Arcane Odyssey - Full Release Patch Notes

The Full Release update for Arcane Odyssey has been released! This post outlines info for the coming updates, and goes over the major additions and fixes in this update.

See the bottom of the post for an outline of the future of Arcane Odyssey updates

If you want to view all of the smaller changes and bug fixes, they can be found under the Patch Notes section of the game’s Trello board:

Patch notes p1
Patch notes p2
Patch notes p3
Patch notes p4
Patch notes p5
Patch notes p6
Patch notes p7
Patch notes p8
Patch notes p9
Patch notes p10
Patch notes p11
Patch notes p12
Patch notes p13
Patch notes p14
Patch notes p15
Patch notes p16
Patch notes p17
Patch notes p18
Patch notes p19
Patch notes p20
Patch notes p21
Patch notes p22
Patch notes p23
Patch notes p24
Patch notes p25
Patch notes p26
Patch notes p27
Patch notes p28
Patch notes p29
Patch notes p30

Additional credits:
moochezz - Coded/added a majority of the new features in this update, including the fleet system, daily/weekly quests, clan war/naval war, and more, as well as fixing numerous bugs. This update would not have been nearly as large as it was without his help.
Partcline - Reworked the chat system, coded the dueling system, reworked sea monster/shark AI, fixed numerous bugs, and more
XenoshiftCG - Modelled and textured all animal types added in this update, including the Kraken and the Omen
Senterea - Composed multiple new themes for both areas and bosses
galaga49 - Added numerous new items and weapons, fixed numerous bugs, and more
Astralworks - Modelled numerous new weapons and boss drops
SelloutJTN/Algepra - Responsible for the designs of all new NPCs and bosses included in this update, including textures
Full game credits: Trello

