Changelog:
Fixed Ughatars with visual glitch from distance in Death’s Pass
Fixed front dodge animation not working sometimes

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Full Steam announcements and update articles for this title.
Changelog:
Fixed Ughatars with visual glitch from distance in Death’s Pass
Fixed front dodge animation not working sometimes
Changelog:
Auto send loot to storage now works with items picked from ground too
Increased spawn trigger radius from enemies at the center of Death’s Pass so they can spawn approximately together
Adjusted difficulty level of some encounters in Death’s Pass. WARNING: if you already have a save in Death’s Pass, this may create new enemies.
Hey people! This update comes with customizable difficulty levels and a few bug-fixes and balancing.
Changelog:
Customizable difficulty levels: choose among 6 new options (+ Exhaustion) to customize the difficulty, including toggling friendly-fire. These are packed into 5 difficulty presets: Unfairly Easy, Beginner, Standard, Veteran and Unfairly Hard.
Special encounter difficulty: this is one of the custom options. It may increase or reduce the number of enemies as well as replacing some by stronger or weaker versions. All areas were revised to scale their "special encounters", but the starter areas were the ones more affected. Note that this applies only to some encounters.
The other options apply to every enemy, but they act as "buffs/debuffs", which could be seen as "unfair"
New enemy: Arganon Ughatar Warrior, located in a single place in Valmsteim area.
Auto send loot to storage option: allows to auto send *some* items from loot, like crafting materials and hides
Bug-fixes:
Sending weapon to storage was not removing it from weapon set
Persistent Barrier spell: after attaching the barrier to the body, the barrier icon became deactivated, even though you still could deactivate the barrier. Now the barrier icon keeps shown as active after attaching the barrier.
Sprint stamina expense was being applied only when the keyboard was being pressed, but the character gradually decreases the speed after releasing the key, which allowed an exploit of repeatedly hitting the sprint key to get some sprint speed with minimal stamina cost. Now the stamina cost relies on the sprinting speed rater than on the keyboard activation. It changes almost nothing except that it solves the exploit.
Feyzir’s Firing Orb now shows the number of slots used in the ability configuration. This varies according to the power.
Barrier spell: maximum power is now 2
Fire Ring rebalanced: increased xp and Fire Magic cost, slightly decreased base damage, decreased damage scaling from Int, Will and Fire Magic. It is still strong.
Added information on combat skill tooltips telling what abilities are required to unlock increasing them with xp
Added “Resisted” floating text when a creature completely resists a stagger from a spell, such as Magical Staff Force Push
Fixed a bug that sometimes prevented entering the game from character creation.
Hey people! This update comes mainly with changes in the exhaustion mechanic and the option to disable it. Also, it comes with some bug-fixes and new keys.
Changelog:
Exhaustion:
Option to disable exhaustion mechanics
Changes in the description
Base time is now 40 minutes
Physical Conditioning (I/II/II) abilities provide +10/+20/+30 minutes (all cumulative)
The timer is frozen when inside villages and towns
New keys:
Switch Party Member (Shift+Tab)
Sheathe Weapons (Z)
Main menu Continue button
The switch camera mode (End key) now disables Manual Combat Mode when it is set to UI Mode. Manual Combat Mode sets the camera mode to Free Look Mode.
Change in Arganon Stone description
Night is less dark
Bug-fixes:
Added the corresponding Combat Skill ability (like, Feyzir Magic) to many spells that were missing them
Lack of space between charges with UI size greater than 1
Sometimes Pain Threshold and Strong Pain Threshold not showing the real HP threshold in the Character Panel
Diana level up progress was stuck
Loading the game inside the Tutorial cause repeating tutorial messages later
Reduced aggro of villagers in Glenvael
Games with version lower than 2.0.0 were not saving new attribute increments. This is fixed now. Still those versions are still incompatible and don't expect fixes like this.
This is a small patch with some bug fixes and clarifications in descriptions.
