Fernageddon

MDH Software

Released
Dec 6, 2024
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    v1.02.03 is now live!

    if you had a character that was not a spellcaster, but became one on changing career at level 5, he would have zero mana. Fixed! Fix for Ethereal and Vampiric - these only had an effect if gained by mutation, previously. Corrected icon for Bloodlust. Two new options added: No Scr

  2. Developer post

    Sepulcrum!

    I have another game coming out at the end of June... It features a roguelike style quest and turn based tactical battles - the latter, very similar to Fernageddon! Unlocks, crazy encounters, artefacts, levelling up, powerful magic items and designing your party - I feel sure you

  3. Developer post

    v1.02.01 is now live

    Teleport spell fixed One rare crash to desktop fixed Fixed some confusion where minion bar showed level up but this was wrong

  4. Developer post

    v1.2 is now live!

    Beasts and Followers can now get XP! Or most of them can, anyway. Each creature has its own XP penalty. Some examples - Goblins and Cockroaches still have a 100% penalty. Orcs have a 75% penalty. Raiders and dwarfs have a 50% penalty. All characters that could take a class (Dwarf

  5. Developer post

    v1.01.04 is now live

    Re-wrote "Move to safe space" routine for (4 tile) monsters. Occasionally they got this wrong and ended up overlapping something else with erratic consequences. (Usually this is used when fire is added to a square) Fixed CtD that happened with over 100 floating damage texts on th

  6. Developer post

    v1.01.03 is live

    Fixed an infinite loop in the AI logic where enemy magic users wanted to move away from a threat, but had no AP to do so. Reduced likelihood of fire spreading a little.

  7. Developer post

    v1.01.02 is now live

    One obscure CTD fixed. Final part of Vampire quest event fixed. If you have already completed this quest in a game, proceed to the Vampire's castle to collect your rewards! You are no longer allowed to use the Bound skill on a 4 tile monster to jump on top of an enemy, leading to

  8. Developer post

    V 1.01.01 is now live

    Just a fix for a CTD when trading with traders, if you zip back and forth between Inventory screen and Trading screen.

  9. Developer post

    v 1.1 is now live!

    Probably my biggest ever patch... Heretic mode. Play in sandbox mode without any of God's hectoring. Just gain levels and find treasures. Battle against the evil minions of fire... The Fire God will occasionally send his champions to hunt you down... I'm open to improving this fu

  10. Developer post

    V1.00.10 is now live

    Back to work! This should be everything reported over the Christmas holidays. Fixed Injured Reserve! People moved to I.R will no longer participate in battles. Fixed a bug seriously (and wrongly) impinging experience gain for very large bands. Fixed Dark Herald causing some probl

  11. Developer post

    v1.00.09 is now live

    Just 2 fixes that caused crashes in the combat AI when an AI unit was at the map edge. V1.1 is progressing nicely, I've finished all the art for it, now moving onto the coding now things have settled down with the bugs! Merry Xmas!

  12. Developer post

    v1.00.08 is now live

    Fix a crash on loot generation in the end game - couldn't give enough items of high enough quality so looped! Thanks for the savegame to find this! Increased late game enemy scaling - let me know what you think of this - still to easy once you have built a powerful band? Or is it

  13. Developer post

    v1.00.07 is now live!

    Tinkered with the damage vs armour system! I think the most important feature for any weapon previously was it's armour penetration and anything without this (swords, bows...) were poor. Hopefully balance now much better! Fixed repeated pressing ESC crash to desktop . Fixed a cou

  14. Developer post

    v1.00.06 is now live

    Fixed a memory leak when you reloaded the game - thanks to Redwitch for help with this! While fixing also noticed several inefficiencies, improved these too. So hopefully, no more GPU crashes, and everything will run a bit faster. (startup time and game load time should both be b

  15. Developer post

    v1.00.05 is now live

    Characters should now recover from temporary injuries properly once again... The Counter skill is now limited to your range - e.g if an enemy pikeman misses you from afar, you won't be able to strike back if you are only armed with a dagger. Added "The Outsider" starter backgroun

  16. Developer post

    v1.00.04 is now live

    Fixed a crash when fighting a fellow Champion of the Flame. Fix to enemy wizards - will now cast all their spells properly. Elf mages given their own spell group - it didn't seem right for them to burn down their own forest with Flamestorm! More tinkering with traits. You can now

  17. Developer post

    v1.00.03 is now live!

    Possessed fix. This applies to anyone with the trait or mutation. Before you just got the big Strength bonus, but I'm afraid I have now fixed the downside bit... Each turn in combat, there is a 1% chance of a possessed character attacking whoever he pleases... Did you get a new f

  18. Developer post

    v1.00.02 is now live

    Taureans and Hellhounds now need to be Tamed, not Charmed Some changes to how easily beasts can be tamed, and some fixes for this. Command skill now works correctly! Juggernaut now doesn't work against (4 tile) monsters Boost to XP gained in combat encounters (especially difficul

  19. Developer post

    v1.00.01 is live

    Only two reported issues from the first day of full release - both fixed! One obscure CTD. One misfiring Steam achievement.

  20. Developer post

    v1.00.00 is now live

    V1 is here! Balance changes Minor bug fixes ** Plus ** Marsh biome visuals. Improved new map creation, including making marshes a bit more common. You can now change portraits of characters under the Edit option More code to keep the world populated - extra ruins, raiders and wol