Additions/Changes

  • Raised the max Level cap from 140 to 175.
  • Chapters 8 and 9 of the storyline can now be completed.
  • New locations: The Vents of Aeolus, Pefkos, Monos Island, the Eastern Reaches, Ivoris, Windcrest, Snowriven, Brighthollow, Mistville, the Library of Aneignos, the Snowlands, the Wooded Isles, the Nimbus Wilds, the Wastelands, Rosehenge, the Ice Mines, Fort Montu
  • PvP can now be toggled on or off in Settings. It is on by default, and cannot be turned off if you have over 300k renown or are in a clan.
    • All clan players (and subclans) are now put into clan servers from the titlescreen. (Previously required your clan to have a certain amount of Infamy for this to happen)
    • This setting can only be changed once every 5 hours, and cannot be changed while in combat (cooldown does not apply to the Test Universe).
    • You cannot create a clan if you have PvP turned off.
    • Infamy can no longer be gained at all in non-clan servers. Players in clans are notified of this when joining non-clan servers.
    • As stated above, PvP is forced on in clan servers. If a player with PvP turned off teleports into one of these servers, they can be fought normally as if they have PvP on. (The only way this would happen is if the PvP off player teleported into the clan server via a friend or username. By default, PvP off players are always put into non-clan servers)
    • These changes basically turn clan servers into “PvP servers” since every player in them has PvP turned on, while non-clan servers are mostly PvP off players.
  • Added 4 new spirit weapons (now called “relics”), which can be obtained by defeating new minibosses in the Bronze and Nimbus Seas
  • Added 2 new fighting styles obtainable from mentors in the Nimbus Sea.
  • Added 33 new weapons
  • Added 25 new weapon skills
  • Added 21 new spirit rites, which are abilities usable by relics
  • Added 12 new rare spells, 3 new lost spells
  • Added 4 new rare techniques, 4 new lost techniques
  • Added 11 new random-spawning minibosses.
  • Added 5 new optional/quest bosses.
  • Added 6 new meal types.
  • Added Guilds, a PvP-off alternative to clans which use Reputation rather than Infamy.
    • Guilds have rounded logos on the player list, and gain Reputation through PvE methods, such as solving treasure charts.
    • You can convert existing clans to guilds and vice versa, at the expense of 50% of infamy/reputation being lost and treasury being reduced by 50%.
  • Added 8 new joinable NPC factions, some available from new quests, and some available from uniquely spawning NPCs.
  • Added animal spawning
    • Regular sea passive animals: Rabbit, Black Rabbit, White Rabbit, Deer, Reindeer
    • Regular sea hostile animals: Brown Bear, Black Bear, Ancient Cave Bears, Wolf, Brown Wolf, White Wolf, Tiger, Panther, White Tiger, Boar, Black Boar, Crocodile
    • Dark Sea animals: Armored Bear, Shadow Wolf, Blood Tiger, Stonetusk Boar, Spined Crocodile
    • Far Reaches animals: Thymos, Pnevma, Kynatos, Krystoros, Terasavros
    • Hostile animals deal percent-based damage to players, NPCs, and other animals. You can reduce the amount of damage by wearing metal armor visually on your character, which gives a “Beast Defense” effect.
    • All animals drop unique sets of items. Their item drops and spawn climates can be viewed in the new Animals section of the Logbooks Menu tab.
    • All animals drop raw meat, which can be cooked into new types of meals.
    • Sharks and sea monsters now deal percent damage similar to animals, which is also reduced by wearing metal armor.
  • Added a Naval War mode
    • Can be initiated by a clan sending an invite to another clan, allowing both clans to pick up to 10 participants. When accepted, all players are teleported to an Open Sea on their ships. The first clan to have all their members die and their ships sunk loses, or whichever clan was closer to victory will win if the timer runs out.
    • The winning clan gains infamy and the losing clan loses infamy. The amount gained/lost depends on the number of participants.
    • Added the Naval War Veteran badge and title, obtained by winning a 10v10 naval war.
  • Added a Clan War mode
    • Functions the same as the Naval War, but is purely PvP without ships.
    • Added the Clan War Veteran badge and title, obtained by winning a 10v10 clan war.
  • Added Daily and Weekly Quests, which give various rewards upon completion.
  • Added Paramount Banker NPCs which can appear in towns, which allow you access to your bank.
    • Banks allow you to deposit and withdraw both items and drachma, and your bank is shared across files (meaning that it will allow you to transfer items and drachma across files easily). The limit to how much Drachma you can store in your bank starts at 10,000, and can be upgraded up to a maximum of a 10M limit (for a drachma cost). Items do not have any storage limits.
  • Added magic circle packs which change the design of your magic circles when equipped.
  • Added professions
    • A more in-depth version of the previous cooking/brewing/jewelcrafting skill level with more levels and benefits per level, as well as new professions: Fishing, Bounty Hunting, and Charting. Max level professions give powerful rewards, and each profession’s level benefits can be viewed in the Info menu.
  • Added Talent quests
    • 4 new long questlines given by new NPCs in the Bronze and Nimbus Seas. Completing each part of the questline gives you a Talent level, which grants a unique passive ability or perk of some kind depending on the questline. Only one set of Talents can be used at a time, but all questlines can be completed, and you can swap between your used Talent at any time in the Info Menu.
