Author Archives soverance

Ethereal Beta Version Update 0.9.8

February 11, 2017
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Things are moving fast over here!  The biggest part of this update is that I’ve officially moved the game over to the final Steamworks release branch.  Version 0.9.8 will be the final update for Steam Beta testers, and the Ethereal Beta test is now officially closed.  I greatly appreciate all of the input and feedback I received – your efforts were truly helpful!

This one is all polish and bug fixes, so I’ll just get straight to the notes in order to save time:

Version 0.9.8 Update Notes

  • Moved to the Steamworks release branch.
    • “Ethereal Legends Demo” will be deprecated going forward and will not be updated past Version 1.0.  Beta Testers can simply enter a legitimate key for Ethereal Legends to upgrade to the full release branch.  If you are a current Beta Tester and have not already received a Steam key for the release branch, please contact me at using the same address you registered for the Beta, and I’ll be sure to get you one free of charge.
  • Added Steam Cloud functionality.
    • Beta Testers will be able to keep whatever progress they have made when upgrading to the Release branch; Steam will automatically sync files where necessary.
  • Updated a number of armor pieces with new additional effects.
  • Two Handed weapon attacks now have cam shakes and force feedback, whether you hit an enemy or not.
  • Both Ranged and Two Handed weapons now feature new camera effects during their attack’s “charge” phase.
  • The items dropped by certain enemies have been changed.
  • Updated the additional effect text on some armor pieces to be more descriptive.
  • Added additional environmental effects to Boreal Core.
  • Reduced the damage over time effect of Poison and Burn by half, and increased their durations by 50%.
  • Added Confuse status effect, which will invert the player’s movement while active.
  • Added Silence status effect, which will prevent the player from casting magic spells.
  • Added the Echo Herb consumable item, which can remove the effects of Silence.
  • Disabled trueSKY god rays, as they were the cause of the black seam in Arcadia’s sky, as well as much flickering.
    • Simul is aware of this issue, and will hopefully have a fix soon!
  • Fixed a bug where diff values would always show zero if there was no item currently bound to a slot.
  • Fixed a bug where the Gaia Titan boss would get up too slowly when first aggroed.
  • Fixed a bug where the Death Cap boss enemy would begin attacking too quickly.
  • Fixed a bug where the Lava Knight could be locked into his hit animation by landing too many successive attacks.
  • Fixed a bug where incorrect diff values were displayed if there was no item bound to compare to.
  • Fixed a bug where players could prevent further progress if they somehow managed to defeat the Skeleton King without first speaking to the Gatekeeper and initiating the tutorial.
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Ethereal Beta Version Update 0.9.7

February 7, 2017
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Two-Handed weapons get a massive change in this update, giving them their own unique style and feel, and finally making the weapon type feel more useful throughout the game.  I know the Two-Handed weapons weren’t seen as useful at all by many beta testers, and I’m really excited to finally have found an implementation I’m happy with to hopefully fix this issue.  In previous versions, the two-handed attack animation was very basic, and felt too similar to one-handed weapon attacks. Just press A and swing; with no real weight behind them the animation happened too quickly and was not satisfying.  In version 0.9.7, Two-Handed weapons now operate a bit like a combination of Ranged and One-Handed weapons: Hold the A button to bring the weapon over your head, and once charged (indicated by the same flare Ranged weapons use), you may release the button to begin a downswing that deals heavy damage.  I also implemented movement penalties during the Two-Handed weapon attack process – you run at half speed while charging a Two-Handed attack, and you can’t move at all during the attack’s downswing.  I feel like these movement penalties are a good trade-off to gain the Two-Handed weapon’s increased base damage, and they do the more important job of making Two-Handed weapons feel heavier to use.

Another addition I’m pretty happy about is what I call the “Diff” system, which is more or less the ability for you to see exactly how a piece of equipment compares to whatever you currently have equipped.  This is a pretty common feature in item-based RPGs that was missing from Ethereal, and while Ethereal‘s stat system is pretty basic compared to other RPGs, it is still necessary to compare and contrast items in order to equip the best items for your play style.  Now when you’re in the menu looking at new equipment to bind, you’ll see the plus or minus stats outlined and highlighted to help determine how equipping that item will affect your stats.  This system was more or less built along with the armor system, so all the math was already working behind the scenes, I simply hadn’t made any method to display this data to the player.  Now I have!

