Greetings adventurers! I've got another update for you this week and I think it's one you'll be happy about. On level up, your characters have always received additional stats dependent upon on individual classes. This was of course all done behind the scenes without any player input so I wouldn't be surprised if many of you were unaware of this. But as of this patch, you now have the option to invest those points as you wish!
That's right! Specialize your characters the way that you want to. Don't conform to a mold set forth by some silly developer! This is also retroactive! So if you already have a party with powerful adventurers you can now customize them as you wish. I do however apologize for the EXTREME clicking that will be required for high level parties on old saves. Be sure to save your game after completing the stat upgrades to avoid having to repeat the process.
Here's a quick demo showcasing how to invest your new stat points:
Patch Notes:
- New level up stat system. Spend points awarded on level up to improve your party members
- Implemented backwards compatibility for old saves prior to new level up stat system.
- Minimum level required for wolves to begin spawning has been increased
- Max size of wolf packs has been decreased
- Party can no longer be teleported to a campfire being guarded by a wolf pack
- Fixed bug causing members to remain idle while the group returned to adventuring
- Corrected several typos in UI elements.
- Fixed bug causing enemies to be higher level than intended.
There's been an update!
That's right everyone, this game is indeed alive and kicking. This week's update is small, but I had a few things implemented and bug free and thought I'd get a new patch out instead of making everyone wait so I could have a more impressive change log. So let's get right to it.
Changes:
- Free camera mode has been fixed. There's no longer awkward tilting on the z axis.
- The sound settings sliders have been fixed to properly distribute volume changes along their length (the later 1/3 of the bar no longer controls 90% of the volume)
- The cave model has been replaced. It now has a more ominous feel and is actually properly uv mapped unlike the former one.
Happy patch day everybody! I know it's been a while but I hope you're all as happy as I am to be seeing these changes finally go live. Let's get right into it
First off, due to popular demand there is now a free camera mode! You can easily toggle between smart cam and free cam by pushing the appropriate icon button next to the party panel. By default you can use the wasd keys + mouse input to maneuver the camera but you can change the keybindings in settings. While in freecam mode you can toggle "mouselook" by pressing "L" by default which will allow you to click objects on the screen without moving the camera around. This new mode will be receiving some tweaking in the future to improve it's feel, but it's functional for now and will come in handy for our next new item.
Clickable drops! That's right, monsters now drop clickable buffs with several different effects. There's health regen, mana regen, goldcoins and party wide movement speed boost! Just click the bonus item on the screen before they disapear to gain the effects.
This next improvement is another one influenced by community input. People were upset that thier party members didn't stick to the roads properly and would just cut across fields at will. Well not anymore! As you watch you will see that the party's members won't be wandering too far from the road any longer.
Patch Notes
- New free camera mode
- New health regen clickable item
- New mana regen clickable item
- New movement speed clickable item
- New gold coins clickable item
- More realistic navigation
Hey everyone, I hope you're all having a great weekend. I've been busy so far putting the finishing touches on the improvements I mentioned last week and I'm happy to report that it's finally ready to go live.
In case you missed out on last week's announcement, let me recap real quickly. All classes can now earn 3 additional skills that are unlocked by progressing through the "Trials" challenge. These skills are not auto cast like the first ones. These new abilities can only be initiated by you, the player. Players wanted the option for more interactivity and I hope this is a step in the right direction for making those players happy while still maintaining the integrity of the afk functionality of the game. That all said, let's take a peek at some of the new skills!
New Fighter Skills
- Whirlwind Strike - a large AOE(area of effect) attack
- Steadfast Defense- a temporary bonus to damage mitigation
- Intimidating Gaze- an AOE temporary debuff reducing enemy attack power
New Cleric Skills
- Defender's Boon - a temporary boost to all party member's max hitpoints.
- Heavenly Blessing - a HOT(heal over time) cast on all party members.
