Update 1.0 : Valkyrie's Lament

[h1]Introduction[/h1] Welcome to [b]Roots of Yggdrasil 1.0[/b]! This update contains new characters, buildings and over 100+ Changes and improvements! Over the course of Early Access, we've used your feedback to shape the game. We've added and reworked a lot of systems, but until now, most of the quests, characters and collection was left incomplete. This changes now as we tie up those loose ends today! We are very excited to bring you this massive update. Hope you enjoy it 🤗 [previewyoutube=y96K5yRfNWM;full][/previewyoutube] Before we go in-depth, here's is a quick recap of some of the biggest features added in this update. [list] [*] New Scion : The Valkyrie [*] New Housing : Hall Houses [*] New Adventures & Map events [*] New Artifacts & Buildings [*] A Conclusion to all the Quests! [*] ...And much more! [/list] [h1]New Playable Scion : The Valkyrie[/h1] [img]{STEAM_CLAN_IMAGE}/42811555/88c6c16d469ed8957305742a1a7c8ae0fc88cb20.png[/img] Eir, our new Playable scion, is centered on Threats. It’s all about taking risks, creating danger in order to exploit it. Let’s look at her starting passives : [img]{STEAM_CLAN_IMAGE}/42811555/db0564176f0df436a1df7eba92989828d549c921.png[/img] War Cry gives might income per turn every time a Threat spawns. This helps dealing with most of them, which will trigger its second passive, gaining population when you spend might. With this, you can now see why spawning threats is interesting for Eir. This is why her active ability, Cursed Valkyrie, simply spawns a Threat on the map. But be careful, it could be a draugr camp, a storm or even a fire! [img]{STEAM_CLAN_IMAGE}/42811555/68c7f2eb12332f24ddd3be3ed39a46c99ee987de.gif[/img] [h1]New Housing : Halls [/h1] New Housing Type available : Great Halls and Hall Houses. [img]{STEAM_CLAN_IMAGE}/42811555/9ce9e5d75852aeb7d05e4eea405a4ea91c0feeca.png[/img] Great halls are expansive buildings that can be upgraded when placing housing near them. Hall houses are cheap, but do not give anything by themselves. Place them near Great Halls to obtain population. Each upgrade of the Great Hall gives an income of a different resource, so place your housing carefully! [img]{STEAM_CLAN_IMAGE}/42811555/31e880831786d28980e2350e2cce779b9660632b.gif[/img] [img]{STEAM_CLAN_IMAGE}/42811555/181f3c3685ac0849a27ac3e0216fa724ec5a576e.png[/img] [h1]Buildings 🏭[/h1] [img]{STEAM_CLAN_IMAGE}/42811555/c739c03176722aa089450b6075417770ca8d71ae.png[/img] [i][b]Developer Notes: [/b] With this update we're bringing many more deckbuilding options. Raiding camp allows you to keep threats around for a bonus if you can manage them. Lodging upgrade opens all kinds of possibilities with each housing type. Cart maker brings a new mechanic to the game by creating a zone around it that will allow you to draw cards when building in it.[/i] [img]{STEAM_CLAN_IMAGE}/42811555/0a6fe90c94f1c9ad846de9c88d9cc69113c25c9c.png[/img] [i][b]Developer Notes: [/b]We also added more options to play with Eitr with the Eitr Transformer and Enhancers. This new guild will also work well with Eir's new powers focused on Threats. [/i] [h1]Artifacts 💍[/h1] You'll find new artifacts both in the default pool and some to unlock in the Greenhouse this patch. Take a look at some of them : [img]{STEAM_CLAN_IMAGE}/42811555/9bdc859203450efd66e8b6eeeecded7839d12e30.png[/img] [img]{STEAM_CLAN_IMAGE}/42811555/b4c1b9714223aa753ae5582256fe8307ada85775.png[/img] [img]{STEAM_CLAN_IMAGE}/42811555/366e3c780b0c255283aa2ff687098a7bfc442dba.png[/img] [i][b]Developer