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Knights of Frontier Valley

For discussing role-playing video games, you know, the ones with combat.
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Statesman
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Knights of Frontier Valley

Post by Statesman »

Stumbled upon this upcoming game on Reddit and figured someone here might be interested. Excerpt from the developer below:

Knights of Frontier Valley (KOFV) is a isometric survival RPG set in a low-fantasy medieval setting. It contains roguelike features, including permadeath and procedural map generation. For instance, on your first run, you might decide to do the main story and learn everything there is about the game lore. The story acts as a simple pointer, and not following it will not hinder your progress in the game. Go from humble beginnings to glory in this challenging, roguelike RPG inspired by classic titles. Explore a unique open world each new game, face enemies in tactical combat, venture from bustling cities to dark dungeons, customize your character, solve quests, make impactful choices, and survive!

Here are some of the game's mechanics and what you can expect:
  • Realistic day and night cycles and seasons β˜€πŸŒ₯ β€” NPCs have routines and behaviors depending on the time of day. During the day, NPCs work on their day jobs: cutting wood, forging weaponry, cooking meals, guarding posts, etc. At night, their routines change as they clock off work, just like in real life. This gives you the opportunity to experience KOFV from a different angle. Maybe it's easier to sneak into the kitchen and grab some food instead of starving, or perhaps it’s your chance to break into a house.
  • Crime & Punishment system β›“οΈπŸ§‘β›“οΈ β€” Make a name for yourself in the shadowy underworld by stealing, attacking, threatening, and engaging in other criminal activities. Your crimes will be recorded in a journal entry, and if you build up too many, you will eventually be executed in a town square. To avoid having your crimes recorded, act like a real-life criminal: do it when nobody is around or leave no witnesses. We aim to create an immersive game where every action matters. We won't disclose the full details of this mechanic, as we want you to experience it firsthand with no expectations.
  • Hydration and starvation πŸ—πŸ’§ β€” Your character is part of an immersive and dynamic world, exposed to the elements and many other lifelike challenges like hunger, thirst, exhaustion, diseases, and more.
  • Tactical turn-based combat βš” β€” Engage enemies in gridless turn-based combat. You can choose to play it slow and think through every action or speed up the battle and resolve it quickly.
  • Dungeons 🏰 β€” Instead of hundreds of dungeons, our game features hand-crafted locations filled with meaning, lore, loot, and occasionally deadly beasts.
  • Factions πŸ™‹β€β™‚οΈ β€” There are several factions you can join, or you can decide to go at it alone.

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Post by 1998 »

Solo dev, own engine and that scope...I can't see that working out well.
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Post by Mortmal »

1998 wrote: ↑ August 27th, 2024, 12:45
Solo dev, own engine and that scope...I can't see that working out well.
Most often , it doesnt work indeed. But at least its a rpg i never heard about before anywhere else but on RPGHQ.
Last edited by Mortmal on August 27th, 2024, 19:17, edited 2 times in total.
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Post by WhiteShark »

Statesman wrote: ↑ August 27th, 2024, 11:35
The story acts as a simple pointer, and not following it will not hinder your progress in the game.
I'm curious what this means. Against what is progress measured if not the story? Is there some other goal, or is it yet another survival game without any greater objective?
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Post by Statesman »

1998 wrote: ↑ August 27th, 2024, 12:45
Solo dev, own engine and that scope...I can't see that working out well.
I like rooting for small/solo projects though. Playing through one man's vision certainly creates a more cohesive and interesting experience than a game designed by committee.
WhiteShark wrote: ↑ August 27th, 2024, 20:02
Statesman wrote: ↑ August 27th, 2024, 11:35
The story acts as a simple pointer, and not following it will not hinder your progress in the game.
I'm curious what this means. Against what is progress measured if not the story? Is there some other goal, or is it yet another survival game without any greater objective?
From what I gather, it was simply his way of saying that ignoring the main story/quest did not lock access to unrelated sidequests/explore other areas of the game.
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Post by Finarfin »

oh, so they're ****. Cause otherwise i gotta question what I'm seeing here.
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Post by Adamant Studios »

Appreciate the interest in my game - thanks for covering it @Statesman
Regarding gameplay, a game run is split into ten chapters, each spanning a few months (one season). Each chaper comes with a main quest and some side quests, but they are all optional. You can skip any and all quests and just go explore the open world on your own, but you'll miss out on some rewards.
Alpha 3 release (closed demo) will be ready in a few days, next version will be a public demo then. Hope you'll like it.
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Post by Vergil »

Adamant Studios wrote: ↑ September 29th, 2024, 22:52
Appreciate the interest in my game - thanks for covering it @Statesman
Regarding gameplay, a game run is split into ten chapters, each spanning a few months (one season). Each chaper comes with a main quest and some side quests, but they are all optional. You can skip any and all quests and just go explore the open world on your own, but you'll miss out on some rewards.
Alpha 3 release (closed demo) will be ready in a few days, next version will be a public demo then. Hope you'll like it.
Cheers,
Martin
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I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
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Post by Tweed »

CRINGE

No wait, I'm sorry, this just isn't enough...


