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Hotfix Notes 4.3
- Fixed the brightness slider.
On new and old saves, you may need to go to the Options menu and readjust your brightness slider.
- Fixed the color vibrancy issue related to the brightness slider.
Known Issue:
- For the Upper Erebus side quest "Expel the Undead," the Animus may spawn outside of the area indicated on the map.
[ 2019-08-27 19:07:28 CET ] [ Original post ]
Hotfix Notes 4.2
* Underworld Ascendant is finally available on Mac and Linux!
* Fixed rare braindead AI issue and improved enemy awareness.
* The map can be freely accessed using the assigned hotkey.
* Includes if the player changed the Map hotkey to a non-default setting.
* Fixed a hitch when selecting water arrows for the first time in a session.
* VSync is now default to ON for new installs.
* Various LOD popping issues fixed.
* The sound effect associated with targeting the Dash skill now ends properly.
* Joystick combo moves should be easier to perform.
* Better-looking spider webs
Feat Fixes:
* You now get credit for Combo Attack feat when you land any attacks where you set up with movement and you have the associated skill.
* Fix for axes and maces counting as swords in stat tracking for feats.
* Fix for the Master Archer and Walking Arsenal (advanced version of Weapons Master) feats not being awarded properly.
* Bark & Bite: Better assignment of credit for fire damage
Known Issues:
* Mac: If playing with a controller, a Mac will not recognize controller inputs as activity and may activate screensaver while youre playing. You may want to disable your screensaver settings while playing on Mac with a controller. This is a Mac OS issue.
* Foamy Shadow Loaves can no longer be made.
[ 2019-08-19 19:30:30 CET ] [ Original post ]
Update 4 Hotfix Build Notes
Hi all,
We've just released a 1.5GB hotfix for Update 4 on PC!
Here's what changed:
- Reduced the force used to move carried objects against obstructions in some cases that were causing the player to be pushed in the opposite direction (for example, you might have been lifted off the ground while stacking crates).
- Some wooden platforms that were floating are once again grounded.
- Improved reliability of dragging mechanics for dead bodies.
- Helmeted enemies no longer have floating helmets upon death.
- Various lights, bottles and torches no longer disappear based on player distance.
- Various controller fixes related to switching focus during menu navigation and tooltips not appearing for armor slots.
- Fixed issue where the button guide bar did not show up for the Rune Wheel when using a controller.
- Fixed issue where the sound effects for the Dash skill would continuously play.
- Fixed an issue causing a lever in Underswamp to be inaccessible. Additional bug fixes.
[ 2019-07-02 19:08:43 CET ] [ Original post ]
Update 4 includes more new content, tuning improvements, and fixes.
We hope you enjoy!
What's New:
- This update is about 1.1GB in size.
- Added friendly NPC interactions with a number of new characters, many of whom are locked away behind insidious challenges that can only be accessed by powering a Materia Modus to lower the local water level.
- New main quest to find and free the Outcast Fane, who will provide a hunting guide for the Eidolon and Animus. (He then sets up as a vendor in the Saurian camp, as added in Update 3.)
- New Faction quest to find and free The Shambler Meridian, who will open The Bazaar of The Arcane in Marcaul and offer high level magic items for sale.
- New Faction quest to find and free the Outcast Dahlia, who will teach the player several Rune Formulas.
- New Faction quest to find and free the Deep Elf Severn, who will provide a map location for a hidden area.
- New Faction quest to find and free the Expedition dwarf Quater, who will provide a map location for a hidden area.
- Series mainstay Rawstag the Troll -- who really has a lot to say -- has taken up residence in The Bazaar of The Arcane
- Several new enemies added:
- The Bellum, a blind headless charger w/ tongue ranged attack
- The deadly Poison Bellum
- The stealthy Shadow Beast
Updated Fixes:
- Combat tuned to be more strategic, with the addition of a shove attack (which can interrupt some enemy attacks or push them off ledges) and fan-requested combat music, which reinforces when enemies are aggroed on you.
- Updated in-world loot pass, added new weapons, armor, and gear items to increase the variety of loot and further reward exploration.
- Added Rune formulas and increased the Runes found in-world to encourage deeper exploration of magic. New Fehu (Beast) Rune added, increasing the number of spells players can craft, such as Create Beast (which spawns a Deep Slug with a flammable trail), Create Bellum, and Harm Beast.
- Improved tutorial sequence and smart hint system to teach elements that players were missing (such as advanced combat attacks and bow zoom) or unclear about (status effects like hunger and exhaustion).
- Updated UI/UX elements, such as: Improved map icons and readability. More prominent notifications when you unlock a new Rune or enter a new region. The Rune Wheel now has additional commentary regarding target and use of the currently-crafted spell, along with UI styling to make it clearer that you can click on spell names in the Spellbook to ready them. The tooltip for the Rune Bag now includes the Spellbook name (if available) of the currently-readied spell. The Doom Counter now properly shows itself on the HUD when its value changed. Tooltips in the Trade screen now show the resale value of items in your inventory, not just those in the Your Offer area. Improved readability of inventory annotations for stack counts and Rune Formulas.
Many other improvements, fixes, and additions, such as:
- Improved load time and frame-rate optimization. Try turning up your quality settings!
- Improved controller support.
- The Join a Faction feature now unlocks at gaining 50 Favor, allowing purchase of Faction specialty stock.
- Reduced the strength of the standard stone arrows, but added two new arrow types available from vendors. Steel-tipped arrows are roughly comparable in damage to the prior value for stone arrows. Sniper arrows add a bonus to Adroit damage for those with Stealth skills.
- Enemies will be less inclined to equip bows if the player is close by.
- Reduced the force applied to carried objects (like crates) if the object encounters obstacles. This will make things noticeably more controllable when, for example, holding objects up against doors.
- Reaching the Vault of Nyx will now enable the New Game Plus option in the main menu. As long as you have the autosave file from this point in the game (or any save game made from a New Game Plus game afterwards), choosing the New Game option at the main menu gives you the option of starting your game already in Marcaul, with a starting allowance of silver, skill points, starting runes and basic gear.
- Fixed the accounting for several Feats that were not being granted properly, such as Firestarter, Meteoric Demise, and Weaponized Slug.
- Nether Caps were not set to be a potential food for Deep Slugs, as intended.
- Aelita will have more cash on hand for making purchases in the late game.
- Rune Formulas branded on wands with the Focus Mastery skill are now preserved in saved games.
- High-level Ehwaz Rune (Movement) spells were knocking creatures down, but not applying forces as intended. Now they can really throw them around.
- In cases where there are no hostile targets available, harmful spells will now target any available non-hostile NPCs in preference to targeting the caster themselves. Remember: be careful what you wish for!
- The 5% speed penalty for the Left-footed Boot was confusing to describe, because it came on top of the 5% penalty all leather boots carry (if you dont have the Fleet Feet or Unseen Dash skill). Changed it to a flat 10% penalty even if you have skills. Thats what happens when you wear just a Left-footed Boot.
