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Swordhaven: Iron Conspiracy
« on: December 13, 2024, 12:16:14 AM »
Swordhaven: Iron Conspiracy



Swordhaven is a classic party-based RPG. Explore the land of Nova Drakonia, embark on quests unique to your character, discover mysterious artefacts of the ancients, and unravel a hidden conspiracy that threatens the very existence of the world.

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- Single-player








Swordhaven is a fantasy cRPG inspired by Infinity Engine titles?Baldur?s Gate 1, Icewind Dale, etc.?as well as other classics.

You take up the mantle of a lonely adventurer on their way to the barely explored land of Nova Drakonia.

During your voyage, you are met by a dying man who trusts you with a peculiar artefact that will involve you in an adventure of a lifetime, and a plot that threatens everything you?ve ever known and loved.

Some of Swordhaven?s core features include:
- A flexible combat engine. Experience battle as a tactician in turn-based combat, or hasten the pace with the real-time with pause (RTwP) mode;
- A classless roleplaying system: each stat combination provides a unique gaming experience, distinctive dialogues, and novel ways to solve quests;
- A classics-inspired yet modern User Interface with large customization possibilities;
- A vast, nonlinear world filled with unique NPCs and multi-solution quests that reward exploration, always offering alternative approaches to satisfy any character build;
- Dozens of hours of exploration, from quiet village hamlets to hidden temples of the ancients, horrid crypts, bizarre dungeons, and otherworldly locales?

Please add us to your Wishlist!
Wishlisting is very important for our game's visibility, but it also helps us determine which language we should prioritize for localization. If you wish to help us translate the game to your language, consider adding us to your Wishlist.   


Mature Content Description

The developers describe the content like this:
The game has graphic violence (blood and partial dismemberment). The game features topics of alcohol use as well as some mature language and sexual
themes.
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Re: Swordhaven: Iron Conspiracy
« Reply #1 on: December 16, 2024, 12:01:51 AM »
Patch 0.3.2 + Our Next Steps
Sun, 15 December 2024



Greetings, dear friends!

Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing.


The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.



As an example of this, here's an explanation of what your feedback influence crafting-wise:

The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness.
Of course, your feedback will be the defining factor in this.

Balance will take a bit longer to completely level out, but we're getting there.

First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts.

More content is planned for Balance?and ultimately, fun?including ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback!

NOTE: Viltyb is not a bug. Trust us on this one :-)

A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that.

The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for long?trust us!

Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:

    -the option to switch units of measurement from imperial to metric;
    -broader camera rotation speed slider;
    -hotkeys for speeding up or slowing down battle animations;
    -more HUD sizing and font sizing options;
    -weapon switching;
    -the not always intuitive location of the weapon technique menu;
    -more sorting options.




Honestly, there are more good ideas than we can list here, or this thread will grow to abhorrent size =) We are thankful to each and every one of you for all the great ideas.

We will keep working non-stop until most issues are dealt with, and parallel to that we will be continuing the development.
A major update will come in 1.5-2 months, and there you will get a large new chunk of content, including resolutions to quests you may have started in this version, new quests, new characters, dungeons, weapons, armours and items.
A much more thorough summation of what to expect from the first big update will come out later.


Patch notes:

    -Optimized pathfinding;
    -Cursor visibility fixes;
    -Main menu save-load UI bug fix. Turning off gamepad during loading no longer wrecks control scheme;
    -Optimized FPS in dialogue screen and story screen;
    -Improved localizations;
    -Lockpicking bug fixed?lockpicks no longer disappear on success;
    -Added new painted minimaps;
    -Updated forest, water mill, Aldar's house musical tracks;
    -Ability points now granted per level (temporary);
    -Fixed unending attacking animation in real time;
    -Scrolling in text encounters fixed on gamepad;
    -Nulki questline fixed;
    -Experience farm via Nulki fixed;
    -Grainhold fence fixed. Now he buys stolen and illegal goods;
    -Manual targeting in RT combat during pause fixed;
    -Fixed wolf dodge sound effects;
    -Improved real time combat flow and speeds;
    -Mendog questline flags fixed;
    -Localized pins for minimaps;
    -Fixed pathing to certain containers that was inaccessible before;
    -Fixed freezing during panic;
    -Optimized texture sizes;
    -Highlight object improved for higher resolutions;
    -Fixed visual settings for Grainhold village (black water, wrong tree textures, etc);
    -New item icons;
    -ESC closes move item menu;
    -Added tooltips for gamepad during sorting;
    -Fixed combat freezing in Grainhold;
    -World Map colours adjustment;
    -Fixed Skink stun animation;
    -Proofread English texts;
    -Fixed the attack behavior of all goats;
    -Vibration bug fixed (controller no longer jumpscares players).


