
Underworld Ascendant
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Hotfix Notes 4.3Aug 27, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/dedb8c8ac1d9a8261c6c63c01e024f393962d578.jpg Hotfix Notes 4.3 - Fixed the brightness slider. On new and old saves, you may need to go to the Options menu and readjust your brightness slider. - Fixed the color vibrancy issue related to the brightness slider. Known Issue: - For the Upper Erebus side quest "Expel the Undead," the Animus may spawn outside of the area indicated on the map.Hotfix Notes 4.2Aug 19, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/dedb8c8ac1d9a8261c6c63c01e024f393962d578.jpg Hotfix Notes 4.2 * Underworld Ascendant is finally available on Mac and Linux! * Fixed rare braindead AI issue and improved enemy awareness. * The map can be freely accessed using the assigned hotkey. * Includes if the player changed the Map hotkey to a non-default setting. * Fixed a hitch when selecting water arrows for the first time in a session. * VSync is now default to ON for new installs. * Various LOD popping issues fixed. * The sound effect associated with targeting the Dash skill now ends properly. * Joystick combo moves should be easier to perform. * Better-looking spider webs Feat Fixes: * You now get credit for “Combo Attack” feat when you land any attacks where you set up with movement and you have the associated skill. * Fix for axes and maces counting as swords in stat tracking for feats. * Fix for the Master Archer and Walking Arsenal (advanced version of Weapons Master) feats not being awarded properly. * Bark & Bite: Better assignment of credit for fire damage Known Issues: * Mac: If playing with a controller, a Mac will not recognize controller inputs as activity and may activate screensaver while you’re playing. You may want to disable your screensaver settings while playing on Mac with a controller. This is a Mac OS issue. * Foamy Shadow Loaves can no longer be made. Update 4 - Hotfix NotesJul 2, 2019 - Community AnnouncementsUpdate 4 Hotfix Build Notes https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/dedb8c8ac1d9a8261c6c63c01e024f393962d578.jpg Hi all, We've just released a 1.5GB hotfix for Update 4 on PC! Here's what changed: Reduced the force used to move carried objects against obstructions in some cases that were causing the player to be pushed in the opposite direction (for example, you might have been lifted off the ground while stacking crates). Some wooden platforms that were floating are once again grounded. Improved reliability of dragging mechanics for dead bodies. Helmeted enemies no longer have floating helmets upon death. Various lights, bottles and torches no longer disappear based on player distance. Various controller fixes related to switching focus during menu navigation and tooltips not appearing for armor slots. Fixed issue where the button guide bar did not show up for the Rune Wheel when using a controller. Fixed issue where the sound effects for the Dash skill would continuously play. Fixed an issue causing a lever in Underswamp to be inaccessible. Additional bug fixes. Thank you everyone for playing!Update 4 Build NotesJun 18, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/b20c2da56810b42e2d988fedfa494cdb97a88f9b.jpg Update 4 includes more new content, tuning improvements, and fixes. We hope you enjoy! What's New: This update is about 1.1GB in size. Added friendly NPC interactions with a number of new characters, many of whom are locked away behind insidious challenges that can only be accessed by powering a Materia Modus to lower the local water level. New main quest to find and free the Outcast Fane, who will provide a hunting guide for the Eidolon and Animus. (He then sets up as a vendor in the Saurian camp, as added in Update 3.) New Faction quest to find and free The Shambler Meridian, who will open The Bazaar of The Arcane in Marcaul and offer high level magic items for sale. New Faction quest to find and free the Outcast Dahlia, who will teach the player several Rune Formulas. New Faction quest to find and free the Deep Elf Severn, who will provide a map location for a hidden area. New Faction quest to find and free the Expedition dwarf Quater, who will provide a map location for a hidden area. Series’ mainstay Rawstag the Troll -- who really has a lot to say -- has taken up residence in The Bazaar of The Arcane Several new enemies added: The Bellum, a blind “headless” charger w/ tongue ranged attack The deadly Poison Bellum The stealthy Shadow Beast Updated Fixes: Combat tuned to be more strategic, with the addition of a shove attack (which can interrupt some enemy attacks or push them off ledges) and fan-requested combat music, which reinforces when enemies are aggroed on you. Updated in-world loot pass, added new weapons, armor, and gear items to increase the variety of loot and further reward exploration. Added Rune formulas and increased the Runes found in-world to encourage deeper exploration of magic. New Fehu (Beast) Rune added, increasing the number of spells players can craft, such as Create Beast (which spawns a Deep Slug with a flammable trail), Create Bellum, and Harm Beast. Improved tutorial sequence and smart hint system to teach elements that players were missing (such as advanced combat attacks and bow zoom) or unclear about (status effects like hunger and exhaustion). Updated UI/UX elements, such as: ○ Improved map icons and readability. ○ More prominent notifications when you unlock a new Rune or enter a new region. ○ The Rune Wheel now has additional commentary regarding target and use of the currently-crafted spell, along with UI styling to make it clearer that you can click on spell names in the Spellbook to ready them. ○ The tooltip for the Rune Bag now includes the Spellbook name (if available) of the currently-readied spell. ○ The Doom Counter now properly