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Post by Statesman »

Adamant Studios wrote: ↑ September 29th, 2024, 22:52
Appreciate the interest in my game - thanks for covering it @Statesman
Regarding gameplay, a game run is split into ten chapters, each spanning a few months (one season). Each chaper comes with a main quest and some side quests, but they are all optional. You can skip any and all quests and just go explore the open world on your own, but you'll miss out on some rewards.
Alpha 3 release (closed demo) will be ready in a few days, next version will be a public demo then. Hope you'll like it.
Cheers,
Martin
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Post by Luckmann »

Interesting ****, honestly. Yeah, it looks a bit jank, and there's plenty of room for fuckups, but I still think it looks promising.
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Post by Acrux »

Here's an interesting development:

Robert J. Kuntz will be working on this game.

https://store.steampowered.com/news/app ... ?l=english
Venerable Knights of the Valley,

Today I have an exciting announcement to make about a new partnership with a legendary tabletop game designer who will be working on Knights of Frontier Valley. But before I go into detail here, it is important to explain the massive influence tabletop RPGs had on the game, which is what makes this partnership so important.

In the 1980s, countless hours of my lifetime went towards playing tabletop RPGs with my friends. When I wasn't playing, and I was alone in my room, I read pre-made adventure modules (or made my own) and dreamt of playing them.

We started off with playing "The Dark Eye", a German tabletop system inspired by Dungeons & Dragonsβ„’ (*). Then we switched over to D&D itself and stuck with it for years. Later we also tried other games including MERP, Midgard, Cyberpunk, and Call of Cthulu. I loved all of them, but D&D will always hold a special place in my heart.




Around the same time, video games become a bigger thing. The games people knew up to then were simple home console arcade titles like Asteroids, Pac Man, or Donkey Kong ("simple" in terms of gameplay, that is. They certainly weren't "simple" to make).

When 8-bit home computers like the Commodore 64 or the Atari 800XL appeared, much better, affordable hardware became available to many. Games could also be saved now, allowing for longer and far more complex gameplay. It was simply amazing what some developers were able to get out of those machines. Titles like Ultima IV, Alternate Reality - The Dungeon, or the Bard's Tale (just to name a few of the genre), were incredibly deep, and the fun of playing some of them holds up with modern games to this day.

When the world updated to 16-bit a few years later, computers received all-around upgrades, and visuals and audio became increasingly appealing. I remember playing the original Rogue (name-giver of the "roguelike" genre) on my Atari ST... the only copy I had access to was a demo which ended after the first level. That didn't stop me from playing it for hours on end though... I just kept restarting and playing that one level. It was mesmerizing. For the first time, I had experienced a complex fantasy RPG video game with procedural maps, and there was no going back from there. If I ever make my own game, I thought, it would have to be replayable.

Tabletop vs video games

At the time, I was playing both tabletop and video games in parallel. How did those two worlds compare? Well, there were things that were quite similar, like the fun of creating a new character. But there were also stark differences. What sets tabletops apart from video games are essentially two things:

For one, you're usually playing video games alone in your room. No cameras, microphones or other technology used in online gaming can replace being in a room with your friends and having real human interactions. Other than adventuring together, a good deal of the fascination those games bring comes from being directly around other players and seeing them make funny faces or artistically throw the dice only to have it end up on a 1.

Then there is the seemingly endless freedom of choic and action found in tabletop RPGs. When a DM is faced with a player's intend to take an action he didn't anticipate, he can make up a solution for it on the fly. The player wants to rob the store of the quest giver, and the DM didn't think of this to happen? It just takes minutes to make up the list of the lootable store inventory and to roll the store owner's stats. Such a thing is not possible in video games, as the code has to include all game scenarios when it starts. An extension for robbing the store could be provided via an update, but it cannot be added dynamically at runtime. Developers can add new scenarios based on community feedback, but it's not a seamless experience and it will never be possible to implement the ideas of all players - in video games, possibly tens of thousands.

Therefore, tabletop RPGs will continue to offer a unique experience. But video games have their own advantages - for one, they will always be available whenever you are in the mood for a game. There is also something to be said about directly seeing and hearing well-made worlds like those in "Red Dead Redemption II" or "Kingdom Come - Deliverance".

