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Steam News12 November 20241y ago

Fall Update

Hello everyone, To celebrate Sacred Fire’s participation in the Czech and Slovak Games Week, we’ve prepared a historically low discount of 33% and another short development update.

Full notes

Full Sacred Fire: A Role Playing Game update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone,

What changed

0 fixes5 additions4 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
addedWhile we continue to add more bits of Act 3, we’re also going to be testing quite a few new things in today’s update to the testing build:
addedThe player character has always been able to use insights to spread rumors about characters and weaken their renown. To add another layer of consequence to your choices, if feeling angered or betrayed, characters from your community can now spread rumors about you to weaken the strength of your titles (epithets like ‘the Strong’, or ‘the Swift’).
changedOn top of the above change, level-up costs for Titles and Ideas have been rebalanced to make the higher levels more valuable and reward the player for unlocking more of them.
changedEnd-of-line dice rolls can be boosted now to further increase the level of control players have over their stories, but also to rebalance what it means to have enough motivation points, as it increases the number of places they can prove useful.
addedAs promised, non-lethal attacks that slow down the dogs chasing after the escaped slaves in Act 1 are part of the new build.
addedEach of the many orchestral tracks is now alternated with 2 new tracks to increase the variability of the experience.

Sacred Fire: A Role Playing Game changes

addedWhile we continue to add more bits of Act 3, we’re also going to be testing quite a few new things in today’s update to the testing build:
addedThe player character has always been able to use insights to spread rumors about characters and weaken their renown. To add another layer of consequence to your choices, if feeling angered or betrayed, characters from your community can now spread rumors about you to weaken the strength of your titles (epithets like ‘the Strong’, or ‘the Swift’).
changedOn top of the above change, level-up costs for Titles and Ideas have been rebalanced to make the higher levels more valuable and reward the player for unlocking more of them.
changedEnd-of-line dice rolls can be boosted now to further increase the level of control players have over their stories, but also to rebalance what it means to have enough motivation points, as it increases the number of places they can prove useful.
addedAs promised, non-lethal attacks that slow down the dogs chasing after the escaped slaves in Act 1 are part of the new build.

To celebrate Sacred Fire’s participation in the Czech and Slovak Games Week, we’ve prepared a historically low discount of 33% and another short development update.

While we continue to add more bits of Act 3, we’re also going to be testing quite a few new things in today’s update to the testing build:

Role-playing

The player character has always been able to use insights to spread rumors about characters and weaken their renown. To add another layer of consequence to your choices, if feeling angered or betrayed, characters from your community can now spread rumors about you to weaken the strength of your titles (epithets like ‘the Strong’, or ‘the Swift’).

On top of the above change, level-up costs for Titles and Ideas have been rebalanced to make the higher levels more valuable and reward the player for unlocking more of them.

End-of-line dice rolls can be boosted now to further increase the level of control players have over their stories, but also to rebalance what it means to have enough motivation points, as it increases the number of places they can prove useful.

As promised, non-lethal attacks that slow down the dogs chasing after the escaped slaves in Act 1 are part of the new build.

User Experience The process of toggling the in-game tutorials at the start of the game has been refined.

Each of the many orchestral tracks is now alternated with 2 new tracks to increase the variability of the experience.

Rewind mode not only shows what choices the player made in the past steps but also remembers the probability of success of the selected choices, including which of them were boosted with motivation.

The UI bars at the bottom effects when reaching critical values have been refined.

The new build introduces various fixes, including a fix to a left-over tooltip bug and a bug that caused the game to misremember the last save slot.

Feedback welcome

Feel free to join the testing of this Act 3 build via our Discord and help us test and tweak these changes before we release them publicly. In the meantime, thank you for your support and patience.

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Sacred Fire

Iceberg Interactive

Source

Steam News / 12 November 2024

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