  • Added client-sided citizen NPCs to towns, which walk around, can talk to each other, read the Agora, get into fights, steal from each other, sometimes kill each other, shove the player, and more.
    • Most of these citizens return to their houses at night, but those that stay awake will carry a torch at night.
    • Using abilities near them causes them to run in fear back to their house.
    • They can be killed by wanted players, which gives Bounty.
    • Other citizens will stop and examine citizen corpses before running back to their house in fear.
    • Some citizens are “rude” and will shove the player and other citizens when touched, often saying a rude remark. If a player has high renown, rude citizens will not shove them and instead apologize for bumping into them.
    • When two rude citizens bump into each other, they can sometimes start a fist fight, which other citizens will watch. The fight ends with one citizen either running away in cowardice, or being knocked out.
    • Some citizens can be thieves, which wear cloaks and hoods. When they bump into a player with low renown, they can steal 20 drachma from them. The player can then kill the thief to gain their drachma back plus some extra, as well as some Fame. Sometimes when they rob another citizen, the citizen will shoot the thief with a flintlock pistol.
    • Some citizens can be guards if the island has a protective force, such as Ravenna or Samerian soldiers. These guards do not get scared from conflict and will fight players if attacked. They can also break up fist fights between other citizens.
    • Citizens will often stop and react to your current equipped title with various chat lines.
    • Due to these citizens being added, all stationary NPCs in towns that did not have quests or dialog have been removed.
  • Added a dueling system to invite another player to a duel via the player list.
  • Added a “ship wind” effect which prevents players from boarding sailing ships that have over 40% durability. Applies to both player and NPC ships.
  • Revamped the terrain detailing system
  • Increased the size of weather clouds
  • Cooking, brewing, and jewelcrafting now use a UI interface rather than selecting items and using a prompt on the structure to craft.
  • You can now customize which specific animations of each animation pack you own to use for different actions.
  • Added Fort Montu, the Nimbus Sea raidable fort island which is scaled and intended to be attempted at Level 180.
    • The raid mechanics work exactly the same as Fort Castrum, but the miniboss at the final wave is Commander Hathor, the castellan of the fort, who drops unique items and a unique weapon.
  • Added the Fleets system.
    • Upon reaching Level 150 and having a Brig, you can talk to Edward Kenton (if unlocked, upgraded version only), who will tell you about fleets, and will start a quest to start up your fleet. After completing the quest, the system is fully unlocked.
    • Fleets are a way to gain passive loot (as well as some renown and Drachma) through time and Drachma investment.
    • See the in-game guide entry for more information.
  • Added the Logbook to the Menu, which is where the Order of Aesir and Fishing Journal have also been moved to. Other tabs available in the Logbook include: Guides, Athena’s Wisdom, Bosses, and Animals.
    • Guides will unlock after doing actions related to them, with each guide having its own tab with an explanation about a feature.
    • The Bosses tab shows all story bosses, minibosses, and side quest bosses in each sea, and are only revealed when you have defeated them. When defeated, they can be selected to view their description, item drops, and item drop rates.
  • Added the Bronze Sea Champion and Nimbus Sea Champion titles and badges that are given upon defeating every boss and miniboss in that sea (excluding Grand Navy and Assassin Syndicate minibosses)
  • Added the Bronze Sea Conqueror and Nimbus Sea Conqueror titles and badges that are given upon earning all other titles for that sea (Explorer, Diver, and Champion. Abolitionist is not needed)
  • Added Enemy Towers
    • New NPC factions can build towers of varying size and difficulty at predetermined locations in each sea. Conquering these towers gives unique item drops from the enemies as well as the new minibosses, XP, drachma, and multiple Rare Chests. These Rare Chests can give items owned by the tower faction, giving the items more stats, a unique name/description, and increasing their rarity tier.
  • Added a Weapons tab to the Info Menu
    • Lets you disarm weapon skills and apply skill notes in your inventory to weapons.
    • Lets you disarm spirit rites and apply rite notes in your inventory to relics.
  • Revamped the rowboat, sailboat, skyship, caravel, ketch, and brig models to more optimized versions modelled by Dreay04x. They appear almost identical to the previous versions.
    • Sailing ships now have sail unfurl/furl animations, as well as sail fullness depending on wind.
    • Ships now have flags at the top of their masts which indicate wind direction.
  • The energy and hunger systems have been revamped to be combined into a singular system.
    • Food now gives energy instead of hunger.
    • Your max energy increases with level still.
    • Using abilities takes energy, which then automatically regenerates to your current max energy.
    • Using abilities takes 1 max energy.
    • Energy drains at half the rate that hunger used to.
