Exiled Kingdoms

Exiled Kingdoms changelog
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Author:  DavidBVal [ Tue Apr 05, 2016 9:39 am ]
Post subject:  Exiled Kingdoms changelog

This thread is outdated, to check a full Changelog of the game please visit:



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Changelog of latest builds
Go to the bottom of this page for the latest changes.You can also check the log for older updates. If you want to be notified of updates, use the Suscribe topic link on the upper left corner.

v.0.7.886 - 30/3/16

-"A Key to the Past" quest is now completable.
-Fixed a crash that could happen when talking to travelling armorers.
-Bugfix: Turkish language devices will now run game scripts properly.
-Bugfix: solved the error that could freeze companions permanently.
-Bugfix: no longer upon reload the wrong spawns will appear(monsters in town, or empty town)
-Fixed a bug that could crash the game when followed by certain NPCs.
-Sneak Attack only works on melee now, skill points have been refunded.
-Many small fixes added to dialogues and map geometry.
-UI changes and adjustments.
-Several new magic items.
-General stability and performance.

Author:  DavidBVal [ Tue Apr 05, 2016 9:44 am ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.887 - 4/4/16

-Some loot was missing in King Gurguth's throne... added now!
-Cleric skill "Heal Wounds" improved; levels 2 and 3 have a better heal ratio, and heals party members after you are fully healed.
-Rogue skill "Archery" improved; now the extra damage progresses as you level up.
-Warrior skill "Whirlwind" has now less stun chance, skill points have been refunded.
-Potions of mana now work correctly, and were added to some chest loot tables.
-Increased drop rate of healing potions in chests, especially on early dungeons.
-High level traps and secret doors were easy to detect due to a bug. Fixed now.
-Fixed a few problems with the behavior of "back" button in main menu.
-Town Hall bounty spawns will no longer kill each other (notably orcs tended to fight their own bodyguards...)
-Respawned monsters (usually ghosts or rats) will grant reduced XP/drops after the first spawn.
-Many, many other bugfixes.

Author:  DavidBVal [ Tue Apr 05, 2016 9:27 pm ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.888 - 5/4/16

-Solved issues with the android back button in menus.
-Solved the "black box" bug with vault window and backup window.
-Cleric heal was not being calculated correctly, fixed now.
-Several other minor fixes.

Author:  DavidBVal [ Tue Apr 12, 2016 9:00 pm ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.890 - 14/4/16

Content and world changes/additions

-Fire and flames added to Gorx Lair and the Flame Pits (still experimental and in progress, many other effects will follow). Those areas also had other minor changes to their layouts, and can be a bit more challenging now.
-New hidden area (level 13+).
-New blunt weapon types available for clerics and warriors: hammers, and mauls. Hammers are fast and light, Mauls are two-handed, slow and hard-hitting.
-Urcrymdrax respawned, and dragon loot has been improved.
-Potions of mana now are a bit more potent.
-Troll skins, Merple and Deadweed are now stackable, by popular demand.
-A few new player portraits added (made by Irina)

Balance changes

-Monsters of level 10+ are stronger than before, and get much stronger on each additional level, be warned!
-Elemental creatures (imps, hellhounds) are now healed by their native element... pick your weapons carefully.
-Warrior skill "Cleave" now affects limited targets, one extra per skill level, an now has three levels that cost 1,2 and 3 points. Just in case you don't like this change, your skill points in Cleave have been refunded.

Bugfixes / adjustments

-Pathing: companions shouldn't get stuck trying to walk through you, same with some monsters and corners.
-Solved a bug that could cause NPCs to walk through obstacles.
-Ironman fix: if saved game gets corrupted, you will return to your last inn sleep upon reloading, not to level 1.
-Crashfix: some specific devices were experiencing crashes (LG G Pad, notably). They should be fixed now, or at least the problem reduced.
-Dialogue adjusted to not be cut off in some lower resolutions.
-Skill buttons will be updated correctly when you reassign slots.
-Graphic optimization, should make the game run better in towns.

... and many, many minor fixes here and there.

Author:  DavidBVal [ Fri Apr 15, 2016 10:11 am ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.891 - 15/4/16

-Fixed an issue that could have the player stuck at the inn door.
-Fixed an issue that could make floating texts(damage, xp) no longer appear over the player.
-Improved loot on Trollfens, adding extra gold and new items, to make it adequate to the new challenge.
-"Take all" button removed from vault and other persistent storages.

Author:  DavidBVal [ Sun Apr 17, 2016 1:40 pm ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.894 - 18/4/16

-Bugfix: the "Take All" button is back.
-Fixed a few pathing issues.
-reduced aggro range of companions and followers.
-Many other minor adjustments and fixes.

Author:  DavidBVal [ Tue May 03, 2016 11:25 am ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.901 - 3/5/16

Content and world changes/additions

-"Smugglers in the Night" quest is now completable, and you can join the Seventh House guild if you complete it.
-Added the Warrior's Guild in New Garand, with one new quest, which allows to join this guild.
-Advanced skills added! Trainers for 8 of them can be located in the two available guild halls. Some can be trained by just gaining entrance, others require becoming a member. More skills and guilds will come!
-New Quest and conversations in Mount Storme.
-Axes and greataxes added. On average similar to swords, but with a wider and less predictable damage range, and better criticals.
-Both dragons in the game have been respawned... if you already killed them, give another try!