Changelog:
Bug Fixes
Fire Ring: spending Plasma after being deactivated
Getting stuck when running while in combat
Retaliate was not working correctly
Stealthy enemies disappearing and reappearing after attacking from stealth
Ability icons in the action bar getting bigger after reassigning them to slots when the UI size option is greater than 1
Field of view not updating to default after the first dialogue with Diana
Weapons becoming invisible after being equipped while in a resting place
Hand not releasing the weapon when using a two-handed grip and dodging, sometimes
Motor Skills bonus to attack had a bug that could sometimes reduce attack
Cooldowns of abilities not resetting after loading the game
Sometimes, ability configuration parameters were interactable when they should not have been while the ability was being used
Updated descriptions of:
Plasma Flow Control ability
Combat skills: to mention that they can be increased with XP
Plasma Flow and Plasma Flow in Hands: to mention one-hand casting penalties
Exhaustion icon: to make it even clearer that the debuff is only applied after reaching 100%
Typo in Weakspot Focus
Fast Attack Mode: to mention that its use depends on weapon weight and Strength
Willpower popup: to mention that it is important for mages
Option to lock/unlock the cursor within the window
Adjusted floating text position for Wyrmlings and Fire Elementals
Glenvael Forest is a bit less dark at night now
This is a small patch with some fixes:
Fixes:
Typos
Creature name fixes (Cultist Veterans and Bandits)
Mass Fire Projectile II/III pre-requisites
Enemies using front dodge while strafing
Playing animation of switching weapon sets on rest place
Elementals and wyrmlings moving very fast to got out of AoEs
Weakspot focus bug
Floating arganon stones inside ughatar camp in Valmsteim
Exhaustion paused in the tutorial
Darian dialogue now tells player that Dark Forest is available after completingthe EA content
Hello everyone! Finally, the next update is here! This update is mainly about new and reworked mechanics, enhancements on some spell trees and some QoL. There are many miscellaneous changes, so I will post only the most relevant ones. Here is the changelog:
New combat skills (as in Melee Attack, Dodge Defense, Archery, and Block Defense): Fire/Lightning/Feyzir/Nature Magic.
These skills enhance the effects of related abilities. They can be bought with XP and are also prerequisites for acquiring abilities. They should be able to be increased by training with NPCs and books in the future.
Attribute cost changes:
Attribute bonuses given by Arganon abilities are now ignored when calculating attribute costs.
Attribute costs now increase every 10 points, allowing the player to better focus on one branch.
Spell disruption no longer causes a spell failure chance; instead, it causes a Plasma Flow penalty and increases plasma cost.
It is now possible to cast plasmic spells with a single hand while wielding non-staff weapons, with plasma flow and conjuring time penalties.
Exhaustion: allows the player and companions to become exhausted, meaning they receive several penalties. Exhaustion is removed by resting. You have 35 minutes before the first penalties apply. There is an icon showing you the % of the progression before the effect is applied.
Dodge animations:
New animation: Dodge Front. This animation is used when the character is moving, and the dodge direction aligns with the movement direction, preventing the character from getting stuck during dodges.
Fixed bugs that caused the character to dodge hyper fast, sometimes not even playing the animation, or sometimes cutting the animation
Bags and magic bags: it is now possible to acquire bags to expand the bag capacity.
Expanded bag option: there an option to play with extra inventory size, for those who don't like it to be too restricting.
Weapon Sets: changed the way of equipping/unequipping weapons via keyboard. Now you have 2 weapon sets, which you can switch them with X (rebindable). There may be more weapon sets later, but I think they won't be needed since a macro system (at least for equipping weapons) in the action bar is planned.
Changes in Arganon abilities that provide attribute bonuses
Orbs:
Aura Attachment I is not required anymore to attach orbs. Instead, it adds +1 attachment slot. You can now have up to 6 slots. The current/max attachments are now show in the character panel.
Pursuer configuration parameter is now split into two parameters: Pursuer and Self-Trigger
Pursuer: makes the orb continue attacking the target after it is cast but does not auto attack nearby targets anymore.
The orb now avoids hitting the ground, which makes a great difference!
Self-Trigger: makes the orb to auto-attack nearby targets
Fire Orbs
Electric Orb is now included into the Orb mechanics (you can attach and cast it, but it is still AoE)
Fezyir spell tree:
Feyzir's Firing Orb:
A lot of rebalancing
Propulsion parameter
Improved version (Feyzir's Firing Orb II)
New related ability: Feyzir's Firing Orb - Auto-Recharge (a game changer)
Feyzir Charge spells:
The charge does not disable actions anymore, but makes one hand busy, meaning that you can still use the other hand to equip weapons and cast spells, but with penalties
New spell: Feyzir Weapon
Fire spell tree
New spells: Heat, Flaming Weapon, Mass Fire Projectile I/II/III, Fire Bomb, Fire Orb, Grand Combust
Fire Ring spell reworked: you can take actions while it is active
The burning effect now has a limited maximum stack of 3 effects
Repulsion Field:
Added Friendly-Fire parameter, removed Repulsion Field Immunity spell
New spell: Attraction Field
New ability: Plasma Flow Control
Allows to control the magnitude of spell disruption trade-off between the body and the hands by controlling how much plasma is expelled by the hands
New Spell: Lightning Weapon
Arganon Regeneration is now based on a percentage of the HP.