Despite the differences, tabletop and video game RPGs do have many things in common. When you create a fantasy RPG video game, you are essentially taking on the role of the Dungeon Master - you create the world, the cities, and the dungeons. You create the NPCs and control their behavior. You design the modules (quests), and you place the traps and treasures. You also roll all the dice - not in person, using a piece of plastic, but by assigning the task to a proxy: your game, which you taught (programmed) how to roll the virtual dice and when to use which one of them.

Inspiration for Knights of Frontier Valley

When I started working on KoFV, I thought of my tabletop times and wanted to capture some of that experience, like propably many other RPG video game developers had done before me. In my case, it led to adding three key tabletop mechanics:

1) Permadeath: Tabletop games do not have a concept of "reloading" after death. Death is permanent, and when it happens, you start rolling the dice for a new character. Without permadeath, there is no way of actually "losing" the game. This might be intended by many of today's game designers, as they want to make their game more appealing to as many people as possible. At first glance, a game might seem more rewarding if the player always wins, because, who likes losing? This is a misconception though. Players do not get the same feeling of accomplishment when they win a game that cannot be lost. They might still feel good about having solved all the puzzles and other challenges, but in the end, it was just a matter of time. For that reason, permadeath is enabled by default in KoFV. There is another option, but dying will always come with a penalty.

2) Single-character: In tabletop games, each player controls a single character. Sure, you play with friends and there is a party, but other PCs are controlled by other players. This is important, as the more interesting interactions between players, including conflicts of interests, do not come up when one person controls the entire party. Titles like Baldur's Gate, Wizardry, and many others are great fun, but by being party-based, they detach themselves a bit from the tabletop experience.

3) Turn-based combat: this feature is essential when trying to emulate tabletops. Games like Diablo, Skyrim, and many others are great RPGs, but action-based combat, or combat where the player does not directly control each move or attack, does not reflect the tabletop experience, which originally evolved from being a tactical wargame simulation into being an RPG. Now, in video games, combats are common and plentiful, and having to lead many easy battles can quickly turn into a chore. There are good solutions for dealing with this dilemma. KoFV was inspired by the 1986 title "Wizard's Crown" here, offering an automatic "quick resolve combat" in addition to the turn-based one. It's not a simple mechanic though that only produces an end result - a real battle is playing out in front of the player (just much faster), with the option to intervene when needed.



The new "Quick Combat" feature in KoFV - still working on it


Aside from mechanics, tabletops were also the inspiration for many other game components, such as quests or NPC behavior.

A long-term partnership

As tabletops play such an important part in KoFV's background, it is clear why partnering with one of the key designers of the original Dungeons & Dragons is a huge deal.

Therefore, I am incredibly excited to announce that Robert J. Kuntz has partnered with Adamant Studios to work on "Knights of Frontier Valley"!

Rob was a good friend of Dave Arneson and Gary Gygax, the creators of Dungeons & Dragons. He was Gary's protege and the lead play-tester for D&D with his iconic character Robilar. He contributed significant content to the game through D&D's supplements such as Greyhawk and Gods, Demi-Gods & Heroes.

His designs have been nominated for awards three times and have won twice: Maure Castle won the Golden ENNIE award and was published to celebrate the 30th anniversary of D&D; and Kings & Things won the Charles Roberts award for best Fantasy board game.

Today, Rob is as active as ever in the tabletop community. He is still publishing content, DM'ing game sessions and giving many interviews, seminars and workshops. As the last man standing from the early Dungeons & Dragons era, he is the only authoritive go-to source when it comes to questions about the early days and how the original creators intended the game to be.

Rob will be acting as both a creative consultant and content contributor for KoFV. What we do have in mind for this partnership is much more than just making KoFV a better game though. We are looking ahead, past DLC for KoFV and a possible second instalment. Long-term, we will be working together on projects based on Rob's ideas and extensive IP.


Robert J. Kuntz






This is all I am going to share today, but there is more coming soon. There's another exciting announcement shaping up, and i also have an update on game development.

Until next time,
Martin



(*) "Dungeons & Dragons" is trademark owned by Wizards of the Coast and is used here for historical purposes only.
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Post by DagothGeas5 »

This looks like a very nice game, the horse animations remind me of Sacred, but the rest I see Icewind Dale :heart: :heart:
Hope it turns out well! Thank you for the update on this @Acrux , would probably not have found this thread without it! :heart:
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Post by 1998 »

New, substantial update. Hope he isn't getting burned out before finishing it. It still seems crazy ambitious and still pretty early stages. Godspeed, Martin :salute:

Version "Alpha3.fun" is shaping up nicely!

