Adventure Awaits!
"Adventure mode is here?!"
Oh yes Joe Player, we’ve been tirelessly working away on Adventure Mode with great feedback, and bug reports. Adding things, changing game mechanics, and refining the whole game. It’s not been without major trials, but we’ve made amazing progress to a more feature rich experience for everyone.
If you’ve been testing it out on XBRANCH you’ll be familiar with how it works. For those who haven’t: you’ll be excited to see that now you can roam the Realm and fight baddies, and clear dungeons without the narrative directing you. If you are on XBRANCH: you can migrate back to main. This is now the most up to date build.
"So is it everything we dreamed?"
Wow. Way to put me on the spot, Joe Player... It’s fun, open, playable, and beatable. The world refreshes and updates as you progress through it, level, and complete objectives. But we’re not done. There’s still more to do to add some new events, and a richer experience. The cool part is that now these new events and features will be able to seamlessly fit into both the Story Mode and Adventure Mode.
In addition to Adventure Mode: we’ve also added a bunch of other things (full list as always is below). A whole new dungeon, The Mage Dungeon is now available in Adventure Mode.
"Somewhere new I can crawl into and get party wiped!"
Bit of a bleak outlook, there Joe Player... Also a handy little quality of life feature is the display of hexes that you haven’t yet explored.
"I don’t know where I’m going, but at least I’ll know where I’ve been."
That’s the idea…
Oh yeah, this is also a thing:
There’s a new playable Challenge Character to unlock. Before you ask: when you unlock him/her: you’ll know it. It should be noted that as of right now: the character can only be unlocked in Single Player (Story or Adventure) - but this is not permanent design.
Oh, and for those who are interested: we’ve also upgraded to the newest version of Unity. Many players have reported great performance increases, and we even experience it while developing!
"Enough banter! To the list!"
Features / Changes
- Adventure Mode! Save the realm without a narrative by starting in a random town
- Adventure mode has light Chaos, no narrative, unstructured progression and exploration. Your goal is to simply clear all dungeons
- As you defeat dungeons in Adventure Mode: the remaining dungeons level up
- Adventure mode towns refresh their quests and markets each morning
- New unlockable character. When you unlock it: you’ll know it.
- Mage Dungeon added
- Flooded Crypt added
- Goblin enemies with chance to drop special goblin loot added
- Gnoll enemies added
- Quarterstaff and Spiked pole weapons added
- Dungeons now have unique different types of doors (wood, stone, metal, magic) that have different attributes
- Chaos Knight boss added to Free Adventure
- Inspire changed to potentially affect only linked players
- Enemies will not Scare if there is no valid hex to run to
- Enemies will not try to stun already stunned players
- Adjusted Wheel Of Death carnival game result set
- Player select will not show Characters unrevealed in Lore Store
- The Player Hud now stays in the same place - no scrolling. Characters still randomize their positions in battle
- Both Adventure Mode and Story Mode now allow you to continue playing after you beat the game
- Clicking on Quest GPS marker will pan camera to center it
- Path Finding will avoid Enemies if possible
- Player HUD glow added for current player
- General UI polish
- Polish pass on several combat FX
- In game Bug Reporting. Click the button near the version in the bottom left at any time
Bug Fixes
- Teleporting to near hidden POI will reveal it
- Dungeon Trap freeze bug fixed
- Changing resolution now correctly updates the selected resolution
- Mac OSX cloud save now works correctly
- Lock cursor correctly respects new aspect ratio after resolution change (the “I can't move my mouse here” bug)
- The Caustic Ink now functions correctly on turn 0 (buys you one more round you were owed)
- Several Localization errors fixed (STR_someThing)
- Thief's Delight consumable now consumes after use
- Razor Pole Arm is now held correctly by characters
- The Chaos Blade is now held correctly by Characters
- Fixed issues involving fleeing and game hangs
- On Apprentice difficulty: character stats now cap 95 as intended
- Fixed a bug where some players would experience not being able to pass the intro splash screen if their controller was not neutral
Engine Features
Most of the work to get Adventure Mode was related to major system redesign. Both Colby and Dave have been working hard on restructuring, and refactoring legacy systems to make this work. We’re very proud of this: so I’ve decided to add this as it’s own section.
- Upgraded to newest version of Unity!
- New Game Definition system which drives all current and future game mode mechanics. Understands the difference between story mode, and adventure mode easily
- New Progression system which moderates the challenge curve for all game modes
- Revised Encounter spawn logic to allow for more variety in your random event encounters
- Migrated all slot outputs to dynamic values
Bug Reporting has gotten WAY easier
Because we’re a small team, we don’t have the luxury of a hive of bug hunters cramming away. We need reports from players like you so we can make the game better for things we just didn’t anticipate. With that in mind: you can now simple click the “bug button” down in the lower left next to the version number. This gathers hardware specs, logs, the save file, and even takes a screenshot of what’s on screen at the moment then sends it to us.
Find the bug, click the button, fill out a simple form (so we know what data to send): and then submit! We’ll email you back if we need more info. We will never use your email addresses for marketing, or selling or anything other than getting in touch related to bug reports.
Thanks Everyone!
We’re so deeply grateful for everyone’s continued support. We thrive on your experiences, feedback, and comments. We look forward to continuing to develop and grow the product with you all.
Thanks,
IronOak Games