Increased hp of some cultists starting from Valmsteim and forward
Changed calculation of hp bonus from arganon new level, reducing the auto-increase by level. Also, the bonus is now modified by Constitution.
More Willpower bonus to Plasma Flow
Async saving option: allows saving without stuttering. Turned off by default, since there is a theoretical small risk of data corruption. Use at your own risk. I've never experienced any problem.
Game saves now the activation state of abilities being sustained
Double-pressing an ability in the action bar forces using the ability in the current target, if the ability is AoE or allows to cast on ground
UI
More attributes visible in the character panel
Display status (HP/Stamina/Plasma) values in the status bars (visibility is toggleable)
Character Improvement Panel: failed pre-requisites shown in red
Floating text names with colors according to the hostility/friendship
Display effect timers (configurable)
Plenty of new ability icons
Performance optimization in Valmsteim, when out of the city
The ability trees are still not yet completed, even the ones that received more attention in this update. The Lightning and Druid spell trees were also supposed to receive improvements in this update, but there wasn't enough time in the end.
Although the inventory aesthetics and some of its structure have changed, it still has a lot to be improved, altogether with the entire UI.
Roadmap: 1) give support to the feedback from this update, which includes new updates and patches; 2) redesign the UI, not only the aesthetics but the structure, making it more controller- and keyboard-friendly (but still probably not supporting controllers yet).
As always, I am very open to feedback!
Hey people!
Just passing by to let you know that the next update will arrive sometime between June 9 and June 15! Stay tuned!
Hi everyone! In the last month, I've spent most of my time restructuring the software to better accommodate future features (refactoring is the technical term), so these changes are more impactful from a developer perspective than a player one. Still, I have some highlights of changes for you:
New combat skills (as in Melee Attack, Dodge Defense, Archery, and Block Defense): Fire/Lightning/Feyzir Magic. Air/Earth/Fire domains (for nature magic), and positive/negative energy channeling (for light/dark/chaos/order spells — either divine or plasmic, or even arganon abilities) are coming.
These skills enhance the effects of their related abilities. They can be bought with XP and are also prerequisites for acquiring abilities. They should be able to be increased by training with NPCs and books in the future.
New skill-related abilities will be created, following a similar pattern to Melee Attack Training, which gives you skill points and unlocks a higher modification cap for them. Fire Magic I/II/III has already been created. Since spells now have a combat skill prerequisite, they are bound by the ability that trains the skill, so we can now say that spells have an indirectly related spell level. This is still going to be tested and is open to changes.
I am considering the possibility of automatically increasing these skills through the use of their related abilities.
Changes in Arganon abilities that provide attribute bonuses
Attribute cost changes:
Attribute bonuses given by Arganon abilities are now ignored when calculating attribute costs.
Attribute costs now increase every 10 points, allowing the player to better focus on one branch.
Spellblade/armored caster–friendly builds:
Spell disruption no longer causes a spell failure chance; instead, it causes a Plasma Flow penalty and increases plasma cost. New abilities are going to be created to reduce these penalties.
It is now possible to cast plasmic spells with non-staff weapons, with plasma flow and conjuring time penalties.
The next steps are to create abilities that reduce spellcasting penalties for using non-staff weapons and armor. Then, enhance the fire magic ability tree, including a Flaming Weapon ability, and test a fire mage spellblade build. After that, enhance other ability trees and possibly change the inventory system.
The next update is expected to happen next month, but since one feature may link to another, including UI changes, one additional month may be required.
Hi people! This update comes mainly with memory optimization of chapter 1 areas, as stated here.
Changelog:
Optimization: memory and fps optimization in chapter 1 areas. Saved 2Gb-5Gb RAM, 10%-38% FPS (measured in specific locations)
Adjusted LODs (Level of Detail) of some trees, so they keep the higher resolution LODs across a higher distances
Bugfixes
Fixed items with infinite item amount not appearing on stores (like arrows)
Fixed item panel in Crafting/Item Improvement panel being able to be dragged out of the panel
Fixed creature spawners not spawning in some circumstances
Minimap zoom is now saved
Default locked target aim changed to the "discrete" one (now called grey)
Added support to custom localization, meaning you can now add your own translations to the game. You can simply copy the tables in Elengard Ascension_Data\\StreamingAssets\\Language\\Original\\en\\ to Elengard Ascension_Data\\StreamingAssets\\Language\\Custom\\ and follow the patterns, but I will create a readme for detailed instructions.