    • Eating enough to make your energy go over its max gives Saturation, which is additional max health that is depleted after it is damaged.
  • You can now order your crew using various chat commands, or by using the Ship Log, a small blue book found near your ship’s wheel. The Ship Log lists all usable commands.
    • You can also have some of your crew follow you around and carry things such as sealed chests for you.
  • Added Supplies, a new resource used to repair your ship
    • These are obtained by sinking other ships, your crew catching fish, and your crew cutting down trees. (the “gather supplies” command)
    • They drain a slight amount twice per in-game day depending on the size of your ship’s crew.
    • Repair Hammers now use Supplies instead of Drachma.
    • Supply capacity is dependent on ship type, and supply gain from sinking ships is dependent on that ship’s max durability.
    • Supply amount and max is viewable in the Ship Log or while at your ship’s wheel.
    • You can repair your ship passively using supplies by issuing the “repair the ship” command.
  • The backpack system has been replaced with the pouch system, a tool wheel with varying slots which saves.
    • You can expand the amount of slots it has by finding Pouches at various islands, or by completing specific quests.
    • You can change the tool in a Pouch by clicking the slot.
    • You can make a Pouch slot a “dedicated slot”, making it automatically fill with a designated item type, such as your highest hunger meal.
    • You can drag tools from your pouch slots onto your hotbar, and vice versa.
  • Added random-spawning shipwrecks to the ocean, which appear as damaged ships littered with floating planks, opened chests, barrels, skeletons and sometimes large jellyfish.
    • They can be seen from the ocean surface due to floating debris, as well as circling seagulls.
    • They can contain treasure chests, sealed chests, gunpowder barrels, and either a treasure chart or lost cargo.
    • If it has a treasure chart, the chart will be a floating piece of bundled scroll with sparkle particles. Sometimes, a shipwreck can have multiple charts of varying rarities.
    • If it contains lost cargo, cargo boxes will be floating around the wreckage. These have 5 tiers: regular, Valuable, Precious, Exquisite, and Regal. This is cargo that is covered in covered in moss and was intended to be delivered to a specific island, but was lost when the ship was sunk. The island that it is intended to be delivered to is in the cargo’s name. Each tier of lost cargo sells for much more drachma than the previous tier, making it a good source of drachma early game. If the lost cargo is Valuable or higher, 2 additional lost cargo will spawn, and if it is Precious or higher, 4 total lost cargo will spawn. (meaning if a wreck has regal lost cargo, it will also have 4 boxes of (tier 1) lost cargo. All cargo from the same wreck is to be delivered to the same location)
  • Added underwater volcanos which can sometimes erupt, causing the water around it to boil, damaging players who swim near it. These eruptions cause large boiling waves and spread platforms of obsidian.
  • Added a clan infamy/guild reputation shop, ran by an NPC named Sir Garen who can appear at preset locations with his forge. You can buy uniquely named and colored items based off of your guild/clan from him.
  • Dying to a story boss now gives you an option to summon a helper ghost upon respawning.
    • This ghost is the same level as you and has the same abilities as you, and can only aggro onto and damage the boss. They are able to be killed, and do not increase the health of the boss. (Does not apply to mirages of bosses)
  • Added fall damage, which applies to falling from great heights onto solid ground as well as into the ocean. Falling into the ocean reduces fall damage taken, but can still be fatal.
    • Parrying at the moment of landing causes a “fall softened” effect to occur, a burst of magic energy from your character which reduces fall damage taken greatly.
    • Also applies to NPC enemies.
  • Added Krakens, a new type of sea monster that spawns at the borders of the Dark Sea. Once they see a ship to target, the ocean around them will turn black from ink, and multiple enormous tentacles will rise out of the sea facing towards the ship.
    • The inked ocean completely obscures sight when underwater and damages players underwater while in its radius, and also greatly slows the speed of ships.
    • The tentacles will attack the ship by smacking, swiping, and grabbing it to crush it, also damaging and flinging players caught in its attacks. It is intended to deal significant ship damage, so having supplies ready to command your crew to repair is encouraged.
    • Once all tentacles are killed, the kraken itself dies, making a large area of blood on the ocean surface, a death sound effect, drops are given, and the ocean nearby returns to normal.
    • Gives “The Kraken Slayer” title and badge when killed, as well as 15-25 raw Kraken meat, which can be cooked to restore a high amount of energy.
    • Has a 1 in 3 chance of dropping a Kraken Band, a new accessory.
    • Krakens can also have a Giant variant in the Dark Sea.
  • Added a sea monster to the Far Reaches of the Dark Sea: the Omen, an enormous version of the Kraken which emits an aura of black fog around it as its tentacles pierce through the clouds.
    • Drops an Omen Slayer badge and title when killed, as well as a unique armor set piece.
  • Changed the name of the Galleons currency to Drachma.
  • Changed the name of the Exotic rarity to Mystic.
  • Changed the name of Silver Chests to Uncommon Chests, and changed their model.
