News

09.07.2020 - 21:56
Walk blessed,

the new patch 1.6.2.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant, overdev and Dutchess who provided fixes to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "A Story from Spring":
    • Fixed an issue which caused romance dialogue to be played even if the player neither romanced Calia nor Jespar.


Side Quests
  • "Secrets"
    • Yero’s Tower can now also be unlocked with the key found in his casket during the guest "The Void".



Faction Quests
  • "Scorpion and Lion":
    • Fixed a bug that caused the quest to stop progressing if main quest "Interlude" automatically updated itself to meet Tealor in the Emporium.
    • Hallys from quest "Deus Ex Machina" will no longer spawn and talk with the player while fleeing with Dijaam.

  • "Dark Chambers of our Mind":
    • Fixed an issue that caused the scene at the gate of the excavation site to stop prematurely if the participating NPCs started combat with nearby enemies.



Tech:
  • It should no longer be possible to drop and store items on the ground while meditating.
  • Fixed a bug that caused female characters not to be able to re-transform properly from werewolf to human form.
  • "Fortify mana regeneration" effect of mana fungi and alcohol won't stack up anymore. No more gaining insane mana regeneration rates from drinking a few bottles of ale and dropping a fungi on top of it.
  • Standardized all effects of alcohol (no more "restore stamina" effects for some of them, for example).
  • Bottled water has no alcohol effects anymore, instead it regenerates a tiny portion of stamina now. It also became cheaper than alcohol and is sold in bulk quantities in many inns and taverns.
  • Most of the inns now sell a bit of peaceweed, in case you'll find yourself out of peaceweed at night.
  • "Erbgoth's Leather Goods" shop in Ark: replaced the fire arrows lying on the counter with steel arrows.

World:
  • Fixed multiple meshes.
  • Improved performance in the Dream world, at the Farmers Coast, in the South Quarter, in the Noble’s Quarter and in the Suntemple.
  • Fixed navmesh in Riverville.

UI:
  • Fixed typos, wording, and grammar in various books.

Comments: 2
08.19.2020 - 19:35

Tl;dr: The heavily revised physical edition Dreams of the Dying, my novel set in the Enderal universe, is now available for pre-order via Amazon - just head to my new website for a link. Special early bird prices are $32.99 for the hardcover with an illustrated appendix, $12.99 for the paperback, and $2.99 for the eBook. It’s a prequel featuring Jespar, but, for reasons outlined below, opens up a new canon. Amazon.de has yet to pick up the listing for the physical editions, but they are incredibly slow—I’m working to get that done.

Hey guys,

This is Nicolas, the writer of Enderal speaking. As some of you may know, I’ve been working on an Enderal novel, Dreams of the Dying. First released as a web version, I spent the past year completely rewriting and improving the book, adding and removing chapters, revising characters arcs, and improving plotting, world-building, and style. In total, I rewrote the web edition three times from cover to cover. Well, it’s finally time: Dreams of the Dying is now available for pre-order on Amazon!



The English version of Dreams of the Dying will release on October 20. A German (and perhaps Russian) translation will follow as soon as possible.

Please note that the artwork is a rendering and that the actual hardcover looks slightly different, with same format but a matte dust jacket and a matte, laminated case. A big shoutout to Dominik Derow for the cover artwork, Johanna Krünes for her cover design, and Joyce, for her tips, patience, and help with this product shot.
The hardcover edition comes with an appendix that includes additional lore, such as an illustrated bestiary, a guide to Kilayan fashion, illustrations of the (re-envisioned) seven Light-Born, a short guide to the Makehu language, and much more.

Even though Dreams could be considered a prequel, I didn’t write this as an expansion or fan service but rather as my debut, and a book that stands on its own. This edition differs vastly from the web version, and, though it is up to you to judge, I’m a million times happier with it.

If you’re on the fence and would like to wait for reviews—here’s hoping I get enough—I fully understand. However, if you would buy the novel, you’d do me a great favor if you considered pre-ordering. One of the biggest challenges as an indie author is exposure; since Amazon registers all pre-orders as Day 1 sales, a lot of Day 1 sales would give me a chance to climb in the novel’s category and boost visibility for readers outside the Enderal community. To make this worth it to you, the book will sell for a special early bird price of $32.99 for the hardcover with the illustrated appendix, $12.99 for the paperback, and $2.99 for the eBook, as opposed to $37, $16, and $5. Just head to my new website and click pre-order—it will take you right to your local Amazon marketplace.

Unfortunately, Amazon.de has yet to pick up the listing for the physical editions, but they are incredibly slow—I’m working to get that done.

I’m aware the hardcover is in the upper price range, but it uses the best materials, and the illustrated appendix cost a lot to produce. It’s also the only edition where I make a more solid revenue, so see it as a way to support my work, if you wish.

If you’re a patron and pledged $110 or more since October 2018, I’ll be in touch a few weeks before launch to send out your signed hardcover copy right away. Thanks again for your support, Dreams became a far pricier project than I anticipated, and your patronage helped me immensely in covering the cost.

Lastly, a word of warning before you pre-order: For the paperback edition, I took the drastic step to separate Dreams and all future Enderal novels from the game canon. There are two good reasons for this. First, the Vyn games were created over 17 years, the earliest one being Myar Aranath in 2003. Fascinating as this idea may be, it also means that the lore of the Vyn universe was created by a myriad of different authors (the latest and current one being me when I joined the team in 2011). As a result of this, the lore of Vyn has always felt a little disjointed and inconsistent; I initially took these differences as challenges to conquer, but the longer I wrote, the more I realized how much these inconsistencies bothered me and how hard they made it to write the story and the universe I envisioned. Let me assure you that this decision wasn’t easy and does not reflect a lack of appreciation for the work of the previous workers. I stayed faithful to the lore whenever possible.

