The upcoming update!

Hello everyone!

We are making steady progress! The remaining bugs are fixed and the content update is on it’s way!

Here is what you can expect from the next beta update:

  • Every skill is redesigned and now the skills have more meaning. Every skill has a detailed tooltip explaining the skill.
  • The unfinished quests are now finished: (spoiler ahead!!) For example: The sick troll quest is now completable by curing the troll (various ways) or by killing it.
  • Building your home has been heavily altered. Now instead of being able to build a house in specific places, the story will reveal a safe place for you where you will be able to build your own home early on in the game. A build button has been added to the main bar.
  • Hundreds of new sound effects are in the game.
  • Lore bits are finally in the world! This means that you can find old letters and documents that the long forgotten inhabitants of Darkwood wrote. We think that reading these texts will help you understand the history of the woods and Balrum.
  • All crafting systems have been redesigned. As we mentioned in our first beta update the crafting systems were really primitive. Now we feel that we have well working and more comfortable crafting systems for you!
  • Now there are recipes/schematics hidden in chests and other places in the world that you can learn from.
  • Translation support is finally complete! All text in the game is now accessible via simple xml files.
  • New AI behaviors are implemented. For example: a mainly ranged enemy will try to use it’s ranged abilities more often than it’s close combat ones.
  • There are already many mini games/puzzles/secrets in dungeons. Now there are a few of them above ground too. Some of these puzzles are only completable if you read the lore bits and find the information you need to solve them.
  • Special weapon and armor properties. Quite a few weapons now have special on hit effects and give the player various attributes. There are armor sets in the game now. These sets will give the player extra attributes and effects if a certain amount of the set pieces are equipped.
  • Information! There are small helper tooltips where there should be one. These will help you understand how certain mechanics work in the game.
  • Item tooltips now tell you more about the item. For example the tooltip of a potato will inform you about how nutritious it is.
  • Combinable items are now more useful! There is a new combine button on the main bar. This button will bring up the item combine interface. You will be able to create items that do not require a special crafting facility. For example: fire arrows, torches..etc
  • The character panel is redesigned and the quests menu finally has been updated too.

In the upcoming weeks we will send everyone who pledged more than the base game an email regarding their rewards. Some of you have already sent us ideas and descriptions about what you would like your npc,monster or special item..etc, to be like...

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Beta update!

Hello, everyone!

First and foremost, thank you for everyone who sent us bug reports! We have been working on fixing these bugs and rethinking some elements of the game based on your feedback on the forums. It is time to release a new version of the beta. This version is mainly a bugfix version. There are a few content related updates but our main focus was to make the engine as bug free as possible. In the coming weeks we will fix the remaining few issues and any new bugs that we find. After that we will focus on content. Based on your feedback we know that we have to rethink and redesign pretty much all crafting systems and skills. So the upcoming update for the beta will be a major content update. You can download the updated game form the usual link.

It’s great to see that there are people who are helping others on the forum. Also, there are people who spent a lot of their time helping us in identifying/reproducing bugs. For this we are sincerely grateful.

It is burning hot here in Hungary! We hope that all of you will have a nice and safe summer!

Because of the major fixes previous savegames are not compatible with the latest beta version. The new config.xml is at „files/saves/”. The game version is now „Balrum_v0.0.86_beta_003”.

Old school graphics option:

oldschren

Old school

Major fixes:

Quest: Osrick’s feed the pigs quest was causing CTD (crash to desktop).

Quest: The player was able to rebuild the burnt down door while standing on the door’s tile.

Quest: The rebuild your home quest is now not completable without repairing your home.

Quest: No more CTD while entering the secret area where Hugo died.

Sometimes the lighting system would skip a frame causing a flicker.

Various tooltip fixes.

Various Quest dialog fixes.

Fixed a bug that may cause CTD when learning a new recipe.

Fixed an error in the positioning of the trade panel.

The watersack is now usable and refillable.