Notes: [/b] This time again, our goal with artifacts is to allow new playstyles. Use [b]Living Brick[/b] to reduce the cost of your buildings and draft more. Skip those drafts to upgrade your deck using [b]Verdant Hoe[/b] or draft ephemeral cards to benefit from the bonus of [b]Mead of Poetry[/b] when they leave your deck. [/i] There's some other artifacts as well, but we'll let you discover them yourselves! [img]{STEAM_CLAN_IMAGE}/42811555/669d392ab45f347c7d7c39770239b840d5a69a9a.png[/img] [h1]Events & Adventures[/h1] [list][*] New Warden : Gerda [list] [*] The Last Jotun joins the adventure! Explore Asgard to meet our new warden. Gerda has her own story and events for you to discover![img]{STEAM_CLAN_IMAGE}/42811555/043e5df60e20a9bdd1cde90c947e60c78548889c.png[/img][/list] [*] 3 New Adventures [list] [*] [b]Runic Forge[/b] : Transform your resources from a type to another![img]{STEAM_CLAN_IMAGE}/42811555/d0ab0ae3fe18ed68f2d82c1a44dc7c416ad09d16.png[/img] [*] [b]Runic Stone[/b] : Add a keyword to a card.[img]{STEAM_CLAN_IMAGE}/42811555/7a5075b0db753b9b9c1df607def06891973eff74.png[/img] [*] [b]Runic Altar[/b] : Gain a Brittle Action card.[img]{STEAM_CLAN_IMAGE}/42811555/6c5a37e2e4f5b40061621f023926b08075551360.png[/img][/list] [*] Improved Wardens : [list] [*] When reaching 2 Kinships with [b]Sibyl, Njord, Vidarr[/b] and [b]Gerda[/b], they will now appear in special events during Travel. [*] When maxing Kinships with [b]Sibyl, Njord, Vidarr[/b] and [b]Gerda[/b], they will unlock a Holt building which improve their powers.[/list] [*] Added 5 new random Timeline Events to more than double the variety of events. [*] Added new [b]negative [/b]keywords that can be added to cards : [img]{STEAM_CLAN_IMAGE}/42811555/b85cec088e7d418df4483c4055bab1964af0ce96.png[/img] [i][b]Developer Notes: [/b] Card keywords are something we've been wanting to add for a while. This time however, we're adding [b]negative[/b] keywords! Some trials and events will add them to cards in your deck, forcing you to think carefully about deckbuilding and the order of played cards![/i] [/list] [h1]Trials[/h1] [list] [*] Trials now apply a multiplier on total meta resources obtained in loop. Be daring, receive more loot! [*] Added New Trials[list] [*] Weakened [b]1/2/3[/b] : Increase Housing Building cost by [b]2/4/6[/b] supplies. [*] Cursed : Add negative keywords to cards[list] [*] Cursed 1 : Add [b]Burden[/b] to a card. [*] Cursed 2 : Add [b]Frail[/b] to a card. [*] Cursed 3 : Add [b]Haunted[/b] to a card.[/list][*] Added New Difficulty Levels[list] [*] Increased level cap of scion and housing from [b]5[/b] to [b]10[/b]. [*] Increased amount of active trials needed to level changed from [b]1/2/3/4/5[/b] to [b]1/3/5/7/10/13/16/20/25/30[/b][/list][*] Leveling Scions and Housing now gives matter and blueprints rewards. [*] Improved feedback on the levels of Scion and Housing in Expedition Screen. You can now see your current trial level, active trials, your supply multiplier and the requirements to level up for scions and housing.