Reduced companion interaction radius when in party, to further reduce the chance of talking to them when trying to loot
Removed one archer (the strongest) from an encounter in Glenvael Forest, previously with 3 archers + 1 rogue.
The entire Prologue is available again in the demo, with some abilities locked.
Edit:
Patch 1.21.4:
Fixed a bug preventing Summoning Elemental quest to finish and possibly causing a crash
Fixed a bug in Summon Elementals quest that was sometimes preventing some elementals to reach their spots before reveling the reward rock.
Added a README in Elengard Ascension_Data\\StreamingAssets\\Language\\ with instructions on how to add custom translations.
Hi people. I've been busy this week with other matters, therefore it was not possible to come with a game update for the weekend. Still, I bring the weekly report and the roadmap for future updates.
I am currently working on area optimization, mainly on memory optimization, with some repercussion on FPS. For now, I recorded a saving of about 5GB of RAM in some areas, like Death's Pass, Valmsteim Forest and Dark Forest, while other areas have about 2GB of savings. The FPS improvement ranged from 10% to 38% (measured in specific spots).
The next update, with this optimization, should arrive next week. This will be the last update before I dive deep into the software "infrastructure" to reform it in order to make it more viable to accommodate future features, like improved AI, an improved action/ability system, etc. This means I will become more absent while doing this, but I may occasionally release small urgent updates if really needed.
Now about the roadmap. It is not viable to have a predefined set of tasks with expected starting/ending dates, so the roadmap is more abstract. Here is a summary:
First year (2026): improve and create new systems
Complete ability trees
Improve/redesign AI (includes improved control of companion AI)
Improve UI. Not just aesthetics, but the structure, and make it controller-friendly
Controller support
Optimization: better area loading, reducing area memory usage, mesh combining on NPC gear, faster AI
QoL improvements
Inventory system reworked
Second year (2027): polishing and narrative
Polishing audiovisual elements: 3D models, animations, sound effects, improving map visual details
Improving narrative: improving and/or redesigning quests, creating new quests, events, and dialogues. Probably redesigning some maps to accommodate the quests/events.
There is no strict division between the tasks of year one and year two, though. This is just the emphasis of each year. And of course there are many omitted details here.
After the next update, I am aiming on extending the ability trees as well as enhancing/reworking some mechanics. The main target of this is a spellblade-friendly system.
Changelog:
Bugfixes:
Triggering Diana encounter cutscene if reloading the game near Diana
Wrong position of visual effects of enchantments
Presets of Fire Mage and Mage (Debuff) with incomplete abilities
Added message if attempting to open the boulder in Glenvael - East after speaking to Diana but before speaking to Finnian
Enchantment visual effect now scales according to the blade (hit part) size, to avoid hyper concentration of many particles in small volumes
New options:
VSync: actually, VSync was always used by default, but now you can switch on/off as a game option
Windowed Mode
Bloom: you can change the intensity between 40% and 150% of the default value. 0% is not allowed since bloom is a heavy part of the visual identity of the game
Hi people. This patch comes with changes in Manual Mode, demo content reduced, bugfixes and miscelaneous.
Changelog:
Demo content reduced: as warned before, only first area is available, but no ability is locked anymore
Most camps near area entrances are now easier to find.
Manual Combat: changes to make it more manual and a bit closer to an ARPG
You can now attack with no target selected
Character does not auto run to the target when attacking
Character does not auto strafe when Waiting
Attacks/defenses mechanics remain the same, but you need to be close enough for the attack to conenct to the target. Ranged attacks connect easier. Special abilities are not affected.
The toggle button (manual or auto) at the right corner of the screen is now saved (i.e. keeps state when reloading)
Default key for Switch Cam Mode is now End
Changed some text of Jeremy dialogue to make it more clear that the daughters are not near Valmsteim
Cancel ability target with right click
Bugfixes:
Fire Elemental summoned over the stone altar and getting stuck, in Glenvael Village
Issue when changing camera mode while in Manual Mode
Weapon range auto detection fix. Spear is the most affected (increased range now)
FPS Limit option not working
Empty Diana dialogue when returning to Darissa's inn when being dismissed
Minor Font UI adjustments in consumed arganon stone panel
Creature position validation on realoading had issues which sometimes made NPCs go to house roofs
Pathfinding: fence in Glenvael Village ignoring pathing system
Hi everyone. The demo will have its content limited soon. The current plan is to have only the village area in the demo, and to unlock druid abilities.