- Chests are now opened and closed by interacting only with their lids, not their whole bodies, to help avoid unintended interactions while gathering loot.
- Fixed a scale error when the interaction outline effect was applied to certain characters, such as The Mana Leech.
- Spectral Knights now sport a variety of fearsome helmets.
- Adjusted damage applied when the player-character falls on enemies; the Pounce skill will now be needed to get really good damage in this case (as intended). Also fixed Pounce skills eligibility for bonuses that apply to Adroit damage.
- Many graphical fixes to the environment.
- Various metal doors that were difficult to open have had their hinges oiled.
- Arrow traps now actually hurt.
- Fixed an edge case preventing the completion of side quests that require finding specific items in chests.
- Weapon skills now call out which weapons they apply to.
- Various text fixes.
- Subtitles are now properly spaced over the closing cinematic.
- Pendulum traps now swing smoothly. Tick. Tock.
- Respawn points have been added to Plutos Gate and Marcaul so new players dont have to retrace their steps if experiencing an untimely demise.
- Fixed an issue preventing New Game + from consistently unlocking for players who complete the game.
- Amount of awarded skill points and silver now grows with subsequent New Game + playthroughs.
- Enemies should no longer dip through the ground when getting up from a knockdown.
- Players hands no longer jitter when moving on stairs.
- Cabirus death mask now appears during the [redacted] ending sequence.
- Quest rewards no longer fall off of their pedestal before the player can claim them.
- The game no longer hitches when the player equips water arrows for the first time.
- Players can now pick up stackable items if that stack isn't full yet while the rest of the players inventory slots are full.
- Player hunger state now persists across level and save game loads. Bring a sandwich!
- Arrow traps now cause damage to the player.
- Vases make sounds when smashed.
- Pressing "i" will now open and close your inventory.
- Fixed an issue where if the player saved their game with certain timing they would not receive the Sun Key quest reward. This fix is retroactive, meaning it will fix previous save games with this issue.
[ 2019-06-18 19:06:04 CET ] [ Original post ]
Greetings all!
We have a small (~30mb) hotfix that addresses crash bugs that a few players have been experiencing. We are still working to reproduce additional crash reports and will address them as soon as we are able.
If you are still experiencing crashes in an area, quicksave often and let us know the details so we can investigate.
[ 2019-05-02 15:35:39 CET ] [ Original post ]
Hi everyone, were happy to release Update 3 for Underworld Ascendant. Weve been listening to your feedback and focused this Update on improving performance, fixing bugs and polishing various aspects of the game. We also added a bunch of fun new things as noted below.
Performance Improvements and New or Updated Features
- Major improvements to frame rate and load times.
- Lighting pass across the game to help players see deeper into the darkest corners of the Abyss.
- Added Saurian Mage allies that have been captured by Typhons minions. Once you free these allies, they will aid you in battle against nearby undead.
- Added the Outcast character Fane, an ally who, once freed, becomes a vendor selling adventuring provisions wherever Hapurkala sets up camp.
- Added Talking Skulls (Bart and Bertha) to the Midnight Forum in Marcaul.
- Increased the equipment that drops in the earliest part of the game and added several new types of gear.
- Loot from chests is now placed more intelligently in the chests interior, to reduce unintended collisions.
- Added a new, more appropriately-sized model representing smaller equipment items like helmets and boots.
- Added confirmation text when Quick-Saving, including a notification if the player is in a situation where saving is not permitted.
- You can now start climbing ropes and chains from swimming contact, not just jumping. Also, contact with water wont break you out a rope climb.
- Blast arrows no longer detonate without being fired (like, for example, when theyre sitting in a chest).
- Rune formulas branded on wands with the Focus Mastery skill are now preserved around player respawn.
- Added Goggles of Night-vision as a new item of headgear.
- Added variation of scale colors to Saurians (rather than all defaulting to green).
- Updated Aelita's vendor tables to offer a greater selection of gear usable with the Ceremonial Garb skill.
- Updated the sfx that plays upon completing a quest.
- Improved performance when things are on fire.
Polish and Bug Fixes
- The confirmation screen when quick-loading (pressing F9) a saved game is no longer blank.
- Fixed an issue where players would be unable to complete a quest if they save after completing the objective but before turning it in.
- The frame rate no longer hitches when the Tab button is pressed.
- Fixed a number of crash bugs.
- Fixed issues related to using a controller to play the game.
- Fixed issue where a dying NPC could send the playing flying upon its death.
- Fixed issue where the player was unable to complete the Typhon Summons a Lich! quest if they left Titans Reach and came back.
- Fixed various Inventory issues related to stacks and arrows.
- Fixed issue where the players quest could break if they saved after completing the quest objective but before turning it in.
- The Sword of Regret now restores the intended amount of health to the player.
- The Blade of Bewilderment now gives a small bonus to Adroit damage in addition to its main Confusion ability.
- Fixed an error that prevented unlocking the Vitality II skill. Note: It unlocks after the character performs a quest with the Quick Recovery skill.
- Magically-bound creatures are no longer frictionless when trying to move.
- Improved the consistency damaged received from a fall, depending on the height of the fall.
- The player is no longer immune to falling damage during their melee attacks.
- Eidolons will now raise skeletons as their original type, rather than always as Spectral Knights.
- Fixed a few bugs with combat animations that were moving a player involuntarily.
- Fixed not being able to skip the intro if you hit the 'no' button.
- Fixed the Deep Slug not being baited by dropped Ripper Pomes.
- Deleted the obsolete warning that the player needs a bow when scrolling over arrows.
- Fixed a minor exploit where players could load an arrow, drop their arrows, fire the equipped arrow, and pick the bundle of arrows back up with no decrease in quantity held.
- Fixed an issue where lights reflected on water were disappearing at certain camera angles.
- Fixed an issue where a player could hold a dead NPCs body close and use it to climb up into the sky.
- Fixed some localization issues.
- Fixed an issue where some Tutorial and Quest Popups have no text.
- Fixed clarity of Side Bounty Completion / Failure on Mission Complete Screen that gave the impression that the quest had failed versus the side bounty not being completed
- Fixed issue where player was able to access Inventory and Pause menu during ending credits.
- Fixed issue where Tempus Modus/Doom Counter was located off the Map in Marcaul.
- Fixed a few memora logs that did not have titles.
- Removed mentions of Influence from all quest rewards.
- Fixed issue where the item spawned by the Create Wood wand would not stay in the Players grasp.
- Fixed issues where player receives a significant amount of damage by swinging corpse of an enemy around.
- Fixed several visual holes found throughout the game.
- Fixed several issues that caused corpses of enemies to spin
Known Issues
- Rune formulas branded on wands with Focus Mastery will not be saved.
- Some crystal lamps in Marcaul move from their position depending on where the user stands.
- When jumping next to an object, like a crate, a player will sometimes move forward involuntarily.
- Fire bottles make an excessive amount of light when they explode.
- There is no text notification upon freeing Fane.
- Highlight outline for Fane is slightly displaced.
- Wood chunk from Create Plant spell does not have fire VFX when lit.
- Very rarely, a skeletons body can stretch after death.
