Sprinkles 2: Sprinkle Harder

This week’s serving of the DD beta comes with several clarity tweaks, most of them related to the graphical interface. Many players will appreciate, in particular, the ability to rearrange the class / race selection screen for more intuitive selection, as well as the increased clarity with altar sparkles. Digging just a little deeper, one […]

Now with extra sprinkles

As we continue making interface adjustments, we bring our attention to particular areas of player understanding, such as the under-used Taxidermist and improved building labels. As far as the former is concerned, we’re rather aware of the gap in usefulness and eventually want to give it more “mechanical” importance in the game … though a […]

Damage Control

It has been a crazy week for the QCF team – stolen equipment, cut-up faces and bad Soul Calibur matchups have all reared their heads in the past seven days. But we’ve persisted regardless and present, once again, the weekly DD Beta Update (capital letters for special emphasis). We continue to pick at the Kingdom […]

Smoothing out

Hail, players! This week was another bug cycle (admittedly cleaning up most of the problems that were introduced by last week’s update). The good news is that we’ve also addressed some grey areas that previously weren’t favouring players, making them kinder and more accessible for players struggling in earlier parts of the game. Tutorials should […]

Bring on the Pretty

We’ve got a lovely bit o’ news for you today: this is the first week that we’re taking the new Kingdom interface out of the back room and presenting it to players directly. Yup, the blog image isn’t a concept piece or a WIP, it’s a screenshot of what you’ll be seeing when you log […]

Bug Stomper

We generally like keeping a certain theme around every beta update post, but this week’s fixes are scattered about like breadcrumbs over a kitchen counter. A randomly-generated, puzzle style kitchen counter. It’s difficult to say what the big news is this time around. So, we guess this post is here to announce that we made […]

Super Vicious

We have a treat for anybody seeking a game-wide difficulty spike: the new Vicious Token is out and about and hidden within the Kingdom somewhere, allowing suitably experienced adventurers to sally forth and make their own lives much more difficult for some reason or another. We took a while with this one, mainly because other […]

Spiked Spikes and Slashy Swords

Hokay, so this week is another update for the player end: a whole bunch of small front-end adjustments and balance tweaks to chew on for a bit. They’re mostly item-related, but there’s one or two other adjustments hiding amidst the inventory cloggers. Taurog is sporting some spiffy new arms and armour — courtesy of our […]

Extra pixels

This week, we’ve been patching up a couple of bugs, inserting some new graphics (elves actually have female sprites now, as if anyone could even tell the difference with those pointy-eared hippies) and hitting a little more behind-the-scenes stuff with the Codex and transferring text to an external file (the how and why of this […]

First!

Heyooo, it’s a new year and a new DD update! Our changes prior to the holiday break were pretty radical compared to the usual fare, and it’s been great to see all the enthusiasm and feedback on the new systems we have in place. A quick apology, though, to players who suffered crash bugs from […]