Honorable Knights,

Today I have an update for you on the progress of the upcoming version "Alpha 3.fun". If you've been following, you might remember that this version was named after its purpose, which is to make the game even more fun.
To recap: while version Alpha 1 was a demo of the homebrew engine, Alpha 2 was a demo of the gameplay, though still very limited.
Alpha 3 then extended the gameplay significantly, but many things were still missing. Up to then, it was mostly about making the game "run"; now it is about making it "fun".
Although "3.fun" still has the previous version's number in its name, it is the biggest update yet and it is well on track to accomplish its goal.
We are about halfway through the dev cycle, the scope is now finalized, and I'm ready to share it. So - what's in there?

1) Character progression

Making your character grow and improve is a core feature of any RPG. In the previous version, you were able to choose and customize your character, but there was no way to gain skills or level up during the game. No longer so! Character progression is now implemented, full blast.
At the beginning of the game, you will choose your character class from three possible options, setting your general approach to life challenges - will you, for the most part, take advantage of your physical strength, nimbleness and skills, or your wits?
When, after some playtime, certain requirements are met, you will be able to choose a profession - each of the three character classes will offer three different options here (so nine in total). But we're just getting started - you will also be able to further specialize in one of three "profession branches", which are unique to the each profession. In total, this means you will be able to choose from 27 different roles in the game, and they all come with individual advantages, titles, and unique perks! There will also be different quests tailored to each of them.

Perks are new, too. There are some basic personality characteristics that can only be selected at the beginning of the game, but most perks can be earned later on when their requirements are met, which for some might contain holding a certain profession or branch.

Image
The Character Growth Tree: trunks are professions, branches specializations, and leaves represent perks

The character creation process has also been improved in many ways. Based on the character class you choose, you will now start with some experience in relevant skills. Most characters will be able to ride normal horses from the beginning, and everyone will be able to swim. In fact, the "swimming" skill has been removed altogether, but you will still be able to get better at it through a swimming-related perk.
The removal of swimming is not the only change to skills - several of them have been changed for more fun and balance.

Since we're talking about characters, there have been numerous other improvements which are not related to progression. As an example, the logic to determine relations between characters and whether they know each other has been overhauled. NPC behavior has also gone through some improvements, while further improvements will be the focus of the release after this one.

2) Story mode

Alpha 3 was mostly a sandbox game - there were a few isolated quests, but no main story. That's no longer the case. Story mode has been added to the game, which means it is now (finally!) broken down into chapters. Each chapter represents one season (= three months) and comes with a main quest. If you manage to solve that quest quickly, you can choose to fast-forward the remaining chapter time. This is useful if all side-quests have already been solved, or if you just want to move on. Alternatively, you can play out the rest of the season and keep side-questing or explore the world free-style.
When the chapter ends, you will be rewarded for actions during the season and might level up.
Alpha 3.fun will contain the first three chapters of the game, which cover summer, fall, and winter of year one of your adventure. For the first time, players will be able to enjoy all seasonal visuals - they have been part of the game all along, but until now, there was no way to experience them... so far it had always remained summer.

New quests have been added, too, and permadeath has now officially been made optional. The intended way of playing is still with permadeath enabled (I explained in the previous post why that's the case), but you will be able to choose a more relaxed mode at the beginning of the game which will allow you to reload after your character dies. This comes at a penalty though, to keep death meaningful - you should still have a good reason to keep your character alive.

3) Combat

In the past, each new version came with improvements to tactical combat. This is true this time as well, but there's more than that. I added a brand-new "quick resolve" combat mode, which can be chosen in most cases. Tactical combat is fun, and if played smartly, can give you an edge over your opponents. But this is an RPG, and there will be plenty of battles to fight, including some against inferior enemies. Having to make every move in a battle where the winner is pretty much clear from the beginning can quickly turn into a chore. And remember what this version is all about!
Quick combat will play the combat out in an overview panel. It is a real battle that's going on there, just much faster, and you can adjust the speed if you are involved. The panel includes information on all participating combatants, the combined power of each side, and (if you are involved yourself), an overview of your injuries. If things get too spicy, you can intervene and choose to escape - but it's best not to wait too long, as your chances of getting away will lower with any sustained leg injury and when there are fewer combatants remaining on your side.
NPC groups will also fight against each other on the travel map, and you can watch their battle from a safe distance, or join in.