The visibility indicator is now properly displayed.

If wolfs killed some deers the player’s hunting skill might have increased.

Fixed numerous player experience related bugs.

Fixed a bug that prevented the player to level up.

Sometimes the raining sound effects did not start when they should have.

Fixed a rare bug when crafting panels would go haywire.

Attackable objects properly react now.

Prism turrets when pushed away from their original place were not blocking fireball like effects after a game load.

Fixed a bug that was preventing skill stats to reset upon starting a new game.

When spliting up items the spliting up panel sometimes disappeared or showed up wrong.

When luring an enemy far away from it’s home sometimes they were unable to go back after they lost interest in the player.

Reassigned hotkeys now properly show the reassigned keys on the hot bar.

Lockpicking logic adjusted and because of the new crime system it needs to be closed to stop the lockpicking action.

Numerous savegame related bugs fixed.

The player is now not able to go to sleep while in combat.

So...

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Beta!

First of all, we are sorry for the extra delay! One thing we learned is that it might seem like there are no problems at all.. but sneaky problems always lurk in the shadows! Oh, and another thing is that we need to be more careful from now-on with deadlines.

All of you who are eligible to participate in the beta already received a key that will allow you to play the beta. For everyone else we put together a video showcasing the new content.

There are a few areas that are considered really early prototype versions: -weapon crafting -armor crafting -bow abilities. All crafting systems need more work and will be much more complex in the future! Also not all features are in the game (character creation).

We are planning to release a couple of updates for the beta version. With your kind help we hope to fix a few nasty bugs hiding in Darkwood so please if you find a bug and your time allows, send us an email describing the bug and how to reproduce it. Also if you find a fatal error (an error that will cause the game to crash) please send us the debug info by pressing the “Send debug.txt” button in the launcher.

Enjoy the beta and have a nice day in Darkwood.

P.S. you need to put abilities/spells into your main bar (at the bottom of the screen). You can find your spells/abilities in your spell book ‘S’. You can select one melee ability and one magic to be your main attacks (left click is the melee, right click is the selected spell). There will be tooltip informations everywhere in a future update.

We updated the beta to version 002. If the window title says 002 that you have the newest version. If it displays Balrum_v0.0.85_beta instead of Balrum v0.0.85_beta_002 than you have an old version so please re-download the game. This is an important update so please make sure you have the 002 version.

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Beta delay.

Hello, everyone!

We have got some bad news, and some good news.

The beta is delayed until february. The delay is totally on us. We underestimated the work needed. Thankfully it’s nothing too dramatic. We need a few extra weeks to finalise everything for you guys.

On the other side we have a lot of things to share this time around.

The main quest’s dialogs for chapter one are all done. We hired a british writer who is proofreading for us.

Our composer just finished working on the music for chapter one and all we can say is that it is much better than what we expected. Don’t get us wrong, our expectations were high but our composer exceeded them. Thanks Matt for your hard work! Check out Balrum’s main theme.

All chapter one monster types are finished. There are 20 monsters in the game already! All of them use various spells/abilities against each other and of course against the player. We won’t show you all of them, but here is one new:

swampmap4

The lock picking mechanic is done. Yes you will need to find the proper combination.. Craft a lot of lock picks!

lockpick

Teachers are in the world. If you fully progressed a skill level you have to go to a trainer to learn the new level of the given skill.

The crafting systems are finally done! We need to balance it a little bit more, but it turned out to be a really interesting feature. All things that we promised like a little randomness in crafting, all kinds of crafting combinations for custom items, naming and selecting an icon for your custom item and special really powerful combinations that you can figure out by yourself are in the game.

Hundreds of sound effects are completed, giving the game a totally new vibe.