The Diff column appears only when you are selecting items from your inventory – Gains earned are shown in green, while Losses are shown in red.  This screen shows a diff of the Assassin’s Vest as compared to the Adaman Cuirass.

Ethereal Beta Testers can go download the 0.9.7 version update from the Steam client, now.

While the change to Two-Handed weapons is easily the biggest change in this version, there’s a lot of other good fixes and balancing patches in this update!  See below for the full update notes.

Ethereal Version 0.9.7 Update Notes

  • Two Handed weapon attacks were significantly changed.
    • Two-Handed attacks must now be charged by holding the Attack button, similar to how Ranged weapons are used.
    • Releasing the Attack button will begin a Two-Handed “Downswing”.
    • Players move at half speed while charging a Two-Handed weapon attack.
    • Players cannot move during a Two-Handed Downswing.
  • Players will now see a “Diff” column when selecting gear, to help determine the value of equipping that item.
  • The base damage of all Two-Handed weapons was increased.
  • The player’s available melee radius was increased.
  • The Haste spell will no longer prevent the movement penalties associated with blocking or being locked on a target.
  • Blocking states were added for both the Ranged and Unarmed weapon modes.
  • Adjusted the homing target location for Ranged projectiles.
  • The following weapons were updated with new audio/visual effects:
    • Juggernaut
    • Claymore
    • Marauder
    • Temperance
  • The following armor pieces were updated with new additional effects:
    • Assassin’s Cuffs  (Ranged Attack Boost)
    • War Gloves  (Ranged Attack Boost)
    • Leather Gloves  (Two-Handed Attack Boost)
    • Crusader’s Mitts  (Two-Handed Attack Boost)
    • Adaman Gauntlets  (One-Handed Attack Boost)
    • Valhalla Gauntlets  (One-Handed Attack Boost)
    • Valhalla Helm  (Refresh +5)
    • Valhalla Greaves  (Regen +5)
  • The Restore Ring’s additional effect was modified.
    • Players now receive +1 to both Regen and Refresh for every level they have gained.
    • The boost gained from Restore Ring is capped at +60  (current level cap).
  • The gear details panel will now resize correctly, based on the menu’s current tab.
  • Fixed a bug where, on systems with low-end hardware, occasionally the player would load beneath the Realm’s floor and enter a persistent falling state.
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Ethereal Beta Version Update 0.9.6

February 2, 2017
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I’m excited to bring version 0.9.6 to you so quickly after the last update, as this one focuses mostly on polish and balance. This update had a pretty quick turnaround since the list of changes just kept growing larger, and I didn’t want to make the update notes too long!  I’m glad to say I’m finally into the process of putting the final touches onto everything and preparing for version 1.0.  I’ve dug through the whole game and fixed many of the minor issues plaguing the player’s experience, and this build should feel a lot tighter, more stable, and more intuitive than previous versions.

My favorite addition in this update is proper footstep effects for various surface types, which has made a huge difference in realism when walking around the Ethereal Realms.  You might be happy to hear that I finally got around to refactoring the Lock On Targeting system to be more intuitive, which has been a common request.  I also added more special effects to armor pieces, and fixed a ton of bugs throughout the game.  All of this adds up to much improved experience!

Beta Testers can download the Version 0.9.6 now, via the Steam client.

