Posted December 21, 2018
high rated
The chill winds carry warning of a chittering horror to the doorstep of your Tavern. Beor has once again been thrown into chaos, as the Spawn of the Nether Queen pour forth from the depths. To arms, heroes... forget for the moment the warmth of the fire and celebrations of Winter’s Crest. We face an enemy who knows no rest and shows no fear. Fill your bellies and finish your drinks, for this night may be our last!
We proudly present to our Epic Tavern community our latest patch, hundreds of hours of improvements inspired by the feedback from all of you. As you know, we want to create the best Epic Tavern possible, so we listen to what you say and work hard at integrating the results of our conversations into the game. Thank you so much for all of your input, comments, and great conversations. If you’re not already a part of this awesome process, please join us at http://discord.gg/epictavern for amazing discussions and dev voice chats. We also livestream our development at http://twitch.tv/epictavern . We’d love to see you there!
As for the patch, aside from the super awesome and, frankly, at times terrifying Nether Queen storyline, we have so. many. improvements to the game. Where to start? Well, most importantly, we heard you and the groundwork has been laid for making more meaningful choices during questing. You can now select dispositions that make a huge difference in the outcome of each individual hero’s roll.
We’ve also added the concept of ‘spirit’ damage, which allows us to track the party’s level of exhaustion and mental cohesion. This gives us a bunch of cool levers to make questing more interesting and allow you to affect outcomes with interesting choices. We’ll be building heavily on this element in the near future.
As far as stories go, we’ve added some super cool quest types which allow us to tell more interesting, complex stories. We’ve also revised a lot of our old encounters to take care of a bunch of new story technologies which allow for a huge amount of variation and customization of story directly to your particular situation.
We’ve also spent a bunch of time absorbing the UI/UX feedback from our awesome community and have done some pretty great revisions based on comments and our own observations. We’re pretty sure you’re going to love it. Adventurer services in particular (infirmary, etc) are greatly improved, in terms of presentation and usability. We think you’ll enjoy the similar improvements we’ve spread throughout the game. There are still some areas we’d like to get to, and we’ll keep working hard, like always!
All these changes have put us in a great position to deliver some really cool improvements, unparalleled story experiences and new systems as we continue with our work. On the horizon is a really amazing skill system revision that will expand upon the number of powers/stances you can employ during questing. We are also really looking forward to working in some other fun systems into questing, such as the idea of party supplies. All this on top of continued UI/UX improvement and bug fixing. We can’t wait to hear what you think about everything we have planned.
As we swiftly approach the New Year, we reflect on this past year and the amazing time we’ve had developing Epic Tavern alongside you all. We look forward to journeying with you towards the future and continuing the fun! Thank you, friends, for another epic year!
Without further ado, here are the updates:
TL;DR
New Stories!
New Event: “Invasion of the Nether Queen!”
In this epic storyline spanning multiple quest chains and multiple dungeons, you are Beor’s only hope against a massive invasion of overgrown insects infected with Nether energy leaking from the Flaming Gate. The fate of entire cities rests in your hand in a clash that will change the land of Beor forever. This storyline contains our first persistent region, where all random encounters while traveling through the Chittering Coast are super dangerous and part of the invasion. Your heroes will face a threat unlike anything you’ve encountered before, so rest up before heading out… and don’t forget to bring a healer.
New Encounter Type: Compound Encounters!
During your travels, you may notice the first examples of a new type of random stages, compound encounters. Instead of the traditional one-off encounters on the road, these special encounters have multiple stages that branch in very different directions based on your results.
New Quest Chain: “Curses!”
Morbid Curiosities, the antiquities shop run by Ignatius Mordred, is destroyed in a supernatural storm, scattering his collection of cursed artifacts across the city. Race to recover these dangerous relics before they destroy Beor, but be warned, you aren’t the only one after the artifacts and any that slip through your fingers will later be used against you in an epic final battle.
New Random Encounters!
The pool of random encounters has deepened, adding new danger, new loot and a special collection of encounters around the tavern itself, including a town crier who recaps your latest accomplishments.
New Storyline: “The Cellar Door”
Beneath the tavern stairs, the heroes find a small, locked door. You’ll need a skilled locksmith to crack this one and uncover the final legacy of the Ravinger Four in an first stage of an ongoing storyline that will continue in our next patch.
New Narrative Controls!
With a range of new tools at our disposal, you’ll likely notice that new quests are a whole different beast than some of our earlier content. More dangerous, more rewarding and the game remembers everything you’ve done and will regularly reference your previous successes and failures. We’ve also reworked the existing storylines to fine-tune damage and add more complexity and callbacks. Encounters can now heal wounds as well. It has never been more important to bring a healer with you into dangerous territory, as they not only minimize damage as you receive it, but there are sometimes stages before a boss battle in a dungeon where your party stops to heal up. If you don’t have a healer, you waste that chance and have to tackle the boss while banged up.
Improvements to Questing:
More control of parties while questing:
- Each character rolls separately and can choose their action
- UI while questing dramatically reworked for clarity and style
Improvements to the Tavern:
- UI Improvements to improve the experience of managing characters and the tavern.
