Nightingale is an open world survival crafting game, where you’ll adventure across the mysterious and dangerous Fae Realms. As a daring Realmwalker, you’ll defeat monstrous enemies, survive hostile environments, and build elaborate estates in a visually stunning Gaslamp Fantasy world.
Realmwalkers,
Servers have been taken down for maintenance to push a major game update. Offline Mode for the pre-Realms Rebuilt version (0.3.2) can still be played at this time, but Online Mode will be unavailable until the update is complete.
The Realms Rebuilt update features a whole host of gameplay updates as well as sweeping improvements and changes to the core Nightingale experience (which you can read more about [url=https://steamcommunity.com/games/1928980/announcements/detail/4347747997066982654]here[/url] and [url=https://steamcommunity.com/games/1928980/announcements/detail/4347747997086214403]here[/url]).
[previewyoutube=-k91qf7lSEU;full][GAME OVERVIEW VIDEO][/previewyoutube]
The Humbuba-sized Changelog below, while not exhaustive, goes into additional detail on what you can expect from the update but please note the changes below will not be applied to Offline Mode until after you update the game. You can see the version number in the character profile menu and it will display 0.5.0 at the top middle of the screen for the Realms Rebuilt update.
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[h1]0.5.0 Realms Rebuilt Change Highlights[/h1]
[h2]New Content[/h2]
[list][*]New campaign throughline
[/*][*]Realmwalkers explore several new handcrafted Storied Realms
[/*][*]Completely revamped Sites of Power dungeons
[/*][*]6 new bosses
[/*][*]New and updated proc-gen-assisted maps (now called Untamed Realms)
[/*][*]Various new points of interest have been added
[/*][*]New encounter types have been added to the Realms
[/*][*]New weapons:
[/*][list][*]Short and Longbows
[/*][*]New Dauntless weapons (Slingbow, Lancaster Pistol, Winchester Rifle)
[/*][*]New Mystic weapons (Slingbow, Double-barreled Shotgun, Blunderbuss Shotgun, Lancaster Pistol, Revolver Pistol, Bolt Rifle, Lever Rifle)
[/*][/list][*]New Spells: Immolation (fireball) and Fionn’s Wrath (fish missiles)
[/*][*]10 new Charms
[/*][list][*]Charm of The Raven: Grants an upward boost when initiating a glide.
[/*][*]Charm of Capoeira: Restores Stamina on your next unarmed hit after dodging.
[/*][*]Charm of Discharge: Increases melee damage based on how full your blocking meter is, and empties your blocking meter on melee hit.
[/*][*]Charm of the Haymaker: Deals a burst of damage after hitting a creature with three unarmed attacks.
[/*][*]Charm of the Kusarigama: Temporarily increases climbing pick damage after grappling.
[/*][*]Charm of the Pitcher: Empowers your throwing knives to deal more damage, but throwing them takes slightly longer.
[/*][*]Charm of Riposte: Increases the damage of your next knife attack after a successful parry.
[/*][*]Charm of Skinning: Increases the yield of resources from skinning creatures.
[/*][*]Charm of Thrifty Throwing: Restores a portion of a thrown weapon's Durability when you hit a weakpoint with it.
[/*][/list][*]7 new Minor Cards
[/*][list][*]Foresworn skies: Decreases stealth.
[/*][*]Corruption: The damage of your melee attacks is increased, but your health regeneration is severely decreased.
[/*][*]Greed: Increases the contents of found chests, but increases the damage you take.
[/*][*]Battlefield: Increases stealth, but decreases the yield of natural resources.
[/*][*]Will of the Wisps: Decreases maximum health and maximum stamina. Interacting with a wisp grants a stack of Wisp’s Blessing. Each stack increases maximum health and maximum stamina.
[/*][*]Unchained: Increases damage taken from all sources, increased further for elemental sources. Increases move speed and damage.
[/*][*]Nimble: Increases dodge distance and reduces dodge stamina costs. Decreases injury resist and causes blocking bar to decrease slower.
[/*][/list][*]New building tile set: Regency (so elegant!)
[/*][*]8 new pet types have been added:
[/*][list][*]Caledonian Cat (+ Cat with a hat variant)
[/*][*]Caatyne
[/*][*]Catepelose
[/*][*]Meppik
[/*][*]Rabatte
[/*][*]Hyphis
[/*][*]Fen Rat
[/*][*]Eoten Sapling
[/*][/list][*]Using the new Glamour station, players can use Glamour tokens they find from encounters to change the appearance of their tools, weapons, or gear to another item of the same category (for example: Dauntless Axe to Crude Axe or Calcularian Hat to Dashing Top Hat) while keeping the original item’s stats.
[/*][*]New character presets and loadout options
[/*][/list]
[h2]General Gameplay Adjustments[/h2]
[list][*] Players can now set their Respite Point to any Realm (Storied and Untamed)
[*] Recruited NPCs can now pick up resources left on the ground, if you think something is missing, check their inventory to see if they picked it up!