- With the Interaction prompt, some captions and the sneaking UI can overlap over certain menus.
- Pendulum trap can show erratic behavior.
- Hunger continues even when the game is paused.
- UI does not clearly indicate that some skills are locked because insufficient time has passed to unlock them.
- End game subtitles appear as large blocks of text.
- Damage can be unintentionally taken in unusual circumstances (i.e running into doors, opening doors).
- When exiting options menu, screen resolution can be reset to smaller default with no warning.
- Player automatically swings melee weapons when switched to in hotbar.
- Some floating geodes and stones can be found in certain areas.
[ 2019-04-10 18:00:30 CET ] [ Original post ]
A small update today to address the following items:
- Crash fixes
- Fixed issue where the quest Repel Typhons Army sometimes didnt spawn enough enemies to complete the quest.
- Fixed issue where the day would advance every time the player returned to Marcaul.
- Fix for loading screen sometimes saying Input:Interact Next Tip
- The doors on Haps cart now work properly on low quality mode
[ 2019-02-26 16:32:55 CET ] [ Original post ]
Underworld Ascendant Update 2 Build Notes
Video Message From The Dev Team: https://youtu.be/VSv9dP7JvJg Thank you for your continued support of Underworld Ascendant! We have been hard at work on Update 2 and have focused our efforts on the overall structure of the Abyss, the player journey, AI and other gameplay improvements. We believe these changes will significantly improve the overall player experience, especially when starting a new game. We hope you enjoy this update and please continue to provide your feedback.
The Stygian Abyss renovated
- The world is now a series of interconnected levels, accessible through The Grand Staircase. Updated quest flow now focuses on important narrative quests that highlight both new and refined story and content, while allowing the player to freely explore the environment and optional side-quests.
- As a result of this major change, we highly recommend that you start a new game to experience it. That said, if you want to start from where you left off, your old save games will still work and you will start at a roughly similar place in the new story progression.
Player experience improvements highlights
- Updated enemy patrol paths and lighting pass in all levels to enhance tactical stealth gameplay, and enemy population overhaul/refinements on all main quests.
- New and streamlined story elements along main critical path, with supplemental story elements moved to explorable space.
- The Vault of Nyx, the final level encounter, gameplay and clarity improvements.
Meta Game updates
- The Doom Counter has been refined to better ramp the type and difficulty of creatures that appear, and now allows players to complete the game without having to set it back more than once in an average playthrough.
- Players no longer need to gain Faction Favor or Influence to trigger the final encounter of the game, though Faction Favor still provides benefits in trade.
- New games can now choose a difficulty level. All old save games will be treated as Normal difficulty.
Save Game System
We made some additional enhancements and refinements to the save game system based on your feedback:
- Players can now use F5 to quick save and F9 to quick load said quick save.
- Players are now asked for confirmation if they are about to overwrite an existing save.
- Clarity pass on the text in the Save menu to improve usability.
- Also a load game panel clarity pass. It will also now show difficulty of each save game.
AI
- Updated enemy patrol paths and AI behavior models to improve their reaction to player actions
- Enemies will no longer do more than one in-combat emote in a row, which makes them much more aggressive.
- Enemies will flee less often than before.
- Animuses now alert all nearby undead when they are being attacked.
- Lizardmen casters will no longer cast while on the ground or getting up.
- Lizardmen will now be more aggressive.
- Better wandering for deep slugs and rats.
- Skeletons will no longer attack torches that damage them. Also reduced torch damage radius for when creatures walk by them.
- Enemies now have more personality in their idle time.
Loot and Items
- Standard trunks are now smaller to reflect that they dont hold treasure on the level of the mighty Typhon chests. Removed the sparkly treasure effect when you open a trunk. Celebrations are for actual treasure chests.
- Trunks that are too low-level to hold much loot will now (rather than being so empty) have more filler items such as pots, which will sometimes contain coins.
- Clarity pass on item descriptions to make it easier to understand what they do.
- Magical items now have a different color name so they stand out more in your inventory.
- Players speed percentage is now listed in the inventory screen so you can tell if items you have equipped are slowing you down (or speeding you up).
- Item tooltips for equipment that improves the wearers armor percentage now include a notation about that.
- Updated Aelitas trade menu to make it easier to understand how much silver you will get for a trade, and how much silver Aelita has available to trade.
- When you mouse over an item, it will be compared to the same type of item you have equipped, if any.
- Right clicking on items in your inventory behaves the same as double clicking. This also applies to trade where it will move it to/from the offer table.
- When moving a stack of items within their inventory, the player is no longer prompted to pick how many they like to move. To see that pop up, hold down shift and click on the stack of items.
Gameplay Including Movement, Combat, Stealth, Magic and More
- Additional refinements to combat feel and responsiveness, including removing an animation step so that players arent moving forward after an attack ends, which tended to interrupt combat flow.
- Creatures may be knocked down during combat and get back up to continue the fight. Make sure to finish your foes!
- Several creature types now have small weaknesses to extended melee combat. This will make encounters a bit more eventful in cases where the players attacks are underpowered for their foe.
- Chains and ropes will be much easier to swing on.
- Fixed issue where you would get stuck on chains in certain situations.
- Removed some lights that didnt have an extinguishable source and were making stealth difficult in spots.
- Further refinement of player movement
- If the player walks into a heavy object (like a table) it no longer knocks over. Instead the player will step on top of it. This also applies to crates! Running into stuff will still knock it over, of course.
- There are more mana motes in the world. Use the Mana Sight skill to spot them and keep your supply full!
- Players maximum mana is increased.
- Fixed the Blink spell getting stuck on light obstructions (e.g. crates), and made it more reliable in general. Adjusted it to Level 3 instead of Level 2.
- Fixed the Magic Fist spells collision with physics objects to apply forces as intended.
- Fixed Outcasts fleeing behavior so they dont smoke bomb away from the player if they are allies (as with summoned or charmed Outcasts).
- Fixed long-press of the interact button on doors (as if you were trying to pick the door up), to lock or unlock them.
- Friendly lizardmen now show up on the map. You will also get a warning saying Saurians are your allies! if you accidentally hit one.
- General pass on tooltips to ensure they appear where expected and make sense.
Levels and Quests
- Players will be able to reach the lower depths of the Abyss more quickly in the games overall progression, if they choose to do so.
- Removed the intro sequence with Cabirus so players can get to the action faster.
- Implemented subtitles for the ending cinematics.
- A lighting pass across the entire game to better support gameplay.
- More improvements to the main quest line to make sure there are no dry spots.
- Narrative and clarity pass on the Vault of Nyx so players can better understand what needs to be done to complete the final mission in the game.
- Players who miss the Cautious First Steps feat in Plutos Gate can still qualify for it by running any subsequent quest undetected.
- Removed the Weaponless Side Bounty from the rotation as its not applicable to the new Quest flow.
- New challenges and rewards to discover in all levels!
- Lots more holes filled!
Skills
- Fixed the Haste skill so only characters with the skill get its benefit.
- Some special attacks now knock the targeted enemy back.