The second reason is a trickier one: Jespar. This character has been in my mind for nine years now, and I love him with all my heart. Still, the more I immersed myself in the story of Dreams, the more I grew aware of how incredibly constraining it was to write a story where the end is already written; because Jespar is alive in 8234 a. St. (1234 P.L. in new canon lore), you all know he will never be in real danger. Again, there is undoubtedly an intriguing challenge to writing such a “safe” story, but—similar to the lore, I increasingly felt like I was writing with fetters on.

So, what does this mean? Aside from the fact that anything can now happen, the consequences aren’t that drastic. Enderal is still Enderal, and Jespar is still Jespar, albeit thirteen years younger and at another point in his life. I changed and expanded details about his backstory, but his essential conflicts are still the same, only refined. Major changes include modifications to the Light-Born (their aspects, how they came to be, when and how they disappeared, and the societal consequences of that disappearance), the time frame of the different eras, and a complete rework of the magic system. Minor changes include dates, the spelling of names and locations (Kilay, not Kilé), and others details I tweaked for consistency and worldbuilding coherence.

And that’s about it. I’m aware and grateful for the love many of you have for this world, and believe me, I did my best to honor it; I just realized I cannot tell a good story with one arm tied behind my back. If it’s any solace, I can promise you that new book canon is ironclad – I’m pathologically obsessive about consistency and cohesive worldbuilding, but without a solid framework, that’s a recipe for frustration and disaster. See it as a different but nearby eventuality: details and fates may differ, but the soul of the world remains the same.

If all that didn’t scare you off, pre-order away! I also set up a Goodreads page for the book, so you can add it to your To-Be-Reads or even recommend it to your friends – this is an indie project by all means, so I’m grateful for every bit of support. Please keep in mind that the Goodreads is for the revised edition, not the web edition, so if you’re planning to leave a low rating, I’d be grateful if you waited to read the actual book in October 20. It’s a different experience.

Last but not least, a big thank you to everyone who supported me on Patreon, created fanart for Enderal, or just let me know they enjoyed this game and were looking forward to the novel. This novel was meant to be a 6-month stint but, boy, did it turn into something more. It sounds sentimental, but this last year has been rough personally, and your support and encouragement kept me going.

I hope this story will live up to your expectations.

Best,

Nicolas

Dreams of the Dying (Revised Edition) on Goodreads
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08.18.2020 - 01:14
Walk blessed,

the new patch 1.6.1.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Huge thanks to community member gavrant who provided most fixes to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "The Void":
    • Fixed various minor issues.

  • "Part of Something Momentous, Part III":
    • Fixed an issue that the Ceremony scene did not play properly if the player was involved in certain other scenes from other quests.
    • Fixed Jespar reappearing in Ark between "Every Day Like the Last, Part I" and "Part of Something Momentous, Part III" if the player visits Riverville during that time.

  • "All the Dead Souls":
    • Fixed an issue that the exit door of Adila’s Cave was blocked after the quest was finished.



Side Quests
  • "Wanted in Riverville" / "Wanted in Ark" / "Wanted in Duneville"
    • All bounty targets will now lose their essential status on entering combat not only with the player, but also with a summon or ally of the player. Also, they won't gain the essential status back on leaving combat with the player.

  • "Elfriede":
    • Many minor fixes and improvements.



Faction Quests
  • "The Last Stone":
    • Fixed that the messenger might have not engaged in dialogue with the player. Also fixed that the messenger might have spawned dead.



Tech:
General
  • Fixed Crash when entering the Tarpit in the Undercity.
  • It's now possible to quit smoking when using a controller.

Perks, Talents, Spells and Classes
  • (Re)added "Detect Dead" spell. It makes undead and corpses more visible. The spell book could be bought from many spell merchants or found in one location.
  • Fixed an issue that caused the re-transform from a werewolf into a human to not work properly when being a Half Qyranian.
  • The Enchantment of Family Hoofbeat’s Amulet grants the player now the proper smithing enchantment instead of the light magic enchantment when disenchanting the item.
  • Fixed "Accelerate" Spell so that its effect doesn’t stack when cast multiple times. Also fixed that the spell now properly adds the percentage as bonus instead of the amount of the spell magnitude.
  • Mythical spell books no longer get “used” when the player already knows the spell.

NPCs
  • Fixed Jespar, while idling in Ark, going to Riverville every night and then back to Ark in the morning.
  • Several "ghostly" NPCs got properly flagged as undead. This fixes undead-specific stuff, such as silver weapons or the new "Detect Dead" spell, not working on them.
  • Fixed an issue that caused Apparitions to bleed.
  • Health/mana/stamina bars in the top left corner of the screen won't apear anymore for creatures summoned by NPCs.
  • Summonable soil elementals now will be easier to summon in cramped locations.
  • Summonable Cuthbert won't leave a pile of goo after his despawn anymore.
  • Fixed the knockback power attack of NPC Vatyrs not being applied to their enemies if the player has one certain lycanthropy perk. Note that the knockback attack is not applied to the player, but player's summons and allies will now suffer from it.
  • Various fixes and improvements for enemies and "random encounters", primarily in the wilderness area of the Sun Coast and the Heartlands.
  • Many fixes and improvements for the daily routine of the people in Riverville: who goes where and when, who owns what, which areas are private or public, etc.
  • Increased the time to pass before NPCs repeat random conversations from 4 to 7 days. A few "too easy to trigger" conversations got a cooldown time of 15 days.
  • Fixed NPC peaceweed smokers tending to slide away from their spot if you happen to sleep in the same location (for example, in taverns).

World:
  • Optimized some meshes.
  • Improved performance in various areas of the Sun Coast and the Heartlands, in the Suntemple, Nobles Quarter, Marketplace, South Quarter, and near the Frost Cliff Tavern.

UI:
  • Fixed various typos.

Comments: 0
06.20.2020 - 15:57
Walk blessed,

the new patch 1.6.0.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant and overdev for their contributions to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "The Void":
    • Fixed and improved the Starling lock puzzle.

