Hi all! I'm excited to share the latest updates with you, but before diving in, a quick personal note: I'm about to become a proud parent - any day now! This means this will be my last update for a little while. Thank you for your understanding. Following the release of Aron's Ad
Hi all!
I'm excited to share the latest updates with you, but before diving in, a quick personal note: I'm about to become a proud parent - any day now! This means this will be my last update for a little while. Thank you for your understanding.
Following the release of Aron's Adventure Magic Reborn, I've received insightful bug reports and constructive criticism. Your feedback has been awesome, and I've focused on addressing these issues for this update.
Your involvement has been amazing - thanks to your quick feedback, some bugs that eluded me for weeks were fixed in minutes. A huge thank you for helping make Aron's Adventure the best it can be!
Now, let's dive into the patch notes!
Update 2.1
New Combat Manager
The community and myself noticed limited opportunities for Aron to perform combos, often needing quick dodges to avoid damage. Thus, I've completely redesigned the combat manager and made additional changes for a smoother experience.
Enemies targeting Aron are now queued, with preference for those not currently under attack. This change should simplify targeting in group fights and enhance the overall combat dynamics.
Since the combat manager was one of the first things added to the game I could see this change have a big positive impact on the game in general and also resolve some issues with AI not knowing if they can attack.
Changes to stun-lock. Can now stunlock enemies longer
Challenge: 1.1s From 0.8s
Adventure: 1.6s From 1.5s
Story: 4.3s From 4.0s
An additional Delay is added if a Recent hit was a critical hit on the enemy:
Challenge/Adventure: 0.5s
Story: 1.0s
This combination feels a lot better without it getting awkward long on non-story difficulties. (story difficulty can get a little long but that's what the difficulty is for)
New Enemies!
Four New enemies join the fight, these new enemies feature new move sets and can be found all throughout Elor. These were added to add more variety to encounters and to alleviate the more common stronger enemies to create more variety.
Other:
Changes:
Re-balanced the ranged melee attack.
Re-balanced the heavy attacks. (Slower weapons will get a less dramatic damage multiplier since their base damage is higher)
Controller: Swapped the default buttons for Attack and Interact on controller. (This is how I played myself and I find the original one frustrating to use, you can revert this in the binding menu)
Player Castle: Added lanterns throughout the castle that light up at night.
Rive: Increased spawn distance of certain foliage.
Rive: Fixed up some bad textures on rocks in the environment.
Dragon Valley: Fixed a camp trigger bug that would happen when you load a save.
Shadow's Edge: Made the stealth section a little easier.
Bug fixes & Optimizations:
Bugfix: Fixed a rare issue that would break initial movement when playing in Rive. (Happened with cloud data save)
Bugfix: Fixed a bug where you could open menus when in dialogue.
Bugfix: Removed the double "_" for NG+ save games. (Sorry if this causes additional auto-saves for you)
Bugfix: Fixed a bug in Dungeon 2 where puzzle assist audio could sometimes play when loading a save-file.
Bugfix: Removed foliage in walls in Shadow's Edge.
Bugfix: When playing on a different device with a lower resolution, the game will automatically set the resolution to the highest possible on the screen. (Mostly there to solve an issue I had on steamdeck)
Bugfix: Enemies are now killed as well if you defeat the witch in the castle level from the demo.
Bugfix: Prevent footsteps from playing after AI died for big orc. (And new AI)
Bugfix: Spamming the jump button when falling with a mount would allow you to walk in the air.
Bugfix: Hopefully resolved an issues where certain progression would be reset on level travel.
Optimization: Rive, Shadow's Edge, Dragon Valley. All received foliage optimizations and memory optimizations for the landscape. Tried to get away with as much as possible without affecting the visible play-space.
Thank you again for your continuous support and feedback. ːsteamhappyː
Hi all, It's been amazing to read all the responses to the new update. I'm very happy to see it received so well. Today another small patch this week to address some comments and things reported by the community. Settings: Resolved a crash when going from FSR to DLSS (With FSR en
Hi all,
It's been amazing to read all the responses to the new update. I'm very happy to see it received so well. Today another small patch this week to address some comments and things reported by the community.
Settings:
Resolved a crash when going from FSR to DLSS (With FSR enabled)
Removed unused graphics settings that were disabled but still visible.
Levels:
Rive: Minor changes to "waking up" house after the intro.
Castle: More navmesh so that mounts can be summoned further away from the castle as well.
Shadows Edge: Made the castle a little more visually pleasing, especially the area featured in the update video. (Book of Power Vendor area)
Eternal Pits: Twinblade fight slowed down somewhat.
Eternal Pits: Removed some assets to proper sub-levels
Eternal Pits: Minor navmesh fixes.
Hall of Mirrors: Resolved an issue that would cause a visible screen shake when visiting this hidden area.
Other:
NG+ Now utilizes a seperate auto-save. (Called NG+)
Hall of Mirrors: Animations for dialogue removed. (Since it's supposed to be for a static character)
AI: Hopefully resolved an issue where in rare cases, AI would give up and stand around waiting for their suffering to end.
Thanks again for the support and kind comments, it's been a great week.
Aron’s Adventure: Magic Reborn Magic has found its way back to Elor! Play the NewGame+ today and face off against new enemies on your adventures through Elor. Aron’s Adventure Magic Reborn is all about you, the community! After our third update we invested into additional QA and
Aron’s Adventure: Magic Reborn
Magic has found its way back to Elor! Play the NewGame+ today and face off against new enemies on your adventures through Elor.
Aron’s Adventure Magic Reborn is all about you, the community! After our third update we invested into additional QA and I had a look at the most requested features and changes.
I also started developing for the console, but last year my focus switched back to this update. I’m so incredibly excited about all the changes and the new content.
To show you we’re taking all feedback incredibly seriously, we're also reducing the price of the game permanently. We’re living in interesting times and I believe that having an escape like video games can be of great importance. In some countries we opted to keep the price the same as lowering it causes the new price to be higher in certain countries and that’s the last thing we want.
Thanks again for supporting us, sharing your feedback and being so incredibly patient and awesome. I hope that you’ll get to enjoy all the new changes to the game!
After reaching the Eternal Pits, you can start New Game+ (NG+). In NG+, you'll encounter updated fights, craft remaining gear, and bring along your mounts and equipment while skipping some introductory content. End game materials are now available at all levels in NG+, it also features more challenging and diverse encounters.
Books of Power
Aron can now acquire Books of Power from a mysterious merchant, adding an extra layer of magic to his abilities. These books offer flexibility in gameplay, allowing for customized special abilities like ranged melee attacks or protective shields. You have the option to use these enhancements as you prefer.
Outfit Transmog
Player choice is very important to me and I’d feel bad walking around with so many outfits but having to pick the highest number to make sure I have the most armor. Therefore I added a new transmog button that will allow you to pick what armor Aron will wear and what armor you’ll see while playing.
