In this update8
Full notes
Full Isles of Silence update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- UI and audio
- Maps
- Performance
Isles of Silence changes
Thru'a's Heart Pulses
Act 3 reaches its finale in the game's first ever RAID, a multi-phase boss fight with several unique mechanics. To complement this finale, combat has been reworked, new animations and weapons have been added, and story beats now have accompanying artwork.
Crystil Cluster
Grow Crystils to enhance the strength of Resonated Armor Skills, and discover patterns to mutate and create new kinds. Work your way up through 5 different rarities per Crystil, and implant them into Ersil's Spire to reap their benefits.
2 Years on the Isles!
No new major events, but the Birthday Hats are back if you didn't get them before! I'm just glad to still get to be working on this game 2 years later. Thank you all for playing!
While we're at it, here's an early roadmap for the year ahead. I'm incredibly excited for this next phase, as this is when a lot of systems and story beats will come to a head. You can expect the next two Isles with their starting content, as well as new content across the previous Isles before the next anniversary! However, before the next major content update, I'll be releasing a less exciting but very necessary update that rounds out all the missing/lacking content up to the end of Act 3. This includes expanded side-quests, NPC's being able to give hints and react to the world, the Library finally becoming a place of learning, UI improvements across the board, and more!
Price Increase soon
It's finally time! With the next update, I plan to overhaul the Steam page and finally put out a new trailer that's not absurdly outdated. With this, I think the game is finally in a state where I think it's worth what I plan to be the final price tag.
After this next month or so, the price will be going up to $12.
If you're reading this, you probably already own the game, but spread the word in case you have any friends waiting to pull the trigger! This should be the final price point of the game, as I think the amount of content and quality now matches games of similar prices.
Anywho, here's the Changelog!
NEW CONTENT:
One new 'regular' Monster
One new 'Raid Boss', a multi-stage fight with unique mechanics
New farming system on Isle 3, the 'Crystil Cluster'
Side Quest system integrated through the first 3 Acts (Early Stages)
Two new locales
New Weapon Type, plus several new weapons
Three new Armors sets, plus one bonus Head-piece
6 new Skills, including the first 'Set Skill'
Enhanced combat, including aggro modifiers, item use times, projectiles, and animations + visuals
Several new items, refinements, and recipes
Hunters now must learn each new weapon type, getting more bonuses the more they use one
Resonating Armor Sets now unlocks them as layered equipment
Villagers can be asked about various things throughout the story, and may offer new insight (still in early stages)
New Menu phase
4 new Achievements
NEW QOL:
Upgrading the Village provides exp bonuses to Hunters
Hunters gain Damage + Health multipliers each level
Item Dictionary has been added to the library, full of detailed information about each item's various uses
Added a back-up reminder every 12 hours for browser players
More Hunter pouch upgrades
CHANGES:
Village Construction tab overhaul (Early Stages)
Some Library information is obfuscated until monsters are fought more, or are fought with certain weapons (Early Stages)
Locales now have their drops hidden until the item is gathered within that locale, even if the item has been seen before
Exp gained from gathering is now influenced by Item rarity x quantity instead of purely quantity
Ships are automatically set to auto-load when the Manifest is unlocked
Lowered the amount of grass in the village by half
Entirely reworked combat accuracy when hitting a monster
Monster stats and combat rebalanced across the board
Hunter Levels require slightly more exp to counter the increased available bonuses to Hunter Exp gain
Layered Equipment fully hides when in the 'reinforcing' menu
Reordered achievements to line up with possible progression order
Made certain text more conscious of the lack of feet present in much of the game's anatomy
Reworded several skill descriptions to increase consistency
Lowered resolution on Menu images to help web loading
'Login with Steam' button (web only) is finally not bright pink
Isle 2 + 3 Locales added last update are reflected on the map
Crafting Recipes now show the time they will take to be auto-crafted in parantheses (if auto-crafting is unlocked)
FIXES:
Settings and other floating windows now scale properly with the game
Wishlists for Village upgrades now clear themselves once the upgrade has been bought
Recursive recipes should no longer crash the wishlist
Multi-hit moves from monsters no longer hit an extra time
Fixed an issue where unlocked sub-tabs wouldn't appear until a new tab was clicked
Farm outputs no longer flow out of their textbox
Hunters should now properly load with max health if the "Synthetic Veins" Skill is Resonated
Fixed a visual bug that cause speech bubble alerts to display wrong. This has been in the game since their introduction, and I apparently just forgot I didn't draw them like that
Only Village Decor you've purchased should now appear
Menu will no longer have faded black borders if at the proper aspect ratio
Hunter Pouch recipes properly display on loadig Hunters are away
Hunters will no longer use Frigirus potions if they have enough Heat resistance to withstand the environment without it
Secondary Objective box should disappear at the expected time
Source
Changelog.gg summarizes and formats this update. How we read updates.