Hi folks! This update comes mostly with fixes and adjustments and item count appearing in the action bar.
Changelog:
Item amount shown on item actions in the action bar
Gameplay UI now fully scales with Font/UI size in the game options
Mouse pointer is now always locked within the window
Reduced aggro range of boars and stags
The character does not retalliate an enemy that is not the locked target anymore
Added a button to switch the camera mode
Added an option to toggle allow auto combat move while waiting
Added Limit FPS option, BUT it ended up not working in the build. It will in a future update.
Glenvael area:
Some small rocks that were not walkable are now walkable
Removed invisible walls nearby rocks in Glenvael Village
Combo key bindings: first binding now appears in the slot as soon as it is typed
Emit Lightning spell: Reduced influence of the Range parameter on damage
Interact action \ when looting now overrides interact action of world objects
Diana default faction is now "Player Ally" (she may help the player in deaths pass if she is not in the party but the player is nearby)
Goblin cage key now consumed when unlocking the cage
Bugfixes
Navigation issues like getting stuck on stones and stairs in Glenvael, or getting inside a few big boulders in Glenvael Forest
Lip sync was not working
Char creation: weapons with wrong scaling sometimes
Dismissing Diana in Death's Pass was making her unable to go to the Dark Forest, which made a dialogue in the arganon crypt impossible to trigger
Death's Pass, post dragon death: it was not possible to loot the dragon if some ughatars were dead and their bodies already vanished
Dragon get up animation fixed
Key bindings:
Key binding on starting screen: key conflict popup not showing up
UI blocker was being removed after the first key was assigned in a combo key, enabling interacting with the UI
Keys of conflicting bindings not showing up in the conflicting bindings popup message
Pressing Esc to cancel a binding was also closing the options panel
Cancel binding operation not canceling combo keys
Straight attacks sometimes keeping straight attack stance animation
Buttons on the container section of the inventory panel of the rest place were giant
Hey everyone! This update comes with some bug fixing, QoL improvements, like easy looting, and more resources for mages to handle staggers.
Changelog:
Balancing
Reduced minimum conjuring time for minimized configuration parameters. This further helps mages avoid being interrupted and makes minimized power more usefull (also, don't forget to early cast with R!)
New abilities:
Anesthesia: pain immunity increase and touch perception reduction
Firmness: body/block poise at the cost of stamina regen
Adjusted characteristics of AsyumBlast/Projectile/Bomb and Shock Arc: xp, plasma cost, configuration parameters, conj. time
Increased poise bonus of Steadfast Invocation
Arganon Plasma Source 1 and 3: further reduced cost-to-increase plasma
Debuff Mage and Fire Mage preset changes in character creation
Increased spawn time of large boar group near a camp in Glenvael Forest
Camp map markers (for known camp spots)
Target aim styles: you can now change among 3 styles of crosshair in the game options
Ability descriptions: atribute factor now shows the min/max bonus
Updated description of Arganon Stones
Easy looting: auto loots everything if all items fit in the bag. Otherwise, opens the inventory and allows send all to storage by pressing Interact command (E by default)
AI: improved enemy position prediction when casting AoEs.
Bugfixes:
Glenvael Village: boars were not dropping meat while in Boar Hunt quest and after having all boar bodies needed
Companions not avoiding some friendly fire AoEs
Emit Lightning visual angle not changing with configuration angle
Map markers could be placed outside of the map
Companions not drinking potions outside combat when having healing charge-based abilities with zero charges remaining
Auto targeting was active during dialogues
Sometimes companion HP status remained on screen after sending companion back to the village in other areas
Holy Weapon visual effect sometimes disappearing
UI inventory sounds not playing while the game was paused
Hi folks! Here are the highlights of this update: Auto-targeting + targeting options, balancing of mage spells (+damage, -conjuring time) and key bindings to switch action bars!
Changelog:
New targeting options
Auto targeting: the game constantly automatically gets the closest target from the screen center (enabled by default)
Lock on target: locks onto the target (basically, the already existing "select target" feature). Added new aim.