Mini Games
In an effort to ease the minds of the people the king of Cryll has sent out entertainment mages all throughout Elor to offer up fresh challenges for the people! Earn better equipment or make enough gold to afford yourself that white horse you’ve been gazing at for the last few weeks! Mini-games can now be found all throughout Elor, even in dangerous areas. Hit as many targets as possible, memorize the order of dummies being hit, survive the danger dome and more! Go explore the different mini games in Elor Today.
Difficulty settings
We always prided ourselves in making sure Aron’s adventure is an accessible game to a wide audience and people with many different playstyles. After playing Guardians of the Galaxy I was so inspired by their approach I wanted something similar for Aron’s Adventure. You can now select Custom difficulty and completely tweak the game to your liking. There’s a ton of settings you can tweak and I tried to keep it as easy to understand as possible without introducing too many numbers.
New Merchants
You can now find a lot of new Merchants in Elor. Buy more quick potion slots, improve your mount handling and buy books of power.
Mounts
Four new mounts have been added to the game. Most of the new mounts are purely visual but one of the mounts will take adventuring to the next level! Complete Arenas to earn these new mounts and take them with you when playing New Game Plus.
All mounts except for the wyvern only change in terms of visuals.
You can significantly upgrade your mount handling by purchasing upgrades from the mount upgrade vendor. Jump higher, run faster and get more control.
Mounts have undergone pretty significant changes in terms of handling and should control a lot better.
New Enemies
New enemies have joined Crawin his ranks and are intent on preventing Aron from defeating their leader.
Sorcerers
Mysterious creatures from the depths of the eternal pits have come to the surface, they bring their twisted slaves capable of magic as well. Sorcerers have a clear understanding of ancient magic, they will cast all sorts of different attacks at Aron.
The Risen
The risen are an ancient civilization brought back to life by dark magic, they have been imprinted by sorcerers to perform special magic attacks. Generally they won't know a lot of different magic, but they'll know a few attacks really well and are just as capable as sorcerers when it comes to teleportation magic, allowing them to stay away on the battlefield.
Arenas
Earn special mounts for completing arena’s which can be found throughout the game. These arena’s take place in the rift and have special rules applied to them. Test your combat skills!
Arena’s are introduced in Rive and will show up on your map. In every arena there are some different rules and Aron will have to survive against 3 waves of enemies. If this is executed successfully he’ll be rewarded with a new mount. The arena’s are old battles re-created in the rest by previous Sentinels, used to train new recruits. Every wave survived equals a checkpoint so if you fail a wave you won’t have to repeat the entire arena.
Arena 1: Into the Pit
In this arena Aron will have to defeat his enemies using only his bow. In this small arena it’s going to be tricky to defeat everyone on your path. The undead audience is also a danger to look out for as they’ll throw bones towards you in order to make things more complicated. Thranmar, the undead dwarven ruler likes a show. He’ll provide you with arrows and with 3 waves of the undead. Survive and be rewarded with a mount often used by the dwarves.
Arena 2: The Dragon Mines
In this arena Aron runs into an ambush. With only his sword at his side he’ll have to fight the mages and many other enemies that are ambushing any traveler brave enough to travel to this old battlefield.
Arena 3: War for the Depths
The eternal pits haven’t always been the way they are now. For many years after defeating Crawin, the dwarves tried settling in and they were pretty successful at it. Until the war of the Depths, where an army of orcs and undead swarmed the dwarven owned caves. The enemies used cursed weapons, if you were hit only once… the chances of you dying would be very significant. In this hardest Arena Aron can’t be hit more than once, if he is hit it’s game over and you’ll have to try again.
Other Gameplay Changes
Dodging and Rolling is now tied to the same button, tab to dodge and hold to roll. This opens up the ability for Aron to dodge in combat.
Limited potions: Per encounter you now have a limited amount of potions to use. You can purchase upgrades for additional quickslots at the potions vendor.
Removed Crafting Arrows: Arrows can no longer be crafted and resources for crafting arrows can now barely be found. You now automatically grab arrows from your camps. So make sure to walk by and Aron will automatically restock.
Archery: Depending on Bow rarity, Aron will now draw an arrow faster or slower. Only poor bows draw slightly slower compared to old builds, everything above common is faster.
Visuals
We were always happy with the visual style we achieved with the two of us. However there was a lot of feedback to some areas of the game, especially rocks. I’ve done a ton of experimenting and I believe I found a great new direction to take the rocks in. Most of them now have a noise pattern applied, which will make them stand out less as compared to before. Outside of this some old areas of the game have been updated as well.
Performance Optimization
Many optimizations were achieved thanks to a lot of testing done on the Steamdeck. It helped me find a lot of areas for improvement and luckily, in a lot of cases I was able to book a lot of progress. More frames, significant shorter loading times and smoother overall.
DLSS Updated to 3.5
FSR updated to 2.0
Significant faster load times on lower end machines.
Bug fixes and other small changes
Too many! Thank you to everyone that helped reporting. Thanks to your help I was able to find hundreds of small and big issues preventing some people from having a good time. While I doubt everything is 100% clear, I’ve really come a long way in smoothing out the experience. I hope you notice this as well when playing.
There have also been a ton of UI updates, new tutorials, new enemy health bars, updated damage numbers and more!
Quests: New quest paths have been added, some old content was patched back into the main game and non-linear quests have also been updated to function better and not break. The dungeons have also received some significant changes to improve the overal flow of the experience.
Cutscenes: A majority of the in-game cutscenes can now be skipped! Aron's Adventure has always been a gameplay first game and I felt that being able to skip the cutscene should be possible. Sounds: hundreds of new sounds have been added for the new content and to help enhance old content.
Quick Save: You can now press F5 on PC to force an autosave to happen. Controller: Many changes were made to controller support. I’ve mostly been playing the game on controller and it feels a lot more natural to me compared to before. You’re also free to rebind the settings as that should mostly work properly at the moment.
And many more: A ton has happened and I’m sure I forgot some things, but it comes down to things working a lot better and everything being smoother overall.
For additional Patch Notes: feel free to check out the google doc I set-up to keep others informed of what was happening. LINK
Hi everyone, It's been a great year. So much work on the game has been done! I started a new job as a lecturer in August. This has been an amazing opportunity, but it also made it hard for me to wrap up the update. That being said, I do want to announce it and let you know that i
Hi everyone,
It's been a great year. So much work on the game has been done! I started a new job as a lecturer in August. This has been an amazing opportunity, but it also made it hard for me to wrap up the update.
That being said, I do want to announce it and let you know that it's in the final stages of play-testing. This update will launch in 2023 and here's some information on what to expect of this update!
Aron’s Adventure Magic Reborn is all about you, the community! After our third update we invested into additional QA and I had a look at the most requested features and changes.
I also started developing for the console, but the last few months my focus has switched back to this update. I’m so incredibly excited about all the changes and the new content.
We're not adding any huge new areas, but I tried to improve the existing game and fix as many issues as possible.
Aron's Adventure Magic Reborn:
New Game+
New Game+ allows you to replay the game with your latest save game from the Eternal Pits. You bring along your armor and mounts and you get to decide to skip the tutorial. New enemies are added to New Game+ to make the 2nd round extra interesting.
New mini-games.