Ethereal Version 0.9.6 Update Notes 

  • Added audio and visual footstep effects for the following surface types, all of which appear somewhere within the Realms:
    • Dust
    • Dirt
    • Mud
    • Grass
    • Wood
    • Concrete
    • Snow
    • Water
    • Metal
    • Energy
  • Potential targets for Lock On Targeting must now meet the following requirements:
    • Player must have Line of Sight to the potential target.
    • Potential target must exist on screen.
  • The ability to switch targets using the right analog stick while locked on has been removed.
  • Enemies will now regenerate to full health after defeating the player.
    • Enemies will not regenerate health if the player is killed with the “Reraise” status active.
  • The Reraise consumable item visual effect was modified.
  • Multiple uses of the Reraise consumable item will now have no effect.
    • Like all other effects, you must wait for the effect to wear off before it can be reapplied.
  • The following armor pieces now provide special effects when equipped:
    • Crusader’s Tabard  (Null Burn)
    • Assassin’s Vest  (Null Poison)
    • Assassin’s Brais  (Increase Movement Speed)
    • Valhalla Flanchard  (Increase Movement Speed)
  • Added more random hints to the loading screen.
  • Flytraps will now commonly drop Antidotes.
  • Zhan will now aggro with AI senses like any other enemy if the player is killed and must reinitialize the battle.
  • Black Magic spells that hit twice will no longer create double kills on enemies.
  • Increased base damage of the Comet black magic spell.
  • Lava Knight’s Flame Blast attack will now cause the additional effect Burn.
  • Slowed down the door puzzle animation in Boreal Core.
  • Fixed collision issues in the following Realms that would allow players to escape the Realm’s external boundaries:
    • Boreal Core
    • Shiitake Temple
  • Fixed a bug where the portal spawned after defeating the Eternal would occasionally be out of reach.
  • Fixed a bug with the visual burst effect that plays when activating a statue in Boreal Core.
  • Fixed a bug where players who were defeated during boss fights were unable to open the menu upon restarting.
  • Fixed a bug where Zhan’s attack cycle would not reinitialize after defeating the player.
  • Fixed a bug with the Barrier spell where entering the spell’s area of effect would apply an incorrect DEF value.
  • Fixed a bug that would cause a crash if a player obtained more than 99 of any one consumable item and then attempted to save the game.

Whew! That was a good one! Expect more like this in the coming weeks. As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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Ethereal Beta Version Update 0.9.5

January 28, 2017
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Here we go, moving closer to release! This update is a big deal for me and a great milestone for Ethereal, since it marks the release of the game’s final Realm and boss fight, finally making Ethereal Legends what I consider “content complete” (at least as far as my original design intentions). Basically, beta testers can now play through the game from start to finish, all the way through to the end credits. That feels pretty good!

Ethereal is a game with the potential to be huge in scope; due to the nature of the project and my own limitations, I’ve had to leave many things on the cutting room floor, so to speak.  There’s still a lot I want to add to the game, though, and there’s of course room to polish the content I have to achieve a more AAA-level of quality.  I plan to continue updating the game for some time as I bring it to new platforms, so this is really only the beginning.

Ethereal beta testers can download the 0.9.5 update via the Steam client, now.  Inside, you’ll find a number of bug fixes and improvements, along with the introduction of the Celestial Nexus realm. So lets get to the update notes!

Ethereal Version 0.9.5 Update Notes

  • The seventh and final Realm, Celestial Nexus, is now able to be unlocked.
    • Players must complete Empyrean Gardens to unlock the Celestial Nexus.
  • All equipment slots (magic, weapons, and armor) can now be overwritten with new equipment.
    • It is no longer necessary to remove items before equipping new ones.
  • The Haste spell was given a new visual effect.
  • Window mode options now appear in video settings on the Windows platform.
    • Choose from Fullscreen, Windowed, or Fullscreen Borderless
      • The game defaults to ‘Fullscreen Borderless’ on startup, but your preference will be saved for future runs.
  • Fixed a bug where enemies over level 70 would take negative damage (healing them instead of damaging them).
  • Fixed a bug with a particular chest in Empyrean Gardens that would not open.
  • Fixed a collision error with a particular tree in Empyrean Gardens.
  • Fixed a collision error in Yggdrasil that would allow players to escape the Realm’s external boundary.
  • Fixed a bug with the rune puzzle in Yggdrasil that could prevent further progression if the same rune was activated more than once.
  • Fixed a bug related to the animation played when opening chests with a two-handed weapon equipped.
  • Fixed a bug that allowed the player to reap infinite rewards from a dead enemy by retaining a target lock after that enemy’s defeat.

As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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Ethereal Beta Update Version 0.9.4

January 22, 2017
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The march to release day continues with today’s beta version 0.9.4 update! With this update being mostly bug fixes and polish, beta testers will enjoy a number of improvements and quality-of-life adjustments throughout the game.  Most importantly was probably increasing the performance of the Arcadia map (which would occasionally fall below 60 fps on my test machine in certain areas, like the around the cathedral), which should now hold a more stable frame rate in all areas of the map.  Additionally, players will be excited to know that dying without reraise during boss encounters will no longer force you to raise at the beginning of the level; you’ll now get to raise just outside the boss arena.