Image
We're going to stay on that hill and grab some popcorn

Another notable improvement to combat is the change of the size of local wilderness maps. When you run into enemies outside town, tactical combat will start on a procedurally generated wilderness map. In the past, those have been fairly large, which meant there was quite a distance to cover before you got to your enemy. By reducing the size of those maps (which, at this stage in development, was a complex change affecting many parts of the code), the frustrating few first turns where everyone was just running towards each other are a thing of the past.

4) A new type of dungeon

This part isn't done yet, but I am working hard to get it in. So far, there have been two types of dungeons in the game, but many more are still on the list to be added. All of them come with unique visuals and are in an advanced state, but they aren't quite ready for release yet.
A new dungeon also means new music and sound effects, new characters who inhabit it (including their portraits, animations, and behavior), and new items, so this isn't a small thing. I'll see that I get one of them in this time though.

5) New objects, items, and characters

Alpha 3.fun introduces new map objects and usable items. You will now be able to light your way using lanterns and candles, for example, not just torches. There are also new types of armor and many other things. Cities now contain street signs to indicate which city quarter is adjacent to the current map. Also new is the concept of having to identify special items, which is not automatically happening anymore.

A number of new characters have been added too. I don't want to give everything away, but I can say the faction of the Undead has grown.

Image
It's safe to assume that those guys are going to cause trouble

And finally, some long-missing animations have been added - children can now also go to sleep!

6) UI additions

When something interesting happens, a small message about it might appear at the bottom of the screen. Those messages used to be a bit of a mess - depending on the map's background color, they were sometimes hard to read, and there was no way of going back to earlier messages. The feature was also a bit buggy, and messages sometimes overlapped. That's no longer the case now. Like in many other RPGs, those messages now live in a dedicated panel, which can be scrolled to show earlier messages.

Another interesting UI change is your satchel, aka the "quickslots". The satchel has always been available on the inventory screen, but until now, you weren't able to use items from it during combat, which really is its main purpose. Sifting through your backpack to use an item while a troll keeps hitting your head with a club is (and was) not an option during combat. Now though, you will be able to use items from your satchel, a small bag at your belt which is easy to get to. Just like before, the satchel will start with three slots, but now it can also be upgraded (the low number of slots, by the way, is fully intended. Tactical combat should be won by avoiding overpowering enemies and making smart moves - not by hauling around a huge number of healing potions).

Image
Two of the new UI parts: message panel and quickslots

Many other UI changes were made, including a custom mouse cursor which changes its appearance based on the default interaction of the entity you are hovering.

7) Audio additions

New music tracks and sound effects have been added, but the bigger audio change is something else. I don't think anyone really knew this, but the game includes a custom speech engine which allows the PC portrait to speak with realistic lip movements. I once posted a video about it, but it didn't get much attention. The speaking PC portrait was implemented years ago and it always worked, I just never got to really use it. It's a fun feature, and this is version "fun", so the time has finally come for it to be unlocked. Your character will now drop the occasional comment when something interesting happens, and in the future, he will have more and more to say.

8) Technical improvements

Lots of internal improvements have been made. This is tech stuff not everyone is interested in, but I will highlight some of the more important changes:
Automatic crash reporting: since no one enjoys clicking their way through folders to locate obscure error logs and send them by email, I added a new feature which will send crash reports automatically. This can further be improved over time, but it's already working and will provide me with essential troubleshooting info without asking players for more than an approval click.
Seamless loading of animations: new characters appearing on the screen used to freeze up the game for a moment while animations were being loaded. This is no longer an issue - they are now being loaded bit by bit in the background between renders, and the new character will appear when everything is done.
Map change performance: improvements to memory management and the processes of loading and saving the map have massively sped up the process of changing maps, making the game more fun without a doubt.
20 leftover bugs from Alpha 3 have also been fixed.

That's it for today. There has been a lot going on lately, especially around the partnership with D&D design legend Robert Kuntz, but there are more news to share soon - stay tuned!

Martin
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Post by 1998 »

Now published by MicroProse, plus a new trailer

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Post by 1998 »

Didn't do much the last few days, but I played an early alpha here, and it's promising! It's very raw and probably too ambitious, but it's definitely going somewhere.
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New Arc Line [Early Access] [Informational]
Passageway of the Ancients [Not Recommended]
Beyond Galaxyland [Recommended]
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Post by rusty_shackleford »

1998 wrote: ↑ June 6th, 2025, 17:43
Didn't do much the last few days, but I played an early alpha here, and it's promising! It's very raw and probably too ambitious, but it's definitely going somewhere.
Does it have any sort of story, or is it just roguelike gameplay?
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Post by 1998 »

rusty_shackleford wrote: ↑ June 6th, 2025, 18:02
1998 wrote: ↑ June 6th, 2025, 17:43
Didn't do much the last few days, but I played an early alpha here, and it's promising! It's very raw and probably too ambitious, but it's definitely going somewhere.
Does it have any sort of story, or is it just roguelike gameplay?
Probably both it's starts with a pretty good tutorial. And starter Level. Not sure what's after it. But compared to other similar games this seems.more advanced
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Post by Acrux »