[*] Recruited NPCs can now use consumables, such as potions
[*] Augments are no longer required to access recipes but can be used to provide bonuses to crafting
[*] Sticks, rocks, and grass no longer extract into Essence
[*] Players can set or reset the difficulty of a Realm when resting on a bed. In multiplayer, all players in the Realm must agree to the change
[*] The Upgrade Bench has been moved to The Watch
[*] Resource types and tiers have been standardized to Realm types and are no longer affected by difficulty. Higher difficulty Realms will provide more Essence
[*] Fast travel structures have been renamed to differentiate them. Human Lodestars are structures players can make to fast travel between other player-built Human Lodestars in a Realm. Fae Lodestars are structures that already exist in Realms to transfer between other discovered points in a Realm. Faerie Rings are unique structures that transport players from Sites of Power to boss chambers
[*] Throwing Knives can now skin creatures
[*] Climbing picks can now mine ore
[*] You no longer die from lack of sleep/rest
[*] Enchantments have been renamed to Spells for easier identification
[*] Up to 20 pets can now exist in a single Realm
[*] Traders no longer unlock recipes but carry resources that may be handy in a pinch[/list]
[h2]Combat and Balance[/h2]
[list][*] As long as players have at least 1 stamina, players can now complete actions even if they don’t have the full stamina cost of the action available
[*] Charms can now be applied to any level tool, weapon, or gear
[*] Rest will allow you to replay some boss encounters
[*] Refined responsiveness in combat
[*] The Slingbow now begins with explosive ammunition (AOE)
[*] A rework of how potions impact the game, and a balance update to potions
[*] A functionality and balance pass on minor cards and charms
[*] A balance update to item weight
[*] A balance update to enemy health and scaling
[*] A balance update to consumable crafting and effectiveness
[*] A balance update to clothing
[*] A balance update to weapons, ammo and magick
[*] New rare fish and a balance pass to fishing and fish stats
[*] Adjusts to stats on resources
[*] New 4th tier of creature drops
[*] Weapons and clothing only take 1 infusion
[*] NPCs can use Bows, Grenades and Throwing knives
[*] Recruitable NPCs no longer have health scaling and rely on gear[/list]
[h2]Estate Building[/h2]
[list][*] Building limits have increased. Additionally, limits have been streamlined to 2 limit types: 1. How many pieces are in a single connected structure and 2. Total items and building pieces in a Realm, weighted by data size. More details on this substantial change can be found [url=https://steamcommunity.com/games/1928980/announcements/detail/4585315413733240705]here[/url]
[*] Added center-aligned shelves and decorations to tile set walls
[*] Structure health has been rebalanced to reduce accidental player destruction
[*] Recruitable NPCs no longer damage structures
[*] ‘Advanced Building Mode’ can be toggled on under Options-> Gameplay. When this is on, building pieces display a Building Limit Value, and the available ‘Realm Building Points’ are displayed in ‘Build Mode’[/list]
[h2]User Interface[/h2]
[list][*] Players can now access up to 8 consumable items by holding the Q button
[*] As more consumables can be accessed via the Q radial menu, the hotbar has been changed to 7 main hand items and 3 offhand items
[*] Consumables now have their own tab in player inventory
[*] Icons for Essence tiers are now standardized across menus
[*] Total Essence inventory by Tier is now displayed in the TAB menu
[*] The bar for 'Rest' status has been removed - 'Rest' is now represented by a comfort level icon. As usual, have a snooze in bed to improve your comfort level! The comfort buff increases your Stamina and Health regen.
[*] The interaction reticle (previously a green or red tool/number) has been modified to be more subtle. If the crosshair/reticle is encircled an interaction is possible with your currently equipped tool, such as chopping a tree, mining ore, or picking up plant fibers but if you have the wrong tool equipped (or insufficient level of tool) the crosshair reticle will display a little icon hint to let you know which tool you should be using.
[*] Food buff duration is now displayed as an icon with a progress bar
[*] Recruited NPC commands (behaviors, management of equipment) are now unified on one menu
[*] The Map screen now has a Return to Crossways button that will teleport you to your first Abeyance Realm at the Crossways point of interest
[*] Side-quests are no longer tracked on screen by default but can be set to ‘Tracked’ in the Journal screen
[*] You will now be notified in the death screen when a recruited NPC is on their way to revive you
[*] Storage containers now show icons (hammer/bricks) when crafting or building can draw directly from them
[*] The crafting menu has been redesigned. Tip: Our quantity select now supports overflow and underflow: to craft the maximum of an item, scroll to the left with the arrow icon.
[*] When selecting resources for a crafting recipe, you can now sort those resources by tier level (ascending/descending)
[*] Many of the icons in the UI have been optimized to ensure legibility at smaller sizes. You might notice this looking at schematic cards in the Guidebook, status effects icons, as well as map pins!
[*] Progression Menu! Unlock new recipes and structures from within this menu. It’s sorted by Tier and Category and should make it easier to track the requirements needed to unlock all the things!
[*] Free recipes for claiming are indicated in the Progression screen with a shiny icon visual effect
[*] We have removed the activity log in the bottom right of the screen. Instead, you will see a more visually present “loot notification” appear in the bottom left of your HUD
[*] We’ve updated the presentation for structure info on the HUD. When looking at a structure such as a Crafting Bench, its nameplate will be pinned to the HUD
[*] Composite structures, such as foundations, walls, roofs, will not display their name on the HUD unless the player is in ‘Build Mode’ (toggleable with the X key), if they are damaged, or pending completion
[*] Our accumulation bars (such as getting wet) have been moved to the bottom left of the HUD near the other status effects.
[*] When a negative status effect is applied it’s icon will pulse to catch the player’s attention[/list]
[h2]Technical Improvements[/h2]
[list]
[*] Fixed a crash that could occur when felling trees
[*] Performance optimizations with large numbers of structures
[/list]
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We look forward to your reactions and are excited to continue this journey with you!
- The Nightingale Team (Inflexion Games)