My favorite addition in this update is actually something totally stupid, and that is chickens!  These poultry fiends now wander around the Arcadian town, and if you’re feeling particularly devilish, you can kick them into a feathery oblivion. I even went as far as to reward an achievement for kicking enough chickens, and if you’re lucky, one of them might drop a really rare chicken-themed item….

So without further ado:

Ethereal Beta Version Update 0.9.4

  • Added chickens to Arcadia.
  • Added the “Chickenlover” achievement.
    • Obtained by kicking 50 chickens.
  • The “Rubber Chicken” item was added.
  • Increased the baseline performance in certain areas of Arcadia.
  • The game now uses a borderless window on the Windows platform.
  • A system was added so that players killed during boss fights without reraise will no longer be restarted at the beginning of the Realm.
    • After engaging a boss, the player’s respawn point will change to just outside the boss arena, and will remain there until leaving the Realm.
  • Shop NPCs now have distinct map markers.
  • The following items were updated and/or changed:
    • Hauteclaire
    • Excalibur
    • Eurytos Bow
    • Annihilator
    • Spartan Shield
    • Diablos Dread
    • Flame Arrow
    • Demon Arrow
    • Balloon Sword
  • Fixed collision attachment errors on One and Two-Handed weapons.
  • Fixed a bug where volume controls were not applied to certain sound effects.
  • Fixed a bug that could cause Zhan to get stuck in an animation, preventing further attacks.
  • Fixed a bug where starting a New Game would sometimes fail to unequip bound items.
  • Fixed a bug where starting a New Game would fail to reset certain variables, such as “Time Played” and “Enemies Defeated“.

As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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Ethereal Beta Version Update 0.9.3

January 13, 2017
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I am excited to release Ethereal Beta Version 0.9.3 today, which marks the first time players can explore the Empyrean Gardens! I really enjoyed building this map, as it kind of gives the game a different feeling by bringing you into the clouds and letting you face off against robots. There’s a couple well hidden secrets in this map where the player can pick up pieces of the Valhalla and Exo Suit armors, and you might be able to find the Beam Saber weapon somewhere in there, too!

Beta testers can download the latest version on Steam, now.

I also made a significant change to how shopping works (there are multiple shop NPCs now, instead of just one), and of course I made a number of bug fixes and improvements throughout the game.  So without further ado…

Ethereal Version 0.9.3 Update Notes

  • Ethereal Realm of Air – Empyrean Gardens is now available.
    • You must complete Yggdrasil before entering this Realm
  • The following new enemies have been introduced:
    • Power Drone
    • Golem
    • Nightshade
    • Samaritan
  • Prodigy (Tutorial NPC) was changed to his final model and given new animations.
  • The shop was split up into separate NPCs within Arcadia. Individual NPCs now only sell a single, specific type of item.
    • Aajaa  (Magic Vendor)
    • Lilster  (Consumable Item Vendor)
    • Iraphise  (Weapon Vendor)
    • Gaspar  (Armor Vendor)
  • Antidote consumable item was added.
  • Comet magic spell was added.
  • Aegis was updated with a new model and icon.
  • Updated stats on all armor pieces in an attempt to balance their power more effectively.
  • The effects granted by Adrenaline and Sentinel Brew items no longer stack.
  • Increased Ambient Cubemap Intensity in all realms.
  • Boss enemies can now only be deaggroed through death.
  • Fixed a bug where Zhan’s “Disappear” effect would go off twice.
  • Fixed a bug where consumable item effects would not spawn in the correct location.
  • Fixed a bug that would sometimes cause incorrect text to display when using a consumable item.
  • Fixed a bug that could cause consumable items with a quantity of zero to remain in inventory.
  • Fixed a bug where some enemies would not correctly drop rewards upon defeat.
  • Fixed a bug where enemies (particularly bosses) could get stuck in their “Hit” animation state if successive attacks landed too quickly.
  • Fixed an issue where some enemies would not be unloaded when switching between realms.

As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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Ethereal Beta Version Update 0.9.2

January 6, 2017
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Ethereal Beta Version 0.9.2 is now available for beta testing on Steam!

This version includes the initial release of the Yggdrasil Realm, designed for players around level 40.  As with all previous realms, a number of new enemies are introduced, and you’ll find new armor pieces and weapons within.