Magic has returned to Elor and all throughout the land mini-games can be completed for interesting prices.
New Difficulty settings.
Completely tweak the way you play by using the custom difficulty setting. Decide how tough enemies should be, how much damage Aron can receive and much more!
Arena's with specific challenges.
New mounts, including a special one.
A lot of new magical enemies.
New magic ability modifiers.
A lot of fixes, requested changes, and more!
Thanks to the hired QA, but mostly due to our awesome community I've been able to find some pretty nasty bugs and other areas for optimizations! Once again thank you all so much. Without you I would've never found some of these issues.
Thanks again for supporting us, sharing your feedback and being awesome.
Hi everyone, A quick update on the development of Aron’s Adventure. Thank you again so much for your support during our launch and the months after! Aron’s Adventure has been released but I’m not done yet! 2022 is going to be an amazing year for the game with community requested
Hi everyone,
A quick update on the development of Aron’s Adventure. Thank you again so much for your support during our launch and the months after! Aron’s Adventure has been released but I’m not done yet! 2022 is going to be an amazing year for the game with community requested tweaks, new content and many fixes.
Currently I’m working on one of the biggest updates the game has seen so far and I’m working on a version of the game for the Nintendo Switch. This has slowed down the release of smaller updates and means that it’ll be a while before you see any new updates but I hope the wait will be more than worth it.
In this week's Friday update I go a little more in depth.
https://youtu.be/0kBdlrczNgM
TLDR: Still working really hard on making Aron’s Adventure the best game it can be! An awesome experience for everyone.
More updates will follow later in the year so make sure you follow the page.
Hi everyone, Something had gone wrong with our German localization causing a lot of the translations to be in the wrong location. Hopefully this patch solves most of those issues. Thanks for making us aware of this issue. - Tim van Kan
Hi everyone,
Something had gone wrong with our German localization causing a lot of the translations to be in the wrong location. Hopefully this patch solves most of those issues.
Hi everyone, very small update today after we got a report from someone crashing at a certain part in the castle. Changes: Fixed a crash that sometimes occurred after liberating the castle Fixed a bug that'd confuse the toggle sprint functionality forcing you to press it multiple
Hi everyone,
very small update today after we got a report from someone crashing at a certain part in the castle.
Changes:
Fixed a crash that sometimes occurred after liberating the castle
Fixed a bug that'd confuse the toggle sprint functionality forcing you to press it multiple times.
Certain mini bosses had their audio fixed for when the master volume has been updated.
Thank you so much for playing and have a great Sunday.
Hi everyone, Update 3.2 is now officially out. A huge shout out to some people sending us their save files that helped us track down some nasty bugs. Read everything in the patch notes below. // Performance Many texture resolution improvements that'll result in fewer high res tex
Hi everyone,
Update 3.2 is now officially out. A huge shout out to some people sending us their save files that helped us track down some nasty bugs.
Read everything in the patch notes below.
// Performance
Many texture resolution improvements that'll result in fewer high res textures failing to load.
Removed older unused referenced assets from the game.
Minor game thread optimizations.
Foliage optimizations. (Mostly trees)
(These changes together have also made the game 600MB smaller. Almost 10% smaller install size.)
// Other
Updated our save & load plugin.
Minor tree billboard fixes.
Decreased intensity of critical hit particle.
// Bug fixes
Fixed a bug where the wrong number would show up in the center of the screen for the amount of arrows that you have.
Fixed a bug where slow motion could get stuck. (So the game would stay in slow motion)
Fixed minor visual issues in the intro. (Characters at the end)
// Crashes
Crash instance fixed where to many un-looted pickup actors would break the save/load plugin.
Loot is now automatically called to Aron after an encounter. (In a certain range) (Only applies to pick-ups)
Hi everyone, Update 3.1 is now officially out. A big thanks to the people that took the time to report bugs and point us in the right direction. We looked at some controller feedback and critical bugs reported. // New You can now enable Hold attack for heavy attack in the gamepla
Hi everyone,
Update 3.1 is now officially out. A big thanks to the people that took the time to report bugs and point us in the right direction. We looked at some controller feedback and critical bugs reported.
// New
You can now enable Hold attack for heavy attack in the gameplay settings. I hope that this will make it easier to perform heavy attacks with a controller. This over-writes the shift + attack completely so they can't be used together.
Hold attack for heavy attack gameplay setting.
Updated Tutorials to also show this.
// Key rebinding:
I also completely overhauled the input for Aron's Adventure and it's now utilizing a beta feature from Unreal called Enhanced inputs. We hope that this will give fewer issues with rebinding and solves all instances of people trying to rebind and seeing "any". This was a big undertaking and the main reason why it took a while to release update 3.1
Completely overhauled back-end for key binding/rebinding.
Cleaned up and removed a lot of old binds.
Overhauled the system that gets the latest input for the on-screen tutorials.
// Dialogue System:
Fixed a bug where dialogue could get stuck. (On selecting invalid answers)
Fixed a controller bug that would prevent proper visuals from playing when selecting answers.
// Corrupted saves:
Fixed a rare bug that could corrupt a save resulting in a Fatal Error. (Thanks to the community sending a save file for us to test with)
// Optimizaitons:
Very significant optimizations to shader complexity. (20-50% shader performance improvements)
// Mount:
Changes to mount spawning that'll help prevent the horse from running into you and locking you down.
// Other:
Implement crawin dialogue subtitles.
Twinblade trainer name fixed.
Fixed titles in crafting menu now showing up.
Fixed a bug where certain actions could prevent cinematics from playing, getting you stuck. \
Fixed an Aron swimming animation bug.
Fixed some minor animation bugs.
// Intro:
Fix first sentence of the intro subtitles not showing up.
// Rive:
Fixed some rock collision where you could get stuck.
Aron should now be able to pick up his parent’s key
Hi everyone! Update 3 has arrived! For this new update we wanted to focus completely on community feedback and things that we felt needed updating ourselves. While we’ve been working on some new content we’ve chosen not to release this yet and instead decided to focus on making t
Hi everyone! Update 3 has arrived!
For this new update we wanted to focus completely on community feedback and things that we felt needed updating ourselves. While we’ve been working on some new content we’ve chosen not to release this yet and instead decided to focus on making the current experience as polished and awesome as possible! Hopefully we get to add some of the new content as well in a future update.
// Localization!
One of the most requested features for the game has to be localization. We’re just two guys and we like to tackle everything ourselves but with localization that’s pretty hard.
With a combination of industry professionals and awesome community members we’ve been able to make it happen.
In update 3 we’re adding localization for the following languages:
French
Italian
German
Korean
Simplified Chinese
Spanish (South America)
Japanese
Portuguese - Brazil
In the near future we will add Dutch and Russian to the list as well. Expect minor updates to the localization in future updates. This has been an absolutely huge undertaking for us but we’re happy that more people get to experience our adventure. We’ve also made a lot of improvements to the English text.
If you notice any mistakes and would like to help out please let us know!
