It’s been a long time coming, but the latest release of Legionwood 2 is finally online. I fully intended for it to be out a couple of days ago, but due to all the new graphics and sound files I’ve added to this release it ended up having a massive file size and was taking literally forever to upload.
In any case, this new release (Beta 4.0) adds the second half of Act II: Aftermath and Alliance to the game, along with a whole bunch of small additions, tweaks and bug fixes to existing content. Battles flow much more smoothly now and several of the class combinations that were too similar in previous builds have been considerably reworked. All up, there’s about 11 hours or so of gameplay in this release, including plenty of new dungeons and side quests to experience. New content added to the game revolves around the party’s adventures in the desert nation of Entoban, as they try to discover the identities of those responsible for summoning the Eternal Gates. If they’re lucky, they may just find a way to save Legionwood from the evil that threatens it…but they may not all make it out alive.
In typical fashion, Beta 4.o contains plenty of things that change depending on your party’s morality, including some very important story events that will drastically alter things later in the final release. The decisions you’ve made earlier in the game may determine what treasures you’ll find in Entoban and who survives the final encounter. As always, you won’t be able to encounter everything in a single playthrough, so feel free to try again with a different set of choices to see it all.
Now, with all that out of the way, I’ll be taking a well deserved break from game development for a month or two to catch up on university homework (and to try and get this blog back into some kind of regular schedule) — announcements about the full release of Legionwood 2 to follow once I’ve recovered from the rush.
Download the latest release of Legionwood 2 here and get adventuring.
I am having problems in the dungeons ( Volcano) can you help me, Please!
Sure! I thought the puzzles there might be a little difficult. Where are you stuck?
Thank you for your answer, I love this game, but the puzzle is difficult, I do not know the numbers for the statue and on the other side I can not get out the stone from the passage
If you like me to I would sent you my save file.
The puzzle is just converting the letters of the word “gold” into numbers — so you’ll have to enter 7,15,12,4 to solve the puzzle.
As for the rock pushing puzzle on the other side of the dungeon, it’s possible to do but it’s got a very convoluted path you must follow. I can provide a diagram for you, if you need one. Send me an email at firstname.lastname@example.org and I’ll reply to you with it 🙂
Thank you Robert, I have sent you a private Email.
Is it normal that rouges can carry a 2handed weapon in each hand and sleep seems to freeze the status ailment clocks?
The only two handed weapons Rogues should be able to carry is Bows — due to how the dual wielding script works, I’m unable to restrict this, so it is working as intended for now. Thanks for reporting the Sleep issue, by the way. That is indeed a bug and I’ll work on fixing it 🙂
only bows? Well, I was dual wielding greataxes and murdering everything, so that might be a bug. Also, is Assassin Dagger supposed to give you 3 hits?
btw, maybe you should have an NPC near the start talk about the differences between melee and ranged as well as what piercing or blunt does. So far, it feels like there’s only one kind of physical damage.
Hmm, it seems the axes were set to the “Exotic” category (which, so far, is only meant to contain the Beast Claws) instead of “Blunt”, which Rogues don’t have access to, so yes — it’s a bug. Thanks for reporting that, I’ll fix it up.
And yes, the Assassin Dagger will allow you to hit three times. It gives you one additional attack, which means a dual wielding rogue will hit thrice; twice with the Assassin Dagger and once with whatever other weapon they have equipped.
And yes, there actually is only one type of physical damage. “Blunt”, “Piercing” and the like are simply indicators of which category a given weapon is in, so you can identify which class can wield it at a glance. They all just inflict “Physical” elemental damage.
Umm, rogues don’t do two attacks. It shows both attack animations, but there’s only one actual damage value, while assassin dagger makes 3 attacks, each with 2 swings. I just thought that was to make sure the rogue wasn’t too strong.
I gave the assassin dagger to my warrior and he started doing 3 hits as well.
Other problems: I have no idea what bleed does, 1000prickles is actually still affected by resistances, the description of clarity amulet doesn’t really explain what it does, and it said nothing about bringing your mdef to 10%. Gladiator blade says its 2handed, but its 1handed.
forgot the actually important one: Major bug in volcano. the boulder gets stuck in the doorway, leaving me stuck in the room with no escape
Bleed makes the victim weak against physical attacks. In a later release, I’ll be including a manual of sorts that clarifies this stuff.
Thanks for reporting the other issues — I’ll be fixing them in the next update. Re: volcano bolder, that’s already been fixed. Please download the latest patch 🙂