Demo is coming soon.

https://store.steampowered.com/news/?em ... 9872904381
Most venerable Knights,

The public demo is coming soon! Everyone (read: You) will be able to download it for free and enjoy hours of gameplay. Mind that this is not Early Access, and it will not yet be what I have in my mind as the full vision of this game. For example, you will not be able to join factions yet or play past the third chapter. But it is going to be a very representative demo, and if you like it, it is safe to say you will like the finished game even more.

I am about halfway through the development cycle for this version and can now share the scope. The list is still subject to (minor) changes, but in general, this is what you can expect:


Quickdemo
So many demos to try, so little time. The quickdemo is a separate adventure called "Aldhelm's Path" which showcases some of the game's highlights. You will play a premade character named Aldhelm Sanderford who got himself in trouble... help him out, and then help him get rich!

Following the plot tightly, you should be able to complete this story within two hours (the original plan was 30 minutes, but that turned out to not be enough to make the story immersive). The background story is presented with a new "slideshow cutscene", similar to those describing the history of the valley.

Of course, aside from this quickdemo, the main game will also be available.



Early on, Aldhelm was forced to steal to survive. But maybe now, life has a bit of luck in store for him?


Crafting
In this version, you will be able to craft a number of items utilizing your crafting skill and corresponding "schemas". Over time, more schemas will be added, and the feature will be extended to also include smithing and alchemy, as well as maintaining and even improving your equipment.



You will need the skills, materials, and a "schema" to craft an item. Some items might have additional requirements, like only being craftable in certain places.


Prison mechanics
As part of the "Crime and Punishment" feature set, handling of your character being in prison has been added. You can try to break out in various ways (some are faster than others, but also riskier). Alternatively, if your sentence is short, you can choose to sit it out and get released with a clean criminal record. This comes at a price, though, as you might lose a few skill points due to malnutrition and neglect for the time you spent in the foul cell.



Unsurprisingly, you will spend most of the time in your cell while in prison. But sometimes, you might get an opportunity to leave the stinking hole. Here, the guards need help picking the lock of a rich man's villa who lost his key. Do you think they will share the reward?


New gameplay mechanics
Some QoL features have been added, including the option to upgrade your satchel for an extra quickslot, and attaching a lantern to your belt to keep both hands free for your weapon and shield when exploring a dark place.

Two new items expand your inventory's capabilities. The "Lord's satchel", a fine leather pouch of exquisite craftsmanship, can hold a bit more than the standard variety, but comes with a hefty price tag.
The "belt clip" allows for attaching certain items to the belt, including a lantern.


Interactive tutorial
Knights of Frontier Valley is a complex game with many features, and some of them are presented in unique ways. The new interacive tutorial will guide you through the most important and interesting ones.



Design goal for the interactive tutorial: "make it not be annoying". Let's see if I can pull it off.


Improved NPC behavior
Like in every prior version, NPC behavior including daily routine, reaction to threats, handling of combat, and more has been tuned. But this time, entirely new behavior patterns will be added for city inhabitants, making cities feel much more alive.


New content
There are new items, objects, and characters. There are also new graphics, animations, music, sfx, and PC voice output.


Many other improvements
There are improvements to the UI, the handling of audio playback, the main menu, the credits screen, and many internal things for performance and stability. 23 bugs have also been fixed so far.


I hope you are getting as excited about this release as I am... there is a bottle of Zinfandel I have been saving for this moment for eight years.


Until next time,

Martin
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Post by Acrux »

He also posted a long article about combat today.

https://store.steampowered.com/news/?em ... 6158049067
Quick vs Tactical combat

While characters like mages and thieves might frequently try to avoid a direct confrontation, it will be hard to not ever get involved in combat. And that is just fine, since tactical combat is one of the key features of Knights of Frontier Valley! In fact, combat happens often, and it is a major source of loot and experience.


When a battle starts, you are given a choice: do you want it to be resolved automatically ("Quick Combat"), or would you prefer to control all your character's actions in tactical combat?


During Quick Combat, a real battle takes place where the computer controls both sides. It runs much faster than tactical combat, though the speed can be adjusted.

While a battle is ongoing, the remaining combatants, the PC's injuries, and the power balance are updating in realtime. When things get ugly, you may try to run away. That is, if you still can... your chances of escaping will lower with any sustained leg injury and when the number of friendly combatants goes down. So if things turn out to not go in your favor, do not wait too long!



