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Lord British returns to his fantasy RPG roots with Shroud of the Avatar, hearkening back to his innovative early work.
Lord British returns to his fantasy RPG roots with Shroud of the Avatar, hearkening back to his innovative early work.
Lord British returns to his fantasy RPG roots with Shroud of the Avatar, hearkening back to his innovative early work.
22,322 backers pledged $1,919,275 to help bring this project to life.

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Release 39 Instructions

9 likes

Greetings Avatars,    

Please read this entire message, as well as the linked instructions and known issues.

Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 39 access for all Early Access backers begins this Thursday, February 23, at 10:30 AM US Central Standard Time (15:30 UTC).

Despite February being a short month and therefore Release 39 being a short release, we have a ton of new content in this release; including more story, new scenes, and major new systems such as Patterns, Town Blessings, and Magic Movers!

 

Scenes and Story: We continue to make progress on the story this release by focusing on the Path of Courage, which is fast approaching the polish level of the Path of Love. We have also placed significant emphasis on realizing the vision of the Kobolds and their technological gifts. This presents itself in Release 39 in the form of the City Kobolds, the dungeons of K’rul and K’rawl, and a menagerie of Clockwork Attack Creatures. Additionally, we polished the fire visuals in all three of the starting scenes to what we consider competitive standards. Finally, we have begun adding pockets of Tier 6-10 enemies to 5 Skull scenes in the game (such as Deep Ravenswood) to provide greater challenge to higher level players.

 

Patterns: The crafting system has had a major expansion with the addition of the Patterns system. This system allows players to visually reshape weapons and armor by using patterns that can be salvaged from rare loot or purchased in the Add On Store.

Town Blessings and Magic Movers: Player housing became much more interesting in Release 39 with these two major improvements. Town Blessing Devotionals can now be placed by town owners and they each bestow a different set of buffs (one combat and one crafting related). Magic Movers now allow players to store fully decorated houses and basements for retrieval later. You can even move them between owned lots, of the same size, in the same scene.

Combat Cover and Utility Bar: Combat also improves this release with cover now decreasing the amount of damage you take in combat. We have also made the non-combat bar stay visible during combat to facilitate use of consumable items during combat. This should give players who actively use potions and foods an effective alternative to placing consumables in their deck.

Please see the complete R39 Instructions and Update Notes on the main website.

Yet again, I want to express a huge amount of gratitude to our Dev+ backers who tested all of the items below on the QA server and uncovered lots of bugs. More importantly, they caught some major balance issues before they got to the live servers. They also provided editorial feedback on this post. They are a big reason that this post actually matches what is in the game, and that it is easy to read.  

While we are getting closer to launch, we are still in a constant state of change. We do not yet have all of the in-game systems needed to inform players about these changes, and to help them to explore new content and systems. This means we rely mostly on this message, and the linked instructions and known issues, to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information.  

By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide.  

Also, remember that while we are providing new content with each release, our community is working overtime to make new events for you to enjoy. Be sure to check out a couple of the event calendars run by our community members (via in-game book or these player-run websites: Avatars Radio and Events of the Avatars). You can get the latest official events on the Main Website.

Thank you again for your continued support. This is truly the most amazing community we have ever worked with, and we are proud to be on this journey with you.   

Sincerely, 
Starr Long 
aka Darkstarr 
Executive Producer

Release 38 Instructions

11 likes

Greetings Avatars,    

Please read this entire message, as well as the linked instructions and known issues.

Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 38 access for all Early Access backers begins this Thursday, January 26, at 10:30 AM US Central Standard Time (15:30 UTC).  

Release 38 is one of our larger releases because some of the work was started before the holiday break and some of the content has been worked on for several releases (Xenos, Blood Bay, Scaled Crafting).