- Skill Points are now called Skill Points on the Skills screen, (not Memora).
- Clarity pass on skill descriptions to make it easier to understand what each skill does and how to use them. Known issue: the Mighty Blow, Cleave, and Fists of Iron skill chain descriptions sometimes leave out that they apply to axes & maces, swords, and unarmed attacks respectively.
- Added a reminder on the Skills screen that the player needs to perform Feats (found in the Compendium) to earn skill points.
- Fixed the Unseen Dash and Dash Farther skills handling of rough terrain. Unseen Dash should skim over terrain, while Dash Farther will hop over gaps entirely.
- Increased the bonus to mantel height granted by the Athletic Ascent skill.
- Improved clarity for skill descriptions and skill panel.
Misc
- General performance improvements to improve load times, increase FPS and reduce hitching.
- Players can now cycle through hints on loading screens by hitting the E button.
- Brightness bar on character creation extended so you can make the game even brighter.
- A Compendium now appears in the Tab menu. The Hints and Secrets tabs have been folded into the Compendium. In addition, one section lists all the available Feats in the game and tracks which feats have been completed. Another section will track all of the foods the player has eaten and their effects.
- New VFX on Memora.
- New VFX on Animus Hearts.
- Players will no longer sound like they are plunging deep beneath the water when they splash through a puddle.
- Fix for Bark & Bite achievement not firing right (the Ripper was getting the achievement instead).
- (Trade) Fix for splitting stacks during trade destroying stacks.
[ 2019-02-14 20:04:07 CET ] [ Original post ]
Hi everyone! This week, we continue to work on improvements to the game for Update 2, coming early February. Some of these improvements include:
- Making the Abyss one cohesive dungeon
- Streamlining the first level of the game to include runic spell-casting and adding more narrative context to Marcaul
- Continued improvements to AI
- Improved main quest system
- Improved Doom Counter and faction favor system
- Adding in quicksave key bindings
[ 2019-01-22 19:46:53 CET ] [ Original post ]
Afternoon, everyone! Here's our quick weekly update while we continue our work on Update 2 while monitoring bug reports that have come in after Update 1 launched. More info to follow on KS rewards, playtest updates, and our plans for Update 2 as we work those out. #ICYMI, we also have a post-Update 1 Survey available here. We'd love to hear from players who have picked up UA again after Update 1, and what else you would like to see improved.
[ 2019-01-02 20:25:46 CET ] [ Original post ]
Greetings, Ascendants!
Update 1 is here! It includes the new save system and more.
Save Game System
We've completely overhauled Underworld Ascendants save game system based on player feedback. This new system saves the following: World State
- Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
- All spawned items (e.g., weapons, food, etc.) including location and position
- Silver Sapling location and status
- Enemy Health
- Enemy status effect with durations
- Door damage
- Combustibles will remain lit
- Gate / Portcullis state (up / down / in transit)
- Position, rotation, crouching
- Current health/damage
- Current Mana
- Status effects
- Inventory
- Hotbar
- Stash
- Known spells
- Faction Favor
- Influence
- Completed quests
- Skills
- Held items
- Player session stats associated with level progress (e.g., enemies killed)
- Existing player stats associated with prior level progress
- Arrows that are not at rest
- Spells in the middle of being cast
Combat
We made many updates to Combat in Underworld Ascendant as further outlined below. We have also made a few improvements to AI and have plans for more AI enhancements in the next update.
- Directional attacks are available at level zero without their status effects and they do the same amount of damage as a heavy attack. Weve revised the previous skills granting directional attacks as follows (Swords / Axes and Maces / Unarmed):
- Blade Master / Mighty Blows / Fists of Iron - heavy left and right attacks now stagger enemies (LMB + Left and LMB + Right)
- Fighters Fury / Bloody Barrage / Fists of Fury - heavy forward attacks now stun, and heavy back attacks knock enemies down (LMB + W and LMB + S)
- Deft Maneuvers / Savage Maneuvers / Shielded Strike - holding heavy attacks longer charges up the attack and does a bleeding over time extra damage (hold LMB longer)
- Light attacks do a bit more damage (20% more)
- Light attacks if spammed have a reminder tooltip every 10 swings explaining the difference between light swings (tapping LMB) and heavy swings (holding and releasing LMB)
- Unskilled Heavy attacks no longer stagger opponents
- Plutos Gate received a combat tuning update: Spectral Knights (skeletons in chainmail) have been replaced by Spectral Warriors (skeletons with sickles and bows, who are now slightly weaker and do less damage) and some Spectral Warriors have been replaced by Spectral Thugs (headless skeletons, who are now weaker and unable to block).
- Combat VFX are now more visible: VFX Blood is brighter and VFX Collision FX are bigger this goes for Stone, Wood and Bone impacts.
- Short swords have a bit larger attack colliders so they will connect hits more reliably
- We made tweaks to enemy stagger behavior during combat so they dont get stuck on the defensive all the time
- Physics damage has been increased, making throwing objects at enemies a good strategy.
- Enemies now react better when they are hit with a thrown object
- Arrows should now working correctly in The Underswamp
- Outcasts teleport less often in and out in combat and have better flee point checking.
- Spectral Warriors no longer attack inanimate objects (like torches and doors) when damaged by them.
Quests and Levels
We made updates and improvements to the levels and quests in the game as follows:
- Removed many immersion-breaking holes and seams in the world
- AI population pass on all levels to better balance encounters and provide more and more varied creatures to fight.
- Later levels are now accessible earlier in the game due to changes we made to the doom counter.
- More to do and see on the first two main quests
- LODs adjusted to reduce graphical popping on higher end machines
- Gather quest items now have a map region highlighted
- Many enhancements to Upper Eberus
- Moved hub lever to a more interesting spot
- Made an easier connection to the top floor in the Ruins of Gwern
- Fix spike room trap
- More interesting way into transitional 2 faade
- Fix traps on path toward Necrotic Graveyard
- Call out first pungie trap
- See into first cell from entry
- More prison theming in murgos prison
- Bring cohesion and purpose to set dressing in murgos
- No way out of first drop down room
- Trap left path to gibbet cages
- Guard station up the guard station-stealth
- Clear death at the bottom of the incessant pit
- Puzzle to enter the tomb
- Traps in the tomb
- Wooden verticality in necrotic graveyard
- Clearer lead to tomb side entry
- Fix hole above typhon chest in tomb
Items
Weapon wear overhaul:
- Weapon wear is visible on the weapon model, and weapons at their lowest condition appear broken
- Added sound for weapon breakage
- Weapons degrade more slowly
Player Movement
Player movement is now more responsive and fluid For Hotfix 1.03 (released 11/29) included improvements to player movement in and out of water, added swimming, and reduced keyboard and mouse input lag.
Player Growth
Weve made some changes to player growth and to improve communication of skill availability
- When a spell fails for lack of an eligible target, it no longer costs mana. This should help you experiment more freely with new rune formulas.
- Resherak can now be found in Plutos Gate; visit him to train new skills earlier than ever before.