  • "Angel":
    • Fixed an issue that caused the game to stay on a black screen when making a camp for Calia.

  • "Black Light, Part II":
    • Fixed guard in Ark, Marketplace killing chickens and leors during the siege.
    • Fixed a bug that caused Tealor and Yuslan to aggro Nehrimese infiltrators when standing at the harbor gate while the Nehrimese were at the Marketplace.


Character Quests
  • "Two Souls, Part I":
    • Fixed a bug that caused the conversation with Calia to stop when talking to her outside the Curarium.

  • "Two Souls, Part IV":
    • Fixed an issue that caused the sympathy system not rewarding the player with the correct amount of points on one occasion.


Side Quests
  • "Our Mark on this World":
    • Fixed various issues with quest objectives not being displayed properly.
    • Removed the message box pop-up when reading the passenger book, its text now written in the book.

  • "Cuthbert's Legacy":
    • Fixed a bug that caused the potion of the cosmic winds to be re-added to the player inventory after giving it to Aurora, the fix only applies to save games before creating the potion.

  • "Introduction to Phasmalism":
    • Fixed a bug that caused the quest to stop when crafting the first talisman.


Faction Quests
  • "Scorpion and Lion":
    • Fixed an issue that caused the Scarab not to be removed from the players inventory when it was sold to the fence.
    • Fixed that the player would receive 600 gold with only 35 rhetoric instead of 50 rhetoric / the seducer perk.

  • "Dark Chambers of our Mind":
    • Fixed an issue that caused the Father to be walking around aimless after being trapped by Tharaêl.
    • Fixed an issue in the Bossfight between Father, Tharaêl and the player that caused the player to be able to accidentally aggro and damage Tharaêl despite having chosen his side.


Tech:
General
  • Grab yourself a Smoking Pipe and a bit of peaceweed to relax a bit.
  • Autosaves should now be created properly every X minutes according to the setting in the Enderal Launcher.
  • Fixed a crash when picking up a game object that behaved and looked like an arrow but wasn't one.
  • Fixed an issue that allowed the player to "safely" sleep in areas that cause arcane fever.
  • Fixed an issue that allowed for multiple heals when activating the moon carrot multiple times really fast.
  • Fixed a rare issue that the player couldn't get off their horse.
  • Random conversations between NPCs get terminated during important story meetings / briefings or when another random conversation properly starts somewhere else.
  • Fixed and improved various scripts in general.

Perks, Talents and Classes
  • Fixed that the "Strengthen Apparition" enchantment wasn't properly calculated.
  • The effects of the "Strengthen Apparition" enchantment no longer cause weird behaviour when the armor piece is equipped on the apparitions itself. Keep in mind that the enchantment effects only apply when worn by the player not when worn by the apparition.
  • Fixed that the apparition was stripped of all items when only one item was removed from its inventory.
  • Fixed an issue that caused the two apparitions Kilana Hammerblow and Nameless Soul to use the same inventory.
  • Fixed a bug that caused the player controls and player height to be messed up when the magic effect of the Scourge of the Woods affinity (Colossus talent) ended when the player wasn't in wolf form.

NPCs
  • Combat soundtrack should now play more frequently, even if enemies are a bit below the player level.
  • Fixed the Oorbâya spawning on death of certain NPCs not properly inheriting their combat music.Also tweaked the spawning effect to look better.
  • Fixed various smaller AI issues involving morale, combat styles, merchant inventories ...

World:
  • Increased performance at Ark, Marketplace.
  • Increased performance in Ark, Ironford's Metalworking.
  • Increased performance in Destroyed Abbey, Library.
  • Increased performance in Throatstone Manufactory, Mine.
  • Increased performance in The Hollow Hand.
  • Slightly corrected region border between Suncoast and the Cliff of Fogville.

UI:
  • Fixed various typos.

Comments: 0
05.16.2020 - 00:23
Walk blessed,

the new patch 1.5.9.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian, Russian, French, Spanish and Japanese) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes contain spoilers to some extent.

Thanks to community members gavrant and overdev for their contributions to this patch.

Stay safe and have fun playing!

Quests:
Main Quests
  • "Deux Ex Machina":
    • Fixed an issue that caused Calia to be stuck inside the dungeon when backtracking after encountering the farmer.

  • "Part of Something Momentous, Part IV":
    • Fixed an issue that caused all music to be gone after arriving in Duneville.

  • "Angel":
    • Fixed that Raljot Darkwind was killable and therefore causing the quest not to start at all when reading Lexil’s notes.

  • "All the Dead Souls":
    • Fixed an issue that allowed the player to leave the area in which Adila is confronted prematurely.

  • "Black Light, Part I":
    • Fixed an issue that Lexil did not insert the black stones properly when quitting the dialog with him early.

  • "Forgotten Homeland, Part II":
    • Improved elevator scene slightly, Player can position themselves more freely.

  • "Forgotten Homeland, Part III":
    • Fixed a bug that caused the stone slab to close again if the player either saved and loaded the game or meditated after using the lever.

  • "Fleshless":
    • Fixed an issue that caused the flesh constructs to explode every time they were hit, not only the first time.


Side Quests
  • "The Dreary Field":
    • The key will no longer be marked as questitem after the quest ends and can be stored in chests like other keys.

  • "Put Off the Evil Hour":
    • Fixed a bug that caused Kabar to not give the player the proper reward when giving him 300 pennies. Also the given pennies will now properly show up in his inventory.

  • "A Drop in the Ocean":
    • Adjusted the first objective so that it only points towards Yuslan once the conversation with Lexil and Yuslan finished completely.
    • Fixed a bug that caused a black screen when meditating on Qyra.

  • "Blood in the Sand":
    • Fixed a bug that caused the dialogue with the guard in front of Darius house to be stuck despite handing in all the proof. This was caused by giving the guard two instead of only one debt note.
    • Added additional objective to pick up the letter from the old lighthouse.