- Holy Wrath- A devestating attack dealing 50% of the target's max hitpoints as unmitigated damage.
New Archer Skills
- Power Shot - An attack with significantly increased damage.
- Ensnare - This skill nets an enemy in place while the Archer leaps away from danger.
- Barrage- A significant attack speed bonus while active.
New Wizard Skills
- Mana Fountain - A group mana heal.
- Split Embers- Shoots a fireball for every enemy in combat.
- Wind barrier- A protective wind shield that prevents all damage to the wizard while active.
It's been too long since I've been vocal about Quests Unlimited's development, so I thought now would be a good opportunity to talk some about what's been keeping me busy. This picture should offer some insight:
New Skills!
You'll notice that all classes in the picture have an additional 3 skills at their disposal. The fighter's "Whirlwind Strike" is just 1 of the 12 new skills being worked on right now. Unlike a class's primary skill, these new skills will be user cast only. I'm hoping that these new abilities will make gameplay feel even more rewarding than it does currently. Although not shown in the picture (it's not implemented as of yet, sorry), these skills will be unlocked by the party conquering the trials. Completing level 10 will unlock the second skill for all party members, 20 will unlock the third, etc. This will actively reward your party for making progress in the trials enriching the sense of progression. I'll be working diligently on getting these improvements out live as soon as I can. As always, you can post any questions or comments below or on the discussion forum. I look forward to hearing back from you!
I'm quite excited to bring you this week's update because it's targeted at bringing the opportunity for more active gameplay in Quests Unlimited. But before we get there, let's start off with another related feature implemented in this update.
You may notice in this picture that there are 2 new buttons located next to the inventory window. The Trials button I will get back to in a moment, but the green town button allows players the option to force their party to go back into town. While in town a party will turn in completed quests and do business with the merchant as usual. It's a great idea to restock on potions and clear out your inventory before attempting the "Trials".
The Trials is a new challenge mode that pits your party against waves of enemies one after another. The waves steadily come in 10 second intervals and every 10th wave consists of 2 bosses for you to overcome. If successful, your party is given a breif respite to regroup by the campfire (and restock in town if needed) before returning for the next barrage of enemies. Oh, did I mention that your party will no longer automatically be using thier skills or using potions in this mode? That's right, this mode relies on the player to make those decisions and make the very most of their party's potential. Your highest scores will be put on display for all to bare witness on our new Leaderboards!
You can access the leaderboards from the titlescreen. I hope to see many more entries there soon, can anyone beat my score? The Trials are more challenging than you might expect, give it a try.
Patch Notes:
- New parties will no longer recieve 200 free gold when starting a new game.
- There's a new "Town" button allowing players to initiate trips back to town
- There's a new "Trials" button that will initiate the new Trials challenge
- Added tooltips to help explain what the new buttons do
- New leaderboard (available from titlescreen) implemented to accompany the new Trials challenge
- The Trials challenge (survive wave after wave of enemies)
Skills and potions will NOT be autocast during the Trials challenge
I'm quite excited to bring you this week's update because it's targeted at bringing the opportunity for more active gameplay in Quests Unlimited. But before we get there, let's start off with another related feature implemented in this update.
You may notice in this picture that there are 2 new buttons located next to the inventory window. The Trials button I will get back to in a moment, but the green town button allows players the option to force their party to go back into town. While in town a party will turn in completed quests and do business with the merchant as usual. It's a great idea to restock on potions and clear out your inventory before attempting the "Trials".
The Trials is a new challenge mode that pits your party against waves of enemies one after another. The waves steadily come in 10 second intervals and every 10th wave consists of 2 bosses for you to overcome. If successful, your party is given a breif respite to regroup by the campfire (and restock in town if needed) before returning for the next barrage of enemies. Oh, did I mention that your party will no longer automatically be using thier skills or using potions in this mode? That's right, this mode relies on the player to make those decisions and make the very most of their party's potential. Your highest scores will be put on display for all to bare witness on our new Leaderboards!