- New Feats are available in Plutos Gate to give players more Memora for their first encounter with Resherak.
- The Skills panel now grays out skills that are not yet unlocked, so you can tell the difference between them and skills whose precursors in the tree you just havent got yet. (Remember: youll be notified when returning to Marcaul if new Skills have been unlocked.)
Other
- The game now remembers your key binding preferences (one of the top requested fixes from the community)
- Hint text now stays longer on the screen
- Players can now brighten the overall game more using the slider found during new game creation and in the options menu
- Players can now read and listen to the Memora that they find as quest goals
- New option to disable mouse smoothing
- Disabled WASD movement key while in the character naming box. Its now easier to have a name with an s in it, for example.
- Edits to English VO for length
- Full German VO now in game
- General audio balance tweaks
- Somewhat better performance
Understanding Weapon Wear
To help you understand how weapon wear works in the game, and how the different states of wear compare to each other, please see the below chart. Note: Magical items do not wear down. Weapon durability is as follows:
- Pristine 80% and above
- Excellent 60-80%
- Serviceable 40-60%
- Worn 20-40%
- Broken 0-20%
Weapon and Armor Types
To help you make decisions about what weapons and armor to chose, here is some more information about how those items work in game. There is a baseline par damage number per weapon type as follows:
- One handed sword 33 points.
- One handed Axes and maces and bones 35 points
- One handed dagger 15 points
- Unarmed 10 points
- Cloth/Robes
- Leather
- Chain
- Heavy (Plate/Splint)
Known Issues
- There are still some holes in levels -- we will continue to fix them.
- A small handful of memora logs have no proper title text or text for the audio. These will be found in some Intrigue faction quests. The quests are still completable and will count towards your memora log count.
- "You have learned a spell!" text appears with no context when you head toward The Moat of Khnum in Upper Erebus.
- Some DLC items do not appear in the Midnight Forum stash unless the player starts a new game.
- After reloading a save, some items, like water bottles, may not return to exactly where they were when you last saved.
- Sometimes jumping into physics objects like tables, crates, or chests, can sometimes hurt you and sometimes gravely hurt you!
- The Dash skill isnt as reliable over rough terrain as wed like it to be.
- Climbing a chain while swimming can result in getting stuck on the chain.
- Steam cloud saves are not yet working correctly.
- You cannot scroll through the backpack with scrollbar when in trade UI
- You can occasionally lose a stack of items when you move it in a container (backpack or stash)
- Aelita can run out of money
[ 2018-12-20 19:00:37 CET ] [ Original post ]
Greetings, Ascendants!
Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game.
We have also included our plans for Update 2, which will go live early next year. Further details and timing are outlined below.
UPDATE 1 - Next week (Pending QA Review)
Save system Weve completely overhauled Underworld Ascendants save game system based on player feedback. The goal is to ensure your efforts as you adventure through the Abyss, particularly during quests, are saved. Under this new system, you will be able to save your progress anywhere in the game (with a couple exceptions) from the Pause Menu. When you save a game, you will retain your location in a level, whatever steps youve completed toward a quest and all items and equipment youve collected in your inventory. Enemy positions, health and more will also be saved. A full description can be found in the Save Game Details section at the end of this post. Combat We have refined Combat to make it more dynamic and responsive and to add more variety to attacks. First, we are changing the way directional attacks are being handled. Now, every player will be provided with these attacks at the beginning of the game. Instead of using skill points to unlock these attacks, skill points will now make these attacks more powerful. A balance pass on weapon damage and enemy health has been made with an aim to making combat more engaging, particularly in early levels. Some initial improvements to AI have been implemented and we have plans for bigger updates in the new year. Quests and Levels Many immersion-breaking holes and seams have been removed and levels have more refined and more varied enemy populations.. Plutos Gate and Upper Eberus have received a number of enhancements to improve playability and make them feel more lived in. Items Youll also see some weapon and loot changes in this update. An items wear will now be more apparent, with weapons showing damage wear over time as well as appearing broken when they have reached that state. We improved loot drops in the world as well as weapon availability in Aelitas shop. Player Movement In update 1.03 we made changes to improve player movement. This included the addition of swimming, reduced keyboard and mouse input lag and better transitions into and out of water. Those fixes along with Update 1s increased base player speed has helped make player movement more responsive and more fluid. Other Improvements Well give more details in the update Build Notes next week, but some highlights include saved key binding preferences, better visualization of which skills have been learned, the ability to learn skills sooner and more.
UPDATE 2
February 2019 Our overall goal for Update 2 next year is to continue to make the game more interesting, more fun, easier to understand, and more polished. We will continue to improve things like combat, AI and levels. We will also focus efforts on player progression, adding variety to the gameplay and improving the overall player journey through the course of the game. Most importantly, we will continue to gather feedback from our fans and players after Update 1 to see other areas where we can continue to improve the game. Here are highlights of what we are planning for Update 2: Combat and AI We will continue to make improvements to combat to make it more fun and engagingplease continue to give us detailed feedback as you play! On the AI front, were planning to improve behavior, responsiveness, communication to players and navigation. Our goal is to make enemy behavior more interesting and more natural to players. Meta Game We are evaluating ways to improve the overall player experience during a full play-through to better communicate requirements to complete the game and also reduce the complexity around what players are supposed to be doing to stop Typhon. Levels We will continue to look at improvements to levels, including adding more enemies, environmental storytelling and potentially streamlining the layout of Marcaul. Quests Our goal is to make quests more interesting and less repetitive. We are also scoping out improvements to player experience in the beginning of the game through enhancements to Plutos Gate and Saurians Challenge to expose players to fun gameplay elements more quickly. Other Were looking to continue to make the game easier to understand (aka better tooltip text), improve performance, improve load times, and continue to fix bugs There you have it, our roadmap for the next two updates. Beyond that, our plans will take shape as we gather more feedback from the community and evaluate the games progress. If you have constructive feedback on Update 1, please check out the discussion here. Thank you! The Underworld Ascendant Team
ADDENDUM: UPDATE 1 SAVE SYSTEM DETAILS
The following are the current build notes for the Update 1 Save System. Please note that some details may change between now and when it goes live. You will be able to save your progress anywhere in the game from the Pause Menu. The new system saves the following: World State
- Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
- All spawned items (e.g., weapons, food, etc.) including location and position
- Silver Sapling location and status
- Enemy Health
- Enemy status effect with durations
- Door damage
- Combustibles will remain lit
- Gate / Portcullis state (up / down / in transit)
- Position, rotation, crouching
- Current health/damage
- Current Mana
- Status effects
- Inventory
- Hotbar
- Stash
- Known spells
- Faction Favor
- Influence
- Completed quests
- Skills
- Held items
- Player session stats associated with level progress (e.g., enemies killed)
- Existing player stats associated with prior level progress
- Arrows that are not at rest
- Spells in the middle of being cast
- Saving is disabled when the player is off the ground or within 15 meters from enemies.
- We are still working on saving in Marcaul. It currently does not save player position or world state, but does save inventory, stash, skill point changes, etc. in addition to saving quests completed (as a result of Hap sending you to the Midnight Forum), but you will start at the Ring of Portals when you re-load.