  • "Cuthbert's Legacy":
    • Fixed a bug that caused Aurora to be stuck at the ground floor of her tower after giving her the potion.


Faction Quests
  • "The Long Way to the Top":
    • The trap door in Old Garagatha can now be used after finishing the quest.

  • "Trails in the Sand":
    • Fixed an issue that caused Mael to be absent from the cellar of the Golden Sickle.

  • "Scorpion and Lion":
    • The aftermath scene of the quest was improved.

  • "Dark Chambers of our Mind":
    • Fixed various smaller issues within in quest, for example positioning of NPCs, AI of NPCs etc.
    • Fixed that it was possible to enter the temple before talking to Tharaêl again after finishing the preparation. Also fixed objective display in that regard.
    • Fixed a bug that accidentally sided the player with Tharaêl at the end of the quest. Now it automatically sides the player with the father under the circumstance that the father tricked Tharaêl.
    • Fixed a bug that the father was attackable before the boss fight.
    • Fixed an issue that broke Tharaêl’s special attack during the final bossfight.
    • Fixed an issue that caused the father to talk to the player before teleporting to his proper location for the last dialogue.
    • Fixed an issue that allowed the player to loot Tharaêl's corpse twice.


Tech:
General
  • The mod "Better Dialogue Controls" is now included into Enderal by default. Thanks to ecirbaf for creating the mod and thanks to uranreactor for porting it for Enderal.
  • Fixed health bars of summoned creatures.
  • The player now sheaths their weapon when flying with a myrad.
  • Fixed a potential race condition reading memory skill books.
  • Fixed that mounts reverted their name after reloading a save. Added the function to rename mounts in Freda’s dialog and when using the horse flute.
  • Fixed a bug that caused certain crafted furniture not to function properly in the player houses.
  • Enemies no longer explode when they die regularly while being frozen. This should lift the confusion around the "Icy Embrace" achievement which requires the player to actually explode the enemy while frozen (high chances for that exist with blunt weapons, lightning spells and power attacks).
  • Removed unused stuff.

Perks, Talents and Classes
  • Fixed the perk “Infiltrator: Seducer”. It now bypasses all rhetoric checks properly as the perk subscription suggests.
  • Fixed that the perks “Phasmalist: Focus - Violence”, “Phasmalist: Focus - Shaman” and Phasmalist: Focus - Deviousness” weren’t applied properly on Rank II and Rank III. Also adjusted their respective perks descriptions.
  • The enchantment “Strengthen Apparition” now properly applies its effects to summoned apparitions.
  • Fixed a bug that the combat style of an apparition wasn’t changed until it was re-summoned. Furthermore fixed the issue that the combat style wasn't properly changed while the apparition in question was in combat.
  • Fixed an issue that caused the apparition Zar’Ah to spawn with a new dagger, every time it was summoned.
  • Fixed an issue in which the amount of required soul gems wasn’t properly updated until the player actually was prompted to confirm the actual spectralization.
  • Items retrieved from an apparition’s inventory will no longer be marked as stolen in the player inventory.
  • The display name of the inventory when spectralizing and despectralizing items should now always be the actual name of the apparition.
  • The Phasmalist table should now work normally when crafted and placed in one of the player houses. Additionally the enchantment menu no longer opens after closing the Phasmalist menu.
  • Apparitions should no longer cause the Arcane Fever to increase when summoned in the player houses.
  • Fixed and optimized Phasmalist code in general.

Weapons
  • Fixed that "Blue Island’s Thorn" was declared as a dagger. Renamed it to "Kilean Short Sword".
  • Fixed infinite enchantment bug on "Unholy Axe", "Rune Dagger of Ambush", "Dagger of Despair", "Dagger of the Righteous Ambush" and "Kilean Short Sword" (formerly "Blue Island’s Thorn").
  • Fixed that "Qalian's Last Smile" couldn’t be dismantled to its unique component “Ancient Mask”. Furthermore fixed that it wasn’t using the correct enchantment after crafting it.

Models, textures and animations
  • Fixed that the spell "Divine Shield" looked weird on the "Backpack of the Arcanist".
  • Fixed that the "Kilean Short Sword" (formerly "Blue Island’s Thorn") was invisible.

NPCs
  • Fixed an issue that one particular beggar couldn't be talked to.
  • Fixed that some merchants didn’t trade as intended.

Balancing:
  • When discovering a hidden stash inside a chest, its content will now be accessible in the normal chest in case the player did not loot it immediately.
  • Increased the damage of "Black Widow’s Elegy".
  • Slightly improved the gains of the perks “Phasmalist: Focus - Violence”, “Phasmalist: Focus - Shaman” and Phasmalist: Focus - Deviousness”.

World:
  • Improved performance in "Ark, South Quarter" up to 20 fps.
  • Improved performance in "Ark, Barracks" up to 10 fps.
  • Improved performance in "Silver Grove" up to 5 fps.
  • Improved performance in every place that contained certain book stacks.
  • Fixed a bunch of non-working ore mines.
  • Fixed navmesh all around Enderal, especially in the following locations: "Farmers Coast", "Foreign Quarter in Ark", "South Quarter in Ark", "Barracks in Ark", "Small Sandpit", "Old Yogosh", "Old Starling Mine", "Glowstone Grotto", "Halfmoon Island".
  • Fixed interior and exterior not matching on "Sura’s Shop" in Riverville.

UI:
  • Fixed a bunch of localization mistakes.

Sound:
  • Sound when discovering a new location will now be played again.
  • Fixed a voiceline of Mendelus.

Comments: 3
11.30.2019 - 18:19
Walk blessed,

it has been a while but the new patch 1.5.8.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian and Russian) and it will be available as soon as the responsible translation teams finished their work.

Be careful, the patch notes could contain spoilers to some extent, we try to avoid them as much as possible, though.