Auto-lock on target when attacking or using abilities (enabled by default)
Switch Target using Tab (rebindable)
Lock camera to (locked) target: as in action RPGs (disabled by default)
You can configure these options for UI Mode and Free Look mode separately
Added "Move by Clicking" option (enabled by default)
Balancing:
Reduced minimum conjuring time of most mage spells by 20% on average (some more, some less)
Increased damage of spells Lightning Chain, Shock Arc, Fireburst and Lightning Globe
Ajusted xp and some requisites for: Shock, Shock Arc, Feyzir Charge, Silent Steps, Lightning Globe and Fireburst
Removed friendly fire of Lightning Globe
Keys and bindings:
You can now decide whether or not to allow conflicts. A popup window prompts your decision, while showing the conflicting keys
Switch to Action Bar key binding (Shift+Bar Number)
More Action slot bindings (with no bindings by default)
Highlight interactables now is Ctrl+Tab by default
Changes in Fire Gust, Emit Lightning and Asyum Blast descriptions
AI: unintelligent creatures don't focus on the enemy with lowest HP anymore
Bugfixes:
Lightning bolt from Electric Projectile starting at the user instead the projectile
Encumberance effect remaining after asyum spell effects vanish
Give drink to fallen companion not working after attempting to use an ability after ordering to give the drink. Other related issues were solved too.
At Glenvael Forest, some Air Elementals were attacking from very far when the player was fighting other elementals
Hey everyone! This update comes with a lot of bugfixes and minor adjustments.
Changelog:
Bugfixes:
Supernatural Strength with 0 bonus after reloading game
Typos and text adjustments
Regenerate IV disappearing after picking Regenerate III
Diana dying in some encounters prior to triggering dialogues after the combat: dialogues were not triggering
Burning effect not providing xp
Character creation: Fixed changing deity not updating abilities
Moira/Diana lvl up progression getting stuck sometimes
Diana's summon remaining after ughatar duels after reloading
Diana not coming to the inn when fast traveling to it
Diana's appearance glitch when meeting her sometimes
Character creation:
Presets: removed "Select" button
Deity Worship:
Change in the UI of deity selection
Added warning message when removing Magical Staff Proficiency and having Magic Staff weapon selected, since the weapon was being removed too
Added wrning message when attempting to start the game with remaining equipment points
Added floating text name to the boss desk in the Cultist Hideout and to the crypt door in the Dark Forest.
Balancing:
Reduced constant attacking of Air/Earth Elementals:
Air Elemental: attacks consume normal stamina now (they consumed less stamina before); reduced attack speed; increased damage
Earth Elemental: reduced Stamina Regeneration
Reduced Intelligence bonus to XP
Intelligence cap to 250 on Arganon IntelligenceIV (just as other attributes)
Mental Attributes (Int/Will/Spirit) don't reduce cost to increase on Arganon \ IV (this is already considered by the new const to increase range added by the new cap)
Clarivena added to Cedric's store
Magic Staff added to Richard's store
Doubled Arganon Regeneration outside combat (the description explains inversely)
Reduced min conjurin time of Shock Arc
Removed friendly fire of Lightning Chain
Pressing E while selecting a target does not make the character to attack the target if the UI indicates to use E to interact to a a nearby interactable
Map name on top of the map panel
Prevented NPC blocking inn's entrance
Renamed "Number of Uses" (of spells) to Charges
Adjusted sound effects of Fireball explosion, Fire Ring, Fire Gust and Fire Aura (Fire Elemental) + making Fire Aura sensitive to audio volume changes.
Hi everyone! Some highlights of this patch: Diana auto-lvl up progression, Village defense improvements, Craft Antidote and Feyzir Orb vanishing early bugfix.
Changelog:
Diana auto-lvl up progression
Village defense event:
Companions use potions more easily (they don't wait hp/plasma to low to use)
Companion AI does not care about sparing uses of Vancian abilities
Added a rock in the corner of a fence to avoid an exploit
-1 enemy on average
Abilities:
Rock Spikes 140 Spirituality prerequisite
Transparent Body and Visibility: altered description, added hyperlinks explaining visibility quality and perceptibility modifyable actions
Added hyperlink in the "Number of uses" of the ability description
Mass Pillars of Holy Light: conjuring time = 2
Enphasis on middle click targeting on Using Abilities tutorial message. \
Antidote:
New ability: Craft Antidote. Clarivena Herb is the resource.
Assassins now drop Antidotes
Increased Antidote drop rate for goblins
Tooltip on cost to increase attribute showing the relation between the attribute value ranges and the cost to increase
Death's Pass:
Replaced some veteran ughatars by normal ones. Pushed some veterans away from the map start
Placed a dead goblin near the start with 2 antidotes
NPC markers in Valmsteim
Bugfixes:
Rare bug not allowing saving when arriving Deaths pass
Some sound effects were not influenced by the volume control
Rare bug that made player invisible when switching control to it
Deaths Pass, Goblin Chief dialogue: fading screen as if going to start dialogue even after all goblins are dead
Feyzir Orb vanishing before timer ends when using Pursuers
Hey everyone! This update comes with some bugfixes and adjustments. Some highlights: more respawns, Diana available in Valmsteim, slightly reduced difficulty of village attack, ability to become a mage with arganon abilities, fixed companions not gaining new abilities.