Ethereal Version 0.9.2 Update Notes

  • Updated to Unreal Engine 4.14.2
  • Unlocked Yggdrasil Realm
    • You must first complete Boreal Core before entering this realm.
  • The following new enemies have been introduced:
    • Flytrap
    • Mugbear
    • Earth Troll
    • Gaia Titan
  • Updated Chests to use a new model.
  • Added more detail to the Arcadia environment.
  • Gaining aggro from an enemy will now automatically close any open menus.
  • The Return Portal spawned after Zhan’s death now has a map marker.
  • Edited contents of various chests throughout the game to allow for better item distribution.
  • Achievements are now earned for the following accomplishments:
    • Destroy the Core!  –  Clear Boreal Core
    • Citizen of Ba Sing Se  –  Clear Yggdrasil
    • Richie Rich  –  Earn 100,000 Gold
    • God of War  –  Defeat 1000 enemies
  • Resolution Scale option in Video settings is now set to 85% by default.
  • Fixed a bug where all damage received was reduced to zero.
  • Fixed some collision errors in Shiitake Temple that would allow players to fall into the water.
  • Fixed an issue where Zhan was occasionally targetable before the Realm’s boss was defeated.
  • Fixed an issue where Zhan’s map marker was visible even after his death.

As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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Perforce Tutorial: Corrupted UTF-16 file content

January 5, 2017
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I’ve run into this issue from time to time while using Unreal Engine, but I finally found the solution and decided it was worth sharing.

So if you’re a Perforce user in a Windows environment, like me, you may have noticed that occasionally you’ll sync a file and it will return corrupted, usually being filled with Chinese characters (see the image below).  I’ve only ever encountered this issue with Unreal’s .ini files, but I assume at this point it could happen to anything encoded with UTF-16 (which is UE4’s default encoding method).

In this screenshot, you can see how every other line of my DefaultEngine.ini file has been corrupted with Chinese characters after syncing from my Perforce depot.

Turns out that Perforce is already aware of this issue, and even has a KB article on their website for it.  (Perforce KB3488)  The KB article claims P4 stores text files in it’s database as “text” type, and does not correctly set Windows line endings when converting with UTF-16. You can avoid this issue entirely with a proper typemap setting, which Epic has totally already put in the documentation, so you may never experience this issue if you actually followed the documentation while setting up your P4 server (unlike me, obviously………).  You can read the original on, but I’ll reproduce that article with the image below:

Specifically, the article is referring to the LineEnding setting found in the Advanced tab of your Perforce workspace’s configuration  (see image below).  Once you’ve changed this setting to UNIX, you can re-sync the files, convert their encoding back to whatever you needed it to be (I’m using UTF-8 now for everything, since it’s a PS4 requirement), and finally submit the new version of the file to your P4 depot.

Hopefully this helps some people in the future!  I’ve been re-making this file by hand every time I encountered this error, which has been a total nightmare.

If you enjoyed this post, follow me on Twitter, and be sure to check out Ethereal Legends, coming soon to Steam, PS4, and Xbox One!

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Ethereal Beta Version Update 0.9.1

December 30, 2016
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Here we go!

I am excited to announce that Ethereal Legends has been named one of ten winners in Taco Bell’s Feed the Beta program!  Taco Bell has gone to great lengths to help indie devs like myself make great games, and their assistance with Ethereal has already proven invaluable! There’s already some good conversation happening between the folks involved, and I’m certain the program’s industry experts can certainly provide some quality feedback for Ethereal. I’m pretty excited to be honored with acceptance to the program; it might be the first time I’ve won something since I was a teenager!

In honor of the occasion, I’ve cut an entirely new trailer with nearly three minutes of gameplay footage to help promote the game in advance of it’s release! You can check it out at the top of this page, or directly on my YouTube channel.

Learn more about Feed the Beta on their website,, and keep an eye out for the upcoming sizzle reel featuring all the winners!

Moving forward…

Ethereal Beta Version 0.9.1 is now available!

Current Beta testers can immediately update to version 0.9.1 via the Steam client.

I am extremely excited to release Beta Version 0.9.1, because it includes a feature I wasn’t sure I’d be able to include in the full release: a visual change in appearance when equipping different armor.

