Baldur's Gate and Dark Souls had a baby! A thrilling RPG game that blends real-time action with an isometric view, set in a world of magic and monsters. Players must navigate through dangerous dungeons, battle fierce bosses, and uncover ancient secrets to save Plamen from an impending doom!
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Hello Champions!
As announced,[b] we are excited to unveil Bloodlust[/b], our new major update! Our team has worked tirelessly to bring you this latest addition, and we couldn’t be happier with the outcome. Bloodlust is not just a standalone release: it marks the beginning of a much larger journey that will culminate in our next major update.[b] It focuses on a visual revamp of combat, enhancing the overall gameplay experience with stunning new visuals and smoother mechanics. Additionally, this update includes a comprehensive rework of lootables, enemies' behaviors, and economy systems[/b]. This is a massive undertaking, involving nearly the entire team checking numerous numerical values to be iterated upon. It will continue throughout the lead-up to the release and beyond. We believe these changes will provide a more engaging and rewarding experience for all players and we are still actively iterating all of this. While this may not be our largest update in terms of new content,[b] it stands out as our most significant iteration yet[/b]. We've thoroughly tested every aspect, but there might still be minor issues like incorrect values or visual quirks here and there. If you encounter any of these, please [url=discord.gg/gameraitneractive]report them to us [/url]so we can address them promptly. That's the short trailer we have prepared, which offers a glimpse into what Bloodlust has to offer. Just read on to know more about the update!
[previewyoutube=E9Q5NAzAY7E;full][/previewyoutube]
[h2]DYNAMIC DISMEMBERMENT[/h2]
It is now an accessible feature, [b]allowing players to gruesomely disable enemies through various means such as severing legs, arms, heads, and other limbs[/b] in case of non-humanoid mobs. The mechanics are balanced to reflect the size and anatomy of each foe, preventing unrealistic actions like beheading dragons. [b]Players can expect intense, bloody visuals on-screen as combat unfolds[/b]. Additionally, gameplay enhancements include revised features that grant immunity to bleeding for non-bleeding enemies like demons or golems, adding strategic depth to encounters with these formidable adversaries.
[previewyoutube=ef5jGhb81fs;full][/previewyoutube]
[i]Limbs will be accurately severed upon weapon impact. This ensures a highly realistic and immersive combat experience, with precise and dynamic dismemberment physics[/i]
[h2]RANGED ATTACKS[/h2]
In response to community feedback, [b]we've expanded our melee-centered game to include ranged combat options with throwing knives and bows[/b], with crossbows on the horizon. Each weapon type features distinct cooldown mechanics: throwing knives offer rapid attacks, while bows deliver slower shots that can stun adversaries. [b]These additions introduce new dynamics to gameplay, particularly in managing ranged threats and adjusting aggro strategies[/b]. This update maintains our core vision while accommodating player preferences for diverse combat styles, enriching tactical choices and enhancing the overall experience of engaging enemies at range.
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[i]Knives are faster, bows are slower but can even stun enemies![/i]
[h2]NEW ITEMS, WEAPONS, REAGENTS AND REWORKED LOOT TABLES[/h2]
Reworking the loot tables constitutes the most substantial aspect of our ongoing efforts, demanding meticulous attention as we systematically reassess each and every item within the game. [b]This comprehensive undertaking serves as the cornerstone for a broader overhaul of our crafting system, a process that promises to introduce significant changes[/b]. With the recent introduction of numerous new reagents dropping from enemies, the loot dynamics have been greatly enriched. Items gathered from defeated foes now aggregate in the final chest, compelling players to make thoughtful decisions regarding inventory management, particularly in light of weight considerations where mounts play an integral role. Furthermore, [b]Fighting Areas have undergone extensive enhancement, incorporating a diverse array of items aimed at smoothing the initial learning curve for new players without compromising the inherent challenges posed by our combat mechanics[/b]. No way you can rush the game, but a wealth of resources awaits discovery, including an expanded repertoire of cooking recipes designed to deepen the gameplay experience. While our focus remains on refining the smithing mechanics, [b]the integration of these new reagents will be finalized in the weeks ahead, ensuring a seamless transition while maintaining what is in-game right now[/b].
[h2]SUPPORT US[/h2]
We would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced [url=https://www.gamerainteractive.it/the-guild]The Guild[/url] and [url=https://www.gamerainteractive.it/keepers]Keepers Program[/url], as well as Connect & Collect initiative. [b]From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen![/b]
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[i]Look for gamerainteractive on social networks and follow us, it takes a few clicks![/i]
Just follow us on our social media platforms: [url=https://store.steampowered.com/publisher/gamerainteractive]Steam[/url], [url=https://www.youtube.com/gamerainteractive]YouTube[/url], [url=https://www.twitch.tv/gamerainteractive]Twitch[/url], and join our [url=https://www.discord.gg/gamerainteractive]Discord server[/url]. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become![b]So spread the word, rally your friends, and join us as we embark on this thrilling adventure together[/b].