Too many goblins for brave but inexperienced Beornred. If he fails to escape, they won't show mercy


Using Quick Combat is best when you will likely win the battle. For tougher ones, it is advisable to take matters in your own hands via tactical combat.


Combat rounds, action points, and initiative

Tactical combat is turn-based and plays out in rounds. Combatants start each new round with 10 action points (AP) which can be used towards moving, turning, attacking, casting spells, interacting with objects in the environment, or using items from the inventory. If a character ends his round with any remaining AP, the leftover points will automatically improve the defense.


After a character completes one action, the next actor is determined, which is the one with the highest initiative value. That value is a combination of the character's reaction attribute, their remaining AP, and a dice roll that occurs at the beginning of the round. When characters act, they spend some of their AP which automatically lowers their initiative ranking, so most likely another character gets to act next.

Characters may act several times during one round until they have no AP left. When all characters have used their AP (or decided to end acting for this round), a new round begins.


Action sectors and attack range

Characters can only attack enemies within their "action sectors". Those sectors represent a character's field of view and attack range - each sector covers an area of 45 degrees, and usually, there are three of them shown, totalling to a an actionable area of 135 degrees in front of the character.

When the field of view is limited, for example when wearing a heaume (a full helmet with only a small opening for the eyes), fewer action sectors are available to operate in - in this case, only one. On the other hand, characters who learned the "Intuitive vision" perk have a wider action area.

So action sectors each cover an area of 45 degrees sideways, but how far the cone extends outwards depends on the attack range of the equipped weapon. When using a ranged weapon, the action sectors become very long 45-degree cones, while characters fighting with their bare hands will have to get very close to their enemies in order to attack them.



Given the direction this character is facing, he can attack two of the vampire bats around him


Attacking and defending

Many factors go into the evaluation whether an attack is successful or not. Weapon skill, dexterity, encumbrance, light conditions, the difference in size category between attacker and defender, the defender's leftover AP, and a dice roll come into play to determine whether the attack went into the right direction and might be a hit.

If so, the target might still be able to evade (using the reaction attribute, evasion skill, and a dice roll) or block with a shield (shield skill).

If the attack dice roll result greatly exceeds the defending one, the attack is considered a "masterful strike' and will be very hard to evade or block.

Evading or blocking is not possible against surprise attacks.



This character can use his staff for various attacks against the hellhound, each targeting different areas. The number under each attack button indicates how many AP it will cost: thrust forward = 6 AP, slash sideways = 7 AP, and bash downwards = 8 AP. The character is also close enough to do a kick (7 AP).


Damage, body parts, bleeding, and death

If an attack goes through, damage is determined by the weapon's damage rating plus a dice roll (and for melee attacks, also the attacker's strength), and then gets reduced by the target's armor rating at the affected body part. With the "Gap stabber' perk, a sneaky attacker may target small gaps where pieces of plate armor connect, bypassing it completely on success.

If a hit causes a large amount of damage, it is considered a crtitical hit and might cause additional effects - the target might get stunned, disarmed, or suffer from something else nasty.

Damage is counted for each body part separately. For humanoid characters those body parts are the head, the torso, each arm, and each leg. Non-humanoid charactes have other body parts like wings or hind legs.

A body part can only take so much damage before it becomes "crippled' and stops functioning. If your arm has sustained maximum damage, you will not be able to hold a weapon or a shield. Badly injured legs prevent you from running, kicking, or (if both are crippled) moving at all.


Damage comes in the form of tissue and bone damage. Tissue damage heals much faster than bone damage, but might cause bleeding or an infection.

Bleeding is dangerous - until the bleeding is stopped by applying a bandage or through other means, your blood loss will continuously increase, weakening you until you bleed to death. Bleeding also heals naturally while tissue damage heals, but it is a slow process and you might not survive for long enough to see it complete.

In rare occasions, single hits causing high damage against the head or torso can be instantly fatal - think of brain damage or a stab to the heart! Just like it was in medieval times, it is critically important to protect your vital organs.

When a character takes too much combined damage across all body parts, it is time to say good-bye (death). The maximum damage a character can survive may vary between different types of characters - for most humans, it is 80 points (this value can losely be considered as "Hit Points").

A high endurance attribute value increases the maximum damage that can be sustained before dying.


Moving and turning

Tactical combat is "gridless", meaning characters can be positioned accurately anywhere and are not limited to hopping from cell to cell in a grid.