Thank you for a great start to Swordhaven's story! Stay tuned for more.

Yours,
Atom Team

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Re: Swordhaven: Iron Conspiracy
« Reply #2 on: February 28, 2025, 11:06:55 PM »
February Update is out in Beta Branch!
Fri, 28 February 2025



Greetings, friends!



It's finally time to unveil the February content update we discussed earlier. There are still quite a few kinks that need ironing out, so for now, the patch is being uploaded to the beta directory on Steam, with a proper release planned for a later date in March. But don't worry! A handy set of instructions on how to access and play the beta branches will be included in this thread.




Now, onwards to the most important question: what's new?

An entirely new region around Swordhaven City features mountain ranges, fields, plains, and forests packed with challenging encounters. New creatures, like wild boars and even wilder snapping turtles, will lie in wait as you traverse fresh maps filled with surprises, thanks to a new beta mechanic we're calling the Loot Point system.



The game now checks what type of random encounter map you're on and adds loot depending on the region. This system was also retroactively added to the previous random encounter maps. Even NPC behavior in random encounters has become more complex.



Swordhaven has become much closer too. While the city itself is still under development and not available yet, its outskirts are bustling with new characters, quests, and even a new follower.

Weapon Master is also added into the build, with his hut hidden somewhere in the dense woods of the new region, so prepare to receive a handy new skill... If you have the moxy to complete the master's challenge, that is!

Speaking of challenges, the dungeon we promised earlier has gotten a bit out of hand. The Forgotten Canyons is now our biggest location yet?two sprawling maps featuring an outdoor area, a giant cave, and a mysterious ancient complex.



The best thing about this dungeon, though, is that it inspired us to get more creative with the environment. We've added explosive gas barrels, visual puzzles that let you move parts of the environment to continue your exploration or earn special rewards, destructible environments, more types of hidden loot, and even more environmental and physics-based traps. There's a lot more in store!
We would love to hear your feedback.



The other locations that deserve a mention are the Pirate Bay area, which will continue a certain quest(s) from Grainhold.

We're closely following the wishlist stats to determine the order of localization. You can check out the latest additions to the language pool in the beta.
Thank you so much for your support! Here's hoping for a lot of valuable feedback on the quality of the ongoing translation projects! You can visit our Discord for that.

[DISCORD LINK]
https://discord.com/invite/ydaeZkkbT3

This month has also been great for the animation aspect of the game?we've gained even more unique animations than we hoped for. While this means that many of them still need tweaking, the end result will surely be worth the initial jankiness. Now, most of the special weapon techniques feature their own movements, including both the player and the enemies, as well as the monsters you've already encountered.



Speaking of combat, you'll now have a lot more options to choose from! We've sorted out the craftables, balanced existing weapons and skills, added new ones, unlocked the final level of combat techniques, and rebalanced the combat formulas and enemy stats. We took many of your suggestions into account to improve the overall battle experience.



Choose-your-own-adventure encounters got a fresh set of graphics, just like those NPCs that didn't have portraits before. A lot more items now come with unique icons and models. Plus, we've added a bunch of new musical tracks and various sound effects for the game!

All in all, a surprising number of improvements have been added to the game, including locations you already visited. Once all the bugs and kinks have been eradicated, we would recommend starting the game over instead of continuing via a save, since even the humble Clamreach village now hosts new secrets and extra fun stuff hidden in certain nooks and crannies scattered around the map.



