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* Fixed numerous bugs
* Added more quest options
* Support up to 6 member party
Enjoy :)
* Fixed a few dialogue issues
* Fixed an issue where an end battle reinforcement wouldn't spawn correctly
* Fixed a crash when talking to lover and persuading him
* Added some depth and choices to a few quests
* Fixed a bug where the Ogres club and Ring quest items were not dropped for players without the UB mod
I can also attest to neither "Lover" nor "Witch of eastern forest" dropping any unique items.
Fixed a bug where Orenio would disappear after doing an insight check on him
Fixed a bug where the Empire would attack you when entering the castle even with a permit
Added more fame as reward for completing expensive or hard quests for the village
* Added an option to join Lester and kill the Goblins even if you befriended them before
* Added an option to convince the Elder to not hate you for helping the Empire if you have enough fame in Birchfall
* Added new quest (Dragon Quest)
* Added 2 new Locations
* 2 New quests in Birchfall (Orenio's Challenge, Ale & Banter)
* Additional quest required to become "Local Town Hero" or "Imperial Ally"
* Endgame event delayed by additional long rest
* Fixed an endgame soft-lock bug when rejecting Birchfall and going with the Empire.
* You can now collect taxes from John even after you finish his quest
That being said, it should not a huge deal to lose a quest, I should have probably conveyed it better but there are intentionally "too many things to do" so players have to make some interesting choices on how they spend their time. I could see how it can be frustrating for completionist type players though! Will give it a second thought. Thank you
For example: Lainus' quest to rescue his bear from Rootkeeper before it is corrupted by evil Fey. When I first received that quest my party was 1st level and I saw an image of a Shambling Mound thinking that "hmm, that's way too powerful for my party right now, I'll come back later" so I moved on to something else. When I returned, at 4th level, I discovered that I was too late. The bear was "lost" and there would be no reward. If the quest description in the journal had said something like "(level 3+)" or "(CR 5)" I would have returned sooner.
It's a good suggestion! It makes sense that you may still want to join the fight against the goblins even after befriending them! I will add that as a possibility for the next patch.
Happy to hear you are enjoying it so far!
- Fixed the Bugs in the Swamp
- Added waypoints and written directions in some quests
- Made the "Junkyard" Dungeon less punishing if you run out of time (More pathways, Exit auto opens on timeout, cubes dont attack unless approached)
- Elder Jarom does not suspect you being with the imperials unless you have done two or more quests for the empire.
- Added a new small quest where you can donate to maintaining the statue of Birchfall in order to buy fame in town
Does he have some clearvoyance ability to know everything we say and do?
- Thanks for the feedback about the cubes, the idea is to run away from that fight through an exit on the other end of the dungeon, not to fight your way back. But if that was not clear I will try to change it so it is more obvious or make the cubes less annoying to deal with.
- I'll add another way to get to "local hero" level I think, I will allow players to donate money to the village in order to increase their rank for a cost.
- Sorry to hear you got frustrated with the options after a while
- Good catch about the farmer! I will ensure you can still tax him even after he is leaving the inn and is at his farm.
- I will keep working on it and add content, thank you!
- I hope "shocking the mission really gives dialog options from background" is shocking in a good way :D It was important to me to have that as an option!
- I will fix the Swamp bugs with the imperials over the weekend, thank you! I have noticed those as well and I have most of it caught already
- Appreciate the suggestion about descriptive signs, you are absolutly right!
Would also love to hear your general impression from the campaign if you have any! Thanks again for your time and effort writing this message and playing through.
-There is no more job for us in the village, as we won't be assassins for the witch and can't reach the local hero level. Anyway, I thought we will investigate the maze. While searching the place I run into the guard tower and remembered there is a high-ranked guy there. At this time he was willing to talk to us, so the party swore allegiance to him. Whatever at this point.
-The underground lab: the fight is extremely annoying, because all the cubes joined the fight, they are all around and we need to hunt them down one by one during battle rounds. Ugh, it would be very slow because as far as I know, cubes don't move. The maze is very big and I only know the placement of 1 of the remaining 5 cubes. So this is the perfect time to end the campaign.
-I think the campaign is in a good beta state, you can finish it within reasonable time.
-After helping the farmer, we are trusted, but the elder calls us empire lackeys or something like this. Would it be better not to help the farmer? That's better for the village? Weird.
-I didn't mention the farmer that the empire wants its taxes, because it's logical go give something to a person and ask things thereafter. However, the farmer just teleports away after knowing his farm has been liberated. I checked him on his farm again, the taxes are no option any longer. On the other hand taxing John is still an active quest, despite it isn't possible to solve.
-The surviving imperial companion doesn't leave our team after killing the orcs. She is useful, but the thing is weird.
-It doesn't take much sense a fence offers so much for our stuff.
-Better instructions for the orc killing job. The description of the mission should contain some hint where to find the northern marshes. Like it can be found north from the guard post.
-Descriptive signs would be better instead of east road and west road. Like to the guard post and to the forest.
-When we meet the soldiers at the orcs, we need to lie we are imperials even tho we have 2 imperial parchments at hand that proves we are imperials.
-Some dialogs can be started multiple times. It's a kind of cheating, isn't it?
-After killing the orcs we still cannot refer the help of the empire when talking to the elder, even tho imperial soldiers were sent to kill the orcs and they helped us to do it. We can only blah-blah about the empire can be good, too.