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Knights of Frontier Valley

Playtest release candidate available!

Most Honorable Knights,

it is with great pleasure that I can announce the completion of the Playtest release candiate. The first version of the game that will go out to everyone is finally ready!

A series of all-nighter coding sessions made it possible to stick to the dev schedule, and testing is now in progress to make sure you will have a smooth experience.

Should you have been among those who participated in the closed testing round for Alpha 3.fun, you can find a list of changes below.

Looking forward to your feedback when the Playtest unlocks on January 15.

Until then,

Martin

New Features

  • Quickdemo mode ("Aldhelm's Path"), including a new quest and new cutscenes
  • Crafting of items
  • Prison mechanics
  • Treasure maps
  • Readable books
  • Interactive tutorial & quick hints
  • Steam Achievements
  • Steam Cloud Saves

New content

  • Added new NPC types
  • Added new objects
  • Added new items
  • Added a new map location
  • Added a new dungeon type ("Ancients")
  • Added new music tracks
  • Added new sound effects

NPC behavior improvements

  • Added a new NPC behavior pattern: tavern
  • Added a new NPC behavior pattern: city life
  • Added an additional work shift to increase NPC schedule variety
  • Added NPC reactions to theft
  • Added some special behavior for certain character types
  • Improved handling of how criminal acts affect the personal relationship between characters
  • Improved guard behavior during a manhunt

Character improvements

  • Added new ways of interacting with items and objects
  • Added the concept of natural armor
  • Added a new behavior mode (crouch)
  • Added logic for some NPC types to never sleep (like undead)
  • Added storing of time when the PC last attacked an NPC - they will remember what you did!
  • Added a general mechanism to recover an NPC who is stuck (needs to be used more often still)
  • Improved the animation and movement speeds of some characters
  • Improved the footprint definition of some character types

Map improvements

  • Added new NPCs to human settlements
  • Added concept of hidden map locations
  • Added the Thyle supermap to the overview map
  • Added signs to country roads
  • Improved procedural generation of natural cave dungeon maps
  • Improved some settlement and building maps
  • Improved handling of door locks and implemented lock traps
  • Improved rendering of trees, especially during tactical combat
  • Enabled the overview map in dungeons
  • Enabled the campire action in dungeons

NPC combat behavior improvements

  • Improved logic to position for an attack
  • Improved archer behavior
  • Improved behavior when NPCs occupy the same space
  • Improved escape logic
  • Improved logic to scroll/zoom the map to the appropriate position in combat

UI improvements

  • Added option to customize portrait book behavior (pinned, transparent, or sliding)
  • Added hover descriptions for attributes and skills
  • Added concept of having action icons directly shown on the map
  • Added progress bars when loading
  • Added loading screen
  • Added feature to move items between containers using a right-click (and updated tutorial)
  • Added highlight of slots in the inventory where items can be equipped
  • Added indicators for hunger/thirst/fullness levels to health screen
  • Added indicator to show when distributable points or perks are available
  • Added visual indicator when the PC receives an item
  • Added hover description to several buttons
  • Added hover description for any item special status (stolen, quest, etc)
  • Added feature to open journal entry when clicking quest or criminal record banner
  • Added display of estimated power when prompted for quick resolving a combat
  • Added icon to display the state of a manhunt
  • Improved and simplified concept of damage and life points (and added label for the value)
  • Improved the readability of status messages
  • Improved the combat UI (fonts, font colors, added backplates)
  • Improved the resting panel
  • Improved inventory belt clip background image
  • Improved size of book widgets
  • Improved timing of some hovers tooltips/popups (now appearing quicker)
  • Improved the display of written tutorials and added feature to show them on the map
  • Improved readability of hover popups (now hiding mouse cursor)
  • Improved positioning of screen size setting (now visible if resolution is wrong)
  • Improved determination of applicable mouse cursor asset during combat
  • Removed obsolete combat actions (Communicate: now interaction, Item: now used via quickslot)
  • Many smaller improvements

Balancing improvements

  • Reduced the stamina penalty from blood loss
  • Increased the skill roll bonus (or penalty) from high (low) attribute values
  • Improved character power calculation (life points, armor, sleep status)
  • Adjusted NPC group sizes
  • Added more starting money and quest rewards
  • Reduced prices for metal items