// UI
Our UI desperately needed some changes and I’ve spent a lot of time trying to fix a lot of the issues, improve performance and in general gave it a huge overhaul in terms of look and feel without completely redoing the whole thing. I hope that it’ll feel like a more consistent menu and that you all like the changes.
UI Overhauled:
A red glow will appear around the screen when Aron's Health is low.(Also updated the logic behind the health bar animation, now warns sooner)
Looting. (All rarities)Different notifications for gold/other loot.
Different/New sounds and settings for different categories.
Tooltips for abilities that haven't been unlocked are not visible by default.
Controller / Mouse & Keyboard
World quest marker text adjustments for better visibility.
Damage number font and size changes.
Small update to the active quest UI.
More consistent color theme in the main menu.
Minor font updates and other color updates.
Almost done loading updated.
Other minor font changes.
Looting craftables gradually gets more quiet when looting a lot in a row outside of combat.
Pause menu: Visual changes to the background.
Pause Menu: Inventory screen minor fixes/changes.
Main loading screen: Cleaned up a lot and now uses an image instead of a video.
Rebind menu: Re-did the wording on the inputs. (Working on localization has allowed us to make further improvements in this area)
Bug fixes UI:
Critical damage number glow fixed.
UI Optimizations.
Save throbber plays after saving in the save menu.
Fixed a bug where you'd be able to go to unused menus in the main menu.
A lot of fonts updated for more consistency.
Inventory item description was not changed for readability reasons.
// Aron Changes:
Comments on difficulty: Before we talk about the changes to Aron I’d like to make a few comments on the difficulty in Aron’s Adventure. “Challenge” is the difficulty that the game was intended to have, a challenging world where the player grows together with Aron, a world where actions have consequences.
Because we feel so passionately about this difficulty we stick with our own design decisions the most when it comes to this difficulty mode. In the following patch notes you'll find some community requested changes that are limited to adventure and story mode because we don’t really agree with the changes but they were requested by a majority of the player community. (They don’t have a huge impact on gameplay)
Increase trace distance of the teleport arrow depending on difficulty. (Story = x 1.2)
(Adventure = x1.1)
(Challenge = x1.05)
Blocking now feels a lot more responsive. Time to block reduced by 40% for sword and shield. (Was already shorter than other weapons)
Other weapons time to block reduced by 50%.
Aron can now sprint with the torch on Adventure and Story mode.
Removed double jump stamina cost. (It doesn't add to any challenge and isn't used in combat.)
Skill Dash free outside of combat is now always free outside of combat and not just for "un-equipped" state.
There now is a sprint toggle. (Also mentioned above)
Reduced dodge stamina cost. (Roll stays the same) (Was 4, now 3.5)
Performance optimizations. (Aron Character)
// New
Toggle sprint added to control options. Works for Aron.
Works for Horse.
HDR Support.
// AI
Last knights Troll no longer receives damage before being spotted by Aron.
Last knights Troll boss healthbar fixed.
Last knights Troll Damage reduced from explosive arrows.
AI is more inclined to chase you even if they don't know how to reach you.
AI will now correct themselves if they get into positions where they wouldn't be able to escape from.
Wyvern will no longer switch to walking in the air.
Wyvern will no longer play grounded hit animations while in the air.
Animal: Boar performance changes/behavior tweaks and collision fixes.
AI will now often make a sound when they start their charge to attack you. (When they're coming from further away)
Cemetery enemy tweaks. (Was using some old delays which caused for him standing still longer than necessary on harder difficulties)
Enemy Archers now always drop 1-3 arrows.
// Dialogue system
Significant optimizations. (up to 2x faster response time possible)
Fixed a minor bug that could break the first line of dialogue after playing the game for a longer period of time.
Fixed a critical bug that could end the dialogue prematurely in rare cases.
Improved responsiveness of text appearing skip functionality.
Improved controller support a lot. (particularly for auto-selecting)
Controller fix for spamming dialogue.
// Other
Set bow as main and set sword as main have been removed as input.
Map/minimap better icon priority settings. (Aron always rendered on top)
Mounts: Multiple animation changes/fixes.
Mounts: Multiple sound improvements.
Mounts: Disabled sprinting while walking slowly.
Mounts: Removed redundant text from inventory.
Fix keybind text (Added frame delay)
Fixes for shaky archer rotations.
Fixed collision on certain Post Process Volumes.
Removed "let's try again" from chest hints.
Newly purchased horses now automatically become the current "selected" ones.
Campfire light intensity at day-time decreased significantly.
Aron can no longer interact with torches through walls.
Added a visual cue to indicate enemies are attacking Aron when trying to get back onto a scared horse.
Dash dungeon/Learn level minor changes.
Pressing "escape" or your "menu" key will now also close photomode.
When double pressing or "using" a potion through the inventory screen the screen will automatically close.
Difficulty description text 10% bigger for better readability.
Minor intro changes/fixes.
Updated continue button. Language selection.
Disabled RTX AO by default.
Different order of input buttons.
Mouse correction only applied when Aron is being controlled by the player.
Optimizations to arrow crafting. (Fewer hitches on lower end systems)
Archery dungeon hovering chandelier fixed.
Fixed a lot of locations in the game where targeting wouldn't perform as intended.
Optimized targeting. (Less of a performance impact)
// Optimizations
RTX initialization optimizations.
Garbage Collection optimizations.
RTX GI Removed from the settings at the moment.
Pause Menu: Significant Save/Load menu improvements for those with a lot of saves. (Maximum save games is now 200)
// Rive:
Re-applied all arrow crafting twigs, removed floating mushrooms.
Aron's arrows restocked after growing up.
Fixed interaction actor at Aron's home. (Key in bushes)
Collision improvements for multiple rocks and trees.
Rift dialogue timing tweaks.
Prevent tutorial pop-ups from playing when you return home after having grown up.
Moved Kyle a little further back since he kept talking to Aron while Aron was trying to craft.
Angry mom at dinner table animation updates.
Terrain improvements.
Kyle audio changes.
Improvements to prevent Aron being teleported away when succeeding the sneak mission.
Level 1 Fence at zombies.
// Archery dungeon:
Updated ledge climb tutorial.
// The rest:
Update Kara dialogue.
// Dungeon 1:
Explosion sounds updated.
// Castle
Snow intensity tweaked
// Recruiting the soldiers:
Remove fast travel locations.
// Dragon valley
Brought a floating fence back down to the land.
Delayed boss spawn when loading the fight after retreating from the gate. (Long Night)
// Dungeon 3:
Preserve sky so all settings are loaded properly when loading a save game inside the dungeon.
// End fight:
Crawin getting stuck fix.
Louder music. (End fight)
// Bugs
Fixed: Critical input bug! (Unusual windows DPI settings could interrupt with left mouse button in rare instances)(Only affected those with altered DPI settings)
Default open map keybind is now set back to M instead of N
Fixed: Ctrl rebind doesn't work.
Fixed: A rare bug that'd load the wrong sub-level when restarting the game after reaching an ability dungeon.
Fixed: A bug where Aron would be prevented from interacting in specific situations.
Fixed: An animation bug that could mess with the walk animations.