[ 2018-12-14 22:29:02 CET ] [ Original post ]
Hey guys! It's the weekend after we pushed Hotfix 1.03, and I spent the majority of today combing through community-submitted reports and queueing them up for our QA team, as well as coordinating Kickstarter goods. (We got a new pass at Resherak in the office, but he's a little too big... sneak peek at the 4" figurines anyways, unpainted, for those curious!) Our priority for this week and the next is tackling bugs and larger issues that have been brought up since launch. This includes working on a save system (more details on this next week, since we're still testing a couple of potential systems right now), the inventory stacking bug, gameplay blockers, crashes, and potential redesigns in combat and the quest system. Today was a heavy meeting day as we hashed out how we'd like to tackle some of the riskier updates (save system, quests, and combat) while fending off bugs. As liveops continues, I'd also like to introduce Rich Gallup, our new Executive Producer who's been steering our ship since launch day! He's been an incredible force to work with, and has been a lifesaver for keeping us organized and on track for the last few hotfixes. You may also recognize him from some of the dev videos we've been putting out with each hotfix update! Hoping to have more Kickstarter updates as well, particularly on some of the digital goods that just need a final review. I'll continue to monitor community-submitted bugs throughout the week and keep those KS goods rolling... thank you to everyone who's been tirelessly submitting, particularly with output logs/screenshots/locations! Makes our jobs a lot easier for reproducing bugs and getting to the bottom of certain issues. (Such as some reports of arrows not working on aggro'd skeletons in Underswamp... we thought we fixed the overall arrow issue, but it seems arrows can still be inconsistent under particular circumstances. Looking forward to knocking this bug out, as a Stealth main myself!) That's all for now, and we'll share more as we continue to work on the game.
[ 2018-12-03 21:39:07 CET ] [ Original post ]
Click To See Video On YouTube
NOTE: Video has been updated!
Here are the fixes included in the most recent hotfix 1.03.
- Added "Swimming" (Crouch while in water to sink)
- Walking through shallow water has been improved
- Arrows now function as expected
- More magic runes are now in Aelita's rotation for sale
- Fullscreen exclusive graphics option is now preserved between gameplay sessions
- When the player collects the final Abyssal Key, the gate to the Midnight Forum now opens as expected
- Fixed a rare bug when The Vault of Nyx did not open when the player had all 8 keys
- Saurians are now less chatty
- The secret shortcut to the Vault of Nyx has been sealed
- Infinite loading screen crash for the opening level has been fixed
- Subtitles can be now toggled On or Off (See: Options->Gameplay)
- Graffiti language in-level now changes when the player changes their language settings
- Tuned movement controls for stopping and starting. The controls now respond faster to player input
- Kickstarter backers will receive 8 dire berries instead of 1
- General movement fixes
- Various rare crash fixes
[ 2018-11-30 21:16:16 CET ] [ Original post ]
Hey everyone! A weekly update a little later in the day than usual... So the team has returned from Thanksgiving travels and we spent the majority of today alone just having meetings and brainstorming how and where to go from here. We already have a list of priorities we'd like to work on as quickly (and safely) as possible, and try to maximize our time. We have another hotfix queued up for this week, particularly tackling crashes near the beginning of the game (before even Marcaul!) and common movement bugs, like the player being sluggish in water. We're aiming to have a lot of other fixes in too related to bug reports we've received about AI and combat issues. Additionally, the fullscreen exclusive option and turning subtitles off will be available. Other issues we're working on are upping the consistency of arrows (sometimes they fire, sometimes they disappear, etc), more combat and AI issues (especially to show when they're afraid / low on health and want to flee, etc), performance in areas past the Underswamp, and of course making the save system more accessible while we also work on bugs. (Like putting "swim-crouching" back in!) In the meanwhile, it will be really busy in the office for us as we continue to coordinate with you and our KS backers on your digital and physical rewards. After this week's hotfix, we're also working on an improved save system and improving more performance issues by mid-December. As always, we're open to hearing your feedback and suggestions - and bug reports. Keep them coming!
[ 2018-11-26 22:16:05 CET ] [ Original post ]
Hi, everyone!
We have a short video from the Underworld Ascendant dev team to keep you updated on what the team is working on.
Click the image to watch on YouTube
Thanks for playing!
[ 2018-11-20 15:37:09 CET ] [ Original post ]
Hey guys! What a weekend, huh? So for anyone new to the forums: welcome! Let's get some of these FAQ out of the way first:
I'm a backer and I haven't gotten an email from BackerKit with my key!
Log in using your Kickstarter credentials here: https://underworld-ascendant.backerkit.com/ Navigate to your Digital Downloads and you should see your Steam rewards!
I'm a backer and I'm missing some digital rewards. What do I do?
Certain digital rewards are being bundled by Valve and will be available as another Steam key on BackerKit. We will let you know when those are available! We've been receiving reports of backers having problems downloading the DLC for Companion Creatures and have been working with Valve to figure out how to properly distribute these rewards, since this could affect distribution of our other digital rewards. (We think we recently discovered the issue with this, and we'll update you all when this is confirmed fixed.) You can see the list of digital rewards' status here: https://otherside-e.com/wp/ks-rewards-update-1-week-till-launch/ Rewards listed for "Launch" will be available as soon as we figure out the distribution issue with the Companion Creatures. Rewards listed as "Post-Launch" will be tracked in a longer KS rewards update post either this week or the next.
I'm a KS backer but not of the ADVENTURER tier - do I get the Week 1 Companion Creatures?
Yes, but because of the distribution issues (see above), we have not distributed these yet.
I encountered a terrible bug / crash! How do I report it to you?
Please send us your output log to support@otherside-e.com . You can find your output log on your computer here: C:\Users\[Your Name]\AppData\LocalLow\OtherSide Entertainment\Underworld Ascendant\output_log.txt If you'd like to discuss your bug reports with other players, feel free to post it here: Technical Support Thread We'll be checking this board every day to see if any new bugs pop up, and if any of you figure out a solution we can act on! I may not respond to every thread, but I try to collect as many output logs as I can. ...phew. I think that's the gist of the FAQ section. As for this week, my biggest priorities are coordinating with all of you on what's going on behind the scenes, as well as working with 505 and Steam to make sure those digital rewards reach their backers. I'm aiming to put up an updated version of this KS Rewards post from the week before launch so it's easier to track which rewards are at what stage of development. Many of us are working on-call this week in preparation for the Thanksgiving holidays. We've been tracking a lot of bugs and crash reports over the weekend, and that's given us a good idea of how we should be prioritizing for this week and the next. We may not have a big update this week because of Thanksgiving, but we're working on another hotfix/update for the week after. (Keybinding preservation between save states and spell-book entry preservation between levels in particular are higher up on our list.) We did push a hotfix on Friday, which, if you missed the update, contained these changes:
Hotfix 1.02
[ 2018-11-19 18:50:43 CET ] [ Original post ]
Todays hotfix addresses a number of quick fixes for reported bugs and localization issues. It also adds logging to help us track down crashes. Your 21:9 support is here too!