Audio handling improvements

  • Improved timing of when music begins to play
  • Greatly reduced audio stuttering when map changes (more work needed)

Main Menu improvements

  • Added hover popups
  • Added sparkle effect to game logo
  • Improved the wishlist icon
  • Now showing if the max number of saves has been reached

Credits screen improvements

  • Added links to socials, Discord, Website, Steam
  • Improved the copyright notice

Internal improvements

  • Improved handling of absolute timestamps
  • Improved handling of NPC behavior patterns when time gets skipped or the game gets paused
  • Improved performance when switching to a screen that shows the last screen in the background
  • Overhauled action handling
  • Improvements to the dungeon map generation process (more efficient use of arrays)
  • Now disposing all static TextureAtlases with the static disposal mechanism
  • Updated included libGDX framework version to 1.14
  • Updated included LWJGL library version to 3.3.6
  • Added many new generic Requirements
  • Moved data folder from "ProgramData" to "Saved Games"
  • Tied the attribute "quest item" from Item to ItemInstance
  • Improved handling of output logfiles (now keeping those of three sessions)
  • Removed superflous calls to setting the generic popup active

Fixes for bugs present in Alpha 3.fun

  • Fixed: app does not start anymore when a saved game is corrupt
  • Fixed: app hangs when spam-clicking while a new game starts, corrupting the database
  • Fixed: crash when an NPC flees to a different dungeon level
  • Fixed: crash when confirming a new combat move while just arriving from another move
  • Fixed: crash when an NPC's update queries the database after the PC died (database erased)
  • Fixed: crash in Pathfinder when there is no route around an entity
  • Fixed: crash when entering city map and patrol resumes at last waypoint
  • Fixed: crash when looting dungeon container with colored item
  • Fixed: crash when combat starts while mounting horse
  • Fixed: crash when a manhunt ends at a certain building level
  • Fixed: crash when storing criminal record entry with too many witnesses
  • Fixed: crash when NPC is trying to get to a spot on top of a building, but there is no path to it
  • Fixed: hang (NPC who is not yet to appear in the game incorrectly gets loaded)
  • Fixed: error when saving game while mounting horse (action name too long for db)
  • Fixed: lock components are not persistent
  • Fixed: procedural lock generation gets stuck if there are not enough valid trap slots
  • Fixed: NPC in explorable building, PC outdoors same town: isOnMapInMemory value incorrect
  • Fixed: group is not fully removed when a character is moved out of a single-member group
  • Fixed: bystander NPCs sometimes get added twice to the combatant list when attacked
  • Fixed: town guard behavior pattern not always gets started when needed after a map change
  • Fixed: in rare cases, it is incorrectly determined whether the PC is indoors
  • Fixed: when the game loads in a static location, the shown room can be wrong
  • Fixed: season Fast-Forward hover shows without the icon being available
  • Fixed: unable to cancel activities while the spinner is up
  • Fixed: outdated hover popup still shows up after a modal dialog appeared
  • Fixed: NPC's action queue stuck when leaving building and PC is in a static location
  • Fixed: rider and horse out-of-sync when opening Credits screen
  • Fixed: book widget "inventory" not fluently scaling
  • Fixed: book portrait visuals sometimes incorrect around the edges
  • Fixed: popups with large amounts of text exceed the screen bounds
  • Fixed: items can incorrectly be dropped in special locations using the key shortcut
  • Fixed: when re-positioning checkbox, hovered and checked variants remain at the old spot
  • Fixed: when loading game, effect trigger for an item not restored if it is inside a container
  • Fixed: widget icon rollover status can be incorrect after setting it externally
  • Fixed: a criminal record entry is added when picking a lock of a self-owned object
  • Fixed: rendering order incorrect when indoors (precipitation not showing through window)
  • Fixed: flickering on character sheet screen when animations are loading in the background
  • Fixed: when game is paused while in a special location, key commands still work
  • Fixed: Thyle city watch is not a unique special location, causing ambiguous guard behavior
  • Fixed: function to query the position of a building that is not in memory sometimes crashes