[/list] [/list] [img]{STEAM_CLAN_IMAGE}/42811555/b15355cf05d245530ed5f4e88e2ca76760b30a0b.png[/img] [h1]Balance 📝[/h1] [h2]Trials🌞[/h2][list] [*] Maxing a Trial now gives an extra trial point. [*] [b]Lethargy[/b] has a new level : Population required to draft new cards increased from [b]1/2[/b] to [b]1/2/3[/b]. [*] [b]Bad Draugr[/b] has a new level : Draugr's range increased from [b]50%/150%[/b] to [b]50%/100%/150%[/b]. [*][b]Hard To Crack[/b] has two new levels : Sapling requirements increased from [b]25%/50%[/b] to [b]25%/50%/75%/100%[/b]. [/list] [h2]Artifacts & Powers🔨[/h2][list] [*] [b]Sap Stained Goblet[/b] cannot be stacked anymore. [*] Thrasir's [b]Early Bird[/b] changed from "[b]Buildings cost 50% less for 5 turns[/b]" to "[b]Buildings cost 50% less for 3 turns[/b]". [*] [b]Shattered Shackles[/b] improved from [b]"Draw 1 card when skipping a turn without playing"[/b] to [b]"Draw 3 cards when skipping a turn without playing"[/b]. [/list] [h2]Events🌟[/h2][list] [*] Improved Odds of the “Game of Chance” from [b]50%/50%/50%[/b] to [b]60%/65%/70%[/b]. [/list] [h2]Buildings🏡[/h2][list] [*] Increased [b]Field[/b] Supply Income from [b]8[/b] to [b]15.[/b] [*] Decreased [b]Iron Extractor[/b]'s Supply per iron from [b]45[/b] to [b]40[/b].[list] [*] Removed [b]Iron Extractor[/b]'s Might Gain.[/list][*] Increased [b]Iron Mine[/b]'s Supply Income from [b]5[/b] to [b]8.[/b] [*] Increased [b]Iron Dig[/b]'s Supply Income from [b]5[/b] to [b]6[/b][list] [*] [b]Iron Dig+[/b] iron limit increased from [b]1[/b] to [b]2[/b].[/list][*] Increased [b]Gathering Post[/b]'s Supply Income from [b]2[/b] to [b]8.[/b] [*] Increased [b]Logger's Camp[/b]' Supply Income from [b]3[/b] to [b]5[/b].[list] [*] [b]Logger's Camp+[/b] tree limit increased from [b]3[/b] to [b]5[/b].[/list][*] Increased [b]Lumber Yard[/b]'s Supply Income from [b]3[/b]/[b]5[/b] to [b]5[/b]/[b]8[/b].[list] [*] Lumber Yard no longer destroys trees.[/list][*] Increased [b]Warehouse[/b]'s Supply per card from [b]40[/b] to [b]50[/b]. [*] Increased [b]Campfire[/b]'s Pop gain from [b]1[/b] to [b]2[/b]. [*] Increased [b]Blacksmith[/b]'s Supply Income from [b]20[/b] to [b]30[/b]. [*] Increased [b]Market[/b]'s Supply Income from [b]40[/b] to [b]50[/b]. [*] [b]Bow Maker[/b] now also gives [b]20[/b]/[b]30[/b] Might when placed. [*] Increased [b]Iron Enhancer[/b] Supply income per iron from [b]3[/b] to [b]5[/b]. [*] Increased [b]Tree Enhancer[/b] Supply income per tree from [b]2[/b] to [b]3[/b]. [*] Increased [b]Worker's Guild[/b] Supply gain from [b]20[/b]/[b]30[/b] to [b]40[/b]/[b]60[/b]. [*] Increased [b]Stone Purifier[/b]'s Eitr gain from [b]20[/b] to [b]30[/b]. [*] Increased [b]Port[/b]'s adventure Supply reward from [b]50[/b] to [b]100[/b]. [*] Added [b]Exhaust[/b] keyword to all [b]Enhancer[/b] buildings.[list] [*] [b]Enhancer+[/b] buildings removed [b]Exhaust[/b].[/list] [/list] [h1]Quality Of Life📜[/h1] [list] [*] You can now reset your save in the options menu if you want to start fresh. [*] Obtained resources will now appear on screen from the artifact/building it was gained from. [*] Added “Borderless Window” option in the screen settings. [*] Improved colliders of buildings to improve placement. [*] When rotating the camera or a building, mouse will not be contained by the screen anymore. [*] Slight Performance improvements on Boot. [*] Fixed Graphical issues with shadows [*] Added Feedback when earning meta currencies [*] Added Feedback when adding a card to deck or exhaust pile. [*] Most events now have a small delay between their animation and a window offering a choice to player. This makes the flow of events clearer. [*] Increased the compendium's text size for most elements. [/list] [h2]Other Improvements 🎨[/h2][list] [*] [b]Nidavellir [/b]and [b]Asgard’s [/b]doors have been improved. [*] Sibyl’s housing has been improved. [*] Improved Debris and Hexes sides in the Holt.