I posted back in October and pointed out how I really wasn’t sure I’d be able to get the modular armor feature into the game, simply because it’s actually a really difficult feature to do.  It takes expertise in an area that I am not overly familiar with.  Sure, Unreal Engine makes modular armor really easy from a setup and programming perspective, since the engine has the “MasterPoseComponent” feature.  However, it’s really difficult from the artist’s perspective, because modular armor sets (where pieces from different armor sets can be mix and matched, worn simultaneously) must adhere to a very strict set of rules in order to prevent from breaking the illusion or causing graphical errors. First, proper modular armor must be designed and rigged to cover the character’s skin like actual clothes – not replace the skin (more on this in a minute!).  Second, armor pieces have to be created in a very specific way, so that they can match up with other sets.  For example, consider a pair of low-cut boots made to be worn with full-length pants, and a pair of knee-high boots made to be worn with shorts.  When the player character is wearing the items in their default configurations, everything looks fine.  But if the player equips the knee-high boots with full-length pants, it has the potential to cause graphical errors where parts of the boot poke through and can be seen through the pants.

These are extremely common issues when you source assets from third parties in the same way I do; buying assets from marketplaces is simply not an effective solution to this problem, because the assets are not created with this need in mind.  I need an actual artist to overcome that hurdle.  In the meantime, I have supplanted my need for an artist with the Adobe Fuse program, which is actually an incredible tool for indie devs like myself who are not as experienced with creating their own characters.  I mean, really, Adobe Fuse turned “average” humanoid character creation into a 10-minute process.  The only thing it’s lacking is more clothing options, but I feel like as soon as devs realize it can be used like this to make modular armor systems, you’ll see a greater demand for artists to start making Fuse clothing content appear on marketplaces.  With unlimited clothing options, Fuse would be the end-all, be-all of humanoid character creators; the ultimate solution for solo indie devs.

However, Adobe Fuse has one major flaw preventing it from being a great solution for modular armor, and that is the fact that the character’s skin is always replaced with the clothes.  All non-visible skin (anything that would be underneath the clothes) is removed from the character before export from Fuse.  I am almost certain they do this for performance reasons, but the problem for modular armor becomes that the armor pieces are now the same size as the character’s skin, and once in-engine, the character’s skin will always poke through certain pieces of armor.  The best solution I found so far was to leverage the opacity mask to hide certain sections of the character’s skin when wearing certain armor pieces.  Unfortunately, with the numerous armor combinations available and different variations on some pieces (such as finger-less gloves), this has quickly become cumbersome to manage.  I tried scaling up the clothing a bit so it’d be slightly larger than the skin, but since it’s already rigged to the skeleton, scaling the pieces did not work well because of where the root is located.  Since I’m not very experienced with modelling or rigging, I do not have any immediate solutions to these problems.  The opacity mask solution I’ve got in there isn’t perfect, but it’s the best I’ve got for now!

Either way, the trade-off is totally worth it to have visible armor in the game.  I think it’ll make collecting all the pieces much more fun!  I’ve got some plans to incentivize players to collect and wear complete sets of armor (as opposed to mix-and-matching), but those ideas are reserved for future updates.  Additionally, I’ve commissioned another FOUR sets of Fuse Armor from Arteria 3D (who so happened to have made all of these, too!), and once they’re delivered to me, they’ll be available on his store for purchase so that the rest of you can use them too.  With the four new sets he’s building, it’ll mean 12 Armor sets in game (60 total inventory pieces), which is a pretty healthy compliment!

So without further ado…

Beta Version 0.9.1 Update Notes

  • Player Character model was updated to it’s final release version.
  • A number of player animations were added or changed.
  • Most actions are no longer available while falling.
  • Removing or equipping Armor will now cause a visual change in appearance.
    • Armor sets include the following parts :
      • Head
      • Body
      • Hands
      • Legs
      • Feet
    • Armor pieces are interchangeable, allowing pieces from multiple sets to be worn at the same time.
  • New Armor sets were added.
    • Cloth Armor  (NQ)
    • Leather Armor  (NQ)
    • Ranger’s Gear  (HQ)
    • Crusader’s Gear  (HQ)
    • Assassins’s Garb  (Rare)
    • Adaman Armor  (Rare)
    • Valhalla Armor  (Epic)
    • Exo Suit  (Epic)
  • Capes as an Armor piece have been removed from the game.
    • All Cape-type inventory items have been removed from the game.
    • The Armor equip menu has been modified to reflect this change.
  • Changes were made to lighting and post-processing in all Realms.
  • Changes were made to the distribution of Chests in all Realms.
  • Changes were made to the items contained by some Chests.
  • Chests will no longer appear on the map after they have been opened.
  • Fixed a bug where the Map debug color for some doors in Arcadia was incorrect.
  • Fixed a bug on some sounds that would ignore the player-defined audio volume options.