Dozens of UI improvements:
Now you have 5 main bars that you can select from. (you can put your foods on bar 1 and your potions of bar 2, spells…etc)
All new items are highlighted in your inventory.
The loot panel was completely rewritten.
Improved trade panel.
With crafting randomness we had to figure out a problem. The problem was that when you craft 10 minor healing potions they might be a little different from each other. These minor healing potions show up in one icon, but when you shift+click it a new panel appears where all of the minor healing potions are sorted buy their attributes.

barrr

All humanoid and a few other NPCs have complex daily routines. For example: Aron is the blacksmith in your village and he usually works on his anvil during the day, after a hard day of work he sleeps in his bed like a child, but before he goes to sleep he turns off the torches that would disturb his sleep.

There are 10 optional dungeons in chapter one, all of them are in a near complete form.

A lot of puzzles are completed. For example: You can expect to have a little bit of a headache when you are trying to get in..or out of a dungeon.

The list goes on and on but these are the most interesting things and we don’t want to spoil everything. The full list of changes is a multiple hundred item list.

Ohh yes,...

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The secret of the golems.

As promised, here is an ingame video of the cave that we showed you last time. Our hero finds out, and quickly forgets the secret of the crystal golems. :)
As you can hear, sound effects are being added to the game. We are really excited about the new environmental sounds in the caves. It is great to finally hear the game not only see it! :)

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A new environment!

Hello, everyone!

It’s time for an update!

We are working on the chapter 1 dungeons and caves. Designing the caves is really refreshing, because we just finished with the grasslands (640000 tiles of landscape) and it is nice to work on a different kind of environment. :)
Now we only show you 1 screenshot, but you can expect a video of this cave in the near future! ;)

crystal_dun

Have a great day!

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Dungeons!

Hello, everyone!

In this update you can see how dungeons will look like in the game! There will be at least another type of cave/dungeon wall tileset, so don’t worry this is not the only design :)

dungeons

 

 

 

 

 

 

 

 

 

 

 

Thanks to our great graphics team things are going really smoothly!
Also, we just received the first demo track of Balrum’s main music theme and it is amazing! :)

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New monsters!

Hi there everyone!

Here is a small video update for you featuring a few new monsters!
Hope you like them! :)

Everything is going well, so the beta is on track!
As always, have a great day!

 

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Music, graphics, monster design, npc design, add-ons.

Hello there! Things are looking really good! The engine is really close to the feature freeze state, this means it is near complete!

Our graphics team will start to work in the coming days on the extra art that chapter one needs. We can’t tell you a lot, but there are 8 new monsters that will be in chapter one and they are not your regular fantasy type monsters! Also, the caves in Balrum will look really good! ;)

We contacted a lot of musicians! This means that Balrum will have an amazing soundtrack in the near future! (if you are a musician and you contacted us in the past, but you have not received an email regarding the music of Balrum, please contact us)

Dear Backers, we sent out emails to those of you who bought some of the addons! If you bought addons, but somehow you have not recieved the email, please contact us!

We also sent out the „design a monster and design your NPC” emails! All of you have received the email, but if something went wrong please contact us!

Have a great day!

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Ambient lighting, doors, water, new renderer, selection, savesys.

Another update!

We changed the way our renderer works mainly because when using the 2x zoom option there were a few errors that we needed to eliminate, but at the same time we also added ambient lighting. Ambient lighting will help us in creating the atmosphere of certain areas like swamps, dungeons..etc.

ambli

If you looked carefully enough at our pre-alpha videos you might noticed that doors were problematic. They were hard to select and they sometimes were rendered incorrectly. We fixed the doors and rewrote the „selection” algorithm so that everything can be selected with ease.

The savegame option was disabled in the pre-alpha demo but now it is working. The main thing that we really want with our save system is it to be patch friendly. This means that if we release a patch we want to make sure that you don’t need to restart the game because we broke the system with the fixes included in the patch.

Lakes and rivers are important. We have not shown you guys how our water effect looks because it will change and we are still not satisfied with it, but here it is so you can have an idea on how it will look.

wateralpha

Ohh, and here is something new. :)

burnt2

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