[/list] [h1]Holt Buildings 🏭[/h1] [list] [*] Removed [b]Holt Campfire[/b]'s Amenity tag. [*] Removed [b]Holt Iron Dig[/b]'s effect, added Amenity tag. [*] Removed [b]Holt Logger's Camp[/b] effect, increased tree requirement from [b]2[/b] to [b]3[/b], added Amenity tag. [*] Removed [b]Holt Clearcut Mill[/b]'s Amenity tag. [*] Removed [b]Holt Lumber Yard[/b]'s effect, removed housing requirement, increased tree requirement from [b]2[/b] to [b]10[/b], added Amenity tag. [*] Removed [b]Holt Iron Mine[/b]'s effect, removed housing requirement, added Amenity tag. [*] Changed [b]Holt Blacksmith[/b]'s effect from [b]Might[/b] cards to [b]Industry[/b] cards. [*] Changed [b]Holt Ritual Hut[/b]'s rarity from [b]Rare[/b] to [b]Unique[/b], changed requirement from 2 houses to 1 Eitr source. [*] Changed [b]Holt Seer's Guild[/b] requirements from 2 houses and 1 amenity to 2 amenity. [*] Changed [b]Holt Great Hall[/b]'s requirements from 2 houses and 1 amenity to 2 amenity. [*] Changed [b]Holt Scout Camp[/b]'s requirements from 3 houses and 1 amenity to 2 amenity. [*] Changed [b]Holt Treaded Crane[/b]'s requirements from 2 houses and 2 amenity to 2 amenity. [*] Changed [b]Holt Eitr Laboratory[/b]'s requirements from 2 houses and 2 amenity to 2 amenity. [*] Changed [b]Holt Salvager[/b]'s requirements from 2 houses and 2 amenity to 2 amenity. [*] Changed [b]Holt Berserker Camp[/b]'s requirements from 2 houses and 2 amenity to 2 amenity. [*] Changed [b]Holt Watchtower[/b]'s requirements from 2 houses and 2 amenity to 2 amenity, changed rarity from Uncommon to Rare. [*] Changed [b]Holt Rune Carver[/b]'s requirements from 2 houses and 1 tree to 1 house and 2 trees. [*] Changed [b]Holt Training Ground[/b]'s requirements from 3 houses to 1 house, changed rarity from Uncommon to Common, removed Amenity tag. [*] Changed [b]Holt Homestead[/b]'s requirements from 2 amenity to 1 amenity. [*] Changed [b]Holt Unearther[/b]'s requirements from 2 iron and 2 houses to 2 iron and 1 house. [*] Changed [b]Holt Sprouting Hut[/b]'s requirements from 2 trees and 2 houses to 3 trees and 1 house. [*] Changed [b]Holt Armory[/b]'s requirements from 1 house and 1 amenity to 1 amenity. [*] Changed [b]Holt Caravan[/b]'s requirements from 1 house and 1 Eitr source to 1 Eitr source. [*] Changed [b]Holt Market[/b]'s rarity from Common to Uncommon, removed amenity tag. [*] Changed [b]Holt Eitr Prospector[/b]'s rarity from Common to Uncommon, removed amenity tag. [*] Changed [b]Holt Blacksmith[/b]'s rarity from Common to Uncommon, removed amenity tag. [*] Changed [b]Holt Bowmaker[/b]'s rarity from Common to Uncommon, removed amenity tag. [*] Changed [b]Holt Wood Gatherer[/b]'s requirements from 3 houses and 1 tree to 2 houses and 1 tree. [/list] [i][b]Developer Notes: [/b]The many changes to the Holt Buildings aim to make it easier to place them. More of them are now amenities and their requirements have been reduced a bit. We've also tweaked the buildings using trees and rocks so they can provide amenities while requiring less housing. We hope this change make the Holt progression much smoother! The buildings already placed in your save will stay there even if their requirement