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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:
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.
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!
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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:
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
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