 

 

Scenes and Story: We made huge strides forward on multiple scenes throughout the game, including rebuilds of Brookside, Xenos, Vauban Pass, Solania, and multiple Perennial Coast scenes. We also added the new Canyon Siege scene to the Town Siege rotation and added the new PVP scene of Blood Bay to Spindrift Bay. Additionally, we began polishing the Path of Courage with special attention to Highvale. On top of all that, we did a massive cleanup pass in almost every scene in the game to fix bugs. Finally, to better help tell the story in all these scenes, we rebuilt the NPC conversation interface.  

 

More Interactions: We changed the way that keys and locks worked in order to introduce the concept of breaking keys. We also began adding traps to existing scenes. Two types appear in Brittany Sewers and a third in Ardoris Sewers in R38. Finally, we created moving platforms and you can jump on the Blood Bay airship patrol to experience the first example of this new feature.

Scaling Crafting and New Recipes: Equipment improvements gained from Enchanting and Masterworking now scale with your skill level as well as the number of previous improvements. This greatly improves the rewards gained in exchange for the risk taken, and provides better incentives for specialization in crafting. We also added over 20 new recipes; mostly new combat potions. Additionally, we greatly improved the power of Bone Armor and Obsidian Gear.

Rare Loot: High level enemies now have a chance to drop a variety of new rare items, including 17 new combat potions and magical artifacts! The potions include stronger health and focus potions, potions that speed regeneration rates, and potions that grant increased stats. The magical artifacts are unique non-craftable items that, when worn, give the wearer unique benefits but also have some interesting downsides…

 

Please see the complete R38 Instructions and Update Notes on the main website.

Yet again, I want to express a huge amount of gratitude to our Dev+ backers who tested all of the items below on the QA server and uncovered lots of bugs. More importantly, they caught some major balance issues before they got to the live servers. They also provided editorial feedback on this post. They are a big reason that this post actually matches what is in the game, and that it is easy to read.  

While we are getting closer to launch, we are still in a constant state of change. We do not yet have all of the in-game systems needed to inform players about these changes, and to help them to explore new content and systems. This means we rely mostly on this message, and the linked instructions and known issues, to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information.  

By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide.  

Also, remember that while we are providing new content with each release, our community is working overtime to make new events for you to enjoy. Be sure to check out a couple of the event calendars run by our community members (via in-game book or these player-run websites: Avatars Radio and Events of the Avatars). You can get the latest official events on the Main Website.

Thank you again for your continued support. This is truly the most amazing community we have ever worked with, and we are proud to be on this journey with you.   

Sincerely,
Starr Long
aka Darkstarr
Executive Producer

Release 38 Offline Data Format Change – Character Preservation Notice

12 likes

Greetings Avatars,     

For Release 38, the Offline Mode save game format is changing to support new and upcoming gameplay features.  

Here’s what you need to do in order to preserve your Offline Mode save games and characters:  

  • Patch your game client to Release 38. 
  • Load each saved game and then re-save. This will convert your save file into the latest format. If you do not convert your saved games during Release 38, your saved games (from releases prior to R38) may not load. 
  • If you do not convert your saved games during Release 38, your saved games (from releases prior to R38) may not load in releases after Release 38. In other words we cannot guarantee the ability to load pre-R38 saves after R38.  

Our sincere apologies if this change causes any disruption in your gameplay. We always make every attempt to avoid having to make these kinds of requirements of our players when we make changes like this. After very careful consideration, we’ve deemed this change, and the accompanying requirement, as necessary. Please note that this change will not affect the online game or characters in any way.  

As a reminder, Release 38 starts on January 26 and runs through February 22.

Please let us know if you have any questions on this update!

Release 37 Instructions

14 likes

Greetings Avatars,

Please read this entire message, as well as the linked instructions and known issues.  

Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 37 access for all Early Access backers begins this Thursday, December 15, at 10:30 AM US Central Standard Time (15:30 UTC).