changed. Make sure to replace them if you want to enjoy their new requirements![/i] [img]{STEAM_CLAN_IMAGE}/42811555/69c5024841511d09a89bf44ef1af502f21d55e84.png[/img] [h1]Holt Buildings Packs 🃏[/h1] [list] [*] Building pack odds improved to [b]2 common, 1 common/uncommon building and 2 common resources[/b]. [*] Building pack blueprint cost increased from [b]3[/b] to [b]5[/b]. [*] Premium pack odds improved to [b]3 common, 1 uncommon, 1 Rare buildings[/b] with chances to improve each to higher tiers. [*] Decorative pack odds improved to [b]2 common resources + 1 common, 1 uncommon and 1 rare cosmetic[/b] with chances to improve each to higher tiers. [/list] [h1]Bug Fixes 🐛[/h1] [list] [*] Progression [list][*]Added rewards to every milestones. [*] Fixed some milestones not being revealed at the same time as [b]Kare[/b]. [*] Fixed some quests not progressing.[/list] [*] Artifacts & Modifiers [list][*] Fixed description of many artifacts containing extra characters. [*] Fixed French localization of some artifacts. [*] Improved description of trials. [*] Fixed Many milestones not progressing properly. [/list] [*] Controls [list][*]Fixed Invert Camera setting not working in Holt. [*]Fixed Mouse being bound to screen when rotating a building. [*]Fixed Mouse not reacting properly on edge of screen when in windowed mode. [*]Fixed Weird interaction with pause when placing a building or hovering an activatable. [/list] [*] Buildings [list][*] Fixed [b]Drakkar [/b]placement preventing it to be placed on some rivers. [*] Fixed [b]Drakkar [/b]placement sometimes allowing itself to be placed on land tiles next to rivers. [*] Fixed Holt Building [b]Treaded Crane[/b] and [b]Watchtower [/b]that did not reload properly after a loop. [*] Improved Enhancer's wording and feedbacks to make them clearer. [*] Fixed [b]Rally[/b] sometimes spawning a floating caravan. [*] Fixed [b]Arms Factory [/b]not giving the proper amount of Might. [/list] [*] Maps [list][*] Fixed some [b]Midgard[/b] maps having areas where placement was impossible [*] Fixed Disappearing sapling when multiple exploration lead to the same tiles in [b]Vanaheim [/b]and [b]Midgard[/b]. [*] Fixed an hex in [b]Nidavellir [/b]having invisible collisions, preventing placement. [*] Improved collisions of Warden’s buildings. [*] Improved Collisions of Asgard’s Bridges. [*] Fixed Collisions of adventures buildings (Caravan, Mines, Kare's house, etc). [*] Fixed [b]Flourish [/b]not working in Nidavellir. [/list] [*] Other [list][*] Fixed Issue with the Norn event in each loop containing the same choice. [*] Fixed Rarity of drafts sometimes being too high at the end of a loop. [*] Fixed Objectives window's progress bar not working for Saplings Objectives. [*] Fixed Exploited resources staying exploited when the exploiting building is destroyed. [*] When in Holt building mode, other activatable will now be hidden until leaving the building mode. [/list] [/list] [h2]THANK YOU![/h2] From everyone at Manavoid, Thank you for your support! It's been a great journey to bring this game to its full release and we're very excited to see your attempts to reach the top of Yggdrasil! If you have feedback for us or if you manage to reach level 10 trials, reach out to us on Discord or on the Steam Forums! Good luck everyone! [url=https://discord.gg/AnADj4MJsb][img]{STEAM_CLAN_IMAGE}/42811555/250ec921b6f9622bd6edb8e42ddd01edce16367a.png[/img][/url]