We will continue to work on the top community issues that will take a bit more time to address (save games, AI, saving option settings, art glitches, crashes, player movement and performance, etc.).
FYI - If you are experiencing crashes, please make sure your drivers are all up to date AND verify your files via steam.
Go to the game in your Library > RIGHT CLICK > Properties > local Files Tab > Verify Integrity of Game Files
You can see the entire list of todays changes below.
Hotfix 1.02
- Russian text previously displayed missing text as blocks. This has been fixed.
- Subtitles were added in the intro sequence for certain languages (French, Chinese, etc).
- Partial French VO has been removed.
- Faction Influences have been adjusted so more is gained from Side Bounties and the total required to unite the factions is lower.
- Item names and descriptions have been updated in Japanese.
- Additional monitor aspect ratio support added, like 21:9 (note that the UI may stretch in certain areas).
- Player spellbook entries are preserved between levels.
- Fixed issue where a pile of items incorrectly spawned at the start of some levels.
- Player sound effects removed between loading screens.
- In-Game Language choice preserved between play sessions. (Note that the Graffiti on walls will remain in the original language until you enter a new level).
- MAGIC FIST spell now visibly causes an impact reaction on enemies.
- Added more logging to help gather data on crash bugs
[ 2018-11-17 00:04:32 CET ] [ Original post ]
[url=https://youtu.be/AlDCYKQ9ylE]
Click image to view message on YouTube
Going forward we will be looking at the big topics from the community: save games, AI, saving option settings, art glitches, crashes, player movement and performance, etc.
We are currently prioritizing and determining the development needed for the issues that matter most to the community.
Your feedback in the discussion forums is appreciated!
Thank you
- The Underworld Ascendant Development Team
[ 2018-11-16 21:52:49 CET ] [ Original post ]
Greetings, Underworld Ascendant players. Welcome to The Stygian Abyss!
Underworld Ascendant is now live. We are so excited to reach this momentous occasion and to share Underworld Ascendant with the world. We look forward to seeing how each of you approaches the many enemies and obstacles that stand in your way.
Heres everything you need to know before heading into the Abyss:
BUILD NOTES
- UPDATE: Some Chinese characters showing as a box has been fixed. We are looking at a fix for the same problem for Russian language text.
- Player Hunger level can increase when game is paused.
- Some metal doors can get stuck in their frame when opened.
- Some audio might overlap when you play a memora log during narration.
- Highlighting over the companion mind crippler shows additional outlines. This creature still behaves per normal.
- There are rare areas where a skeleton would spawn in an unexpected area and not react to players.
- Character punches the air after casting a spell with a wand.
- Selecting sounds in the character customizer does not show box around the selected option.
- If character falls into Valley in Titans Reach and has all the movement skills unlocked, they can survive the fall and become stuck.
- In Tyballs Folly, falling into water in the Necromanteion region causes players to be stuck.
- Playing on the computer with a controller, exiting the game, rebooting the computer and starting up the game causes the game to be locked to playing a controller. You will need to replug the controller and reset the controls.
- Corpses of Deep Slugs occasionally distort after reloading a level.
- Thrown objects will pass through Aelita.
- In one room in Murgos Prison some items will disappear after turning off a trap.
- If you are climbing a chain while being hit by a Ripper, you are unable to get off the chain.
- Some chains move on their own.
- If an additional game is loaded while in-game, the faction favor could display inaccurate information.
- Wooden chairs can sink in water.
- Some items might be hard to see if they drop on soil.
- Faction bonus popups add an extra the in front of the factions name.
- Splashing into shallow water sounds like splashing into deep pools of water.
- URUZ rune icon is different in spellwheel than in spellbook. This is a font issue.
- Using Controller on OPTIONS menus that scroll, you need to use the right stick to scroll the menus.
- There are some holes in the environments that are being addressed.
- Formatting issues with some text with the quest tab, reward screen and subtitles.
- Some fighting animations with a sword can miss collision with Rogue Outcast.
- Text Formatting with Hints is inconsistent.
- The Amethyst Ankh Amulet does not play a tune when near a treasure chest, as it should.
- Gather quests do not have regions highlighted on the quest map as to where to find the items.
GENERAL INFO
Week 1 Bonus Items and Launch Discount Purchase the game week 1 to receive In-Game Bonus Items as well as 15% off of the retail price for the game. Offer expires 21 November, 2018 (9:59am PST). Bonus Items: 2 quest companion creatures: Vorpa + Mana Leech Downloadable map of The Stygian Abyss Accessing Bonus Items: Retrieve the quest companions through the Player Stash in the Midnight Forum (near Aelita) in Marcaul. The Player Stash has a map icon to help you find it. When you open your stash, you get an auxiliary inventory UI and you will see the items in there. You can drag them to your regular inventory and equip them from there (theres 1 special slot for equipping a companion, just like armor, etc.). Note: every new character the player creates will have those items sitting in their stash. The map will be downloaded to a DLC Extras folder in your Underworld Ascendant Steam folder: C:\Program Files (x86)\Steam\steamapps\common\Underworld Ascendant\DLC Extras You will also be able to access the folder from via the Steam library by right clicking the game, selecting Properties, Local Files tab, then select the Browse Local Files button.
FOR NEW PLAYERS
Do I need to know anything about the games this is based on? Nope! Theres a couple of throwbacks which veterans will catch, but the game itself is pretty contained. Keep an eye out for secrets This game seems really hard I cant kill anything! First and foremost, this is a Looking Glass-style game. Heres a couple of pointers: If you spam light attacks too often, enemies will start to block more often. You need to vary your attacks. Your weapons have durability, and not just from attacking! Defending / parrying too many shots can weaken your gear. Exploration is key to survival. As you traverse deeper into the Abyss, youll notice there are a lot of enemies crawling around. Be sure to know your surroundings and use whatever you can to your advantage. (Ledges, traps, cliffs, etc) Peek at the skill tree and play around with different setups! If you want to be more mobile, you may want to invest in the Fighter tree just for some mobility options. If you want to utilize more magic to give yourself more options, try out the Magic tree. And of course, if youd like to go FULL Garrett, theres always the Stealth tree.
COMMUNITY
Be sure to join the Steam Discussions or Discord ( https://discord.gg/UnderworldAscendant ) to share your experiences
FOR KICKSTARTER BACKERS:
Im a Kickstarter Backer! How do I redeem my Steam key? You must log onto your BackerKit to access your final game key. Please log into BackerKit here with your Kickstarter login credentials, navigate to the Underworld Ascendant project, and then click on the Digital Downloads tab. From there, you should see your key to be redeemed on Steam. See below for DRM-Free info NOTE: Whether you selected Steam or DRM-free for your final game key, ALL backers are receiving a Steam key. The game is still DRM-free (you can play offline or without launching the Steam client). We are still looking into non-Steam platform alternatives such as on itch.io / GOG . When I load up Underworld Ascendant, it doesnt play, and I was able to play the Backer Pre-Alpha / Alpha / Beta just fine! Make sure to delete your save files from the previous builds before playing Underworld Ascendant. You can find your save files under My Documents/My Games/Underworld Ascendant. I received an email from BackerKit that my address was needed to complete my order, but I only have digital rewards. You can ignore this email! This is usually if you ordered Prototype Access and BackerKit assigned you a second pledge and it notices your address was left empty. Your launch key and rewards will NOT affected.
