, but liven up the environment. A good example of this is the canary added to the Mines dungeon.

Weapons of all sorts were a little bit rebalanced, now getting extra bonuses on every hit. For example, daggers and spears are more likely to go through armour for a Pierce effect, mauls and maces have a small percentage chance of laming or knocking foes down, one-handed swords can Parry some blows, and more.

Last but not least, the DT system. What was a solid number, which ended up with all combatants attacking for 0 HP half of the time in late game, is now a percentage. Every 1 DT you get with your gear lowers incoming damage by 3% in this version, and seeing how 33 DT is the maximum you can get by collecting the best pieces of kit in the game, and drinking the best potions simultaneously, you *can* get to the "You received 0 Damage" stage, but it'll take some dedication. Also, Piercing is now much more viable, as it still negates all defenses when it succeeds. We are still working on how to best represent this formula without writing the actual DT formula in the pop-up, so any and all suggestions are most welcome!


We hope you will enjoy this update. The release of 1.0 is coming very soon and we are as excited as we are anxious to see what you guys think!

Can't wait for your feedback on this one!

Changelog:
  • Added part 3 of Commander Sersnys’ dialogue
  • Changed the color of the “Hunt” marker for hunting status effects
  • Added info pop-up when hovering over a portrait in the inventory and crafting window
  • Added monk guard to the chapel
  • Added warehouse guard in the Docks
  • Fixed encounter for the Northern Mountain Forest
  • Updated bonuses for mauls and maces
  • Added Esmun NPC to the chapel
  • Updated another set of item icons
  • Beggars have been added to the Old Quarter and Beggars' Corner
  • Added new portraits for the main hero
  • Added Merchant Inspiration status effect
  • Slime can now split (summon an ally)
  • Updated battle mode switch button
  • Updated Red Boots
  • Bear traps can now be picked up and thrown to the ground
  • Updated images for some random encounters
  • Added and updated icons for new potion bottles
  • Updated crafting material textures to match icons
  • Added warehouse guard Luzum in the Docks
  • Added visitor logic to the Slums hotel
  • Added apothecary Vanemyr
  • "+" icon now stays if unused points remain and shimmers after leveling up
  • Fixed Sulanis movement during dialogue
  • Updated logic for Level 1 Mines
  • Updated several temporary minimaps
  • Slightly reworked cat logic on the player base
  • Fixed garden-related issues on the base
  • Dropped items now fall correctly to the ground instead of remaining in the air.
  • Added Brengu and gang in Swordhaven
  • Fixed bug where the player couldn’t leave a location
  • Fixed bug where the pawnshop quest wouldn’t close
  • Fixed issue in the Kaus and Lumger fight cutscene
  • Updated Smelters Row logic involving the snake event
  • Added color variation for potion use effect
  • Reworked Damage Threshold system


>> The second level of the Mines dungeon is open for exploration <<

Yours, Atom Team

Meowupdate 0.9.0

[p]Greetings, friends!

This update to Swordhaven brings a fresh coat of paint to the world, improves overall balance, crafting, and quality of life, and also adds a few new locations with unique interactions we hope you'll enjoy.[/p][p]
[/p][p]First off, you can now become the owner of a plot of land with upgradeable facilities: from beekeeping and tree growing, to hiring staff, collecting wooden pigs, and much more.[/p][p]
[/p][p]The quest that grants you access to this hefty purchase begins in Swordhaven, though it will lead you beyond the city walls.[/p][p]
[/p][p]Another quest for both the Patrician and Thieves Guilds has been added, along with many new characters in Swordhaven; including a pawnbreaker with a different selection of interesting goods every day.[/p][p]
[/p][p]The first area of the Mines, hidden deep in the southern mountains, are now playable, if you can reach them. Though if you do, we ask that you not spoil anything you discover there![/p][p]
[/p][p]Weapons, companion techniques, and certain animal attacks were rebalanced for a better sense of progression, with another major update, this time to the Damage Threshold, soon to follow, perhaps in a patch between updates.[/p][p]
[/p][p]Ten new potions have been added to the world, including five utility remedies for specific conditions and five late-game, ingredient-heavy strong ones. Alongside them come new animations and a visual hint on your characters whenever they reach a new level.[/p][p]
[/p][p]Locations like the Lonely Shore near Clamreach received major updates, including a new area. Even more locations saw minor improvements, such as a new type of interactable loot container, additional ingredient growing spots, secret stashes, and more.[/p][p]
[/p][p]We have finally implemented the Shared Storage system. Now, every inn holds a special chest that shares its inventory with all others of its kind. Even the aforementioned personal mansion you can purchase has one.[/p][p]
[/p][p]Finally, there are cats now.