Notice to Current Beta Testers

If a previous version of Ethereal currently exists on your system, and you perform the update via the Steam client, you should manually delete your game’s current save data before loading this update.  Otherwise you may experience errors when attempting to load previously saved items from your inventory that no longer exist in this build.

If you do experience errors, navigate to the following directory within your Steam installation and manually delete all files you find there :

..\steamapps\common\Ethereal Legends Demo\Ethereal\Saved\SaveGames

This is the first update I’ve had where loading save data from a previous version could break some things (all of them have to do with the new Armor system…), so I’ll be looking into solutions for preventing this type of thing in the future.  Do note that this is not an issue with a clean installation of version 0.9.1.

I did a bunch of other stuff recently that didn’t make it into this update, but I can’t wait to show you what I’ve got in store! In the meantime, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.


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Ethereal Beta Version Update 0.9

December 15, 2016
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Ethereal Version 0.9 is here!

This one comes a bit later than I had planned because I took some time off from development to play Final Fantasy XV.  I’m really glad I did, because the game was incredible, lots of fun, and gave me tons of ideas for Ethereal. Both games are similar in some respects (although FFXV is obviously a AAA title, compared to my smaller solo effort), and I am able to borrow some elements of FFXV, innovate on others, and hopefully combine them with my own ideas to provide a completely original gameplay experience.

I’m excited to release this update, because it helps better cement my idea of what Arcadia can be as a “hub world”, and current beta players will immediately notice the complete replacement of the first area of the game with an all new environment.  The tutorial quest now takes place in a graveyard (skeletons in a desert did not make a ton of sense?), and the area is designed in such a way to make it easy for me to add secrets and unlockables in future updates.

In addition to New Arcadia along with a number of bug fixes and improvements, I’ve also unlocked Boreal Core for play testing, which is designed for players around level 30. Inside you’ll find a damp ice cave filled with giant spiders and frost giants! At the end you’ll find the core itself guarded by the Frost Captain, a huge ice giant ready to crush your face!

Ethereal Version 0.9 Update Notes

  • Updated to Unreal Engine 4.14.1
  • Arcadia environment has been replaced.
    • Due to the new environment, all Arcadian NPCs and enemies have new locations.
    • The new environment is still work in progress, and you may encounter performance, rendering, or collision errors.
  • Boreal Core is now able to be unlocked.
    • Designed for players around level 30.
    • You must complete Vulcan Shrine in order to unlock Boreal Core.
    • Boreal Core introduces the following enemies:
      • Spider
      • Giant Spider
      • Frost Giant
      • Frost Captain (Boss)
  • Skeleton King will now drop “Dash” instead of “Cure” during the tutorial.
  • Added a “Total Gameplay Time” feature, which is viewable on the Stats menu.
  • Menus can no longer be opened during combat.
  • The default “Open Map” button was changed to “R3”, in order to accommodate PS4 controller “Share” button requirements.
  • Some tutorial text was changed to make more sense within the new environment.
  • Adjusted the melee radius of the following enemies:
    • Dragon Worm
    • Goblin
  • Adjusted the hearing radius of the following enemies:
    • Dragon Worm
    • Gruntling
    • Goblin
  • Adjusted the height of enemy and boss map indicators.
  • Fixed a bug where some PS4 control labels would sometimes show an incorrect icon.
  • Fixed a rendering bug that caused the character to appear black during loading screens.
  • Fixed a bug where the Horseman’s Head would not be properly removed after unequipping the item.
  • Fixed an error that could occur if you started the game by choosing “Return to Arcadia” from the Main Menu’s Options panel.
  • Fixed a bug where Soul Eaters would occasionally appear to slide during their initial aggro phase.
  • Fixed a bug that would sometimes let players switch weapons during certain menu sequences.
  • Fixed a bug where the Beam Saber would not properly disable when switched during gameplay.
  • Fixed a bug where boss music would not stop playing after defeating the Skeleton King.
  • Fixed a bug where the tutorial quest could occasionally get out of sync if you killed Skeleton Warriors in a certain way.

As always, hit me up with any feedback you may have!  Find me on Twitter, Facebook, the Ethereal Steam Community, or subreddit.

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