shows itself on the HUD when its value changed. ○ Tooltips in the Trade screen now show the resale value of items in your inventory, not just those in the “Your Offer” area. ○ Improved readability of inventory annotations for stack counts and Rune Formulas....Hotfix for Update 3May 2, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/dedb8c8ac1d9a8261c6c63c01e024f393962d578.jpg Greetings all! We have a small (~30mb) hotfix that addresses crash bugs that a few players have been experiencing. We are still working to reproduce additional crash reports and will address them as soon as we are able. If you are still experiencing crashes in an area, quicksave often and let us know the details so we can investigate.Update 3 - Performance ImprovementsApr 10, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/b20c2da56810b42e2d988fedfa494cdb97a88f9b.jpg Hi everyone, we’re happy to release Update 3 for Underworld Ascendant. We’ve been listening to your feedback and focused this Update on improving performance, fixing bugs and polishing various aspects of the game. We also added a bunch of fun new things as noted below. Performance Improvements and New or Updated Features Major improvements to frame rate and load times. Lighting pass across the game to help players see deeper into the darkest corners of the Abyss. Added Saurian Mage allies that have been captured by Typhon’s minions. Once you free these allies, they will aid you in battle against nearby undead. Added the Outcast character Fane, an ally who, once freed, becomes a vendor selling adventuring provisions wherever Hapurkala sets up camp. Added Talking Skulls (Bart and Bertha) to the Midnight Forum in Marcaul. Increased the equipment that drops in the earliest part of the game and added several new types of gear. Loot from chests is now placed more intelligently in the chest’s interior, to reduce unintended collisions. Added a new, more appropriately-sized model representing smaller equipment items like helmets and boots. Added confirmation text when Quick-Saving, including a notification if the player is in a situation where saving is not permitted. You can now start climbing ropes and chains from swimming contact, not just jumping. Also, contact with water won’t break you out a rope climb. Blast arrows no longer detonate without being fired (like, for example, when they’re sitting in a chest). Rune formulas branded on wands with the Focus Mastery skill are now preserved around player respawn. Added Goggles of Night-vision as a new item of headgear. Added variation of scale colors to Saurians (rather than all defaulting to green). Updated Aelita's vendor tables to offer a greater selection of gear usable with the Ceremonial Garb skill. Updated the sfx that plays upon completing a quest. Improved performance when things are on fire. Polish and Bug Fixes The confirmation screen when quick-loading (pressing F9) a saved game is no longer blank. Fixed an issue where players would be unable to complete a quest if they save after completing the objective but before turning it in. The frame rate no longer hitches when the Tab button is pressed. Fixed a number of crash bugs. Fixed issues related to using a controller to play the game. Fixed issue where a dying NPC could send the playing flying upon its death. Fixed issue where the player was unable to complete the “Typhon Summons a Lich!” quest if they left Titan’s Reach and came back. Fixed various Inventory issues related to stacks and arrows. Fixed issue where the player’s quest could break if they saved after completing the quest objective but before turning it in. The Sword of Regret now restores the intended amount of health to the player. The Blade of Bewilderment now g...Hotfix for Update 2Feb 26, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/dedb8c8ac1d9a8261c6c63c01e024f393962d578.jpg A small update today to address the following items: Crash fixes Fixed issue where the quest “Repel Typhon’s Army” sometimes didn’t spawn enough enemies to complete the quest. Fixed issue where the day would advance every time the player returned to Marcaul. Fix for loading screen sometimes saying “Input:Interact Next Tip” The doors on Hap’s cart now work properly on low quality mode If your current version of the game is up to date, the download will be 380mb. Thank you for playing Underworld Ascendant!Update 2 - Player Journey & Gameplay ImprovementsFeb 14, 2019 - Community AnnouncementsUnderworld Ascendant Update 2 Build Notes Video Message From The Dev Team: https://youtu.be/VSv9dP7JvJg Thank you for your continued support of Underworld Ascendant! We have been hard at work on Update 2 and have focused our efforts on the overall structure of the Abyss, the player journey, AI and other gameplay improvements. We believe these changes will significantly improve the overall player experience, especially when starting a new game. We hope you enjoy this update and please continue to provide your feedback. The Stygian Abyss renovated The world is now a series of interconnected levels, accessible through The Grand Staircase. Updated quest flow now focuses on important narrative quests that highlight both new and refined story and content, while allowing the player to freely explore the environment and optional side-quests. As a result of this major change, we highly recommend that you start a new game to experience it. That said, if you want to start from where you left off, your old save games will still work and you will start at a roughly similar place in the new story progression. Player experience improvements highlights Updated enemy patrol paths and lighting pass in all levels to enhance tactical stealth gameplay, and enemy population overhaul/refinements on all main quests. New and streamlined story elements along main critical path, with supplemental story elements moved to explorable space. The