Fixed: A bug where grabbing your torch as you're equipping your weapon would bug the camera.
Fixed: A bug where the ground slam radius would show the wrong progression in the skill tree.
Improved Quest location Edge indicators.
Fixed: Removed green box when dragging your mouse over the map.
Fixed: Phanne’s dialogue (Talk after accepting climb quest)
Fixed: Forward (W) in photomode.
Fixed: Horse now walks closer to you when you summon it.
Fixed: Minor save menu bug.
Fixed: Inventory potion slots bug. (No action menu pop up)
Added Controller binds info to some missing tutorial messages.
Fixed skybox d3 not unloading.
Witch fight, made sure she travels to the bones after killing all undead
Crawin Face texture fix
Key 2 and 3 freed up.
Update keybinds after rebinding doesn't work. (UI)
Fixed a bug that could hide your mouse after having crafted and going into the pause menu.
Fixed arrow loot UI. (New UI)
Fixed audio for Footsteps post death. (Big orc)
Fixed a bug that'd stop the tutorial screen from updating.
Fixed a bug where aron's walk animation would get interrupted with sprinting.
Fixed a rare instance fixed for Aron skeletal mesh ghosting.
// Controller:
While I had the intention to work on adding more features to controller support for the game I decided against it. I still want to add controller rumble but I need some more time for it. I’d rather have it in a little later instead of rushed. It’s also a more difficult feature to add since I’m not very familiar with what the industry standard is.
No input prompts for controller when scanning (First tutorial)
Can get stuck in secondary input mode fixed (Controller)
Dialogue control improvements.
Targeting fixes.
Input fixes.
Once again, thank you all so much for playing and enjoying our world!
Hey everyone, Today Patch 1.2 is released. For this patch we tried to focus on community feedback and outstanding improvements that we still wanted to implement. We are investigating options for localizations and hope that we get to report something on this soon. We are part of t
Hey everyone,
Today Patch 1.2 is released. For this patch we tried to focus on community feedback and outstanding improvements that we still wanted to implement. We are investigating options for localizations and hope that we get to report something on this soon. We are part of the Steam Open World sale so you can get the game with a 20% discount.
- NEW: You can change the bloom settings from the video options. - FOG: Has a tighter clamp for a more consistent look. - NIGHT: Night time lighting changed and now looks brighter overall. - NEW: Ray Tracing Features enabled.
Ray-Traced Ambient occlusion.
RTXGI (Beta), Utilize Nvidia's Ray Traced Global Illumination. (RTXGI is disabled in some areas of the game)
// Enemies!
- NEW: 5 new enemies added to the game. - Enemy balance changes. (Health & Damage) - New Encounters. - Encounters updated. - Crawin fight now a lot harder on higher difficulty. - Max attacking enemies changes:
Dragon valley: Maximum of 3 instead of 2 on Challenge.
Shadow's Edge: 4 - Challenge / 3 - Adventure
Eternal Pits: 5 - Challenge / 3 - Adventure
// Aron
- When you do critical damage you can stun-lock enemies in groups. (Scales with difficulty) - Improved accuracy Combat soft-locking. - Improved accuracy roll animations. - Low Health feedback: When your health is low, the healthbar now animates every 5 seconds when in combat and every 15 seconds outside of combat. - The Crystal UI now animates when you try to use an ability that you don't have enough mana for. - You can now tweak the mouse/controller sensitivity for when aiming your bow in the controls menu. - You can now keep running after aiming your bow. (No need to press "Sprint" again) - The animations for Having your bow equipped have been changed. - New dodge & Roll for when having your bow equipped. - Two new damage cooldowns added that scale with difficulty. (Does not apply to book projectiles) (This will help prevent Aron from getting stun-locked by a big group of enemies) - Knockback
Challenge - .75 seconds
Adventure - 1.25 seconds
Story - 2.5 seconds
- Upperbody/stagger hit (Shared)
Challenge - .5 seconds
Adventure - 1 seconds
Story - 2 seconds
// Optimizations
- More LOD's - Significant Shader optimizations for lower end PC's. - Collision improvements
// Controller
- The right thumbstick can now be used to scroll through scroll-boxes in the menus. - The back button now also works in the main menu when opening the save/load menu. - Fixed a bug where input ui wouldn't update on switching input mode. - Can now open the action menu in menu's and at vendors. - Fixed a vendor bug. - You can now rebind the secondary input button. - You can now rebind controller sprint. - Quickslot / Slam ability can now be rebound. - Fixed a rebind bug.
// Map Markers
- NEW: Crafting encounters now also have markers on the map. - Crafting encounter markers can be disabled in the gameplay settings. - Markers are now hidden on the map before Aron grows up. - Bug fixes for compass markers.
// Other
- Key-bindings: All UI now updates according to your binds! - Horse: Added missing gallop sounds. - Horse: Added missing jump and landing sounds. - Horse: Improved camera on horse. - Horse: Improved collision. (Less head stuck in wall situations) - Menu: Credits visually updated. - Menu: Credits now using the proper IMAScore song. - Menu: Hiding time played in the save menu since launchers track that anyway. - Menu: Restructured the key rebinding a little bit to make more sense. - Menu: Hard reset added that'll delete the input file for you and restart the game. - Camps: Potential new fix for enemy camp spawning/completion. - Crafting: Tweaked requirements for crafting items later in the game. - Shop: You can now click crafting materials to sell them at a vendor. (no more need for right mouse button/sell) - Shop: You can now sell all when talking to a vendor and opening the options menu. - FOV: can now be tweaked up to 140. (Not recommended unless you have an ultrawide screen) - It's now easier to start climbing. - Subtitles added to Intro sequence. - Audio: Audio levels tweaked. - Save-games: Post Process filter for better results. - Grammar corrections. - Localization preparations.
/ Rive
- Fixed a bug related to the aggressive dogs side-quest and being unable to complete it. - Floating rocks moved back down to earth. - Improved post process effects in the dark forest area. - The NPC scared of the fox has moved on with his life after 4 years of hiding. - Aron Comments added to blocking volumes. - Landscape fixes to remove floating water. - Landscape optimizations. - Foliage lost in rocks cleaned up. - Reduced chances of Aron moving back to the sneaking start location when talking to dad. - Fortress visual changes. - Collision fixes. - Aron's Home border visuals overhauled. - Updated enemy camps encounters. - LOD changes to endless fields level. - Significant performance improvements. (Loading/unloading certain parts of the map) - Subtitles added to the end cutscene. - Parents chests added to the house.
/ Dungeon 1
- Blocking volume added back. - Minor environment changes.
/ Castle
- Changes made to snowy weather for more consistent behavior. - Background changes. - Crawin fades now properly stay on screen.
/ Dragon Valley
- Witch History Quest marker now automatically updates as new rifts are opened. - Minor Landscape optimizations. - Second gate also opened by default. - Destroyed gate stays destroyed after the long night. - Updated enemy camps encounters. - New encounters. - Enemy balancing. - Subtitles added to the witch fight.
/ The Rest
- Made sure to verify info before loading the sub-levels. - Fixed Post Process effects in all training levels.
