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Fixed a bug that was making it impossible to find all 25 artifacts if artifact location was randomized
Redid the way that the offline progression routine works, which should prevent an error some people were getting about "possible infinite loop", as well as being faster in general.
First update in a while! One requested feature and a bugfix
Couple of bugfixes
Couple of bugfixes
Couple of small tweaks
Couple of bugfixes: [olist]
Couple of quick fixes
A few minor aesthetic changes in this patch
1. Fixed another instance where loading a pre- 1.04 save might sometimes crash the game 2. Fixed an issue that was preventing the Victory rune drop from being written to the game log window
Fixed a bug introduced in 1.04 that would cause the game to cash if you loaded a save that had offline combat progress
Fixed an issue where the 15k Surge cap did not automatically assert itself after hitting Settlement Level 70
A few balance changes to make Surge a little better
Content patch 1.04 is here, the most comprehensive update released to date! With it come several changes and new mechanics
Couple of small fixes: 1. The previous fix in 1.03a for the runestone achievement issue itself had an issue in it which was fixed in 1.03b 2. Continuing to work on the "value too large to convert to short" issue which is affecting some systems. We think we have narrowed it down to the game log so we redid the way the game log is drawn. If you are having this particular error even after 1.03bb please send a save file to darkspargame@gmail.com
Added an additional check for runestone counts to handle rare occasions where an achievement might not be granted
Thanks to everyone for providing great feedback on Darkspar and continuing to help us improve the game This patch adds a few important improvements: Quests have been added to the game. 1. You now have two tabs on the right which you can switch between, Game Log and Quests. Quests will be added to the quests screen automatically as you play through the game and provide a small to somewhat significant amount of resources when completed. 2. There are two kinds of quests. One is a repeating optional quests providing resources for killing certain monsters. The second is a storyline quest that updates as you play through the game, providing hints on what you should be doing and providing rewards for hitting milestones. 3. We hope that the quest feature will help players who are either stuck at the endgame (which has several steps that must be done in order, now spelled out in Quests) or players who felt like the mechanics weren't spelled out clearly enough Other improvements and requested features 1. You can now view the stat screen of your character by clicking their character panel. This can be done at any time. 2. Estimated research times have been added to the research panel, and research production is listed in the research box. Bug fixes 1. Fixed a couple of places Population was misspelled 2. Stopped Achievement pop ups from disappearing too quickly
Fixed an issue related to the Tier III Runestone drop table crashing the game if you had gotten all but one of the Tier III Runestones
Fixed an issue introduced in the previous patch which caused the name/rename fields to not function correctly
Made a couple of minor changes to the progress report message upon loading the game that might help with users experiencing "value too large to convert to short" error We are having difficulty duplicating the "value too large to convert to short" error in our testing, if you have a save file that can produce this message please send it to darkspargame@gmail.com
We continue to work to improve Darkspar and bring requested features to the game Improvements: 1. The game will now automatically save when you Quit 2. There is now a Continue option at the main menu which will continue from the save when you last Quit 3. Manual saves are still possible and supported, and auto-saves are still generated while playing (these are under "A" in the load menu) Bugfixes: 1. Added an additional fix for infrequent crashes introduced with 1.01 that had an error message "value too long to convert to short" 2. Fixed an issue with the tooltip for the Constitution Runestone
Fixed a bug where Armor Edge was not dealing it's intended damage
Fixed the tooltip for Weight of the Lizard, which was incorrectly showing the tooltip for Weight of the Lion
1. Alerts will now auto-close again based on the timer set under preferences 2. Fixed a couple of crashes that related to the granary or other buildings, or having too many alerts populate at once
Fixed a bug introduced with 1.01 where achievement popups weren't playing nice with the non-pausing of alerts and could cause a crash after a certain amount of time. (Pausing is now reinstated on achievements)
Patch 1.01 broke combat for people who have unlocked Runestones, should be fixed here
We continue to work to make Darkspar better and respond to player feedback This patch brings the first of several requested QoL changes 1. The various alerts, pop ups, and menus of Darkspar will no longer pause the game. This was a very popularly requested feature. There are still a very few instances were important messages may pause until you click OK. 2. A very basic tutorial and introduction text has been added. The tutorial ends after the first building and and first combat level are gained. We will expand the tutorial in future patches. 3. Gameplay change: the cooldown to recruit a second champion has been reduced to 30 minutes, and the cooldown to recruit the third champion reduced to 1 hour. We've heard the complaints about the pacing and feel this is a change we can make without being too impactful but giving players more to do early on. 4. Gameplay change: there are now two combat speeds- Fast and Original. Fast has a 5 second timer in between rounds and is now the default. Original has a 10 second timer between rounds. This can be changed under preferences. In order to not give too much of advantage to players playing at the high rate of speed, Runestone drop rate is nerfed slightly when playing at the higher speed. 5. Build timers for now are unchanged. We hear your feedback on this point but feel the core of the game is the turn based combat, so we have sped up these areas. We are looking at a building rework to make things feel like they are moving more quickly but haven't worked out the details yet. 6. Bugfix: It is no longer possible to try to upgrade the shield slot without a shield equipped
On the fence about Darkspar? A free demo is now available containing the first 20 levels of content!
Another day another patch Bugfixes/corrections 1. Patch 1.0d broke the "upgrade" function. It is now fixed 2. Fixed a couple of typos that had been reported (no more "resouces" at the top of the screen!)
Thanks for the feedback and for making Darkspar a fun launch! Patch 1.0d brings Bugfix: 1. It should no longer be possible to crash the game while clicking randomly around the screen with the rename or name recruit input boxes open QoL: 1. We got a lot of feedback that the pop up alerts when you find an item (the alerts that have the OK button) were pausing for too long a time so these boxes will now auto-close in 15 seconds instead of 30. If this is too fast, there is now a setting in preferences that allows you to set the auto-close on these type of alerts to 10, 15, or 30 seconds
This patch fixes the error that caused people to get most of the Steam achievements upon launching the game. This patch also allows you to reset your Steam achievements, so that people who had this issue can fix it! You can reset your Steam achievements following these steps: 1. Go to Preferences 2. Change "Clear Steam Achivements" to "Yes" 3. Click Return 4. Click "Start" if you are not already in the game 5. Click "Confirm" when asked if you want to clear Steam achievements 6. You may need to exit the game and reopen in order for the Steam library to reflect the change Thanks to everyone for reporting this issue!
Greetings potential travelers to Darkspar, the current build of the game has been approved for release and it's been some days since we've found any major issues in testing so we've decided to move the release date up to sometime next week. In the meantime, we expect to drop a full gameplay trailer within the next couple of days. We look forward to being able to share the game with you a little earlier than expected!
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