First dungeons, like the Snatcher's lair received makeovers, the performance issues have been fixed, and various small but important quality of life upgrades have been added just like many of you suggested.


Now, here is how you can get into the beta branch to see it all for yourself:



We really hope you enjoy the fruit of our labour! However, we also understand if you'd like to wait some more until this update receives a proper mainstream branch release. As always, your feedback and support are greatly appreciated!

Yours truly,
Atom Team
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Re: Swordhaven: Iron Conspiracy
« Reply #3 on: April 19, 2025, 12:51:45 PM »
Announcement: May Update
Fri, 18 April 2025



Greetings, friends!

The next content update for Swordhaven is scheduled for May, and we're not wasting any time working on it. Today, we'd like to share some information on what you can expect.









New locations

The upcoming update will feature several new locations, the most important of which are the Gate Quarter of Swordhaven and the Sewers?a sprawling dungeon filled with monsters, puzzles, treasures, and loopy loners who have found solace underground.

Several mini-bosses will also be added, not to mention a completely new monster type?a foul jelly beast that doesn't seem too strong... until you notice it can strip you of most of your armour points with its acidic spit attack!

Along with all this new content, we'll also introduce unique distinctions, new achievements, a pair of legendary weapons, fresh monster loot, and weapon techniques?one of which relies on a non-martial skill to work.



↓↓↓



Finishing touches on already existing locations

Smelters Row and the outskirts of Swordhaven, which were previously presented in their bare-bones form, will feature many more characters with quests and new skills to teach you. Some characters that were already present will now be included in these new quests.

All locations added in the last update will receive finalized minimaps, new interactable items, improved sounds, and animations we are currently developing.

Those of you who discovered the lively ghosts of Nova Drakonia will also be pleasantly surprised, for there is now another spectre added to the flock of restless spirits that roam both old and new locations.

Many of the portraits and item icons that weren't there before are currently being worked on. Some of these will be added in minor patches, so there's no need to wait for the full content update to see the portraits of boars and other critters that were previously faceless.






Quality of life features galore!

We always listen to your suggestions, and here are some we have been working on for the upcoming update:

  - We are fine-tuning the sound quirks and enhancing the overall soundscape by adjusting footstep sounds based on distance and varying them according to the surface they're on;
  - We are adding an improved TV mode;
  - Those of you who prefer using a gamepad will find targeting and global map travel easier through a selector menu;
  - The weapon mods now share an inventory;
  - Crafting menu design is also in progress; it is now easier to see if you lack the skill for certain recipes, how many items you need, and so on;
  - We are tweaking and enhancing the passive buffs you receive for reaching specific skill levels. For instance, maxing out your medicine skill now allows you to create two potions instead of just one.



Naturally, the list of additions also includes optimization improvements, bug fixes, typo corrections and much more.

We hope you are as excited for the big update as we are!

See you in the next post where we will announce the date.

Yours truly,
Atom Team


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Re: Swordhaven: Iron Conspiracy
« Reply #4 on: May 14, 2025, 12:08:53 AM »
Major May update: difficulty levels, plot thickening, terror birds and more?
Tue, 13 May 2025



Greetings, friends!

Today we would like to present you with a new update for the game. This time, we've spent most of our time adding new QoL features, advancing the plot, and expanding the locations you've already explored with new characters, monsters, secrets, and more.






Swordhaven has gained a few new spots, like the Gate Quarter?which will be properly populated with characters in the next updates, but already has some things to check out, including a quest.



Another area that received attention this time is what lies beneath it: Swordhaven Sewers. A sprawling underground complex beneath a large city like Swordhaven is home to dozens of monsters, including new ones like Sewer Porridge?a malicious jelly that can multiply at will.
There are traps, locked doors, and hidey-holes galore. One such secret contains a unique new weapon: a parrying blade that doesn't attack the enemy, but instead catches their weapon or claws mid-swing and retaliates.



Older locations like Smelters Row, the Outskirts, and Tomer's House got more quests and characters?those who'd teach you new weapon techniques and offer other interesting rewards, including magic crystals that let you see into the future... sort of!