/ Dungeon 3
- Environment fixes/adjustments.
/ Shadows Edge
- Fixed Post Process Effect not being removed after completing the sneaking quest. - Fixed Post Process blending effects in the shadow-lands. - Updated post process effects. - Minor changes made to Reldan introduction to prevent a rare crash from happening. - Reldan end fight updated. - Minor Landscape optimizations. - Updated enemy camps encounters. - New encounters.
/ The vault
- New Achievement.
/ Eternal Pits
- Minor pacing changes for the ending. - Added an auto-save after speaking to Crawin.
/ Bugs
- Aron: Critical bug fixed that would mess with Aron's Rotation in some instances after having locked on to enemies. - Aron: Additional ensuring to make sure the minimap icon keeps updating. - Aron: Fixed a rare case of slow motion getting stuck on using the ground slam. - Aron: Fixed a bug where the aiming animation would reset when landing while drawing back an arrow. - Enemies: Multiple Aim Offsets fixed. - Enemies: Wyvern air-walk fixes. - Troll: Improved behavior. (Less getting stuck) - Fixed a rare instance where some video settings would reset. - Fixed a bug that'd reset the fog color when travelling between areas. - Fixed an issue where certain post process settings were ignored. - Fixed a few rare instances of a save game becoming corrupted. - Inventory: Dragging over slots changes the colors fixed. - Arrow Crafting: Fixed hover detail for when you don't have enough. - Arrow Crafting: Fixed a bug where only 1 of every material would be removed from the inventory. - Removed damage interface from chests. (no more accidental targeting of chests)
Hey everyone, Another patch to fix some bugs and add some requested features. We're going to take a small break to recover from the heavy few weeks we've had but we'll be back soon and to continue working on patch 1.2. - Tim & Tom Patch 1.13 // New - Disable tutorial messages
Hey everyone,
Another patch to fix some bugs and add some requested features.
We're going to take a small break to recover from the heavy few weeks we've had but we'll be back soon and to continue working on patch 1.2.
- Disable tutorial messages. (Gameplay Options) - Training Dummy at the castle to practice achieving critical hits. (this system scales with difficulty)
// General
- Better Icon and a pulse for Aron on the big map. - Shift + Q no longer forces dash. - Enemy camp liberation logic changes - Minor animation fixes Aron. (Unarmed movement and Dual blade attack anim) - Fixed a bug that would block certain input on respawning. (when players tried to open a menu too early) - Skill tree and skill points loading method completely overhauled (In case of failure the restore function has been improved) (unfortunately lost skill-points in broken saves can't be recovered) - Challenge mode now supports interuptable attacks again for enemies to improve the flow of combat. - Minor Controller UI updates - Dialogue - Mouse -> More consistent clicking through dialogue - VO blocked on certain enemies that'd keep making noises after they'd died. - Fixed and issues with the FOV resetting to default values after certain actions. - Fixed a rare instance of a double spawn happening after going to a camp. - Cows are hidden during cutscenes. - Lever animation plays properly on load - Aron's big head will no longer appear in intro menu
// Animals
- Animal logic updates - Changes to animal run logic - Changes to animal patrol logic - New idle animation setup for animals
// The vault
- Saving for library puzzle - Ladder changed - Book projectiles despawn faster - Book enemies now save
// Shadow's Edge
- Changes to enemy spawns - Asset loading changes. - Minor landscape changes. - Minimap fixes (things on the right side) (Known issue: edge icons are still rotated weird on that map but point in the right direction)
// Rive
- Dragon appearance updated - Mom materials updated - Minor landscape changes - Minor foliage changes - Fox now automatically removed after dying. (Corpse won't stay until 8 years later)
Hey everyone, Before we head into the weekend another small update we've managed to put together thanks to your help and your feedback. We hope you all have a fantastic weekend. - Tim & Tom 1.12 //Input! - Reset default now automatically deletes the temporary input file for y
Hey everyone,
Before we head into the weekend another small update we've managed to put together thanks to your help and your feedback. We hope you all have a fantastic weekend.
- Tim & Tom
1.12
//Input!
- Reset default now automatically deletes the temporary input file for you. (Hopefully this fixes all the rebind issues people had)
//Controller
- Minor tutorial UI fixes.
//General
- Improved loading of skills/skillpoints. - Re-did loading of skill-points. (In a worst case scenario where your skillpoints are reset you still have all your old points to re-invest) - When you're fighting AI, other AI are more likely to come and investigate. - Compass fixes. (North now == North, etc) - Steak achievement fixed - Better set-up for checking inventory items - Few camps that couldn't complete are fixed - Dragon now takes off if it lands in a strange area - Prison voice line now checks if the player found the key - Prison start area changes - Made mines start area harder to escape - Made infinite ham less common - Robbie's pub now more illegal
//Rive
- Removed some items that remained in Aron's home after the intro.
//Castle
- Prevent a rare case of a broken castle save creating after defeating the spymaster. - Encounter adjustments - Minor Terrain changes.
//Recruit the soldiers
- Inside areas tweaked. - Troll fight changes. (Less frequent similar attacks) - Block off access to soldiers when fighting the troll.
//Dragon Valley
- Minor terrain fix - Minor dialogue fix
//Dungeon 2
- Interior lighting fixed.
//Shadow's Edge
- Death-lands encounters tweaked. (More optional, more rewards) - Foliage fixes. - Terrain smoothing for better mount traversal. - Some work on paths and area transitions - Made certain entrances to quest areas more obvious
//Eternal pits
- Enemies received a boost.
//Animals - In Process of being overhauled.
- Less strange behaviour - Idle behaviour changes - Animals now communicate with other animals of the same type
Some quick fixes for things we noticed after building 1.1. - Edge icon quests hidden when not used with quests. - Camps not completing fixed. - Camp marker removed fixed. - Icons updated for Camp/base UI updates. - Underground effects temporarily disabled. (In some cases they ten
Some quick fixes for things we noticed after building 1.1. - Edge icon quests hidden when not used with quests. - Camps not completing fixed. - Camp marker removed fixed. - Icons updated for Camp/base UI updates. - Underground effects temporarily disabled. (In some cases they tended to stick and ruin lighting) - Shadows Edge now removes quest markers after collecting ingredients. - Mini-bosses health-bars set in proper locations - Custom render depth enabled on rift enemies health-bar. (Shadow's Edge & Castle) - Potential fix for Aron sometimes rotating the wrong way when equipping a bow. - Icon broom fix. - Floating grass removed (Rive) - Rock collision fixes (Mining valley Rive)
Hey everyone, Today we're very excited to release patch 1.1! Once again, thank you all so much. Your feedback has allowed us to not only fix a lot, but make it better! For those experiencing keybind issues, please check here. // Patch 1.1 *New! Markers! Having a hard time finding
Hey everyone,
Today we're very excited to release patch 1.1!
Once again, thank you all so much. Your feedback has allowed us to not only fix a lot, but make it better!
Having a hard time finding rifts, you can now select one on your map and a marker will be added.
Rifts, bases, camps are all supported.
