Full notes
Full Trail of Ayash update
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What changed
- Gameplay
- Fixes
- Balance
- UI and audio
Trail of Ayash changes
It's been a while since our last update, but we've been hard at work to bring you something special. We've completely overhauled the early levels, remaking every location and adding more loot. We've improved the quests, removing tedious fetch tasks and introducing more engaging objectives. We added areas only accessible with the squirrel spell, reminiscent of the Risen series. Now, almost every ladder in the game is climbable and often leads to hidden treasures. Many waterfalls now conceal mysteries behind them. Some new quests feature multiple endings, and the Sea Side storyline has been entirely rebuilt from scratch, focusing on more combat and exploration instead of filler content. There's much more to discover in this update!
First Level "Prison Island"
The first level, 'Prison Island,' has been both narratively and graphically remade (with new quests added).
We've added a new cave in the first level that introduces the player to a hidden loot mechanic. This mechanic involves using specific spells to transform into animals to collect the loot.
The caves now look much better and contain more content.
At the end of the level the Vikings of the Eric the Red now get lost in a proper drakkar
We have added many more cutscenes
We've added written letters for more environmental storytelling. They not only narrate the game's story but also often provide hints about where loot might be hidden.
Second level "Great Forest"
We've added a hidden quest in the Great Forest. You'll need to follow a written diary to locate an ancient tomb and possibly its treasure!
We have added a lot of verticality to the level. Now completionists will need to use teleport spells, possess the eagle spell, and possess the squirrel spell to gather all the loot on the level.
We have added a completely new area that was previously empty and introduced a new complex quest with multiple choices.
Third level "Sea Side"
We have completely scrapped the old questline on the seaside and replaced it with a new one. We removed any backtracking and time sinks, focusing instead on fighting and exploration.
The seaside has been graphically enhanced. We've reduced the emptiness of most of the level and added several points of interest.
We have also added a few unique weapons in hard-to-find locations.
We have added more cutscenes to enhance the narrative. As Ayash is a fugitive, many warriors will try to hunt him down.
MISC
All of the game icons have been changed.
Fixed bug when keybindings were set to default after restarting the game
Fixed disappearing dialogues during sequences
You can drop/deactivate torches depending on the gameplay
Increased cohesion in dialogues
Tweaks for arrow effects
More immersive arrows
Added more Viking weapons and fixed some of the handles on existing ones
Tweaks related to lip sync (still a WIP)
Added more environmental effects like fire damage or single-use recipes
Adjusted armor values
Added new clothing equipment
New sound effects (SFX)
Fixed hairdresser rotation bug
Added Unstuck Option in the menu
Added party banter
And much more, but it's been a while and we can't list everything.
We plan to release the final version of the game this year if we can keep up the grind and resolve a few issues. Once that's all done, we'll move on to localizing it into several languages (Spanish, German, Russian, Polish).
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Source
Changelog.gg summarizes and formats this update. How we read updates.