You can access the leaderboards from the titlescreen. I hope to see many more entries there soon, can anyone beat my score? The Trials are more challenging than you might expect, give it a try.
Patch Notes:
- New parties will no longer recieve 200 free gold when starting a new game.
- There's a new "Town" button allowing players to initiate trips back to town
- There's a new "Trials" button that will initiate the new Trials challenge
- Added tooltips to help explain what the new buttons do
- New leaderboard (available from titlescreen) implemented to accompany the new Trials challenge
- The Trials challenge (survive wave after wave of enemies)
Skills and potions will NOT be autocast during the Trials challenge
Hey all, I got done a little ahead of schedule this week so I figured I'd get my weekly update out early as well. There's some changes in here people have been clamoring for so I'm happy to announce them.
First off, you can now lock items you're wearing to ensure they aren't replaced automatically.
You can also now click an item in your inventory to equip it to appropriate party members! This will automatically lock the newly equipped item so that it's not replaced. When you click an item that can be equipped in your inventory, a list of eligible party members is displayed and you can simply click the button for the member you wish to equip the new item. Simply click the red exit button if you've changed your mind about equipping the item.
The rarity of an item is also now clearly observable!
The rarity hierarchy is as follows: Grey < White < Green < Blue < Purple
I'm pretty happy with the progress made this week. A few of these changes are things players have been asking about for a while now so it's nice to finally get it out to you all. Questions? Comments? As always, I'm more than happy to answer those below or on the discussion forums.
Patch Notes:
- Ability to lock equipped items
- Ability to manually equip new items.
- Exp bars introduced
- Item rarity introduced/displayed
- Can now reset temprary changes in upgrade window
Hey all, I got done a little ahead of schedule this week so I figured I'd get my weekly update out early as well. There's some changes in here people have been clamoring for so I'm happy to announce them.
First off, you can now lock items you're wearing to ensure they aren't replaced automatically.
You can also now click an item in your inventory to equip it to appropriate party members! This will automatically lock the newly equipped item so that it's not replaced. When you click an item that can be equipped in your inventory, a list of eligible party members is displayed and you can simply click the button for the member you wish to equip the new item. Simply click the red exit button if you've changed your mind about equipping the item.
The rarity of an item is also now clearly observable!
The rarity hierarchy is as follows: Grey < White < Green < Blue < Purple
I'm pretty happy with the progress made this week. A few of these changes are things players have been asking about for a while now so it's nice to finally get it out to you all. Questions? Comments? As always, I'm more than happy to answer those below or on the discussion forums.
Patch Notes:
- Ability to lock equipped items
- Ability to manually equip new items.
- Exp bars introduced
- Item rarity introduced/displayed
- Can now reset temprary changes in upgrade window
- Any items that were incorrectly assigned strange names should now have their original names.
Hello everyone. You may have noticed achievements being visible throughout this week, well that's a large part of what I've been working on. As of this update achievements are live and should be unlockable! There's also been a number of bug fixes and tweaks to help smooth out any rough patches.
Patch notes:
- Steam Achievements introduced
- Fixed bug that caused party members to equip inferior equipment when loading saves.
- Fixed bug causing equipment pieces to be renamed strangely (items currently affected will not be altered but no new strangely named items should be created/loaded)
- Fixed bug causing monsters to spawn at higher level than player party.
- Slightly incentivised the Charisma stat for all classes when choosing equipment.
More info here: http://steamcommunity.com/app/777420/discussions/0/1693788384143395413/ As always, you can make your voice heard on the discussion forums. If you have any questions, comments, problems, etc, post there and I'll be sure to see it.
Hello everyone. You may have noticed achievements being visible throughout this week, well that's a large part of what I've been working on. As of this update achievements are live and should be unlockable! There's also been a number of bug fixes and tweaks to help smooth out any rough patches.