Thank you for checking out the update. As always, we greatly look forward to your feedback and suggestions, both on the forums and in our Discord!

Yours forever,
Atom Team
[/p]

Patch notes for update v.0.8.1

  • Added the feature that makes journal notes directly from dialogues
  • Added new weapons, as well as icons and 3D models for some existing ones, e.g. the crafted crossbow
  • Added a new Thieves’ Guild character near the arena
  • You can now complete the Commander quest
  • Increased the variety of enemies in sea encounters
  • Added 18 new achievements (WIP)
  • Fixed a bug where combat encounters in the North would not start
  • Fixed a bug where enemies could spawn in the rest "Camp" location
  • Updated the ship icon on the mini-map
  • Fixed an issue with old saves and the turn counter that could cause combat to freeze.
  • Updated the movement point display in combat when penalties are applied
  • Fixed a bug with the Underground Tunnels cutscene not triggering with older saves
  • Fixed negative damage from the armor-stripping ability
  • Optimized cases where the wrong amount of SP was spent due to height differences
  • Added several new loot points for Clamreach, Grainhold, Noble, Adventurer and Priest dungeons (interiors and exteriors)
  • Increased the number of arrows crafted in one attempt
  • Added new maps for encounters in deserts and jungles
  • Added an animated indicator of when arrows run out in the quiver

Update 0.8.0: Mercantile Reasons

Greetings, friends!



Another few months have passed, which means it's time for another Swordhaven update; this one inspired by both our roadmap and your feedback: ideas and suggestions from the forums, Discord, as well as those we have got while featuring our game on Gamescom this August.



Now, without further ado: what's new?



This update introduces the Merchant background. Like all the others, the Merchant gets a unique first companion, a personal quest, and their own dungeon.



The Thieves Guild has its first quest, and Swordhaven now has a few more characters, along with new loot and books for the bookseller. We've also started working on the end-game content, though it's still a bit too early to show it to you.



Several smaller locations have also been added. You can now explore the Bleached Bone Cave and the mansion near Swordhaven (which you'll be able to settle in the future). There's also a new test ferry NPC at the Drunken Snapper Inn who can take you to the upper part of the map.



Speaking of exploration, beta players can now try out a new mode of transportation we've saved for the mid-to-late game: sea travel. There's a work-in-progress version of the character who grants you Angra, a sturdy ship fit for roaming the Gulf of Swordhaven.



To make travelling the map more fun, both on water and on dry land, we've added new text-based and combat encounters. You might come across giant worms in the savannah, improved (and generally tougher) featherbeasts, new giant frog variants and jungle-dwelling pumas, or face off against pirates and sea jellies on the open seas.



The hunting mechanic has also been updated for the new region types, each hunt type featuring a unique flavour and a small percentage chance to discover and fight a unique hunt superboss in each of the three new biomes.



Taking your suggestions on board, we've expanded the character customisation options. New head variants have been added to the character creation menu, though they're still a work in progress.


Your companions got new pictures for their specific backgrounds.

Your suggestions have also influenced enemy and companion balance, the placement of HP bars (which now hover above everything), and the issue you reported with activating interactive objects from too far away, which has been fixed in all known cases.

You can also now craft a potion with the Enthrall effect, which makes human enemies fight on your side for a few rounds, and learn the Beast Call ability from a book found in Swordhaven, allowing you to use a Survival check to temporarily recruit non-boss, non-plant-based creatures for a few rounds at a time.



Another issue you reported was friendly fire, which is now fixed for most skills, with more patches on the way. Friendly fire will still apply for certain enemy skills and items, such as the explosive potions you can craft at the alchemy station.



As always, new weapon models, new armour and shield models and icons were added to the game with this update.

We really hope that you enjoy trying out the Merchant in Swordhaven 0.8, and please stay tuned for much, much more!

Yours,
Atom Team