Full notes
Full FADE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Events
JOIN US ON DISCORD: https://discord.gg/saWwum9B
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Youtube: https://www.youtube.com/@fade198
PATREON: https://www.patreon.com/FADESoloDev
Kickstarter: https://www.kickstarter.com/projects/itsknightbynight/fade-rpg-the-sacrifice
WHATS UP OUTLANDERS
First some general updates. We haven't had any luck finding a publisher and we had some minor setbacks by the kickstarter not being funded. We plan to try again in the coming weeks with a new easier to reach goal. For any that missed out, our community compiled a pretty compelling trailer that nearly raised 10,000. Shouts out to our lead voice actor Nathaniel(Voice of Czanth) for always bringing his best to voice overs.
WHAT MAKES THIS UPDATE SPECIAL?
The following is a patch notes and game progress update for the community and all those that come after. In addition to this post, I'll be recording a video going over the updates tomorrow on my youtube channel.
As many who have followed or played this game over the years since it launched in early access, FADE was originally my foot in the door for designing RPGs. I learned a lot about game design, optimization, marketing, and a whole slew of over things I'd take designing combat animations over any day.
Today we've reached a big milestone with FADE's Rebuild update. This update focuses around new content for players who supported the project for years or recently, all new combat improvements and new weapons, and a slew of new narrative features. I recommend players start a fresh character and dive in to get a new experience with FADE and to see where we're going from here.
Now every patch notes reviewers favorite part. The actual patch notes. Keep in mind I kind of aggressively correct bugs, so I'm going to focus on the ones that the community experienced before and other changes.
PATCH NOTES
Made changes to the players rotation system to better suit each combat style. Shooting with the bow or changing bow stance now locks them to face forward to where they are looking/aiming to make it easier to line up shots on controller. Additionally you can no longer sprint and aim which was causing many to either miss their targets by panicking or get an unfair advantage on enemies/bosses.
Added the new blacksmithing system. Certain weapons can be brought to Aedern and can be upgraded to + 5 using upgrade materials dropped by enemies or found in the world. Not all of the weapons have support, but more will be added in future updates until all weapons have at least a tier 5 upgrade.
Aura Flask Modification - Proposed for a long time, bosses now drop special aura items which can be used to change how your potion functions. Currently their are three different types of potions in the game which can be modified by using a bosses soul at a aura pot found in the players hub.
Hit box adjustments and performance improvements on older enemies - Some of the older AIs brought over from FADE's old build had some quirks coming back to unreal engine 4. This change makes it so they now act less sporadic, making it easier to get a rhythm of how they fight so you can respect their range properly.
New Dialogue Options - Some the new NPCS have fleshed out and voiced dialogue. Being nosy will reward you with special keywords which can be used by other NPCS to give you items or more backstory.
NEW Dialogue type - New Dialogue blueprint has been added from the old build that allows you to walk
Source
Changelog.gg summarizes and formats this update. How we read updates.