  • Fixed: incorrect behavior when a manhunt is triggered by a guard on top of a building
  • Fixed: attacker gets too close when positioning for an upcoming combat
  • Fixed: after dropping coins, carried weight does not get updated immediately
  • Fixed: in the map editor, cellar levels are exported twice
  • Fixed: possible PC actions not reset to default when starting a new game during same session
  • Fixed: descriptions for locations on the travel map are incorrect (indexing issue)
  • Fixed: even for non-humanoid NPCs, average armor is calculated based on humanoid body parts
  • Fixed: map inappropriately changes when PC is taken to prison while in a static location
  • Fixed: on some screens, modal dialogs are rendered under any screen darkening
  • Fixed: The UI renderer does not correctly return the hovered status
  • Fixed: some dungeon doors are locked although they are open
  • Fixed: dungeon containers not always filled correctly
  • Fixed: next quest step not always shown
  • Fixed: in tactical combat, nearby enemy cannot be selected after canceling a move
  • Fixed: quest "True Hospitality" proceeds incorrectly if the PC does not act for a while
  • Fixed: music stuttering when changing maps and deleting games
  • Fixed: incorrect item for starting campfire shown if using tinder pouch
  • Fixed: flintstone sound missing when igniting object with tinder pouch
  • Fixed: coin treasure item can include zero coins
  • Fixed: NPCs can block themselves after being spawned on a new map
  • Fixed: store visitors have a superflous action to enter the building on the queue
  • Fixed: children and some other characters are unable to talk in certain scenarios
  • Fixed: incorrect south stairscase asset in human dungeon
  • Fixed: lantern (on) does not show a flame in inventory
  • Fixed: the leader of the Dark Ones does not own the robe he is wearing
  • Fixed: various issues with activity spinners
  • Fixed: tutorial combat with bat can be started as quick combat when fleeing first
  • Fixed: when camping in dungeon, sleep actions are shown incorrectly
  • Fixed: after closing the gravestone overlay, interaction menu choice stays highlighted
  • Fixed: when holding Alt, entities stand out that should not
  • Fixed: wraith's footwear not rendered when attacking
  • Fixed: "door close" sound sometimes plays twice when PC leaves a building
  • Fixed: attacks incorrectly occur against already destroyed body parts
  • Fixed: signpost assets have incorrect filenames in settlement winter atlas
  • Fixed: temporary road and river paths are not disposed in travel map maker
  • Fixed: incorrect dialog text in quest "True Hospitality" after PC attacked goblin and left
  • Fixed: a selected NPC leaving the map stays in the interaction panel
  • Fixed: incorrect hover text for "Take all" button on loot screen after taking selected items
  • Fixed: character output related to food consumption is not correct
  • Fixed: if one side in combat is powerless, power bar not showing correctly
  • Fixed: life point bonus in power calculation incorrect
  • Fixed: PC name instead of target's name is mentioned in status message after PC attacks
  • Fixed: archers move to invalid positions on the map (outside the content area or in water)
  • Fixed: incorrect music might come up if the PC joins an ongoing NPC-NPC combat
  • Fixed: during combat, non-humanoid characters can open doors to escape
  • Fixed: issue in conversation with Chosh in quest "All bats are gray in the dark"
  • Fixed: incorrect result when determining whether a mounted character is in attack range
  • Fixed: after being in combat hit while mounted, cannot dismount and animation stuck
  • Fixed: sometimes, the wrong combat music variant starts
  • Fixed: town guadrs sitting in a tavern do not get up when spotting a criminal
  • Fixed: quick combat portraits sometimes show incorrect number of fighters
  • Fixed: "construct shelter" action available in dungeon after loading game
  • Fixed: after tuning towards an enemy during tactical combat, action sectors not always updated
  • Fixed: coins can be dropped in special locations (impossible to pick them back up there)
  • Fixed: combat gets stuck in quest "True Hospitality" if PC starts combat with the guard around
  • Fixed: the retiree does not appear in quest "Echoes from the Past" when skipping time
  • Fixed: corpses are incorrectly added as crime witnesses
  • Fixed: dehydration level not correctly restored after loading
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