Markers can also be disabled in the gameplay options
Camera distance multiplier:
You can now change the distance of the camera in the gameplay settings.
FOV options:
Default = 90 and can be tweaked up to 110.
Combo system overhaul:
Everyone now always gets to do their attack combos resulting in a smoother combat experience.
The critical timing is now used for critical damage only.
Slow motion in trainer levels disabled.
Knockback on challenge and adventure mode only given for critical strikes.
Brightness and Gamma settings.
Tweak the brightness
Tweak the gamma
AI changes
Depending on your difficulty you'll have a much harder time stun-locking enemies.
Challenge mode also made all enemy attacks non-interuptable.
Controller
You should be able to play the game with a controller and prompts that you can enable to be on screen have been updated for controller. (The tutorial messages in game are still just for PC for now but you should always have access to the knowledge of what button does what.)
Controller support for skin selection
Controller support for skip intro
*General
- Controller bug fixed that'd break interactable actors. - AI less likely to be stun-locked. (Scales with difficulty) - Day length is now 25% longer. - Photomode screenshot magnifier lowered to x2 to help prevent crashes that come with going higher. (Watch out with x2 on high resolutions though!) - Fox now also recognized as enemy which will prevent auto-saves from happening when being murdered by them. - Work done to help prevent a respawn where you can only walk and not do anything else. - Photomode now tied to 4 to make sure most buttons are rebindable. (Was already the case but now also communicated in UI) - Quest marker have a higher render priority making them easier to select. - Specific enemy small camps required for achievements now have a map icon as well. - Reduced chances of horse interaction showing up while on the horse. - "special" strong enemies can no longer be instant killed by a fully upgraded ground slam. - Ribs/ham icons fixed - Minor changes to the dash to help prevent rare instances of the player getting stuck in objects. - Fixed a bug where talking to the same NPC twice could cause a dialogue bug where you'd get stuck. - Fixed a bug where the horse would get stuck falling into objects. - Fixed some weight paints on armours - Inventory preview now uses an animation blueprint - Better movement for top of ladders - Spelling changes for some dialogue - Cooldown for ladders preventing AI from constantly teleporting in some scenarios - Menu button that shows current build - Certain armor decsriptions updated. - Jumping into deep water with your horse should no longer cause Aron to get stuck. - Changes to dying to prevent a load from going wrong. - Map textures updated to no longer go blurry due to texture settings. - Crafting empty slot removed, Dragon's Valley & Castle. - Elor economy changes. - Dead forest floater no longer tries to run away from battle when things become too tense. - One handed sword bag icons updated. - Fixed a case of the max explosive arrows loaded wrong after travelling. - Update enemy bases for a more consisten base cleared message. - Balance adjustments for the less fun fights. - Camps no longer respawn.
*Intro
- Automatically show that you can hold space to skip for those that didn't know you could.
*Rive
- A lot of small environmental tweaks. - Better collision in certain areas. - Changed house where aron spawns after the intro. (No more LOD's which should help prevent people from glitching out) - Replaced some terribly contstructed buildings. - Removed some overly excited trees that were growing inside homes. - Rift dialogue fixes. - Rift visibility fixes. - Tree collision fixes/changes. - Minor dialogue changes - Updated paths to make side-fights more obvious. - Optimizations for swamp/oathbreaker forest. - 3 New encounters added to introduce harder enemies that'll show up later in the game. - Other minor changes.
*Castle
- Broken ladder removed. - Mr Surprise now a proper scam. - Camera fixes. - Bridge enemies removed. - Foliage fixes.
*Recruit soldiers
- 2nd quest marker placed at the door. (Climb to the top quest)
*Trainers
- Changes to the twinblade combos to improve the success rate of pressing the button at the right time. (white outline)
*Dragon Valley
- Cult area collision fixes. - Extra steps taken to prevent a dead wyvern from flying. - Lava flow fixes. - Light intensity tweaks in lava area. - Rock collision fixes. - Landscape changes to prevent Aron glitching when leaving the water. - Reloading textures on a lot of the characters that are unloaded during the long night. - Dangerous puzzle collision fixes. - Missing rocks fixed. - Multiple nav-mesh fixes making it easier to summon your horse in certain areas. - Tree collision fixes/changes. ' - Dead tree color changes. - Missing grass restored. - Floating grass instances removed. - Tweaked the ending of the long night fight. - Updated paths to make side-fights more obvious. - New encounter and ruin added.
*Dungeon 2
- Fixing light unload issue if game is saved in some areas
*Shadow's Edge
- Audio changes. - Fight balance changes. - Tweaked mini-boss enemy health/damage. (little stronger accross all difficulties) - Tree collision fixes/changes. - Removed the absolutely absurd amount of dead trees growing on 1 rock. - Render distance changes on certain actors. - New enemy camp added. - Big patches of floating grass removed. - Removed infinite skillpoint from lake rift. - AI spawn distance updates. - End fight landscape updates. - Swamp visibility slightly improved. - Quest location updated notify fixed. (Shows up once) - Castle river fixes - Small river fixes - Cannibal quests now updates properly if different steps were taken. - [UpIsDown] Removed ladder as it caused a rare out of bounds glitch - [UpIsDown] Moved some post-process volumes for a more consistent lighting set-up - [CaveOfEyes] Dialogue now plays on destroying a shield piece - [CaveOfEyes] Fixed Ambrose T pose - [CaveOfEyes] Added save points - Last two Crawin rifts activated by default to expose some additional story to the players. - New enounters added to the top valley. - Updated paths to make side-fights more obvious. - Enemy base spawns updated.
*Eternal Pits
- Removed ability to summon your horse. - Louder combat music. - Auto-save forced after intro. - Unwanted dialogue removed from oathbreaker. - Improved Crawin's strength.
For those experiencing issues with key rebinds you can delete the Input config file to reset these settings: %localappdata%->AronsAdventure->Saved->Config->WindowsNoEditor - Input . Hey everyone, Thank you all so much for the love and support, we really appreciate it.
For those experiencing issues with key rebinds you can delete the Input config file to reset these settings: %localappdata%->AronsAdventure->Saved->Config->WindowsNoEditor - Input .
Hey everyone,
Thank you all so much for the love and support, we really appreciate it. The next patch is a big one and it's now live!
We hope you all have an awesome weekend! ːsteamthumbsupː
- Tim & Tom
// Patch 1.05
General
- Crafting requirements check is fixed. - Removed old videos. - Fixed a bug that will improve loading of previous save files. (Less chance of error with progress resets) - Additional Checks to see if a camp is liberated. - Invalid AI is automatically de-spawned which will hopefully fixes quests that check if everyone has been killed. - Fixed an issue with rift sometimes not awarding skillpoints. - Minor changes to getting onto your horse. - You are no longer in danger when fast travelling on a horse. - Changed method for quest reward loot being given to the player. - No longer plays particles when hitting dead NPC's. - All mini-bosses now have a proper sound class as well. - Power upgrade destroys prompt properly when loaded and complete - Smoother light changes for lanterns - Animals now spawn loot - Items with gold texture are now converted into real items with icons - Changing the description text on a quest. - Candles now hide particles on off - Removed flashing from random actors in the world. - Now removes interaction icon from horse when mounted. - Aron now properly mounts when he's crouching. - Horse no longer so excited that he feels the need to run inside of you. - Opening the menu with controller tutorial screen now automatically closes that screen. - Inventory text bigger. - Lake material updated. - Fixed clipping issues in crafting menu - Update our save plugin - Foliage on snow less bright.