Patch notes:
- Steam Achievements introduced
- Fixed bug that caused party members to equip inferior equipment when loading saves.
- Fixed bug causing equipment pieces to be renamed strangely (items currently affected will not be altered but no new strangely named items should be created/loaded)
- Fixed bug causing monsters to spawn at higher level than player party.
- Slightly incentivised the Charisma stat for all classes when choosing equipment.
More info here: http://steamcommunity.com/app/777420/discussions/0/1693788384143395413/ As always, you can make your voice heard on the discussion forums. If you have any questions, comments, problems, etc, post there and I'll be sure to see it.
You can find the details for submitting your quest ideas on our discussion forums: http://steamcommunity.com/app/777420/discussions/0/1693788384143395413/
You may have also noticed a new patch today. The patch notes are simple: The Lunar Blessings event has officially come to an end. That means item drop rates have just returned to normal.
You can find the details for submitting your quest ideas on our discussion forums: http://steamcommunity.com/app/777420/discussions/0/1693788384143395413/
You may have also noticed a new patch today. The patch notes are simple: The Lunar Blessings event has officially come to an end. That means item drop rates have just returned to normal.
Hello everyone, I've been hard at work this week implementing a feature I've heard requested numerous times now. That's right, party names and classes are no longer completely random and are now customizable.
When starting a new game, you'll now be loaded into a new scene allowing you setup your party before entering the gameworld for the first time. It should also provide a bit of information about the available classes for those new to the game.
Old save files can not be customized. You can still load old save files without issues but you'll have to start a new game if you'd like to progress with your customized party. There's a couple days left of the "Lunar Blessing" event, so I suggest you take advantage of that to help gear up your new teams.
Patch notes:
- Added the functionality to customize new parties
- Created an interactive scene to accompany the above functionality
- Introduced combat music to the game. Music will now fade between the the standard background music and another piece indicating your party is in combat.
- Patched previously but never indicated: I fixed the party idle bug and reintroduced wolves into the game.
Hello everyone, I've been hard at work this week implementing a feature I've heard requested numerous times now. That's right, party names and classes are no longer completely random and are now customizable.
When starting a new game, you'll now be loaded into a new scene allowing you setup your party before entering the gameworld for the first time. It should also provide a bit of information about the available classes for those new to the game.
Old save files can not be customized. You can still load old save files without issues but you'll have to start a new game if you'd like to progress with your customized party. There's a couple days left of the "Lunar Blessing" event, so I suggest you take advantage of that to help gear up your new teams.
Patch notes:
- Added the functionality to customize new parties
- Created an interactive scene to accompany the above functionality
- Introduced combat music to the game. Music will now fade between the the standard background music and another piece indicating your party is in combat.
- Patched previously but never indicated: I fixed the party idle bug and reintroduced wolves into the game.
For the time being, I am also disabling the wolf packs in the live build. I will continue running tests on my end to get them working as they should, but I don't want it interfering with your questing anymore, especially during this event.
Patch notes:
- Drop rates increased to 100% for the Lunar Blessings event.
- Wolves temporarily disabled.
- Bosses will no longer spawn until party level is 30 or higher.
- Increased the amount of time before party members will start casting spells at fight onset
- fixed a bug that kept the number of stacked items in the inventory from updating properly.
For the time being, I am also disabling the wolf packs in the live build. I will continue running tests on my end to get them working as they should, but I don't want it interfering with your questing anymore, especially during this event.
Patch notes:
- Drop rates increased to 100% for the Lunar Blessings event.
- Wolves temporarily disabled.
- Bosses will no longer spawn until party level is 30 or higher.
- Increased the amount of time before party members will start casting spells at fight onset
- fixed a bug that kept the number of stacked items in the inventory from updating properly.
Hello everyone, back with another update to address some issues that were raised. As always, drop by the forums with any questions/comments and I'll respond.