Changelog:
Summoning Elementals quest: increased the "find spot radius" from 4m to 8m. It is easier to find the spots, but you still have to search a lot. Note that this quest is about finding secrets so it does not have UI guidance.
Fixed/adjusted some UI texts
Respawns:
Increased respawns in Prologue, especially in the forest. About 50% of the spawners increase +1 or +2 spawns.
Chapter 1: after completing the implemented so far Chapter 1 questline, all spawners have infinite respawns
Abilities:
Mass Pillars of Holy Light: allow cancel with move, reduced radius by 2
Changed requisites of Arganon Stamina and Plasma Source
Reduced bonus of Arganon Stamina and Plasma Source (starting from the second tier). These bonus will probably not change the bonus you char already got in you save, although it should (this is a known temporary limitation)
Plasma Wielder I can now be acquired as an Arganon ability (so you can now become a mage later). In character creation, the text saying Plasma Wielder can only be acquired in the char creation was not updated yet (on next update)
Changes in the description of Invisibility, Transparent Body, Ki Transmutation: Stamina to Damage
Changed Melee Attack modification cap of Melee Combat Traning II and III
Village attack
Improved enemy AI to better detect player/party and avoid exploits. They have increased aggro range and are all alert
Reduced the maximum number of enemies alive. this number changes according to the kill pace, if you killed many of them too fast, the next wave would have many more enemies. This enemy increase is now reduced, but there will be still more.
Diana is now available to enter the party in Valmstem. Note that her dialogue is only meant to recruit her. The full dialogue will be implemented later.
Bugfixes:
Lost Daughters quest progression bugfix: in some circumstances, when telling Jeremy about his daughters, the dialogue disapeared.
AI not deactivating keep distance (Cultists with Halberd kept looking at you)
Lvl up Araganon panel was considering the current player stats (including effects) for the sake of considering prerequisites of abilities.
Companions were getting stuck in their character progression, not ganing new abilities.
Melee Attack modification cap of Melee Combat Training II was wrong
Adjusted character progression of companions in the prologue
This patch fixes the bug introduced in 1.17.6 which prevented loading Chapter 1 areas.
Hi people. This patch come with minor bugfixes and adjustments, ans well as reducing item volume so more items fit in the bag
Changelog:
Minor text changes: grip modes in ability description and in Boar Hunt quest
Bugfixes:
Disturbance on Glenvael quest: reaching Diana before finding the map to the cave entrance prevented triggering a quest update when finding the map later, preventing the quest to be completed.
Ughatar Alliance quest: when going to attack the dragon, sometimes the player and the ughatars stayed in place instead being set to the dragon location
Ajusted volume of many items. Now more items fit in the bag. Please note that, originaly, the bag was supposed to be a small side bag with just enough room for small consumable items (like potions). This was supposed to force you to better prepare and carefully choose what items you carry. Anyway, since many players complained about the lack of room, I relaxed this, but it is still a small bag, so you still don't have the inventory room you are used in other games. This is just a provisory measure, since the inventory system should be rebuilt anyway.
More selection radius for some items on ground (like herbs)
Hey people, this update is a small fix geared more towards those who are new to the game. The main reason is to make the player go through all combat control modes and try them out in the tutorial, since players seemed to have issues with targeting, and getting target with the Free Look camera is very practical.
Changelog:
Small tutorial adjustments
Starting main quest: reduction of the required threats to be eliminated from 79 to 50.
Fixed chinese language name text in the language dropdown: from Simplified Chinese to Traditional Chinese
fixed music volume not decreasing in dialogues with voice acting
1.17.4: Updated the content of the starting popup
In July 2022, I quit my job to begin this journey as a solo game developer. The goal was to continue an old idea: to create my own Neverwinter Nights and Dragon Age: Origins, but with more action.
Of course, not everything turned out exactly as I originally envisioned (actually, it is far from it), but the game is still evolving and being shaped with each update.
Now, 3.5 years later, the game is launching in Early Access. Why Early Access? To fund the game, improve its quality and make it release faster. Simply put: the more support the game receives, the more resources I can invest into making it better.
