← All patch notes

v0.7.0 ·

The Story Begins

A story to play through

Vireldan now has a full narrative campaign. It opens with a hands-on tutorial that teaches the game through the fiction: take work at the forge, mine and smelt your first bars, get robbed, and chase the thief into the drains to take back what is yours. From there you are summoned into the Commission, a Royal Inquest, and Act One unfolds across the King’s Road, the road north, and Blackwater Crossing. A new Quests page tracks Story and Tasks, a main-quest tracker sits on Home, and the Codex keeps a Chapters log of everything you have uncovered.

Story battles, fought your way

Key story moments play out as Plot Dungeons, a combat mode of their own. Dialogue runs live during the fight, and clearing one advances the story. The Tanner’s Row Drain, the King’s Road Ambush, and Blackwater Crossing each arrive with their own banner art and briefing.

A cast you can see

Conversations now show character portraits, name the speaker, and clearly prompt you to choose a reply. More than two dozen characters are illustrated.

Loot worth the name

Every item now carries a rarity, from common to legendary, with colour-coded names so a find reads at a glance. Set pieces rank as epics. Every normal-dungeon boss now drops named gear unique to it: an uncommon and a tier-best rare. Tap any drop to inspect it in the same detail drawer you use in the Vault.

Bring the right weapon

Monsters now wear different kinds of armour, and you can see each one’s armour both before a fight and during it. Slashing, piercing, blunt, and magic each beat different armour, so a maul, a dagger, and a staff are genuinely different answers to different enemies. It matters in PvP, too.

A long, fair climb

Behind the scenes we built a balance simulator that plays out thousands of simulated characters, and used it to retune combat survivability, boss accuracy, the gear power ladders, and each item’s identity so every weapon type and rarity has a real niche. The result is a journey built for the long haul: roughly two weeks of play to reach the top gear tier, and far longer to truly finish.

Fixes

  • In conversations, your own replies are no longer labelled with your character’s name, and a "select a reply" hint makes choices clear.
  • The Field Journal is repriced so deep offline progress is a long-term goal rather than an early buy.
  • Plot dungeon descriptions now show on both the cards and the briefing screen.
  • Tidied the Blackwater story to keep it consistent with the world’s canon.