Name | The Doors of Trithius | ||
Developer | Jake Donkersgoed | ||
Publisher | Jake Donkersgoed | ||
Tags | |||
Release | 2021-08-15 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [NAN ] |
[h2]v0.5.6b[/h2]
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This is a smaller update with some initial changes to towns and handful of other items.
[h2]Job Board[/h2] Job Board visuals update based on the number of quests available. [h2]New Items[/h2] Added 15 new items covering jewelry and miscellaneous loot items which can be found in loot containers, as monster drops, and in shops throughout the world. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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[h2]v0.5.5b[/h2]
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Keyboard controls for all interactions with the game world including ability targeting, looting, and talking to NPCs.
[h2]Keyboard Controls[/h2] Added 3 new keyboard controls: [G]et, [T]alk, and [E] interact.
[h2]Quaff, Feed, and Medicine[/h2] Introducing three new commands: [Q]uaff, [F]eed, and [M]edicine. Press the corresponding key to open a quick-item menu, allowing you to quickly use an item without navigating the inventory. These can also be accessed from the action menu. [h2]List Navigation via Keyboard[/h2] The loot window can now be navigated with keyboard controls, enabling you to take individual items without the use of the mouse. Press [Up] and [Down] or numpad keys to navigate the list, and [Space] to take an item. Use any of these keys to activate list navigation. Alternatively, select "List Navigation via Keyboard" in options to enable it automatically. Currently, only the loot and quick-item windows support keyboard navigation. Future updates will extend support to other UI windows. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
Note - Please be aware that the deployment of the Hotfix builds for Mac systems will experience a temporary delay. |
Factions summon armies, settlements can be attacked and turned destitute, and bandit hordes wander the map. Gear up for a more engaging and challenging world.
For more details, including information about how factions gain and spend wealth, see the recent dev blog. [h2]Human Factions[/h2] Previously, there was a single generic "human" faction. This has been removed and split into 3 named factions: Verdant Guard Forest dwellers, who reside near where the player starts. Stonewardens Empire loyalists, typically found in mountainous regions. Aridax Fiercely independent desert dwellers. Each human faction starts with its own territory and influence, which will shrink or grow based on the influence of other factions. [h2]Bandit Factions[/h2] Three new wandering bandit factions have also been added. Eagle Clan Small groups with strong units, the Eagle Clan prefers the mountains and forests. Cragwolf Outlaws A powerful, bloodthirsty bandit group, with a unique dual axes drop. Barren Outcasts Ill-equipped but with larger numbers. Wandering bandits do not control territory but will attack and wreak havoc on all non-bandit factions (including the player). [h2]Desert Towns[/h2] To match the desert theme, Aridax towns have newly added building and pathway art. [h2]Prosperity[/h2] Upon entering settlements (villages, cities, and towns), you'll notice a new feature: prosperity. Visible on the location window, prosperity is represented with an indicator showing its current level and the trend of where it's heading. Prosperity is a direct reflection of the economic health of a settlement, influencing the availability of shops, presence of adventurers and quests, frequency of traveling merchants, and the number of guards available. The below screenshot is of a closed shop. As a town loses prosperity, shop owners will pack up and leave. How it works:
Prosperity Ranks
[h2]Gremlin Dungeons[/h2] Added 6 new room types to Gremlin Dungeons for more variation. These rooms have a chance to spawns in small and large Fortresses. [h2]Simultaneous Turns[/h2] This drastically speeds up combat when fighting in larger numbers. Instead of waiting for all enemies to take their turn one by one, entities will attack and move in the smallest number of batches. All combat now uses "Simultaneous Turns," allowing enemy units to take their turn at the same time. [h2]Other Changes[/h2]
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For the last several months we've been working on a major update: Faction Warfare
Initially, as a lone adventurer in a world embroiled in conflict your influence is understandably limited. Charging into armies alone would be ill-advised. However, as you grow in power and cunning, so too does your ability to impact the world. Undermining Faction Wealth One strategic approach is targeting the enemy factions where it hurts: their wealth. Defeated dungeons stop exerting influence. As a result, the faction's borders begin to recede and their ability to fund and maintain armies diminishes. Joining the Fray Another way to sway the course of war is by joining battles alongside friendly factions. Engaging in these conflicts rewards you with loot, experience, and aids in defending vital territories. [h2]Destroyed Towns???[/h2] The introduction of faction warfare brings with it a more immersive and engaging world, but it also introduces new design challenges. Our primary challenge is striking a balance: How do we ensure that faction armies are impactful, instilling a sense of urgency and consequence, while avoiding excessive penalties for the player? Consider the following dilemmas:
[h2]Town Prosperity[/h2] Prosperity is a new system developed to address the challenges presented by faction warfare. It's the current focal point of our development efforts. (as it's under active development, details are subject to change) Upon entering settlements (villages, cities, and towns), you'll notice a new feature: prosperity. Visible on the location window, prosperity is represented with an indicator showing its current level and the trend of where it's heading. Prosperity is a direct reflection of the economic health of a settlement, influencing the availability of goods, shop wealth, presence of adventurers and quests, frequency of traveling merchants, and the number of guards available. [h3]Prosperity Ranks[/h3] Prosperity is categorized into several ranks:
[h3]Influencing Factors[/h3] Several factors can influence a settlement's prosperity:
[h3]Special Note on the Destitute Rank[/h3] Settlements at the Destitute rank find themselves in a state of significant hardship, a status that typically follows a defeat in battle. In this dire state, only essential structures like the Inn, your house, and quest-specific buildings remain operational. A destitute town is essentially off the map in terms of faction warfare: it poses no threat and thus is not a target for further attacks, nor does it exert any influence in the broader conflict. As time passes, these settlements will naturally progress towards recovery, albeit slowly. To expedite this process we are planning to introduce special quests which appear in nearby towns. Through these quests, you can accelerate the recovery by contributing gold or other resources. [h3]Benefits of the Prosperity System[/h3] Where previously destroyed towns were completely inaccessible, the addition of the Prosperity system ensures that while such towns are still affected, the impact is less punishing. This feature not only integrates with the simulated world, enhancing the realism and dynamism, but also amplifies the impact of faction borders and armies on the game's mechanics. Looking ahead, we are also planning a separate update dedicated to enhancing town aesthetics. This future enhancement will see key town features dynamically change in line with the town's prosperity level. Imagine witnessing the physical transformation of a town as it progresses from destitute to wealthy... That's it for now and thank you for reading. |
As we forge ahead into the new year, there are several significant updates that we've been working on. |
The Doors of Trithius is now available on macOS. |
It's been a slew of hotfix over the last few days as we address issues.
[h2]Other Changes[/h2]
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XP Rebalance + QoL and bug fixes.
[h2]Java Version[/h2] Updated Java version from Java 14 to Java 21. This gives significant performance improvements on some systems, and also fixes lag issues experienced by some users. [h2]New Player Experience & Polish[/h2] Some initial steps to improve the experience in subtle ways. This is part of an ongoing initiative which includes UI modifications, providing clearer starting guidance, and ensuring consistent storytelling.
Improved loot User Interface (UI). This redesigned UI will not obscure the object being looted. We want you to see what it is you're looting! [h2]Stat Sources[/h2] To provide clearer insight into your character stats, contributing factors to a stat's total value are displayed within the stat tooltip. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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Significant performance improvements, faster NPC pathfinding, and new debugging tools.
[h2]Code Efficiency[/h2]
[h2]Pathfinding[/h2] NPCs are smarter and more efficient in how they find their way.
While providing generally faster performance, these changes should also address the lag sometimes felt in towns or crowded areas, where many entities are blocking each other and attempting to path-find at the same time. [h2]Debugging Tools[/h2] New game option for those who like to troubleshoot or are facing performance issues.
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[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
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Introducing the Desert - a whole new biome with exotic creatures and new items & mechanics.
[h2]Chivalry[/h2] Chivalry has received a significant update, featuring new abilities, upgrades, and a unique "Oaths" mechanic.
[h2]Altar of Ahnais[/h2] Forests, Plains, and Deserts now have a chance to spawn an Altar of Ahnais. These Altars are closely related to the new "Oaths" mechanic in Chivalry. By slaying beasts, the Knight can collect "Oaths of the Fallen," which may be offered at the Altar for rewards. This Altar is the first of many special map features to come. We imagine a world filled with relics and altars, each offering unique effects or services, relating to specific guilds, quests, and world lore. While currently only usable by the Knight, future updates will introduce a secondary effect to the Altar of Ahnais, accessible by all classes. [h2]Character Creation[/h2] Starting items are now shown as part of character creation, and can be rerolled an unlimited times. Other Changes
[h2]Warding[/h2] We've introduced three new stats: Physical Warding, Mental Warding, and Magic Warding.
We recognized a gap in the combat systemplayers had no way to defend against various debuffs that didn't qualify as wounds. These warding stats aim to address this. [h2]Ability Time[/h2] All activated abilities now show their use time in the tooltip. Since several passives now give increased ability speed, it felt right to show the exact time cost on all ability icons which can be seen on the bottom right. As part of this change we've standardized how ability activation speed works, going through all abilities and specifying how their speed works in a more precise way. Note that some abilities are based on the speed of your equipped weapon, while others like 'Reload' or 'Mark Prey' have their own intrinsic. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
[h2]Other Changes[/h2]
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[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
[h2]Other Changes[/h2]
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Welcome to the "Gremlin Fortresses" update, packed with so much stuff it's practically bursting at the seams!