- Further stock improvements allowing for more control of sale price in the tavern.
Following this post will be the Features in their glorious detail!
From everyone here at the Tavern,
Have a Cozy Winter’s Crest!
We proudly present to our Epic Tavern community our latest patch, hundreds of hours of improvements inspired by the feedback from all of you. As you know, we want to create the best Epic Tavern possible, so we listen to what you say and work hard at integrating the results of our conversations into the game. Thank you so much for all of your input, comments, and great conversations. If you’re not already a part of this awesome process, please join us at http://discord.gg/epictavern for amazing discussions and dev voice chats. We also livestream our development at http://twitch.tv/epictavern . We’d love to see you there!
As for the patch, aside from the super awesome and, frankly, at times terrifying Nether Queen storyline, we have so. many. improvements to the game. Where to start? Well, most importantly, we heard you and the groundwork has been laid for making more meaningful choices during questing. You can now select dispositions that make a huge difference in the outcome of each individual hero’s roll.
We’ve also added the concept of ‘spirit’ damage, which allows us to track the party’s level of exhaustion and mental cohesion. This gives us a bunch of cool levers to make questing more interesting and allow you to affect outcomes with interesting choices. We’ll be building heavily on this element in the near future.
As far as stories go, we’ve added some super cool quest types which allow us to tell more interesting, complex stories. We’ve also revised a lot of our old encounters to take care of a bunch of new story technologies which allow for a huge amount of variation and customization of story directly to your particular situation.
We’ve also spent a bunch of time absorbing the UI/UX feedback from our awesome community and have done some pretty great revisions based on comments and our own observations. We’re pretty sure you’re going to love it. Adventurer services in particular (infirmary, etc) are greatly improved, in terms of presentation and usability. We think you’ll enjoy the similar improvements we’ve spread throughout the game. There are still some areas we’d like to get to, and we’ll keep working hard, like always!
All these changes have put us in a great position to deliver some really cool improvements, unparalleled story experiences and new systems as we continue with our work. On the horizon is a really amazing skill system revision that will expand upon the number of powers/stances you can employ during questing. We are also really looking forward to working in some other fun systems into questing, such as the idea of party supplies. All this on top of continued UI/UX improvement and bug fixing. We can’t wait to hear what you think about everything we have planned.
As we swiftly approach the New Year, we reflect on this past year and the amazing time we’ve had developing Epic Tavern alongside you all. We look forward to journeying with you towards the future and continuing the fun! Thank you, friends, for another epic year!
Without further ado, here are the updates:
TL;DR
New Stories!
New Event: “Invasion of the Nether Queen!”
In this epic storyline spanning multiple quest chains and multiple dungeons, you are Beor’s only hope against a massive invasion of overgrown insects infected with Nether energy leaking from the Flaming Gate. The fate of entire cities rests in your hand in a clash that will change the land of Beor forever. This storyline contains our first persistent region, where all random encounters while traveling through the Chittering Coast are super dangerous and part of the invasion. Your heroes will face a threat unlike anything you’ve encountered before, so rest up before heading out… and don’t forget to bring a healer.
New Encounter Type: Compound Encounters!
During your travels, you may notice the first examples of a new type of random stages, compound encounters. Instead of the traditional one-off encounters on the road, these special encounters have multiple stages that branch in very different directions based on your results.
New Quest Chain: “Curses!”
Morbid Curiosities, the antiquities shop run by Ignatius Mordred, is destroyed in a supernatural storm, scattering his collection of cursed artifacts across the city. Race to recover these dangerous relics before they destroy Beor, but be warned, you aren’t the only one after the artifacts and any that slip through your fingers will later be used against you in an epic final battle.
New Random Encounters!
The pool of random encounters has deepened, adding new danger, new loot and a special collection of encounters around the tavern itself, including a town crier who recaps your latest accomplishments.
New Storyline: “The Cellar Door”
Beneath the tavern stairs, the heroes find a small, locked door. You’ll need a skilled locksmith to crack this one and uncover the final legacy of the Ravinger Four in an first stage of an ongoing storyline that will continue in our next patch.
New Narrative Controls!
With a range of new tools at our disposal, you’ll likely notice that new quests are a whole different beast than some of our earlier content. More dangerous, more rewarding and the game remembers everything you’ve done and will regularly reference your previous successes and failures. We’ve also reworked the existing storylines to fine-tune damage and add more complexity and callbacks. Encounters can now heal wounds as well. It has never been more important to bring a healer with you into dangerous territory, as they not only minimize damage as you receive it, but there are sometimes stages before a boss battle in a dungeon where your party stops to heal up. If you don’t have a healer, you waste that chance and have to tackle the boss while banged up.
Improvements to Questing:
More control of parties while questing:
- Each character rolls separately and can choose their action
- UI while questing dramatically reworked for clarity and style
Improvements to the Tavern:
- UI Improvements to improve the experience of managing characters and the tavern.
- Further stock improvements allowing for more control of sale price in the tavern.
Following this post will be the Features in their glorious detail!
From everyone here at the Tavern,
Have a Cozy Winter’s Crest!