Thanks to community members gavrant, dailyplanet, BreezeRU and Ixion XVII for their contributions to this patch.

Since a bunch of you asked for it, here it is: The SureAI merch shop.
If you want, you can also donate directly on our website.
Donations help us to cover basic expenses such as server costs. Donations are NOT mandatory.

Regardless, thank you for your ongoing support!

Quests:
Main Quest
  • "The First Steps" (MQ03):
    • Fixed a bug that caused Constantine not to be present during the scene with the young mage.

  • "Taming the Waves" (MQ04):
    • Lishari now is a proper teammate (showing stat bars) in the short part where she fights with the player in Old Rashêngrad.

  • "Part of Something Momentous, Part II" (MQ05):
    • Calia, Dunwar and Jorek now are proper teammates during the travel to the ritual place.
    • It is no longer possible to meditate or cast the Spectral Chest spells in the jail.

  • "The Word of the Dead" (MQ07a):
    • Fixed an issue that Tealor's Necklace wasn't a quest item.

  • "Deus Ex Machina" (MQ07b):
    • Fixed that the scene between two bandits inside Old Dothûlgrad was not interrupted by combat.
    • Fixed Calia remaining a player's teammate after the quest.

  • " - " (MQ07bAftermath):
    • Fixed the quest spamming the script log with errors after its end.

  • "Interlude" (MQ08Prologue):
    • Fixed the scene in the Emporium getting stuck, requiring the player to go away, then come back for Tealor to continue talking.
    • Furthermore the same scene received general polishing.

  • "Into the Deep" (MQ09a):
    • Multiple scenes received general polishing.

  • "The Lion's Den" (MQ09):
    • Multiple scenes received general polishing.
    • Fixed Jespar not going anywhere when splitting up on the Halfmoon Island.

  • "Interlude" (MQ10a):
    • Multiple scenes received general polishing.

  • "Part of Something Momentous, Part IV" (MQ10b):
    • Multiple scenes received general polishing.

  • "Angel" (MQ11a):
    • Multiple scenes and dialogues received general polishing.
    • The dead servants are now immune to the Revive spells and Reanimate staffs. They are also immune to the talent Devour Soul until they are automatically resurrected during the quest. The servants can now be looted after being killed.

  • "All the Dead Souls" (MQ11b):
    • Multiple scenes received general polishing.
    • Jespar will now stay in the cave after the quest ended until the next quest he's participating in.

  • "A Song in the Silence" (MQ11c):
    • Multiple scenes received general polishing, including the part where the player enters Silvergrove and plays the "Shoot the sphere" mini-game.
    • The weather after the end of the quest covers about three quarters of the valley including interiors of buildings, and lasts until the player hands over the Black Stone to Lexil.

  • "Black Light, Part I" (MQ12a):
    • Multiple scenes received general polishing.
    • Fixed the long pause Lexil makes after putting the third Black Stone into the Beacon and before the next quest starts.

  • "Black Light, Part II" (MQ12b):
    • The first scene in the suntemple was polished.
    • Fixed time running at different speeds during the quest depending on the time of day when you start the quest.
    • Fixed an issue causing Tealor not leaving the door in the gate house properly.
    • Fixed a potential a cause for crashes when entering the Noble's Quarter after the siege.

  • "Forgotten Homeland, Part I" (MQ13a):
    • Fixed objectives when neither Calia nor Jespar were romanced.
    • Fixed that steam wasn't emitting from Gertrude properly.

  • "Forgotten Homeland, Part II" (MQ13b):
    • Fixed a bug that allowed the player to go back to Gertrude and talk with the other companion about things that they wouldn't know about until later.

  • "Fleshless" (MQ17):
    • Fixed a bug that the dialogue could get stuck when talking with the machine.


Character Quests
  • "Two Souls, Part V" (CQC05) & "Every Day Like the Last" (CQJ05):
    • Fixed a bug that caused the player to be invisible after participating in one of the romance scenes.
    • General polishing of dialogues, scenes and quest objecives.


Side Quests
  • "A Touching Effigy" (NQ17):
    • Fixed a bug that caused rewards not being given to the player properly.

  • "Like Newly Born" (NQ22):
    • The quest received general polish and quest markers where added.

  • "Retribution" (NQ34):
    • Fixed an issue that allowed the player to kill the wildmage before Calia spoke about the note and the dead keepers.
    • Also fixed that the dead keepers lying in front of the cave for the whole game.

  • "Our Mark on this World" (FS_NQ02):
    • Fixed an issue that caused Esme not to enter Old Ishmartep properly.

  • "Dreams of the Dead" (FS_NQ03):
    • Multiple scenes received general polishing.
    • Fixed the player being able to pick up some loot during the "dream" part.

  • "Blood in the Sand" (FS_NQ06):
    • Fixed quest objectives and the respective quest markers of two hints in the house.
    • Fixed dialogues of the watch dogs.

  • "Cuthbert's Legacy" (FS_NQ07):
    • Fixed that Aurora could get stuck after giving her the potion while she was smoking a pipe.


Faction Quests
  • "The Long Way to the Top" (NQ_G_02):
    • Fixed a bug that Menhir wouldn't be present caused by the changes in the last patch.
    • Also Menhir rewards the player only once after helping him.

  • "The Last Stone" (NQ_G_06):
    • Fixed an issue that caused the Messenger not to spawn properly when the player wasn't in the Ark or Sun Temple.

  • "Qalian's Last Smile" (FS_NQR02):
    • Added difficulty rating to the quest objectives.

  • "In Our Shadows" (FS_NQR03):
    • Added difficulty rating to the quest objectives.
    • Fixed two occasions where the mistrust towards the Rhalâta was lowered instead of raised.

  • "Old Wounds" (FS_NQR04):
    • Added difficulty rating to the quest objectives.