 

 Performance: It has been far too many releases since we focused on issues related to performance, so we made the hard decision to push out some work on features in order to focus most of our programming team on performance. We have made a wide swath of changes that have improved just about every aspect of performance, including install size, load times, frame rate, and stability. We still have much work to do, and large cities with lots of characters and decorations can still cause some machines to struggle.

Another Short Release: Normally our release cycle lasts approximately four weeks, giving us 3 weeks of development time and 1 week of polish before the release goes live on the last Thursday of the month. However, November and December each have holidays that require us to do our release earlier in those months. That only gives us 2 weeks of development time and 1 week of polish before we release. Despite that brevity and our focus on performance, we still managed to deliver a lot of new content.

Story and Sieges: The Path of Love continued to get further refinement through the Necropolis, Spite, and all the way through to the Crypt of the Avatar. We also did some major refinements to the visuals of Ardoris to give it a much more distinct look and feel. Additionally, we completely rebuilt the Superstition Canyon control point. Finally, towns will start falling under siege and players will have to fight their way through blockades when those towns are besieged.

 

Yet again, I want to express a huge amount of gratitude to our Dev+ backers who tested all of the items below on the QA server and uncovered lots of bugs. They also provided editorial feedback on this post. They are a big reason that this post actually matches what is in the game, and that it is easy to read.

While we are getting closer to launch, we are still in a constant state of change. We do not yet have all of the in-game systems needed to inform players about these changes, and to help them to explore new content and systems. This means we rely mostly on this message, and the linked instructions and known issues to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information.

By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide.

Please see the complete R37 Instructions and updates notes on the main website!

Thank you again for your continued support. This is truly the most amazing community we have ever worked with, and we are proud to be on this journey with you.

Sincerely,
Starr Long
aka Darkstarr
Executive Producer

Release 36 Instructions

7 likes

Greetings Avatars,

Please read this entire message, as well as the linked instructions and known issues.

Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 36 access for all backers at First Responder level and above begins this Thursday, November 17, at 10:30 AM US Central Standard Time (16:30 UTC).

 

Short Release: Normally our release cycle lasts approximately four weeks, giving us 3 weeks of development time and 1 week of polish before the release goes live on the last Thursday of the month. However, November and December have the Thanksgiving and Christmas holidays which requires us to do our release earlier in those months. That only gives us 2 weeks of development time and 1 week of polish before we release.

Major System Changes: We are making a lot of major changes to how the game works this release. Many of these changes are related to game balance, some are about making the game have a better pacing and reward cycle, while others are about making it so that greater effort and greater specialization will equal greater reward. In Combat, changes like the addition of Resistances aim to encourage players to vary the skills and spells that they use in order to maximize their effectiveness in various situations. In Crafting, changes to Discovery and the addition of Teachability is a first step towards making specialization in crafting more meaningful. Some of these changes are being tried as experiments (noted below). Through playtesting and feedback, we will determine whether we will keep them in the game and/or what tweaks we will make to these changes. We understand that some of these changes will be controversial, but we firmly believe they will make the game more healthy in the long term. A deeper dive into the reasons behind many of these changes can be found in a forum post made by Chris Spears.

Story and Scene Polish: Graff Island, Elad’s Lighthouse, and Midras Ruins were all rebuilt this release to have unique visuals. Midras Ruins was specifically rebuilt to be a more interesting space for PVP. The Path of Love continued to get polish and in R36, the focus was on the playability of Malice and Spite with continued attention on Ardoris.

Yet again, I want to express a huge amount of gratitude to our Dev+ backers who tested all of the items below on the QA server and uncovered lots of bugs. They also provided editorial feedback on this post. They are a big reason that this post actually matches what is in the game, and that it is easy to read.

While we are getting closer to launch, we are still in a constant state of change. We do not yet have all of the in-game systems needed to inform players about these changes, and to help them to explore new content and systems. This means we rely mostly on this message, and the linked instructions and known issues to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information.

By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide.

Please see the complete R36 Instructions and updates notes on the main website!