[h2]COMING UP NEXT[/h2]
Currently, [b]our development efforts are focused on finalizing the new crafting system[/b], with particular attention to refining filters and optimizing economic aspects. [b]Concurrently, we're dedicated to enhancing the Competitive Mode, aiming to elevate enemy champions to proper boss status, complete with unique boss battles[/b]. Additionally, we're introducing new enemy types that actively pursue players, adding depth and intensity to gameplay. [b]Numerous quality of life improvements and community-requested features are also in the works, aimed at enhancing overall player experience[/b]. Looking ahead to our next major update, we're committed to delivering something significant very soon, announcing something great in a few weeks, and officially starting our [indie] PR machine, hoping to get support from you all! Talk about the game if you are enyjoing it, post on social networks, leave a review here [or on GOG!] and share the love!
Changelog here for you all as usual!
[h2]CHANGELOG[/h2]
[h3]Added[/h3]
[list]
[*] Added new items, reagents, weapons.
[*] Reworked loot tables: all enemies have now ad-hoc loot that will be rolled upon being killed and accrued in the booty chest.
[*] Rushing to the chest without killing enemies and/or gathering items will yield almost no reward.
[*] Added Ranged weapon slot for bows and throwing knives: these items can now be found within the gameworld.
[*] Marksman skills will now require a bow to be equipped in the Ranged slot.
[*] Added alternative VFX and/or dismemberment to enemies upon death.
[*] Added Killcam upon player kill of the last enemy in combat.
[*] Added new lootables in various FAs: Windcrest Heights, Volkar’s Tomb, Tyrant’s Grave, The Neverwood, The Citadel, Temple of Virtues, Stonechair, Skygate, Silvermoor, Rot Finger, Moonvale, The Majestic Fields, Lornwood, Krazurag, Hammerhaven, Glittering Peaks, Duvalian Sewers, Dham-Dhorun, Conclave of Greenheart, Cleaverock, Brystead Lookout Tower, Abbey of The Illuminated.
[/list]
[h3]Changed[/h3]
[list]
[*] Now all items looted and dropped in FA will be found in the final chest instead of being stored directly in the player inventory; quest items and quest rewards will still be stored into the player inventory.
[*] Now gathering extra items will trigger a relative item notification immediately upon equip; extra items being replaced for new ones will no longer trigger any item notification.
[*] Now extra items equipped from companions and being replaced for new ones will be sent to final chest instead of being lost.
[*] Changed various lootables with container props to display a generic name instead of the contained item or none at all.
[*] Swapped pad input between extra item (now RB on Hold) and throw knife (now RT tap) actions.
[*] Swapped Goblin Warrior’s weapon from axe to mace.
[*] Swapped Hobgoblin’s weapon from greataxe to greatsword.
[*] Swapped Ratkin Footman’s shield with a different one.
[*] Reduced max number of enemy “Saurian” spawned in fights with pawns encounters on map.
[*] Changed blood VFX of various enemies.
[*] “Food Dressing” can now be bought from all food vendors.
[*] “Orb Of Chaos” is now exclusively sold by enchanters.
[*] Companions of a different alignment will now be always available and interactable, new dialogues have been added for them in this scenario.
[*] Revised economy values.
[*] Booty chest will now allow moving items back and forth from inventory instead of requiring to drop them.
[/list]
[h3]Fixed[/h3]
[list]
[*] Fixed arrows occasionally dealing damage to PC even when should have been blocked.
[*] Fixed missing reward for quest “Safe Passage”, weapon “Cragcrab” will be retroactively granted in the stash chest if quest is already completed.
[*] Fixed Frostfang enemies displaying unintended/incorrect body features.
[*] Fixed quest “A Merryspindle Shortage” to display the proper location hints when in World Map.
[*] Fixed some voiceovers not playing along their bark text in combats.
[*] Raised volume for “Mellenath” music.
[*] Fixed quest “The Eye of the Stone” being allowed to progress by dropping the required item from Stonechair’s golem.
[*] Fixed Lileah’s skill “Vaizmil’s Grace” VFX terminating earlier than the intended duration.
[*] Fixed “Earthquake” skill VFX occasionally showing dust clouds way below the intended position, also fix debris from a previous cast reappearing briefly upon a new cast right after cooldown.
[*] Fixed introduction scene for “Akidaan” boss not playing at nighttime.
[*] Fixed patrolling guard in “Tirothas” daytime getting stuck into player interacting with the “Infested Minds” quest NPC.
[*] Moved stationary guard directly in front of companion at “The Sentinels” daytime.
[*] Reworked several texts, improving wording and fixing typos
[*] “A Merryspindle Shortage” can now be completed in a non-linear fashion to better match its design intent.
[*] “King of the Swamp” won’t hide its world map quest markers as they were stated in the quest dialogue.
[*] Resting will now cleanse the player from any debuff (i.e. poison).
[/list]
Stay legendary!
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