  • Changed the name of Golden Chests to Rare Chests, and changed their model.
  • Uncommon and Rare Chests can no longer give items that can be sold by Tailor NPCs.
  • Added Mystic and Legendary Chests.
  • Exquisite cooking pots/cauldrons are now named Imbued cooking pots/cauldrons and have had their model changed.
  • Legendary cooking pots are now named Hestia Cooking Pots and have had their model changed.
  • Legendary cauldrons are now named Hermes Cauldrons and have had their model changed.
  • The “Golden” modifier of fish, mushrooms, fruit, and fish is now called “Arcane” and appears bluish purple.
  • Changed the first awakening of the Savant build. Instead of getting the option for a second magic or fighting style, it is now the “Prodigy of All” awakening, which allows you to imbue anything, such as your magic into your fighting style, your fighting style into your weapon, your spirit energy into your magic, etc.
  • Changed the player list design.
  • When swapping between weapons or tools, you can now often “offhand” the previously selected weapon.
  • Added Imbued Gunpowder Barrels, which have 2x the explosion size and sell for 300 Drachma.
  • Added Arcane Gunpowder Barrels, which have 4x the explosion size and sell for 900 Drachma.
  • Gunpowder barrels now combine in explosion size and damage rather than exploding one at a time when detonated.
  • Gunpowder barrels now deal 3x more damage to ships.
  • Added birds which randomly fly around and land on things, including players’ shoulders: Sparrow, Raven, Seagull, and Eagle
    • When sending or receiving a message, global message, trade request, drachma, or receiving the Agora, a bird now flies down from above into your character’s hand briefly, and then flies away.
    • Large groups of seagulls spawn and circle over shipwrecks.
    • Drops bird meat.
  • NPC ships can now have lanterns.
  • Added new item drops obtainable from White Eyes, Poison Jaws, and Obolus.
  • Added 5 new potion types.
  • Added Climbing Gear which can be found at the base of the Stepstones, a series of hooks and ropes that allow you to initiate climbing from a further distance, hang via a rope, and prevent stamina draining while staying stationary on a wall.
  • Added Sensing, a new ability that is automatically unlocked at Level 40 for all players. While holding shift and having sensing unlocked, a tip appears that says you can press Shift+G to toggle sensing. When you have sensing, it is displayed as an attribute similar to dodge reflexes in the Info Menu, which shows more information when hovered.
  • Added lots of new Exotic+ fruits and mushrooms
  • Added Hurricanes, a rare weather event announced server-wide
  • Weapons and relics now have separate equip slots in the inventory. (3 weapon slots, 3 relic slots)
  • If you have multiple stat investments at the awakening story part, you can now choose an awakening based on all of your current stats. (Any stats you had that are unused by your awakening will be refunded
  • Foggy weather is no longer global across an entire server, and instead is a large “fog zone” which can be seen from a distance.
  • Cleared the Top Donators leaderboard and added a Legacy page to show the previous top donators.
  • Numerous visual changes/improvements:
    • The main UI of the game is now centered at the bottom middle of the screen rather than on the bottom left, new cactus model, messages in inbox are now paper, added more visual effects to the ocean, revamped weather particles, improved the appearance of weather clouds, greatly improved the Dark Sea border when seen at a distance, added a slight animation when opening treasure chests, improved sand/snow footprints, added highlights around some objects when a prompt appears on them, improved wind visuals and made them more intense based on weather, updated the tornado/sandstorm/blizzard visuals, added a glow effect to lightning strikes, varying weapon imbue animations, changed night time lighting, improved sea-level indicator visuals of diving points, added a new rough sea model, parry effects now use your ability’s color instead of being yellow, high jumps now have additional effects to indicate trace magic energy usage, added unique borders to items in inventories depending on their rarity tier, added a subtle effect to the camera to indicate the velocity at which your character is moving, rats can sometimes spawn and scurry out of treasure chests, added a slight glow to ship lanterns which can be seen from extremely far distances, improved ship damage textures, added numerous new sounds to ships, underwater lighting now changes depending on lights on your character, sea floor details, weapon/magic/spirit/fighting style attack charge and Ultimate effects, fighting style embodiments are now animated models, changed the shape of weather clouds, added a shading effect to large waves/tsunamis, added a slight texture to liquid starlight pools in the Dark Sea, changed the texture of whirlpools, changed the model and texture of tree leaves/pine needles/palm leaves, windows in towns can light up at night time
  • Changed the way that different types of weather occurs.
  • Added a tutorial that starts after you speak to Morden on Dawn Island, which goes over movement, stamina, energy, stat points, spirit weapons, magic, fighting styles, weapons, story objectives, and docking your boat. Upon completing this tutorial, you get the Finished the Tutorial badge, and will not see the tutorial again on newly created files.