Regarding QoL, this update finally lets you select the difficulty level and switch between them at any time. Easy Mode includes a host of player-suggested bonuses, while Hard Mode offers an extra challenge for those who thought our previous setting was a walk in the park. Be warned?companion death is now permanent, so tread carefully!



Many suggestions from players who aren't focused on difficulty were also taken into account?for example, stunning or paralyzing enemies now gives a much bigger accuracy boost.
Many random encounters were reworked, and slowdown zones?like swampy waters?were significantly improved, now functioning much more accurately.
Taverns and smithies now have interactive signs that make it easier to find those buildings in lived-in areas both old and new.



The first iteration of ModKit has also been added for all you modders out there. We hope to get a lot of feedback from you in order to improve the toolset more!

Plot-wise the game now holds the second encounter with the evil Bloodclaw. And even non-plot related quests now hold more story, for example Tomer's line of quests.



New monsters have also been added: Terror Birds that swoop from the skies to attack you with their razor-sharp beaks, Saber Cats with their nasty talons, and, of course, the aforementioned Sewer Porridge. Existing enemies have also been improved, gaining new perks and traits.
New types of secrets?like loose bricks in the sewer, signs, lore notes, weapons, hats, item icons, minimaps... Every aspect of the game has received some love in this update.

We really hope you'll enjoy it, and rest assured, there's much more to come this summer!

Yours,
Atom Team

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Re: Swordhaven: Iron Conspiracy
« Reply #5 on: May 23, 2025, 12:15:58 AM »
0.5.1: Fixes, mods, romances and more!
Thu, 22 May 2025



Greetings, friends!
Hope you're ready for love! Or, for finally being able to create fully integrable mods of any complexity. Or, if not that, for playing the game without the pesky issues our last patch introduced by mistake! Cuz this time, we've got a little something for everyone.


Patch v.0.5.1 fixes an array of problems you helped us discover after the last big update. It also greatly improves the existing ModKit infrastructure and adds an example mod featuring a fully functional companion for you to either bring along?or dissect to learn how the NPC creation node constructor system works. That?s something that'll help with any modding project you may have. We even threw in something we're still avoiding in the base game?a semi-hidden romance path modded into her teammate dialogue. We really hope you enjoy it. Now, onto the changelogs:

Changelog for Swordhaven v.0.5.1:

  - Fixed camera height inside Gate Quarter buildings;
  - Updated Old Quarter and Gate Quarter ambiance and step zones;
  - Added icons for some items;
  - Fixed teammate death bug on easy difficulty;
  - Fixed NPC and item duplication issues from the release patch (issue not present in v.0.5.0);
  - Fixed incorrect trigger activation;
  - Fixed doors in the sewer;
  - Fixed bugs with quest after payment (Wustus);
  - Killing Tomer now fails related quests;
  - Many distinctions now displayed as a list in the overview;
  - Fixed issues with some quests;
  - Fixed TAA mode bugs;
  - Added sound effects for traps and toxic sewer zones;
  - Fixed bugs in main quest progression with Bundza;
  - Improved crocodile boss cutscene sound effects;
  - Fixed character shaking after combat;
  - Shield now fades properly when fallen;
  - Fixed bug with money during trading;
  - Hunting disabled on Mysterious Mound;
  - Fixed various bugs with chests and inventory;
  - NPCs Aldar and Dobrel now appear correctly when starting a new game;
  - Updated and improved the Circus and Beast cutscene;
  - Updated map for Secluded Valley;
  - Fixed repeated quest encounters in beta for saves not overwritten after the bug appeared;
  - Removed extra scene when starting a new game;
  - Fixed worker animation;


Changelog for ModKit:

  - New location added to the world map near Clamreach;
  - New companion character Liris added;
  - Added new armour, weapons, and helmet;

Liris Fenbrook (Test Sandbox)

Example Mod ? Swordhaven v.0.5.1+ Compatible


This is a test mod for Swordhaven, created using the official AtomTeam ModKit. Initially built as a sandbox for experimenting with custom content, it has now evolved to showcase the new features introduced in Patch v.0.5.1.

https://steamcommunity.com/sharedfiles/filedetails/?id=3478409150





Please share your thoughts, and thank you so much for reading this far.
Yours,
Atom Team
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Re: Swordhaven: Iron Conspiracy
« Reply #6 on: June 12, 2025, 12:13:38 AM »
Swordhaven 1.0 Release Roadmap ?? What?s Next
Wed, 11 June 2025



Dear players!

