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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 38 Instructions

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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

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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

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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!

Release 34 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 34 access for all backers begins this Thursday, September 29, at 10:30 AM US Central Daylight Time (15:30 UTC).

 

Combat and Economic Polish and Balance:

Release 34 is our first chance since persistence to really analyze our current set of data and begin to execute major steps towards balancing and polishing Combat and the 

As described in this forum post, we are making several changes to provide more gold to casual players. Those changes include Daily Oracle Confessions (500 gold), increased experience and gold rewards for Path of Love Quests, Outlander Tracking Program (100 gold per town), Mail Quests expansion, and First Bind Point reward.

Combat also received a lot of attention, with over 20 balance changes related to skills, taming, health / focus regen rates, and critical hits. We also added several new skills including new healing skills outside of Life Magic and new reactive skills.

Crafting, Cooking, and Food:

Crafting got a major expansion with 45 new recipes, including our first recipe built from difficult to obtain rares (Bone Armor) and a refactor of how food works that makes it much more relevant to game play.

Bone Armor, a new type of armor, is crafted at a Tailoring table from bones refined at a Carpentry station (the first armor to involve Carpentry). It has the attributes of Heavy Armor (high Damage Avoidance) but it is actually classified as Light Armor, so when Masterworked, your modifiers will be Light Armor modifiers and your skills used with it will be Light Armor skills. It also has very high durability, making it ideal for Enchanting and Masterworking. However, the bones needed to craft it are exceedingly difficult to acquire. In addition to the normal Tailoring, Carpentry, and Smithing ingredients (leather, cloth, thread, wax, metal etc.) Bone Armor requires parts from Dragons, Phoenixes, Demons, and Tier 5 Skeletons.

We are finally making the eating of Food relevant to gameplay. Health and Focus regeneration have been slowed down (see Combat section below) and now eating Food is the primary way to increase those rates. We have also made it so food (and other consumables like Potions) can be used from inventory via double-click or right-click while you are not in combat. They no longer have to be used from the shortcut bar. In fact, food is no longer part of the deck system at all. We have also expanded the types of foods you can eat to include raw foods like fruit, not just prepared foods. These raw foods will offer very small, short buffs. Finally, foods will now be tiered in their effects based on the amount and types of ingredients. There are 6 tiers. In Release 34, we still only have Tiers 0–2, but we are planning to expand into the higher tiers in future releases. Normal Food will affect Health and Focus Regen rates while Fantastical and Special Foods will give more magical effects (but may also have negative effects).

Path of Love Polish:

We continue to polish the Path of Love to bring it up to the level of a Lord British experience. In Release 34, our main focus was on the Necropolis where we added an NPC at the entrance of the Necropolis Barrens to warn newer players to keep to the road. Said road now goes from the entrance of the Necropolis Barrens to the Necropolis itself and is properly marked, and safer than traveling through the other parts of the Barrens. We also added a new spirit named Lacey (after our fallen community member) to the entrance of the Necropolis. The spirit talker you hired in Ardoris will now accompany you through the Necropolis and fight alongside you (note: not all spirit talkers are created equal) and warn you if you veer into dangerous areas. The difficulty of some of the monsters has been toned down (the terror of the poison spiders will live on in memory). Additionally, the ending is clearer as to what is expected to happen next, and the player can exit if they wish directly into the next part of the story. We also continued polishing Ardoris as well.

 

Halloween:

Of course I have to mention our favorite time of the year: Halloween! We had to make sure that the game was filled with enough spooky content this year so we went over the top! The scary items range from ghostly pets to gross emotes, to ghastly costumes, all the way up to a Gothic (aka Haunted) Mansion!

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. So, 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, and we do not yet have all the in-game systems to inform players of these changes, or to share ways 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 the player run websites: Avatars Circle and Events of the Avatars). You can also get the latest official events on the Main Website.

Please see the complete R34 Instructions and updates notes on the main website!

Sincerely,

Starr Long
aka Darkstarr
Executive Producer