🐸 6.0 video showcase, maps now live! 🍷 release date -> Feb 26
[previewyoutube][/previewyoutube]
Nearing the end! 6.0 opens access to higher level areas to the east and south. Puzzles, devious enemies, powerful artifacts and a quest to test the courage of any Volling.
[h2]Holiday Contest [/h2]
Thank you everyone who submitted, they are all delightful! We'll have another video out shortly featuring the holiday contest submissions to kick off voting!
[h2] Release Date change to February 26th [/h2]
We've had a lot of great ideas from players for some quality of life additions and areas that could use tuning, and didn't have a compelling reason to not get these in prior to launch instead of after. We'll still be uploading the remaining maps during early access that can complete the game, and we'll be padding these with some of these additions as we go.
We still have specific updates planned for after the official launch, but anyone playing the main campaign the first time will have a much more shiny experience with some of these bells and whistles added in. Thank you for your patience, support and all these ideas the community has offered to help shape the game to where it is now!
[h2] What's the word, frog? [/h2]
🐸< There are just a handful of maps remaining, and we'll be releasing the maps leading up to and including Dura Mare, Dura's secondary settlement, next. We'll also be putting the new companion behavior menu live soon, where you can tinker with support guards grouping and how they assist/perform actions, somewhat like the tactics menu from before but with more options.
Thanks everyone! Have a nice weekend.
[h2]6.0 Update Log: [/h2]
[h2]🌙 Additions [/h2]
🌱 Enemies have new brawling behaviors to keep distance from guards when they can until they want to attack
🌱 Map addition: Eastern Sea
🌱 Map addition: Bog
🌱 Map addition: Ruined Temple
🌱 Map addition: Inela’s Gates
🌱 Map addition: Southeastern Sea
🌱 Map addition: Skilpia Passage
🌱 Map addition: Sandbanks
🌱 Map addition: Lower Sandbanks
🌱 Map addition: Southern Tower
🌱 Map addition: Ameythevia Sea Route
🌱New enemy: Lachovinian ghost with weapons
🌱New enemy: Lachovinian ghost with bone throwing ranged attack
🌱New enemy: Skilpi boat riders
🌱New enemy: Carrion God Acolytes
🌱New enemy: Greva type Prelli
🌱New enemy: Padurii
🌱New enemy: Padurii hands
🌱New enemy: Padurii eyes
🌱New enemy: Brawler Imps
🌱New enemy: Imp spell casters
🌱New enemy: Small imps
🌱New enemy: Shroomer bog flyers
🌱New enemy: Bog shroomer
🌱New enemy: Fast shroomers
🌱New items and equipment
🌱Additional chests, hidden chests, and locked chests scattered across various previous maps
[h2]📯 Music [/h2]
📯 Completed soundtrack with remaining music added
[h2]🎨 Visuals [/h2]
🌱 Fixed missing texture on the hilt of Rosica’s whip
🌱 Updated Boro textures for all varieties
🌱 Updated Imp textures, new imps have unique art
🌱 Fixed an animation issue with whips that could result in their size being incorrect while walking
🌱Made edges of revealed fog of war on Local map less sharp and softer
🌱 Fixed Mac issue where portraits could flash white when loading a new map
[h2]🌸 UI: Portrait Grids [/h2]
🌱 Portrait grids now just scale to a custom column count. Additional grid slots (ammo,items,summons) keep new rows to this width until they can’t populate any more downward, and then would create another column
🌱 Portrait grids now detect when another portrait grid is too close to them, no longer adding grid slots under each other
🌱Updated Boro portrait design to take up less space and show name
🌱Fixed a bug where your custom portrait grid sizes didn’t always save exactly when new grid slots were populated
🌱Fixed an issue where sometimes a new bound creature or summon’s grid slot could be temporarily not sized correctly
[h2]🦟 Summons / Binding[/h2]
🌱Less damage, more health
🌱Penalty based on individual, not party
🌱Disappear when you leave town, unless in combat, return when exiting town
🌱New difficulty and description shows correctly in spellbook
🌱Can now dismiss bound creatures and summon in their portrait grid slot
🌱Hovering over portrait of summon/bound creature now highlights the character in-game
[h2]🌸 UI [/h2]
📯 Tavern song is now linked to the music volume slider instead of the sound effects slider
🌱 Fixed an issue with giant beast fangs not taking up the correct number of inventory spots
🌱 Fixed a few hotkey selections from not displaying the correct symbol in the control hints on the HUD
🌱 Fixed the hotkeys working for delete key and question mark key
🌱 Fixed an issue that prevented dragging hotkeys for arrangement when using a mouse if they were grabbed with their text field specifically
🌱 The Technique menu now immediately continues to EXP purchasing after selecting the starting three abilities, instead of having to confirm them. You can still reset them up to selecting the third.
🌱 Fixed an issue with song icons not showing in docks immediately after equipping or unequipping an instrument
[h2]🌸 Adventuring [/h2]
🌱 Pedlars now struggle to resell important items if you sell them off. A corrupted fairy, in this economy?!
🌱 Fixed an issue that could results in the bandits on boats in the sea south of the Forten not becoming hostile when helping the merchant
🌱 Fixed an issue with giant beast fangs not being able to be made into giant beast fang arrows
🌱 Fixed an issue with resting with a blanket that could result in not healing to 100%
🌱 Opening chests now has their content fling out closer to the chest’s location, and spread less widely if there are numerous items
🌱Fixed an issue that could occur after completing a boro shrine where the camera was unable to move until switching guards
🌱Shroomer Growth in caves under Forten Lazure has updated visual and death explosion
🌱A pagan oriented guard will mention stopping at the Vol tree when passing by the one in Forten Lazure the first time, to help indicate where and what they are
[h2]💀 Pagan Spells [/h2]
🌱fixed a behavior where support casters could fruitlessly cast ground spells against flying enemies
[h2]🌸 Maps [/h2]
🌱 Lazure Falls map: Fixes water height where your boat could look too low in it
🌱 Forten Lazure Map: Updated environment textures in Forten Lazure and added more details in exterior
🌱 Forten Lazure Map: blockaded a sailing area in the southern part of the map from allowing you to ram ashore without an exit
🌱 Forten Lazure Map: Updated various wall collisions for more accuracy
🌱 Abandoned Farm Map: fixed the fog of war revealed local map picture with water displayed again and without temporary objects
[h2]🌸 Gameplay [/h2]
🌱 Replaced some previous enemies on seas with new Prelli creature
🌱 Fixed an issue with critters on the ground sometimes overlapping while navigating and moving onto new tiles together
🌱 Fixed bug where leader could briefly stop moving when an enemy is sighted if they already had a path
🌱 Fixed an issue where a support guard could have some hesitation before initiating combat behaviors after being revived during combat
🌱Unlocking the revive technique during combat now displays the revive gem above any previously knocked out guards for the player to see immediately during that combat encounter
🌱 Fixed issue where musicians were sometimes glowing purple after combat ended
🌱 Baby spiders move a bit faster