  • "Dark Chambers of our Mind" (FS_NQR05):
    • Added difficulty rating to the quest objectives.
    • Fixed a bug that caused Tharaêl to say two contrary voice lines right after each other.
    • The player can only talk with Tharaêl about the cleansing when the player actually knows about it.
    • Fixed a bug that caused Brother Sorrow to stand idle in the temple after re-loading / re-entering the temple after the quest.


Environment Scenes
  • " - " (FS_EnvironmentScene03):
    • Fixed an issue that both NPCs did not give EXP.
    • Fixed an issue that caused both NPCs to attack each other.

  • " - " (BanditDialogue):
    • Fixed that the scene in the Glimmerdust Cave did not stop if the bandits enter combat.
    • Fixed that the scene between the farmers and Nehrimese soldiers at the Farmers Coast did not stop if the soldiers are attacked by the player. The scene will not start if the soldiers are attacked before that. Also, general polishing of the scene and what the characters do after it.


Tech:
General
  • Increased the autosave amount from 3 to 5.
  • Added a loadscreen hint that points out that you should create normal saves from time to time.
  • Fixed the bug that caused controllers or gamepads did not work on entering the "world in between" the first time.
  • The torch blueprint can now be added to the Blueprint Collection.
  • Reworked the systems controlling the weather in the Sun temple after the quest "The Lion's Den" and in Ark after the quest "Black Light, Part II". The weather transitions are now more subtle. No more occasional leaking of their overcast weathers to other regions.
  • Fixed the player getting two or more ice claws from picking up one by clicking fast enough.
  • Fixed message spam of "Requires key!" when doors were hit by random spells (other than the Ondusi's Key scrolls) or weapons.
  • Cleaned up lots of unnecessary edits and broken code.

Perks and Talents
  • Fixed a bug that caused the player not to explode the Starling Spider.
  • Fixed a bug that caused Ghostwalk not using its correct values, neither for the distance, the crit chance nor the duration of the invisibility cloak.
  • Fixed a bug that caused the effects of the first level of the perk "Ointment lore" not to apply when the second level was learned by the player. Also removed redundant description.
  • Fixed the bug that caused set bonuses not be re-applied to the player after transformed back from wolf into a human form.
  • Added an indicator message that shows the player when the Net of Souls talent level is too low to catch the soul.
  • Fixed multiple display issues of the Dark Keeper Affinity in the UI.
  • The perk Fury Driven now properly kicks in during combat while having a two-handed melee weapon equipped.
  • Fixed the issue that the Electrocution perk was given to every NPC and not only the player.

Scrolls and Spells
  • Fixed that the Sun Temple teleport roll was usable before the player is allowed to enter the Sun Temple.
  • Added stat bars to summoned creatures.
  • Fixed the bug that the player was not awarded EXP when the target dies because of a Counter spell.
  • The damage based on the player's current health will be updated instantly, as soon as the player equips a Chaosnova spell. The adjusted damages won't leak to another save if you load it without restarting the game.
  • Fixed the bug that caused the caster not to be awarded extra damage to the target for "hidden attacks", as the description of the spell Dreameater promises.
  • Fixed a bug with Death Breath and Deathstorm spells that drained health randomly when two or more characters (player or NPC) were casting any of those spells at the same time.
  • Lightning Rune spells no longer explode as soon as they are placed.
  • Fixed that the Thunderclap spell absorbed mana twice on hitting its targets.
  • The "Current loading capacity" report of Spectral Chest spells will now appear as a notification in the top-left corner of the screeen instead of an "OK" message box. Also, the reported weights will be more precise.
  • Second Breath spells will only heal NPCs who are non-hostile to the player. The Arcane fever no longer rises if these spells hit hostiles or NPCs immune to them, like elementals, mechanical starling creatures and undead.
  • Fixed that many magic users weren't able to cast the spells assigned to them, including some quest characters, named enemies or bosses. Expect to see more NPCs summoning creatures, casting wards, etc.
  • Fixed that most of the fire spells did not cause powder barrels to explode on hit.

Models, textures and animations
  • Fixed the mesh of the Fists of the North to not be transparent around the wrists.
  • Kilra's Redemption is now displayed properly when equipped in the right hand.
  • Boots of Concealment have now the proper model.
  • Assassin Shoes of Deviousness no longer cut off a part of the leg.
  • Fixed a black triangle on the vatyr model.
  • Probably fixed the swimming animation of the wolf mount.
  • Fixed missing texture of the Dark Keeper Affinity in the active magic effect menu.
  • Fixed the player getting bright blue eyes sometimes when fighting Lost Ones. As a bonus, when a Lost One dies, their eyes will go off now.
  • Fixed the player becoming transparent-ish sometimes when encountering soil elementals.
  • Fixed all armors that could be equipped by the player, but were not visible if worn by certain player races or mannequins.
  • Mannequins in player's houses now will equip jewelry and backpacks and the items will be shown on them.
  • Fixed that the Shadowsong staff was invisible in the hands of the boss that carries it.

NPCs
  • Partially fixed the tendency of Darkhand enemy bosses and Ancestral Spirits to get stuck in combat doing nothing, mostly in melee.
  • Fixed and fine tuned enemy AI, including some boss fights, for exmaple against Princess Aïsolôn or Yogosh.
  • Fixed daily routines of several Ark dwellers, ranging from main characters, for example Calia, to visitors of the Malphas temple in the Barracks Quarter.
  • Fixed the merchant Alethor not selling what he's supposed to be. Also he will ride his donkey more often now.
  • Fixed an issue that the apparition of Zar'Ah sometimes wouldn't unequip her items properly or that the player couldn't remove the items properly. The fix only applies for saves in which the player hasn't summoned the apparition yet.
  • Fixed the greeting of Torius Flameling.