Rive
- Made harder to glitch out of the room. - If you glitch out of the room and talked to the mayor you can go back upstairs to Kara. - More difficulty to enter the fortress illegally. - Collision removed from some of the farm plants. - Material fixes on potato plant - Added additional checks that will prevent the intro from replaying on a game load that fails. - Minor environmental changes to prevent slingshotting your horse. - Updated jeffrey Dialogue - Navigation changes to dead forest fight. - Removed double audio from archery dungeon. - Updated missing sound class for Movement dungeon music. - Unset note removed.
Dungeon 1
- lower bug fixed - Holes plugged
Castle
- Meet the special salesman now completes properly. - Added additional progression checks to prevent progress resetting. - Updated the arena fight. - Can't open menu during Crawin Cutscene. - Special salesman boxes sounds given soundclass. - Travel locations on the map now more obvious.
Recruit soldiers
- Collision fixes - Sound fixes.
Trainers
- More time between trainer attacks. - Dialogue updated.
Dragon Valley
- Go to baredale quest now auto-accepted after the village quest - Blocking volume removed for village quest. - Potential fix for wyvern staying in the air.
Dungeon 2
- Blocking on top and right of door fixed - flashing mesh fixed - Dragon has higher chance to do ground attacks before flying - Wyvern firebreath attack slightly nerfed. - Northern camp collision fixes - Northern camp boss attack delay bigger
Shadow's Edge
- Minor environmental changes.
Dungeon 3
- wall material fixed. - Mount disabled in reward room.
UI
- Load game main menu buttons updated. - Credits updated. - Merchant buy button updated.
Controller part 2:
- Dynamically switches between PC cursor and Controller cursor. - Better support for controller in menu's with scrollbars. - Controller now works with map actor. (for selecting missions) - Cursor disabled during dialogue if using a controller. - Can now use the back button to exit out of almost every pop-up. - Controller now works for crafing as well. - Controller now works with most pop-up ui interactions in general.
Control rebinds:
- Freed up the following keys, J,M,N,V. - Following can now be rebound in the rebind menu: - Journal - Map - ScrollWeapon. - Quickslot
Hey everyone! Patch 1.04 drops today with a ton of fixes and our first steps to improving controller support. Thank you all for playing and we hope that you're having a great time in Elor. What an overwhelming first 24 hours. Thank you all again so much! Thanks for your feedback,
Hey everyone!
Patch 1.04 drops today with a ton of fixes and our first steps to improving controller support. Thank you all for playing and we hope that you're having a great time in Elor.
What an overwhelming first 24 hours. Thank you all again so much! Thanks for your feedback, reports and just taking the time to leave your opinions.
- Tim & Tom
// Patch 1.04
General - Fixed an input related bug with regards to dialogue that would get you stuck in dialogue without a way out. (Happened a lot more often on controller) - Aron recovers faster from regular hits. - Autosave/saving game now enabled for when horse riding. - When Aron is damaged while horse-riding he'll dismount from the horse. - Spike damage nerfed. - You no longer run away with owen's ring after returning it to him. - Unusable item removed from vendors. - Dive into water disabled. - Some areas for no mounts allowed updated. - Better support for the healing hotkey on azerty keyboards. - Dungeons saved forced on arrival. - Helped prevent an issue that could cause for a save game corruption. - Fixed an issue where pressing escape wouldn't close the mount purchase menu. (This also fixes it for the other locations that use the same menu) - When you talked to someone and go into your menu, the mouse cursor no longer disappears. - Removed credits from the pause menu. - Fixed a rare case of some quests not completing when they should. - Due to a performance issue with key-rebinding it has been moved to the main menu only. - Guard LOD changes. - Can no longer jump down in the dash dungeon and get stuck.
Rive - Collision fixes - Some landscape changes for easier traversal between areas.
Dragon's Valley - Improved fast travel locations. (Position and unlocked radius) - Improved collisions.
Shadow's Edge - Sneaking made easier. - Small chance at specific crash fixed. (This also fixes a lingering post process) - Made it easier for your horse to find a place to jumpscare you in the castle.
*Controller changes Part 1
- Invert X and Invert Y now work as expected. - Big performance improvements when in menu's with a controller. (These impacts on performance would also stick during gameplay in some cases) - Pause menu proper controller support added. - L1 R1 for switching between tabs - B now closes the menu properly. - Can now open the map with a controller - Fixed a bug where LB and RB stopped working after doing a puzzle. - Horse automatically sprints when using a controller. - Dialogue interactions now properly supports controller as well.
Next up for controller! Communication and customization. I'll hopefully get to do both of those in v1.05
// Patch 1.041 Coming a little later today. Tutorial screen for trainer missions on how to "skip" the combos. Hopefully fixes a saving and loading bug that can erase progress in rare instances.
Hey everyone Thank you so much for communicating with us in case of things going wrong. We've submitted some critical fixes that will improve your experience and hopefully reduce the amount of embarrassing horse screenshots we're getting. Our work doesn't stop here and we've hear
Hey everyone
Thank you so much for communicating with us in case of things going wrong. We've submitted some critical fixes that will improve your experience and hopefully reduce the amount of embarrassing horse screenshots we're getting.
Our work doesn't stop here and we've heard you loud and clear! Controller support will be improved.
Thank you so much for the support and we hope that you'll have a blast in our world! ːsteamthumbsupː
// Patch 1.01 - Progression issue fixed in ability dungeons. - Progression issue fixed for Recruit the soldiers level.
// Patch 1.02 - Can no longer stack buy horse menu's - Guards should no longer spawn at shadow's edge after completing the stealth mission.
// Patch 1.03 - Troll fixes for recruiting mission. - Witch end fix. - Aron Load game rotation fix - Horse not getting scared of the big rats. - Dismounting and mounting in rapid succession no longer possible - Should result in fewer side-ways on horse situations.
Hey everyone, It's official, the game is out! We're very excited for you all to go on this Adventure and hope that you'll have a blast! Thank you so much for all the enthusiastic reactions. We're overwhelmed by the amount of people that have wishlisted over the last few weeks/day
Hey everyone,
It's official, the game is out!
We're very excited for you all to go on this Adventure and hope that you'll have a blast!
Thank you so much for all the enthusiastic reactions. We're overwhelmed by the amount of people that have wishlisted over the last few weeks/days!
Hey everyone, Today IMAscore released the official soundtrack for the game! You can now listen to it on one of your favorite platforms. An awesome way to start the weekend! ːsteamhappyː
Hey everyone,
Today IMAscore released the official soundtrack for the game! You can now listen to it on one of your favorite platforms. https://aron.imascore.com/