Hey everyone!
Welcome to the end-of-September update! There's a lot to cover, so let's jump right in.
New Levels and Improvements:
New levels have been added to Chapter 2, including Underwater Cave Level 2 and the Underwater Cave Boss Level. I have added lighting to create a more immersive cave system look and built lighting for this.
Improvements have been made to both White Shallows and Underwater Cave Level 1, with more enemies and additional gates to block off areas until you have the necessary quests. Additionally new quests have been added to White Shallows which will link to the next area. These will be important to the replayability factor. Depends on which faction you chose.
New Armor Sets:
The Fierce Chain Set can now be found around the White Shallows.
The Set of Conquered Sorrow has been added as a reward.
Two additional armor sets, Hope of the Crusader and Verdant Ward of Dobroja, are now part of the drop system.
New Weapons:
Three new swords have been added: Violet Reaper, Blind Justice, and Dobroja’s Wrath.
AI Improvements:
I've made updates to the AI for archers, making them run away from the player to create more diverse enemy behaviour. More of these hopefully in the future.
New Enemies:
Spiders have been introduced in Chapter 2, particularly in the Underwater Caves lvl 1 and lvl 2. These come in two types—green and red—and can be quite challenging.
Boss Level:
A new boss level has been added for the final underwater cave with its own boss, “Pig Chef”, a troll leader. This marks the end of chapter 2 and from here on players will see the "You Won" scene. More levels will be added however soon!
Balancing:
All enemies and levels will undergo testing to ensure balance. If necessary, I’ll release patches to adjust difficulty. For now, I’ve added more potions to help players. These will be balanced over time.
Story Enhancements:
I've added new story elements to give more depth and context to the world. These are designed to work alongside dialogue and quests, enriching the narrative and encouraging exploration. They act as scrolls that players can read as they are found. More will be added as I continue developing the levels.
Markers for Navigation:
To assist players who may feel lost, I've introduced new looping visual markers that point towards exits and key locations.
UI and Menu Improvements:
The UI has been improved overall, and the pause menu now includes new buttons. I've also added an option to quit without saving, for those who prefer not to save their progress.
Tier System Updates:
The tier system, introduced earlier this month, has been refined. There are now 5 tiers: Grey, Green, Blue, Light Gold, and Gold. More tiers will be added in future updates.
Testing and Next Steps:
I'll be spending this week conducting extensive tests to ensure the game build is working as intended and its overall balanced. I have already done quite a lot of this past 3 weeks in Unity directly but its easier sometimes to do it in Steam. If everything is fine, I'll move on to developing the next area and adding more story elements.
If any patches are required to fix issues, I apologise in advance. I always aim to ensure everything works smoothly, so if you see an update icon, please make sure to update the game first. It shouldn’t affect your save files.
Thank you very much for your support and for your patience.
Silviu