Balancing:
  • Fixed several enemies not giving EXP on death.
  • Two of the shares no longer respawn.
  • The Bone Bow now can be dismantled into the myrad bone.
  • Blood Needle dagger now gives the proper enchantment to the player on disenchanting - "Damage Stamina" instead of "Psychosis".
  • Vagabond's Saddle can no longer be enchanted.
  • The helmet Dal'Marak's Retribution no longer can be disenchanted to get its "Fortify Handicraft" enchantment.
  • The helmet Shadow of the Wandering Mage is no longer misclassified as light armor which affected some armor perks.
  • Fixed a handful of other, less important misclassified armors and clothes.
  • Fixed a bug that caused the Silver Steel Bow and the Bow of the Mesmer to be loud, making enemies react to them before they were even hit by an arrow.
  • The dragon won't respawn after its death anymore.
  • Fixed that Shadowsong staff and Staff of the Sick Soul only did one tenth of the damage from their description.
  • The talisman of the Forgotten Vagrant soul can be crafted with a self made Iron Dagger.
  • Lowered the amount of enemy encounters in Fortress Rockwatch.
  • Fixed several instances of loot respawning more frequently and in greater numbers than intended.
  • Yogosh no longer triggers her own traps in the chamber anymore.

World:
  • Fixed a bunch of navmesh in multiple worldspaces and interiors including: Castle Dal'Galar, Duneville, Duneville's Crypt, Halfmoon Isle, House of the Apothekarii in the Undercity, Northwind Mine, Old Hatolis, Old Shadow Steel Mine, Silvergrove, Suntemple, Thalgard.
  • Improved collision in the exterior courtyard of Castle Golden Ford.
  • Improved performance in Fortress Rockwatch, House of the Apothekarii in the Undercity, Grave Caves, Old Ishmartep, Old Rail Station, Old Yogosh.
  • Fixed a lot of small bugs with regions, including climate, ambient music, "current region" displayed in the names of game saves.
  • Fixed various minor flaws like leaks, z-fighting, bleeds etc. across all of Enderal.

Sound:
  • Fixed a bug that caused all music to disappear when interacting with the Koppophon. To restore the music simply interact with the Koppophon again after loading the save.


Thank you for all the Feedback and for all reports!

Have fun playing!
Comments: 0
07.07.2019 - 20:49
Walk blessed,

the new patch 1.5.7.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian and Russian) and it will be available as soon as the responsible translation teams finished their work.

Be careful the patch notes could contain spoilers to some extent, we try to avoid them as much as possible, though.

Thanks to community members gavrant and overdev for their contributions to this patch.

Quest:
Mainquest
  • "The Void" (MQ02):
    • Fixed a glitch of the player character when drinking wine with Jespar in the Drunken Bee Inn while sitting.

  • "The First Steps" (MQ03):
    • Fixed an issue causing the guard in front of the Sun Temple to be missing when the player committed a crime beforehand.
    • Random arcanists should no longer interrupt the scenes in Constantine's rooms during the quest.

  • "Part of Something Momentous, Part II" (MQ05):
    • Improved headtracking during the ritual scene.
    • Improved the enemy encounters with the "Suppressors".
    • Fixed Aixon interrupting a certain dialogue.
    • Fixed an issue that caused Aixon skipping dialogue lines when being "one-shot" by the player.

  • "Part of Something Momentous, Part III" (MQ06):
    • NPCs in the Curarium should now always take all their positions out of sight.
    • The fade-to-blacks are now smoother without mix-ups and tearing.
    • The player now can't force Jespar to speak his generic dialogue.
    • Refined headtracking during the consecration scene. Calia and the player also got better fitting idle animation assigned during the scene.

  • "The Word of the Dead" (MQ07a):
    • Partially fixed the weather during the Pyrean Dream.
    • Fixed the player not knocking on the door.
    • Potentially fixed an issue causing the player to be stuck on their way to the living room.
    • Reduced the volume of the "player's voice".
    • Fixed Zura not speaking her lines properly.
    • Fixed and streamlined the interactions with the hut's door.
    • Reduced the objective update spam during the fight scene.
    • Fixed the player not being able to lie in the bed on teleporting back to the Aged Man manor after the battle.
    • Fixed headtracking and AI packages, smoothed fade-to-blacks, better voice ranges, removed unnecessary NPCs.

  • "-" (MQ07bAftermath):
    • Lishari now leaves Old Dothûlgrad earlier and is no longer stuck there.

  • "The Lion's Den" (MQ09):
    • The player is no longer stuck on a black screen while taking to the High Ones as a werewolf.

  • "Part of Something Momentous, Part IV" (MQ10b):
    • Fixed a bug causing not all dialogue options to be displayed properly.

  • "Angel" (MQ11a):
    • Fixed an issue causing the scene with Dal'Galar and Maya on the dinner table to trigger too early.
    • Fixed a small but constant performance issue that occurred when starting the quest.

  • "Black Light, Part I" (MQ12a):
    • Fixed an issue causing the player being able to talk to Lexil about inserting the stones while Lexil is on his way to already insert the other stones.

  • "Black Light, Part II" (MQ12b):
    • Fixed an issue which caused that certain NPCs weren't targetable after the siege.

  • "The Shards of Order, Part II" (MQ16):
    • Fixed the audio output codec of on of Yuslan's dialogue lines.


Sidequests
  • "-" (CaliaDialogue):
    • Fixed a small but constant performance issue.

  • "Two Souls, Part II" (CQC02):
    • Fixed a bug that caused the conversation with Calia to halt, when the player tried to interact with her.

  • "The Biggest Egg Hunt Ever" (NQ01):
    • Fixed an issue that caused Kurmai not having a dialogue option.

  • "A Touching Effigy" (NQ17):
    • Fixed a bug that caused the player to lock themselves out of dialogue with Rys.

  • "Apotheosis, Part II" (NQ26):
    • Fixed a trigger being missable when approaching the Mechanist's lift.
    • Improved the first encounter with Pahtira when riding down the lift.
    • Fixed the red protective barrier not being displayed under certain circumstances.
    • Fixed the "turn" animations on activating the four valves.
    • Fixed the core not being displayed properly.
    • Fixed Yerai not going into cover when the final fight starts.
    • Smoothed fade-to-blacks.

