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Fell Seal: Arbiter's Mark Hack


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About This Game



Fell Seal: Arbiter's Mark is a story-driven 5d3b920ae0



Title: Fell Seal: Arbiter's Mark
Genre: Indie, RPG, Strategy
Developer:
6 Eyes Studio
Publisher:
1C Entertainment
Franchise:
1C
Release Date: 30 Apr, 2019


Minimum:

  • OS: Windows 7 SP1+
  • Processor: 1.2 Ghz, Pentium 4+
  • Memory: 3 GB RAM
  • Graph

English,French,German,Russian



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Build 0.9.5c : Yet another small update! ^^ We're making a build for another platform today, so we thought we'd push the same changes on Steam for parity. It's mostly bug fixes and tiny ui/balance tweaks. We're not planning anymore updates until Release at this point, although the Release build will have some more bug fixes and UI tweaks. Here's the change log: 04/22/2019 - Version 0.9.5c Bug Fixes:. 0.7.2 - Small Difficulty Setting update : Tanks on the front line! - from the digital art booklet.. Build 0.5.3 - Balance/AI Update : New Build. New Build 0.3.4 - Big Balance Update! : We just pushed another big update to the game! On this one, we've been focusing mainly on balance changes and there's a lot of them! The full and lengthy notes are at the end of the update, as usual, but here are the brief highlights: Significantly changed the Fellblade class. Changed some weapons and abilities for Gadgeteer, Reaver and Templar. Many changes to the Scoundrel abilities. Lots abilities and passives got updated. Lots of changes to the level caps for most story battles and patrols. The idea is to have a small amount of maps "tuned for very low levels characters" and most other maps tuned for higher levels characters, which will give more viable options for players wanting to run random maps. (We are also working on adding a lot of new patrols to maps, but that's not ready yet). Enemies now have access to a stash of items, much like the player does. This is a pretty big change to their possible power, so we'll need to make sure things are tuned properly. Lots of AI improvements were made and the AI should be even smarter now, especially around decisions involving buffs/debuffs Adding a lot of sounds and visual effects.. Weekly Progress Report : Hello everyone! This week we released another build, packed with a LOT of QoL changes from community feedback, including the much anticipated option to change the spell animation speed and the walking animation speed . The build has an extensive list of QoL, UI and modding features upgrades and additions! You can view the full change log right here . Weve started working on the next update and this time were focusing on balance . We have lots of changes planned for many human classes, including the Fell Blade, Scoundrel, Sorcerer and Gadgeteer . We also have a huge update pass to the numbers of almost all monster classes to improve on their balance. As you might have seen in the last build, weve also been busy adding a lot of new sound effects and new spell visuals. The big spells we showed in recent progress reports are finally done. Heres what the Demon one looks like in-game: Otherwise, we're just chugging along, adding more content, more maps and refining the game's cutscenes.. Build 0.3.3 - Big QoL update : We're releasing build 0.3.3 today. It's a compilation of fixes and, mainly, a lot of quality of life changes that have been requested by the community. Here are the highlights: Adding an option to speed up walking in combat. Adding an option to speed up casting animations in combat. Exporting Weapons, Armors and Accessories to an XML file. Modders can now add/modify them. UI clean up, including new tutorials, better tooltips, showing the source of the damage for abilities (ATK, MND, etc.), etc. Making AOE targeting able to target a "blocked area" in combat (like a rock for example) to make things simpler and less frustrating. Also hiding the target AoE area when targeting if it's not within the "allowed range", to help with clarity. Adding a lot of new spell visuals and new sounds.. Build 1.0.2 is out - Localization restored! : Our release build broke all language options other than English somehow. We are EXTREMELY sorry about this >. Build 1.0.2 fixes that! (you might have to restart your Steam client to force it to update the game more quickly). We keep seeing these day 1 patches in other games on Steam and we promised ourselves that wouldn't be us, but it somehow hit us too, sigh. Here are the patch notes: Mount Nervanzar: Gave flippers to the guests on this map so they wouldn't drown. Languages: Release update made other languages than English unselectable. Fixed! And by popular request, here are the patch notes for 1.0.0 and 1.0.1 (they are bundled together): 04/30/2019 - Version 1.0.1 New Content:. Build 0.4.1 - Equipment & Balance Update. : Build 0.4.1. Build 0.6.2 - AI Update : We hope everyone had great holidays! Build 0.6.2


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