[h2]New Logo[/h2] Our game logo, and all related steam art has been redesigned. Nearly two years have passed since our Early Access release, and our game has evolved significantly during that time. To reflect this substantial progress, it was time to give our logo a well-deserved update. We're thrilled with the results of this comprehensive visual revamp. Congratulations to Maxwell Arch for his outstanding work in bringing this vision to life. [h2]Damage Types[/h2] All damage is now categorized into six types: Physical, Fire, Thunder, Ice, Hex, and Decay, each with a corresponding resistance type. These damage types are displayed in the text log. Physical damage is indicated by a simple number, while other damage types are color-coded and display with the name, for example "4 decay". If multiple damage is dealt in the same attack, the break down is shown in brackets. Wound resistances are displayed separately with their own set of icons, to clearly distinguish them from damage types. We've also updated creatures, items, and abilities to use the new damage categories appropriately. Also added are new jewelry and armor that offer resistances to specific types of damage. Please bear with us as we continue to fine-tune these changes! The introduction of damage types is an ongoing effort that will require further adjustments, and additional ways to both deal and resist damage of each type. [h2]Equipment Icons[/h2] Added icons for all remaining armor and weapons. That's a lot of icons! Shout-out to artist Yokcos for his hard work on these. [h2]Nature Magic & Summoning[/h2] New abilities, upgrades, and enhanced summoning features. Yes, you can now summon a bear.
[h2]Knockback[/h2] In addition to its original purpose of displacing enemies, knockback now packs additional tactical surprises that could turn the tide of battle.
[h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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[h2]Bug Fixes[/h2]
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This update sees the addition of monster sounds, improved display scaling options, and various other changes and bug fixes.
[h2]Display Scaling[/h2] Two new scaling settings have been added: "World Scaling" and "Use OS Scaling". "World Scaling" - adjusts the game world elements, such as tiles, creatures, and art, to improve visibility and gameplay experience on different screen sizes. This enhancement affects both zoom levels (zoomed in and zoomed out). Although the pixel art was not designed for significant scaling, we understand that larger resolutions may require this setting. Please be aware that this feature is still being refined. Changing the setting may cause art in previously generated zones to appear misaligned. It is recommended to set this at the start of your game. "OS Scaling" - In a previous update, we made the game ignore the operating system scaling. As it turns out, some users did need this option. Enabling "Use OS Scaling" allows the game to utilize your operating system's scaling settings. This may be helpful for users with TV displays but could result in a stretched, blurry appearance. For optimal visuals, consider using World and UI scaling instead. [h2]Armor Art[/h2] We've begun adding unique icons for all armor pieces. In this update, included are 12 new icons for the Banded, Bonesplint, and Heavy T1 armor sets. Also included are small tweaks to several sets, new helmets, and matching undershirt colors to better differentiate the armor tiers. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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We're happy to announce the release of our game's OST, the "Gold Border Complete Master Ultimate HQ Edition." |
[h3]Bug Fixes[/h3]
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This update is a big one! We're rolling out a massive Armor Overhaul featuring over 150 new armor items, and introducing new gameplay elements such as Travelling Merchants, the Dreadheart skill, and the Blackwood Marauders faction.
Note that in the current version, some armor will be harder to find and use. As we continue to build the world, these new sets will be further integrated as new faction gear, guild armor, or quest rewards. [h2]Travelling Merchants[/h2] Travelling merchants will set up stalls in towns and cities to sell their goods, but buy fast, they only stick around for a few days!
[h2]Dreadheart[/h2] All new skill. Dreadheart includes 13 new abilities and passives, with over 60 wisdom points to spend.
[h2]Defeating Dungeons[/h2] Faction dungeons can now be defeated. This allows you to see what dungeons you've completed and remove that pesky faction influence.
[h2]Blackwood Marauders[/h2] The Blackwood Marauders are a ragtag group of outlaws who operate as a Robin Hood-style gang and will spawn several dungeons in a forest near where the player starts. These guys have learned to live off the land, growing their own food and raising a pack of loyal hunting dogs to assist them in their raids, and serve as an alternative enemy to your typical bandits. [h2]The Weapon Makers[/h2] Added a new rare event. This group, who lives between worlds, will sometimes spawn portals to their special weapon shops in random dungeons. [h2]Other Changes[/h2]
[h2]Bug Fixes[/h2]
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[h3]Bug Fixes[/h3]
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