Cacildes Adventure 2.0 - New screenshots for the initial areas


Hey everyone! ๐Ÿ‘‹

I’m super excited to revive the blog with some fresh updates on what I’ve been working on for the game.

This summer, my main focus has been the 2.0 update, which is a full overhaul of the game. From revamped enemy combat and smarter NPCs to reworked crafting and equipment systems — nearly everything has been redesigned to deliver a better, deeper, and more immersive experience!




What to Expect from Update 2.0


Unified Items for All
Weapons, spells, and armor are now fully shared between players and enemies. If you spot an enemy wielding a sword, casting a spell, or wearing gear — you can likely get it for yourself!

NPC Stats and Buffs
Stats now apply to NPCs too! Enemies and companions can use buffs mid-combat to enhance strength, dexterity, or intelligence. The same mechanics now apply to both players and AI.

Smarter Companions
Your companions will now loot fallen enemies and upgrade their equipment as they travel

NPC Activities
NPCs now have daily routines and dynamic behaviors. Instead of standing around idly, many will now gather herbs, harvest honey from beehives, sit by bonfires, use alchemy tables, and more. This makes towns and wilderness feel far more alive and reactive to the world around them.

Visual Accessories
Accessories like pauldrons and cloaks are now visually represented. These items can be equipped independently, giving you more options for customizing your look.

Balance & Scaling Fixes
Addressed several issues related to weapon scaling, level-up progression, and item stat inconsistencies to ensure smoother, more rewarding gameplay.

Improved Economy
The in-game economy has been rebalanced with better logic regarding item value.

New Spell System
Spells no longer require a staff! You can now assign spells to hotkeys and cast them directly, similar to the system in Oblivion.

Dialogue System Overhaul
Dialogue is now powered by INK, with external text file support. This change brings more flexibility, branching choices, and an easier workflow for writing and iterating on story content.

Gold Dumping Bug Fixed
Finally squashed the infamous gold dumping exploit that’s been lurking since day one. No more free fortunes! ๐Ÿ˜…

New Weapon Upgrade System
The weapon upgrade system has been redesigned. I've removed Iron Shards and Ingots and replaced them with:

Smithing Shard +1 to Smithing Shard +5

This streamlined system lets you upgrade weapons all the way to +10.

Armor Upgrades
You can now upgrade armor too! Collect Animal Hides (+1 to +5) to enhance your favorite sets and boost your survivability.

Skill Upgrades (Coming Soon)
Soon, you'll be able to upgrade individual skills — like enhancing a fireball spell all the way to +5, increasing its power and effects.
 

... and much more is also coming in 2.0! 

There is also... 

๐ŸŒ Map Reworks

Because so many core systems have changed, I have to go back to each map and rework it. This has been a chance not only to rebalance enemies and item placements, but also to visually enhance the environments, which feel a bit old and dated, especially the starting areas which I've designed almost 3 years ago, when my level design skills were still newbie.

I'm currently focusing on the early-game areas — and I’m excited to show what’s new!

Here’s a preview of some revamped maps built using Unity Terrain, offering noticeable improvements in visuals, layout, and performance.

Cecily Fields






Slepbone Pathway






Changes:

- Better environmental assets
- Smoother terrain blending
- Richer natural environments
- Improved lighting and shading

For comparison, here's some screenshots from the old maps:







๐Ÿงช Public Beta Branch Incoming

A short demo of version 2.0 will be available soon via a BETA branch on Steam. This will give you a chance to try out the revamped systems and provide feedback. I can’t wait to hear what you think!

That’s all for now! Thanks so much for following the development — more updates and detailed patch notes will be coming soon. ๐Ÿ™Œ Stay tuned, and see you in the beta!

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