How far you can move depends on your remaining AP - traveling one "distance unit" (roughly three yards/meters) costs two AP. There are two ways of moving your character:

1) When accurate positioning is not necessary (like when you are just trying to get away from an enemy), a double-click at the destination point on the map will move your character to that spot (or as far as your remaining AP allow). You can also do a single click to see the cost of the move first, and then cofirm or cancel.

2) To accurately position your character, use the "combat move mode". This mode is the tool of choice to prove your tactical finesse! While in combat move mode, you can see the effect of a move in advance - how many AP it will cost, which enemies will be in attack range, and which direction the character will be facing after arrival. You can position yourself pixel-perfectly between enemies to ensure that your chosen target will be in range, your shielded side will face the right way to maximize your defense, and that there will be enough AP left for an attack after arrival.





If you just want to change the direction you are facing without changing position, you can do so too at the cost of a single AP.


Standing guard

This part is not implemented yet, but a mode will be added where a character can "stand guard", allowing for an automatic attack against the first enemy moving through his action sectors during their turn. This is particularily useful when using a polearm with a long attack range.


Being engaged in melee

Any character who gets attacked with a melee weapon becomes "engaged in melee", limiting the possible actions. For example, you will not be able to sift through your backpack to look for that healing potion while a troll keeps bashing at your head with an oversized club. You may use items from your satchel though (your quickslots), as those are easily accessible.

You might also not be able to escape from the map while engaged in melee (characters with the profession branch "Skirmisher" may learn the "Escapist" perk, which increases that chance).

After not being attacked at close range for a turn, the "engaged in melee" status clears.


Interacting with the environment

Many interactions with objects in the environment are also possible during combat (the others would not be useful or take too long).

If things get tough, you can close doors to block the path for any non-humanoid characters (if you have the right key, you can also lock a door, stopping anyone who cannot break it down. Beware the fabled "Shadow" though, an undead creature that can move through keyholes).

You can extinguish light sources for a better chance of hiding away, or pick up a weapon dropped by your enemy after a successful "disarm" maneuver.

You can mount a horse to get away faster (fighting on horseback is also possible but requires a high "Horsemanship" skill), or take the stairs to escape from the battlefiled - some enemies might follow you though.

Like with any other combat action, interacting with objects uses AP.


Tactical combat is complex, but much of its complexity happens behind the scenes. I am looking forward to hearing what you all think of the combat workflow once you can download the demo later this year.


Until next time,

Martin
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Post by Acrux »

Open playtest coming in January.

Steam Playtest now open for sign-up!
The game has been years in the making - time to show what it is like
Venerable Knights,

Six months after Alpha 3.fun went out to a closed group of testers, the next big Alpha milestone is almost ready for release - but this time, everyone gets to play it. Including you. For free.

You can join the Steam Playtest by clicking the button here:



The game will unlock mid-January for everyone. Some of you waited for years to try out this unique RPG inspired by classic tiles, and now we are just a month away!


Mind this is not yet Early Access, but you will get a fully playable version that is quite representative of the final experience, although a lot more will be added before the game is officially finished.




Get to know many of the deep features of "Knights of Frontier Valley" in the tutorial adventure "Aldhelm's Path". Help unlucky thief Aldhelm out of trouble by crafting items, using your persuasion skills, stealth, lockpicking, and any other means you see fit.

Then guide him from a bustling city to a dark dungeon following the clues contained in a mysterious treasure map! Use your tactical finesse to defeat enemies that stand in your way towards riches and a better life.


When you are ready for more after solving this quest, start the main game with your own character and dive into a completely new challenge. Exploring new cities, dungeons, and other places you will advance through the first few chapters from the final game.

Make new friends and enemies in a detailed world with complex NPC behavior, changing seasons, day-night cycles, and realistic weather.

Customize your character, choose a profession, and specialize in a branch to become a master of your trade.


You can look forward to 6 to 10 hours of fun in this Playtest version of an old-school RPG with procedural world generation that makes every game unique.


See you soon at the palace in the grand city of Thyle!


Martin
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Post by Acrux »

The playtest is now up. He says it's an "alpha", so fair warning.
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Post by Algol »

I couldn't even get out of the ******* prison area...
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Post by Norfleet »

1998 wrote: ↑ February 14th, 2025, 16:25
NPC groups will also fight against each other on the travel map, and you can watch their battle from a safe distance, or join in.

Image
Why do you have to join one side or the other, though? What about the option to just KILL THEM ALL?
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Post by Maledict »

Algol wrote: ↑ January 20th, 2026, 01:47
I couldn't even get out of the ******* prison area...
Me when I started ******* Bonds
⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘⫘
My spirit will rise from the grave and the world will see i was right.