Other:
My game crashed! How do I send you a bug report? Please send us the output_log.txt, which can be found here: C:\Users\[Your Name]\AppData\LocalLow\OtherSide Entertainment\Underworld Ascendant Im waiting for my / Mac / Linux key. When should I expect it? We expect the Mac and Linux builds to be finished after launch. We will continue to update you on our progress as we work on these versions of the game. DRM-Free Version of Game for Backers For the DRM-free version of the game, we are still searching for a vendor. We apologize for this inconvenience. If you would like to use your Steam key in the meantime, it is is DRM-free and can be played completely offline and without launching Steam. We will update everyone when we have our DRM-Free distribution channel finalized. Does this game support 21:9 or ultrawide monitors? At launch, no, not yet.
[ 2018-11-15 17:03:16 CET ] [ Original post ]
Players who have purchased the game before November 21 @ 9:59am PST can claim your bonus items at any time.
- Quest companion creatures Find the Player Stash in the Midnight Forum (near Aelita) in Marcaul. The Player Stash has a map icon to help you find it. When you open your stash you will see the items in the auxiliary UI. Drag them to your regular inventory and equip them from there (theres 1 special slot for equipping a companion, just like armor, etc.)
- Downloadable Map You can find your digital map in the DLC Extras folder in your UA folder: C:\Program Files (x86)\Steam\steamapps\common\Underworld Ascendant\DLC Extras You will also be able to access the folder from via the Steam library by right clicking the game, selecting Properties, Local Files tab, then select the Browse Local Files button.
[ 2018-11-15 17:02:56 CET ] [ Original post ]
Wow, it's actually launch week! I see there's been a lot of confusion about Backer Beta patch bugs, as well as what's going on with the release timing with Steam vs GoG, etc. I should have addressed most of these on the individual threads, but here's a general Launch Week Masterpost while I'm at it. Kickstarter Backers: Here is a list of all the digital and physical goods that will be available on launch day, which are upon request, and which are post-launch. (Some behind the scenes screenshots and images of goods included, spoilers!) Some rewards, such as the talking skulls, lyrical lute, chalice of cabirus, etc are slated to be updated into the game shortly after launch. Other rewards, such as the Custom Theme Art and Custom Music are still being coordinated with backers, and thus we will continue to send those backers updates on how their rewards are progressing. Note that the redemption instructions are also included in the above link. Launch Issues with the Backer Beta Patch: While the Backer Beta patch allowed players, such as our Mac and Linux backers, to play the backer build, it has also introduced some bugs that we are doing our best to track internally as we prepare for launch. Many submitted bugs are similar or have been fixed already for launch. We apologize if you are unable to play the Backer Beta as a result of a launch bug, but we're trying the best we can to make sure it's at least eliminated from launch. Steam vs DRM-Free Key? As I've mentioned in another thread, we were caught by surprise that GoG could not host Underworld Ascendant at launch. We still need to fulfill our DRM-free promise, but as of right now, we are unclear if UWA will be hosted on GoG after launch as well. To play it safe, we're asking all backers to choose their key assuming that there may not be a GoG launch. Please also note that the Steam key is actually DRM-free. You can play UWA offline and without launching Steam after you download the game. ...So How's Work? Dang it's been busy here. It's been a huge push to the finish line here, and we're about to lock down the final build for our Steam launch this Thursday. I can't believe how far we've come in some areas. Optimization, cleaning up levels, patching holes, fixing some combat interactions, etc, have all really come together. We have major keybinding options, a cleaner UI pass on a lot of icons and inventory slots, and the feel has continued to improve. That being said, remember that no game is perfect. Especially for a game with no scripted events. We'll be on the lookout for huge game-crashing bugs on launch, and we're excited to see how your adventures into the Abyss progress. We'll see you all in a few days!
[ 2018-11-12 18:48:04 CET ] [ Original post ]
🎮 Full Controller Support
- Underworld Ascendant (Linux) [23.01 G]
From the creative minds behind the acclaimed Ultima Underworld®, System Shock and Thief series, in Underworld Ascendant®, Paul Neurath and Warren Spector's OtherSide Entertainment challenges you to think creatively in an interactive sandbox environment.
You are summoned by a mysterious figure to The Stygian Abyss, a dangerous and constantly evolving dungeon world imperiled by the looming threat of the beast Typhon. To save this world, and yours – you must overcome complex challenges, uncover lost secrets and gain favor with factions to maximize your knowledge and strength. Utilize your environment to stack the odds in your favor. Devise the ideal plan to overcome the challenges you face or dive in and think on your feet.
Each decision holds great opportunity and grave consequence. What you leave behind will be engraved on the lives of others. Assuming you survive…
KEY FEATURES:
A DEEPLY IMMERSIVE WORLD
Enter a fully-realized dungeon realm, from the village of Marcaul to the Vault of Nyx and seven other large-scale levels to explore, each comprising a labyrinthine assembly of rooms, passages, halls and ruins connecting massive cavern complexes. Interact with useful flora and physics-based traps. Encounter fantastic creatures like Lizard Men, opportunistic Outcasts, and fearsome Mind Cripplers – all with unique abilities that can be used to your advantage.
A HERO TO CALL YOUR OWN
Tailor your skillset by combining more than 75 skills from three different archetypes (Combat, Stealth, Magic) that you can mix and match to develop a unique hero who is truly your own. Craft over a hundred different types of spells using the runic spell crafting system. The game sets the challenge, the solution is up to you.
CONSTANTLY EVOLVING UNDERWORLD
Become embroiled in an epic plot, as rival factions vie for dominance in struggles that ebb and flow across the realm. The decisions you make have consequences on events and the world around you. Unique challenges, dynamic enemy spawning, variable Outcast-built structures and a degrading world state that varies enemy population provide a dynamic world to play through in many different ways.
EMERGENT QUESTS
Set out on more than 70 quests and numerous Side Bounties that reward you for avoiding detection, going unarmed and more, providing many opportunities to explore, replay and test unlimited strategies and playstyles.
UNIQUE REWARDS SYSTEM
Earn rewards and unlock skills through resourceful, unboxed gameplay and ingenious performance. Solve challenges in unique ways and push yourself to experiment.
- Processor: Intel CPU Core i5-6600 @ 3.3GHz / Ryzen 3 1300XMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GPU GeForce GTX 960 (3GB)/ AMD R9 280 (3GB)
- Storage: 25 GB available space
- Processor: Intel CPU Core i7-6700/ AMD Ryzen 5 1500xMemory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: Nvidia GPU GeForce GTX 1060 (6GB)/ Radeon RX 480 (8GB)
- Storage: 25 GB available space
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