Change List:
- Game should no longer get "stuck" after fighting wolves at campfires
- Tooltip has been modified to be easier to read and stay within the screen
- The amount of upgrades an item has should now be visible on tooltip
- Lowered the cooldown for members to starting casting at fight onset
- Fixed a bug causing items in inventory not to load correctly.
Hello everyone, back with another update to address some issues that were raised. As always, drop by the forums with any questions/comments and I'll respond.
Change List:
- Game should no longer get "stuck" after fighting wolves at campfires
- Tooltip has been modified to be easier to read and stay within the screen
- The amount of upgrades an item has should now be visible on tooltip
- Lowered the cooldown for members to starting casting at fight onset
I wanted to quickly get a build out that addresses some of the concerns that I'm seeing mentioned over and over again. They are as follows:
- Lowered the scaled power of enemies.
- Slightly increased primary stats gained on level up for all classes.
- Added tooltips explaining stats and abilities.
- Greatly increased campfire regeneration rates.
- Cleric should no longer be able to cast heals while dead.
I wanted to quickly get a build out that addresses some of the concerns that I'm seeing mentioned over and over again. They are as follows:
- Lowered the scaled power of enemies.
- Slightly increased primary stats gained on level up for all classes.
- Added tooltips explaining stats and abilities.
- Greatly increased campfire regeneration rates.
- Cleric should no longer be able to cast heals while dead.
Hello everybody and thank you for your interest in my game. As the title suggest, Quests Unlimited made it's way to steam and the community is already making it a better game! I now have a growing list of improvements to be made that will help me to focus on what matters most to our community. Some of you may have noticed an update come out yesterday evening, it was very minor but I thought I should explain what it was and what it addressed. Users were complaining that Quests Unlimited was using a lot of resources and making their computers run hot. For development purposes I had vsync disabled. Without vsync in place, the game tries to run as fast as it possibly can which results in giving your computer a workout. With vsync on, the game loop is slowed down to more reasonable levels (60 fps as opposed to 300+). So the minor change yesterday was me simply enabling vsync and uploading the new build. I want to thank you all for your support and hope you're all enjoying the game so far. - oxrock
Quests Unlimited
Oxrock Studio
Oxrock Studio
2018-02-13
Indie RPG Singleplayer EA
Game News Posts 22
🎹🖱️Keyboard + Mouse
Mixed
(10 reviews)
https://store.steampowered.com/app/777420 
The Game includes VR Support
Quests Unlimited Depot-linux [305.67 M]
Key features:
- Smart camera following system. The camera will dynamically follow your party to always give you the best view of the action.
- Level progression system. Your party gains experience as they defeat monsters and complete quests allowing them to level up.
- Equipment upgrade system. A member of your party straggling behind? Spend some gold to upgrade their equipment so they can more efficiently destroy your enemies.
- Save/load system with auto-save option.
- NO MICRO TRANSACTIONS!
- Make constant progress in a grind heavy RPG style game without wasting your life!
To be very clear, Quests Unlimited is a game that you don't have to actively play. There's no mechanics requiring twitch reflexes or any sort of competitive pvp or the like. This is a game for people who enjoy older style rpg's but don't have the time to invest into the progression systems of those style of games. The goal is to give the player the satisfying feeling of progression without having to invest their entire life in a game. This kind of game is not for everyone so please be aware of what this product is trying to be and not expect it to be something else.
This game can and will play completely by itself, but that doesn't mean it always should! Take advantage of the lower cool-downs of player initiated skills. Drink potions to keep your party members in the fight. Upgrade strategically to aid your chances in encounters. There are ways to be active in the game to make progression faster and more lucrative, so by all means keep the game active and enjoy yourself. Just know that the game will continue playing and everything will be fine even if you're called away from your computer unexpectedly.
- OS: Ubuntu 12.04+. SteamOS+
- Processor: CPU: SSE2 instruction set support.Memory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Graphics card: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
- Storage: 320 MB available space
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