  • Revamped the titlescreen background, which now shows a camp on the edge of an island. Based on your furthest story progress file, different characters and tents will be visible at the camp, such as Morden and Iris, and the ship of that file will also display in the background with its proper equips. Your equipped quartermasters can also be seen at the camp.
    • The titlescreen theme has been reverted to the original theme used when the game first released into Early Access.
    • The time of day, season, and weather of the titlescreen background is also randomized each time it loads.
  • Added a Keybinds and Chat tab to the Settings Menu.
  • Revamped the chat UI and chat bubble visuals.
  • Added the Book of Athena tab to the Logbooks menu. In the Dark Sea, glowing pages can sometimes be found at mythological structures (such as siren rocks), and when picked up, will unlock or add to this tab. Each page describes in detail a power system, an event in history, a character, or so on.
    • When you obtain all pages, a new structure can be found in the Dark Sea which has a cutscene and gives a badge and title. (This structure cannot be found by you again after you have found it once)
  • Added ambient music tracks that play at random on islands that do not normally have music.
  • Changed the hair color selection in tailors/character creation.
  • Added shop NPCs/structures for players with Bounty and Fame. If you meet the required threshold, these NPCs will message you their location when you join a server. From there, you can buy things such as potion catalysts and unique items.
  • You can now reset your rival by asking Helewyse, leader of the Knights Proxy, to kill them in exchange for 5,000 drachma. After 1 in-game day (20 minutes) the Knights Proxy will send you a message stating that they have killed your rival.
  • Ship storage is now capped based on ship type.
  • Added rare weather events and pirate invasions that can happen rarely, which are announced in chat.
  • NPCs that you have done a quest for in the past now have a chance to message you with a gift item in your inbox.
  • Replaced the existing sailing theme with a new one composed by Senterea.
  • Added a weekly clans leaderboard. The #1 and #2 clans at the end of each week are given ownership of a new location in each sea named Lone Rock, which they can build at with greatly reduced prices without it being contestable.
  • Added Spirit Rite Tomes and Weapon Skill Tomes
    • When used/read, gives you 5 random skill notes or spirit weapon rites, and the book is consumed upon doing so. It cannot give rare skills or non-generic spirit rites. (so for example it cannot give a Flomva spirit rite, only generic ones such as Spirit Blast)
    • These can be obtained from treasure chests randomly, or more consistently by destroying bookshelves.
    • Some of the early game quests now give these items as rewards.
  • Replaced all character creation clothing with new designs by Astralworks to better fit the time period of the verse.
  • Dodges now have a brief invulnerability window.
  • Added 24 new hair and 18 new facial hair options to the character creator.
  • Added soap, a usable item that can be obtained randomly or bought from merchants, which can clear the dirt off of your character.
  • Added a Starter Pack product which can be bought when creating a new file if you have already completed the story on an existing file before. This product starts the new file at Level 100, gives you a Caravel ship, and sets your current story part to just before the first awakening.
  • Added a search bar to inventories/shops/etc.
  • Added the More Emotes pass.
  • Added the Sorcerer and Assassin animation pack game passes.
  • Added a Magic Reset product which can be bought once every 10 in-game hours.
  • The Nimbus Sea Explorer badge and title are now obtainable.
  • NPCs’ attack accuracy can now be lowered in certain situations:
    • If the NPC has the Blinded, Snowy, Sandy, or Drained status effects
    • If their target has the Invisibility status effect, or is being affected by the Vanishing Style fighting style.
  • Attack Speed has been split into the Range and Dexterity stats.
  • Reworked the Regeneration armor stat. Instead of adding to your passive health regeneration, it now has a “lifesteal” mechanic, granting you a percent of your damage dealt back to you as health instantaneously.
  • Added numerous more phrases to describe treasure chart spot heights and distances, as well as a new height tier used specifically for sky islands.
  • Changed the visuals of the Loading Assets screen on the titlescreen.
  • Added current story part name, chapter, and part to each file display on the titlescreen. and adjusted the scaling and font of other info shown there.
  • Added smaller surrounding islands as additional detail to the following islands: Frostmill Island, Whispering Caverns, Ravenna, Wind-Row Island (all additions built by HailFirz) (these additions do not have treasure chart locations spawn in them as they are outside of the main island’s radius)
  • Renown will now began to “decay” if a player has over 250,000 Renown and does not gain sufficient renown over a period of days. (Decay meaning that you will begin to lose renown.)
  • Changed the Intensity stat name to Haste, and changed its icon.
  • Quest givers now show their quest name and level requirement when speaking to them below the required level to accept their quest.
  • Added subscriptions to the game’s page to help support development. Each subscription gives 25,000 monthly Drachma as well as a unique vanity item.
  • Potion and hunger effects now save across servers.
  • Improved the titlescreen loading time.
  • Hundreds of balancing changes + bug fixes

