Roadmap & Patch 1.0.5 Released

Drova - Forsaken Kin

Drova is an Action-RPG that marries the dark grim tones of its genre with the mysticism of Celtic mythology. Encounter a society where ancient restless spirits and divided factions battle for dominance. Uncover forgotten abilities and unravel the secrets of a past shrouded in mystery.

Dear explorers of the Otherworld! Today we’ve got some news for you but let’s start with the new patch first. We have released patch version 1.0.5. [previewyoutube=OQpKasMGFmg;full][/previewyoutube] It contains, once again, quite a few bugfixes and small improvements. We have also released a tool via Steam which allows you to create and share custom translations via the Steam Workshop. The tool is a separated download in Steam. [h3]Patchnotes[/h3][b]Fixed Dead- and Softlocks[/b] [list][*]Fix a bug where Harvey gets stuck between Jennifer and the door in the cave below Nemeton [*]Changed quest in bandit mine slightly where player is supposed to find mushrooms to avoid deadlocks [*]Fix bug where stolen package could not be given to Asmus in later chapters [*]Fix bug where a quest at Georgefarm could not be completed if Jurek went to Remnants Camp[/list][b]Changes/Tweaks[/b] [list][*]Change journal entry for strange fossils to improve clarity on what to do [*]Improve brawl in the baptism of fire when playing gets knocked out [*]Add sfx to energy projectile during its flight [*]Lights not us bilinear filtering to avoid artifacts when scaling the sprites [*]Dialog with the raven vessel has been changed to have no portrait [*]Add some floor markings to improve clarity of a door in the ruins [*]Add journal entry to Talisman for Helma to improve clarity on what to do [*]Add journal entry for fishing quest in Nemeton to improve quest clarity [*]Rubin talisman can't be stacked anymore and removed one occurence in the world [*]Moved some fishing spots [*]Added new letters to our font to improve community translations [*]New bleeding stacks have reset the timer, resulting in reduced bleeding damage overall [*]Change sound volumes of voiceover in intro/outro [*]Improve a cutscene with Fulk and Aldo [*]Reduced chance of NPCs using abilities in combat depending on their level (lower level NPCs have lower chance) [*]Mog (arena) reduced health and damage by ~15% [*]Keep expedition group closer to each other to reduce risk of leaving a member behind [*]Reduce aggro range of bandit ambush in the moor [*]Friedel no longer borrows money if her list was stolen [*]Add quest reward when doing Lindons quest[/list][b]Other Bugs[/b] [list][*]Fix a bug where spiders went invisible after rappelling [*]Fix bug where companions sometimes didn't give experience points [*]Fix bug where items disappeared from quickbar [*]Fix bug where weaker arrows equipped automatically when picking them up [*]Fix lots of typos [*]Fix bug where player position was wrong on maps when being in caves [*]Fix bug where Lorthiz didn't recognize that player already has ink [*]Fix bug where Bull's Eye talent had no effect with bows [*]Fix bug where bandits in front of mine stood up too quickly [*]Fix lots of placed where people and NPCs stuck at obstacles [*]Fix bug where cestus guaranteed critical strike with dagger special attack [*]Fix bug where bow could use melee spells like Wound etc. [*]Fix some render order problems with objects in the world [*]Fix bug where sword of Jendra could be looted multiple times [*]Fix bug where Gra could not be looted after brawl [*]Fix bug where Aldo decides to leave his cage to cheer in a brawl [*]Fixed bug where the injured Andarta stands up to threaten the player when drawing a weapon [*]Fix bug where bow attacks didn't consume wind talisman effect [*]Fix bug where focus catcher talisman didn't refresh when casting spells and wasn't applied when dodging [*]Fixed western Obelisk in the Morbid Moor not spawning enemies correctly [*]Fix bug where Dalin spawns back to captivity when entering the cave manually [*]Fix some abysses that had floating stalgtites inside them [*]Fix bug where alcohol in tavern in dialog with Josi had no effect [*]Fix bug where eating with the people in forest had no buff effect [*]Fix bug where an NPCs included in ambush with Emko could not be brawled afterwards [*]Fix bug where worms didn't trigger death animation properly [*]Fix bug where foxes were too covered by water [*]Fix Diemo AI when fighting him during the quest "Broken Trust" [*]Fix bug where Niala has wrong dialog after attack on woodcamp [*]Fix bug where loot of certain dead NPCs reset saving/loading [*]Fix Locke not teaching anymore after finishing his questline [*]Fix quest with bandits on bridge can be finished at Angus instead of Delani [*]Fix Bertine not being a companion during her questline, preventing exp sharing [*]Fix some building to allow stealing through walls [*]Fix multiple locations where objects/NPCs could not be interacted with properly with controller [*]Fix bug where Misty Step could be used to "enter" the center machine at the flesh enemies [*]Fix bug where arena could not be started after accepting a certain quest from Boris and owing Gera a favor [*]Fix a quest with Conor where he says the opposite of what the player has picked in dialog [*]Fix wrong dialog at Lore after before joining a faction [*]Fixed Throwing Knives and Poisoned Throwing Knives properly ignoring enemy armor [*]Fixed Leshen AI not progressing when they are stunned frequently [*]Fixed Stonefist AI not acting when player is in narrow environments/close to the wall[/list] [h2]The Future[/h2] Since the release of Drova we’ve been asked countless times if we’d go for a DLC. Let us be clear: We want to polish Drova a little longer now. Based on your feedback we’ve created a roadmap for the coming weeks and months. We have planned three major Updates (next to regular patches) which will further improve the game. We’ve read all (!!) your feedback and evaluated what fits for the scope & vision of the game. We’re also looking forward to your feedback! [img]{STEAM_CLAN_IMAGE}/40236902/dfe4b103c44480f1fb3b6e3eab96cc837390def2.png[/img] Having that said, we also met up with Deck13 and together we’ve decided to not start working on a paid DLC for Drova. We don’t want to come up with a half-assed cashgrab. Instead we’re making sure DROVA lives up to the expectations set by the Community and focus on the next step for our Studio and improve ourselves based on the feedback we got. Which means: Yes, we will focus on a new project afterwards. Last but not least there’s also a new Devlog Video available which also picks up the Roadmap and adds some further details. Language is German but we’ve made sure to have English subtitles as well. [previewyoutube=TeScBYKEcvE;full][/previewyoutube] Just2D