  • "Old Yogosh" (NQ30):
    • Fixed the issue that the player never needed to insert the valve into the mechanism to progress.
    • Fixed the objectives.

  • "Retribution" (NQ34):
    • Fixed an issue causing the quest to not be displayed properly in the journal.
    • The quest now properly fails when the player progresses with the main quest at hand.
    • Fixed an issue that caused Calia only to respond with "Anything" when the player tried to interact with her if the quest never was completed.

  • "A Drop in the Ocean" (FS_NQ01):
    • Fixed an issue causing Yuslan to be stuck within the Dust Pit.

  • "Our Mark on this World" (FS_NQ02):
    • The bandits in Duneville no longer attack each other.

  • "Dreams of the Dead" (FS_NQ03):
    • Fixed an objective.

  • "The Long Way to the Top" (NQ_G_02):
    • Fixed a bug that caused Menhir not to talk to the player if they were too far away from each other.
    • Fixed a bug that caused Menhir to wiggle around constantly and not responding on two occasions.

  • "Trails in the Sand" (NQ_G_05):
    • Fixed an issue causing the objectives to be stuck when the player acquires multiple ingredients at once.

  • "Scorpion and Lion" (NQ_G_07):
    • Fixed an issue with the protector not being present when bringing the letter to Maél.
    • Fixed one objective that wasn't displayed properly.
    • Added a new objective that advices the player to read the letter after taking it from the bag.
    • Fixed an issue causing the quest not to progress properly when the player entered the sewer "too fast".
    • Fixed an issue causing the player to deal no damage with staffs against the protective shields.
    • Also fixed the behaviour of Devra and Alyx during the fight, it should now be more clear when the player is able to attack and the visual effects should not impair the view anymore.
    • Probably fixed an issue that caused corpses not to be cleaned up at the end of the quest. Only applies for saves before the scene in the theater.

  • "Blood and Dust" (FS_NQR01):
    • Fixed an issue causing Tharaêl and Rasha to be unresponsive after the first arena fight.
    • Fixed a constant performance issue occuring after finishing the fifth fight in the arena.

  • "Dark Chambers of our Mind" (FS_NQR05):
    • Fixed a bug causing the scene with the dead elk being stuck when elk isn't there for some reason.
    • Fixed a bug that caused the scene between Brother Hatred and Tharaêl to be stuck when the encounter with the greater perversion has gone wrong.
    • Fixed a bug causing a voice line of the Father not to be audible.
    • Fixed a bug that caused the two clones to spawn even after the fight with the Father ended.
    • The music should no longer "randomly" disappear in the Frostcliff mountains after the Rhalâta quest line ended.


Tech:
  • Potentially fixed an issue that decreased performance over time when using the Devour Soul talent with the Dark Keeper affinity.
  • Fixed a bug that occured when the player was a half-aeterna and certain NPCs would stop talking mid dialogue.
  • Fixed a sound bug of the "Shadowtongue Oil" talent and improved the its code.
  • Fixed a bug that caused a cooldown reset for the "Starling spider" talent when successfully used. Removed redundant code and fixed various other script errors regarding the clean up of the leftovers of the starling spider after the explosion.
  • Fixed a wrong display of the spell level in the menu and the mana cost reduction calculation of the spell "Spell ward".
  • Fixed the issue causing the player not being able to enchant anything with the "Fortify Lockpicking" enchantment.
  • Fixed an issue that caused perversions to explode forever and not give EXP.
  • Fixed an issue causing the spectral chest not showing its correct weight.
  • Fixed an issue causing memory points being used when learning a talent from a talent book despite the talent already being known to the player.
  • Fixed four rhetoric options thoughout the game not showing up properly.
  • Fixed a message not showing up on game start when not all files are loaded properly.
  • The blueprint collection can now be obtained again if dropped from the inventory. Improved the inventory filter by replacing the formlist with one keyword. Fixed an effect being displayed when the book was used.
  • Potentially fixed the issue that the Alchemy and Magic shop in the Sun Temple being locked.
  • Fitzai should now always sell his proper wares.
  • Halda now buys and sells the Oder's arcanist and novice robes and hoods.
  • Larenya now actually sells some wares.
  • Flawless Amethyst is now sellable at the correct merchants, it is now displayed as gem instead of clutter.
  • Fixed AI of a couple guards, nobles, beggars, apothecarii in the undercity, the travellers at the northwind storage.
  • Fixed a bunch of small bugs within the Poem-reading scenes of Prince Mith in the Noble’s quarter. Furthermore, he no longer recites the same poem twice in a row. Fixed an issue of Prince Mith using the bed that the player can purchase at the Far Leoran Inn.
  • Reverted changes to troll combat behaviour. They now roar, flail, etc. again but less often than before.
  • Improved more enemy encounters across the game.
  • Arcanist Hood is now displayed on mannequins.
  • Fixed multiple meshes and textures.
  • Removed unused stuff.

Balancing:
  • Fixed multiple issues the boss encounter in Ad'Balor. Slightly increased the stats of the boss to match them with the stats of other encounters in the same dungeon.

World:
  • Improved performance in the Old Man's Manor, the Chronicum, the Fat Leoran, the Golden Sickle Guildhouse, Gabor Gaboff's warehouse, in the Library, the Apothekarii house in the Undercity, in Old Ishmartep, in Fortress Rockwatch, in Dal'Mercer's Estate, from Fortress Goldenforst down to the southern tip of the Goldenforst, in the Dark Valley (around the Myrad Tower and abandoned village), around the Northcliff Hold and in the Suntemple.
  • Fixed various floats, leaks as well as navmesh. Fixed positioning of various furniture.

UI:
  • Fixed a bunch of typos and grammar errors.




Thank you for all the Feedback and for all reports!

Have fun playing!
Comments: 10