Full Release Meaning, Future Updates

Since its kind of confusing that this update is called “Full Release” and yet the game is not finished, I figured I would explain the reasoning behind the name of this update. When Arcane Odyssey was released, it was stated to be in “Early Access” since a huge majority of planned features were not yet added, so I believed it to be in a state unfinished enough to calling it an “Early Access”. Now that most of the game’s planned features are added with this update, I decided that this would be called the “Full Release” update. There are still a few large-ish features being planned, but they aren’t as crucial to gameplay as some of the ones added in this update.

Now that most of the game’s planned features are in, I’m hoping future updates can mostly focus on the story, with smaller features being added and big additions to existing features. To give some perspective on the story, we are 3 chapters from the end of the Nimbus Sea’s story, and there is still the Vimir Sea, Aegean Sea, Chimera Sea, and Marauding Sea until we are finally at the end.

Despite what I said above though, the game’s next update will be a smaller one focused on adding a few remaining adjustments that didn’t make Full Release, as well as adding Dragons to the Dark Sea. I figured it was a good idea to have the first update after Full Release as a smaller, shorter one to keep some momentum and interest in the game, rather than instantly diving into story development.

Thank you all for your patience with me and the other developers. I wish I could have added more to this update (even though it already has a lot) but life happens. I moved states a few months ago, and I struggled with depression a few times during the course of this update which slowed work down a lot at times. I honestly wasn’t even excited for Full Release before it came out and was mainly disappointed in myself, but the positive feedback so far has been surprising to see, and I genuinely have felt so relieved and stress-free the past few days for the first time in about 2 months.

I can’t wait to show you guys the awesome finale of the Keraxe-Sameria War in the coming chapters, as well as the insane stuff we have planned in the coming seas. Thanks for playing and stay tuned :slight_smile:

167 Likes