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Steam News27 June 20179y ago

Patch 0.710a (Housing) is out on Stable!

Patch Info Recommended Level: anyone who's gotten past the first dungeon can build a house Summary This patch brings the housing stuff (and some other changes) to Stable!

In this update1

Full notes

Full Secrets of Grindea update

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

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • Server
  • Balance
addedPatch InfoRecommended Level: anyone who's gotten past the first dungeon can build a house Summary This patch brings the housing stuff (and some other changes) to Stable! For Frontline players, there's nothing new to see - this is basically 0.708b. Details Carpenter and Kim, now bringing not-very-affordable housing for everyone! The housing system ended up with the following features: ~150 items to decorate with, you can expand the house to be roughly four times the size of Evergrind City (if you've got a million gold or so to spare), you can save & load houses and you can adjust lighting for each room. While the housing tools are feature locked for now, we'll of course keep adding furniture to fill up your houses with! To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).
changedThe current list of non-story content:Skipping quests completed in multiplayer Done!
changedThe current list of non-story content:Support skills! Or, as we'll most likely call them... Utility Skills ! We've already had a meeting at our local burger joint where we went through forum discussions and outlined what we wanted to achieve with the skills, and we also picked out 8 skills to create prototypes for. We'll give a more thorough rundown of the skills before the next Frontline patch, but here are some key points: * No skill should be useless in single player, meaning no ally-only spells * The skills should be powerful enough to make an impact matching the EP investment * The skills should not be more powerful with 4 allies than with 2 allies (or no allies) * I'll rip this bandaid off right away: there will be no healing spells, but for the protective supports we'll experiment with a barrier spell that can block damage * Utility skills will have 5 levels, and no charges - they are made to be cast quickly. This helps both solo players, who can incorporate utility spells easier in their gameplay, and also "full supports" who can cast the spells quickly on multiple friends As always, nothing is set in stone and we'll see what changes and additions that are made based on feedback from you guys! Stay tuned for more detailed info on the skills!

Secrets of Grindea changes

addedRecommended Level: anyone who's gotten past the first dungeon can build a house Summary This patch brings the housing stuff (and some other changes) to Stable! For Frontline players, there's nothing new to see - this is basically 0.708b. Details Carpenter and Kim, now bringing not-very-affordable housing for everyone! The housing system ended up with the following features: ~150 items to decorate with, you can expand the house to be roughly four times the size of Evergrind City (if you've got a million gold or so to spare), you can save & load houses and you can adjust lighting for each room. While the housing tools are feature locked for now, we'll of course keep adding furniture to fill up your houses with! To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).
changedSkipping quests completed in multiplayer Done!
changedSupport skills! Or, as we'll most likely call them... Utility Skills ! We've already had a meeting at our local burger joint where we went through forum discussions and outlined what we wanted to achieve with the skills, and we also picked out 8 skills to create prototypes for. We'll give a more thorough rundown of the skills before the next Frontline patch, but here are some key points: * No skill should be useless in single player, meaning no ally-only spells * The skills should be powerful enough to make an impact matching the EP investment * The skills should not be more powerful with 4 allies than with 2 allies (or no allies) * I'll rip this bandaid off right away: there will be no healing spells, but for the protective supports we'll experiment with a barrier spell that can block damage * Utility skills will have 5 levels, and no charges - they are made to be cast quickly. This helps both solo players, who can incorporate utility spells easier in their gameplay, and also "full supports" who can cast the spells quickly on multiple friends As always, nothing is set in stone and we'll see what changes and additions that are made based on feedback from you guys! Stay tuned for more detailed info on the skills!

Patch Info

Recommended Level: anyone who's gotten past the first dungeon can build a house Summary This patch brings the housing stuff (and some other changes) to Stable! For Frontline players, there's nothing new to see - this is basically 0.708b. Details Carpenter and Kim, now bringing not-very-affordable housing for everyone! The housing system ended up with the following features: ~150 items to decorate with, you can expand the house to be roughly four times the size of Evergrind City (if you've got a million gold or so to spare), you can save & load houses and you can adjust lighting for each room. While the housing tools are feature locked for now, we'll of course keep adding furniture to fill up your houses with! To get the house, talk to Carpenter and Kim in Evergrind City (they're next to the school).

More Insight

If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?

The current list of non-story content:

  • Player Housing Done!

  • Support Skills (< here we are)

  • Skill Balancing

  • Arcade Mode Updates

  • Skipping quests completed in multiplayer Done!

  • ...and other stuff!

Support skills! Or, as we'll most likely call them... Utility Skills! We've already had a meeting at our local burger joint where we went through forum discussions and outlined what we wanted to achieve with the skills, and we also picked out 8 skills to create prototypes for. We'll give a more thorough rundown of the skills before the next Frontline patch, but here are some key points: * No skill should be useless in single player, meaning no ally-only spells * The skills should be powerful enough to make an impact matching the EP investment * The skills should not be more powerful with 4 allies than with 2 allies (or no allies) * I'll rip this bandaid off right away: there will be no healing spells, but for the protective supports we'll experiment with a barrier spell that can block damage * Utility skills will have 5 levels, and no charges - they are made to be cast quickly. This helps both solo players, who can incorporate utility spells easier in their gameplay, and also "full supports" who can cast the spells quickly on multiple friends As always, nothing is set in stone and we'll see what changes and additions that are made based on feedback from you guys! Stay tuned for more detailed info on the skills!

Source

Steam News / 27 June 2017

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