That said, I want to be clear: the game will be finished regardless of funding. Early Access affects the final level of polish and how quickly the full version can be delivered — not whether it will be completed.
I hope you can have some fun with the Early Access version and, as always, I’m open to feedback.
As previously warned, the playtest and the demo are now deactivated.
Thank you all for the support.
Stèphano M. M. G.
Hey everyone! The following patches are applied to the playtest and lanch version, not the demo.
Changelog:
Patch 1.17.2:
Ability related:
adjustments in the energy weakness spells + addition of Propulsion config parameter
changed conjuring anim of Feyzir Projectile from Feyzir Charge Generator
Recharge of Stable Feyzir Shooter and Feyzir Charge Generator: 14 charge/sec and 14 plasma/sec
Stable Feyzir Shooter: 140 max charge
Reduced conjuration time scaling with Duration and Persistence of Transparent Body
Updated description of Exaltation of the Humiliated
+ Block Poise scaling with config Power of Shield of Faith
+ duration of Potion of Stamina Recovery
Bugfixes:
Text partially croped Hyperlink panel
Aurik wildly wnadering away from his house
Stores not updating gold when resting in another area
Transparency glitch with Barrier and Transparent Body/Invisibility
Reduced sound volume of Barrier and barrier breaking
Lost Daughters quest was wrongly completing after the cave encouter
Middle click sometimes was not clearing current target
Reduced Attack Speed bonus to Melee Attack
Added another cultist with a map in the Orc Caves (chapter 1)
Visual glitch in Valmsteim Hills in some spots
1.17.3:
Slightly increased arrow damage and armor penetration
Slightly reduced Plate Armor weight
Holy Lightning Storm: +duration, -conjuring time, - lightning bolt audio volume
Added missing text in non-portuguese languages for a quest entry in the Dark Forest
Reduced collider height of giant wolves, giant bears and Arboriths, enabling them to cross gateways in cripts in Dark Forest
fixed companions not returning to Valmsteim in the dialogue line "you can go I will stay" in the Cultist Cript (in Dark Forest)
Divine Regeneration: fixed configuration influence in the effect, changed config max power, fixed improved versions which were not working, increased improved versions bonuses
Hi everyone. This is a reminder that the demo and the playtest will be deactivated at the game launch. The game launches in Early Access on January 19.
Changelog:
Bugfixes
UI not scaling correctly on ultra-wide resolutions (character imprvement panel cropped)
Removed Autosave on game start, since it happened before the starting dialogue, and loading it broke the game
Tutorial: being a mage and equiping a weapon was triggering Spell Disruption tutorial message, which was breaking the tutorial flow (Allan was not becoming hostile)
Updated (simplified) About Panel
This updated comes with some important bugfixes (such as companions disapearing when dismissed), ability balancing, and some improvements.
Changelog:
Fixed companions disappearing after dismissing them from party
Targeting: objects partially in front of the target don't avoid getting the target anymore. The player character still must perceive the target.
Commands are now canceled when the player loses perception of the command target
AI:
creatures now "warn" friends of hostiles when in combat, making them Alert.
creatures now become alert when they see any creature in combat
spellcasting now produces sounds (and is susceptible to be detected by hearing)
These changes make enemies not ignore a fightning anymore when it happens right behind them
Abilities:
Dampening Aura: conjuring time scaling with power and persistency
Feyzir Shooter: +damage, -min loop time (2 secs), player keeps rotating to target while casting
Feyzir Charge generator/Stable Feyzir Shooter: disabled plasma regen while charging, allowed using staff spells while holding a charge, fixed charge not visible after loading game/changing area
Stable Feyzir Shooter: updated new min requisites
Feyzir Charge generator: increased plasma cost
Reduced Release Barrier conjuring time
Increased Countershock xp cost
Chapter 1 (not included in the demo):
bugfixes:
arganon stone not being destroyed when consumed
visual glitch when moving the camera near the wall in the Orc Caves
raining inside Elaria's shop
Orc Caves: added some mage (consumable) items in a chest
This patch comes with some bugfixes.
Changelog
Fixed critical hit floating text glued with the damage
Most Druid spells have some Druid archetype level as prerequisite
Plasma potion crafting now costs 2 Larium Flowers
Feyzir Charge Generator now has up to 100 charge
Chapter 1 (not included in the demo):
Fixed a Cultist mage not droping a quest item in the Valmsteim Forest
Fixed "Priest Corpse" in Valmsteim forest, which was standing and alive
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Elengard: Ascension, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Elengard: Ascension statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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