As we get closer to the full release of Swordhaven: Iron Conspiracy, we want to share our roadmap for version 1.0 and what you can expect over the coming months.


First, thank you to everyone who is supporting us through Early Access, leaving feedback, reporting bugs, and helping us shape the game. Your support means the world to us!




Release Plan and Roadmap

We?re working hard on Swordhaven and have a clear update schedule ahead. Please keep in mind that these dates are approximate; we?re living in unpredictable times, but we?ll do our best to stay on track. Here?s what?s coming:



July ? 0.6.0: New character background is available, a new dungeon, and several previously closed areas in Swordhaven City will become explorable.

August ? 0.7.0: Swordhaven Docks, Swordhaven Beggars Corner, Korina?s House, Pirate Fort, and more.

September ? 0.8.0: Bone Shore and Drunken Snapper Inn, Ķirzaka Castle, and related storylines.

October ? 0.9.0: Balta Mines open up for exploration.

December ? 1.0.0: Full release! The player base and the complete storyline (no spoilers here).

Jan/Feb ? 1.0.5: General bug fixes and polish based on your feedback.

March ? 1.1: Updates focused on fulfilling Kickstarter goals.




Modding, Localization, and Controller Support

Modding: Mod support was introduced in 0.5.1. We?re excited to see what you create!



Localization: We?d love to add more languages, but we?re limited by budget. If you?re interested in helping with proofreading or community translation, please reach out?we?d be happy to work with you.



Controller Support: Already available and will be improved for the 1.0 release.

After 1.0

Even after the full release, we?ll continue to support the game with updates, especially those tied to community requests. Your bug reports and suggestions are always welcome and help us make Swordhaven even better.

P.S

Thanks again for being part of this journey. Your feedback, encouragement, and support have been crucial every step of the way. If you have any questions or want to help out especially with localization or testing, please let us know on Facebook, Twitter, Steam, Discord, or by email support@atomrpg.com



Let?s make Swordhaven the best game it can be together.

Yours,
AtomTeam
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Re: Swordhaven: Iron Conspiracy
« Reply #7 on: September 20, 2025, 12:17:12 AM »
Update 0.8.0: Mercantile Reasons
Thu, September 11, 2025



Greetings, friends!

Another few months have passed, which means it's time for another Swordhaven update; this one inspired by both our roadmap and your feedback: ideas and suggestions from the forums, Discord, as well as those we have got while featuring our game on Gamescom this August.


Read on...
« Last Edit: September 28, 2025, 11:19:02 PM by Asid »
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Re: Swordhaven: Iron Conspiracy
« Reply #8 on: September 29, 2025, 12:00:53 AM »
Patch notes for update v.0.8.1
Fri, 19 September 2025



  - Added the feature that makes journal notes directly from dialogues
  - Added new weapons, as well as icons and 3D models for some existing ones, e.g. the crafted crossbow
  - Added a new Thieves? Guild character near the arena
  - You can now complete the Commander quest
  - Increased the variety of enemies in sea encounters
  - Added 18 new achievements (WIP)
  - Fixed a bug where combat encounters in the North would not start
  - Fixed a bug where enemies could spawn in the rest "Camp" location
  - Updated the ship icon on the mini-map
  - Fixed an issue with old saves and the turn counter that could cause combat to freeze.
  - Updated the movement point display in combat when penalties are applied
  - Fixed a bug with the Underground Tunnels cutscene not triggering with older saves
  - Fixed negative damage from the armor-stripping ability
  - Optimized cases where the wrong amount of SP was spent due to height differences
  - Added several new loot points for Clamreach, Grainhold, Noble, Adventurer and Priest dungeons (interiors and exteriors)
  - Increased the number of arrows crafted in one attempt
  - Added new maps for encounters in deserts and jungles
  - Added an animated indicator of when arrows run out in the quiver

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