Features and improvements

-Attack focus will remain on the enemy you last attacked, even if other enemies join, as long as the original target remains in range.
-Fourth skill slot added. Slots now look smaller (but touchable area is actually the same as before)
-Criticals! they're far more relevant for combat now. Each weapon type has a different critical chance, from 3 to 7%. Maximum weapon damage is used as a base for criticals, so watch out those axes...
-Companions will have a minimum XP equal to half of your own.
-The Skills window now has a "details" button that shows you what the skill does on all levels.

Bugfixes and adjustments

-"Bash" and "Kick" skills will work better now, autofacing enemies, and with same range as regular attacks (Was a bit shorter). Bash description has been fixed.
-Pathing fixes: companions won't "lag" when following you.
-Pathing fixes: enemies won't get stuck on obstacles as easily as before.
-Fixed a problem that caused some enemies to aggro through walls.
-Rogue "Evasion" skill has changed. Now it will give you a chance to dodge during 5 seconds, and it can be used during combat. Your skill points will be refunded.
-Mana cost of Arbeno's Might has been reduced from 3/5/7 to 3/4/5.
-Opening doors will not alert every enemy in a room, just the ones at 4 meters(tiles) or less.

Author:  DavidBVal [ Mon May 16, 2016 10:22 am ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.908 - 16/5/16

Content and world changes/additions

-New area: Great Inori, with new content, NPCs, items, a quest and a dungeon. Beware, new kinds of undead...
-New companion added!
-New Garand temple is now open, and there's a new quest related to it, that allows you to join the Church of the Three. You can also visit the outer yard of the Royal Castle.
-2 new cleric advanced skills, available if you join the Church of The Three.
-Town Hall Quests: increased from 54 to 82.

Features and improvements

-New Easy mode (called 'Casual') allows to save in dungeons and gives a little regeneration when idle, if you are very injured.
-Spirit Resistance now provides a chance to resist effects (for now, only Stun, but eventually fear, charm, paralysis...). A succesful resist reduces duration in half, but success by very high margins can entirely shrug off the effect.

Bugfixes and adjustments

-NPC AI will not get "locked" with unreacheable enemies.
-Companions now gain more XP (from 60% to 70%)
-Companion aggro range increased when they wield a ranged weapon.
-Companions will only try to disable a trap if they have a fair chance to do it (65%+)
-Assassinate & Massive Criticals advanced skills weren't working properly. Fixed now.
-You can now sell belts to any armor trader.
-Bugfix: you can no longer store plot items on non-persistent containers.
-Cleric skill "Crusader" is now more powerful, but the third level costs a bit more. If you had trained it to level 3, your points will be refunded.
-Dozens of small fixes and adjustments.

Author:  DavidBVal [ Sun May 22, 2016 7:06 pm ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.914 - 22/5/16

Bugfix and optimization/adjustments update:

-"Sneak Attack" rogue skill now really works when you attack an enemy from behind, including stun chance. The damage increase has been reduced a bit; your skill points have been refunded.
-Stun duration fixed: a bug was capping it at 1 second.
-Arbenos' Might fire aura effect was lasting less than it should; fixed.
-Rogue +10% gossip bonus is now fixed and working.
-Archer NPCs had some "blind spots" when player was close to walls or doors; fixed.
-Companions will not despawn when you reject them joining you.
-Companion XP gain increased.
-Fixed a bug that made the stack quantity numbers remain on a container slot after looted.
-Fixed/improved over 50 small errors in dialogues and descriptions.
-Fixed a bug that caused some day/night cycle creatures to spawn incorrectly.
-Optimized memory usage and speed whenloading new maps.
-Dozens of minor fixes and optimizations.
-Added Donation section in main menu.

Author:  DavidBVal [ Thu Jun 09, 2016 4:17 pm ]
Post subject:  Re: Exiled Kingdoms changelog

v.0.7.923 9/6/16

Content and world changes/additions

-New areas: city of Freetown (still in progress), two nearby outdoor areas, and dungeons.
-4 new quests added.
-Dubious Poetry quest is now completable.
-25 new items, including new armor sets and unique weapons.
-Many NPCs, dialogues, and challenges.

Bugfixes and adjustments

-Shield upgrade: shields now make a big difference in how armor resists damage, and this effect scales up with armor progression. When wearing a shield you will subtract from each blow a 40%-100% of your total armor, as opposed to 20%-100% when no shield is equipped.
-Less armor on monsters: as a consequence of the above, many monsters not wearing shields will be a bit more vulnerable to damage. Some thick-skinned monsters like minotaurs and wyverns still count as having a shield.
-Swords, hand axes, and maces now do slightly more damage.
-By default, the game will not prompt for Google Play Services login when first opened.
-Fixed a bug with arrows going through walls and other arrow anomalies.
-"Duel" advanced skill was not adding its damage, fixed now. Beware monsters with Duel... disengage for 2 seconds to stop the effect.
-Immersive mode: the game will hide android taskbars on devices supporting it (4.4+).
-Many minor fixes and typo corrections.

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