Vault of Nyx, the final level encounter, gameplay and clarity improvements. Meta Game updates The Doom Counter has been refined to better ramp the type and difficulty of creatures that appear, and now allows players to complete the game without having to set it back more than once in an average playthrough. Players no longer need to gain Faction Favor or Influence to trigger the final encounter of the game, though Faction Favor still provides benefits in trade. New games can now choose a difficulty level. All old save games will be treated as “Normal” difficulty. Save Game System We made some additional enhancements and refinements to the save game system based on your feedback: Players can now use F5 to quick save and F9 to quick load said quick save. Players are now asked for confirmation if they are about to overwrite an existing save. Clarity pass on the text in the Save menu to improve usability. Also a load game panel clarity pass. It will also now show difficulty of each save game. AI Updated enemy patrol paths and AI behavior models to improve their reaction to player actions Enemies will no longer do more than one in-combat emote in a row, which makes them much more aggressive. Enemies will flee less often than before. Animuses now alert all nearby undead when they are being attacked. Lizardmen casters will no longer cast while on the ground or getting up. Lizardmen will now be more aggressive. Better wandering for deep slugs and rats. Skeletons will no longer attack torches that damage them. Also reduced torch damage radius f...Jan 22 Weekly UpdateJan 22, 2019 - Community AnnouncementsHi everyone! This week, we continue to work on improvements to the game for Update 2, coming early February. Some of these improvements include: Making the Abyss one cohesive dungeon Streamlining the first level of the game to include runic spell-casting and adding more narrative context to Marcaul Continued improvements to AI Improved main quest system Improved Doom Counter and faction favor system Adding in quicksave key bindings & more that we're still working on. We look forward to sharing Update 2 with you all! Cheers, The OtherSide TeamUntitledJan 8, 2019 - Community AnnouncementsJan 2 Weekly UpdateJan 2, 2019 - Community AnnouncementsAfternoon, everyone! Here's our quick weekly update while we continue our work on Update 2 while monitoring bug reports that have come in after Update 1 launched. More info to follow on KS rewards, playtest updates, and our plans for Update 2 as we work those out. #ICYMI, we also have a post-Update 1 Survey available here. We'd love to hear from players who have picked up UA again after Update 1, and what else you would like to see improved.Update 1 - New Save Game System is LiveDec 20, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/b20c2da56810b42e2d988fedfa494cdb97a88f9b.jpg Greetings, Ascendants! Update 1 is here! It includes the new save system and more. Save Game System We've completely overhauled Underworld Ascendant’s save game system based on player feedback. This new system saves the following: World State Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location All spawned items (e.g., weapons, food, etc.) including location and position Silver Sapling location and status Enemy Health Enemy status effect with durations Door damage Combustibles will remain lit Gate / Portcullis state (up / down / in transit) Quest State The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved. Player State Position, rotation, crouching Current health/damage Current Mana Status effects Inventory Hotbar Stash Known spells Faction Favor Influence Completed quests Skills Held items Player session stats associated with level progress (e.g., enemies killed) Existing player stats associated with prior level progress A few things are not saved: Arrows that are not at rest Spells in the middle of being cast Important Note: Saving is disabled when the player is off the ground or within 15 meters of enemies Combat We made many updates to Combat in Underworld Ascendant as further outlined below. We have also made a few improvements to AI and have plans for more AI enhancements in the next update. Directional attacks are available at level zero without their status effects and they do the same amount of damage as a heavy attack. We’ve revised the previous skills granting directional attacks as follows (Swords / Axes and Maces / Unarmed): Blade Master / Mighty Blows / Fists of Iron - heavy left and right attacks now stagger enemies (LMB + Left and LMB + Right) Fighter’s Fury / Bloody Barrage / Fists of Fury - heavy forward attacks now stun, and heavy back attacks knock enemies down (LMB + W and LMB + S) Deft Maneuvers / Savage Maneuvers / Shielded Strike - holding heavy attacks longer charges up the attack and does a bleeding over time extra damage (hold LMB longer) Light attacks do a bit more damage (20% more) Light attacks if spammed have a reminder tooltip every 10 swings explaining the difference between light swings (tapping LMB) and heavy swings (holding and releasing LMB) Unskilled Heavy attacks no longer stagger opponents Pluto’s Gate received a combat tuning update: Spectral Knights (skeletons in chainmail) have been replaced by Spectral Warriors (skeletons with sickles and bows, who are now slightly weaker and do less damage) and some Spectral Warriors have been replaced by Spectral Thugs (headless skeletons, who are now weaker and unable to block). Combat VFX are now more visible: VFX Blood is brighter an...Underworld Ascendant | Development Roadmap December 2018Dec 14, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/6a549546f22741bff2616cd3e756345231c6ed2f.jpg Greetings, Ascendants! Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game. We have also included our plans for Update 2, which will go live early next year. Further details and timing are outlined below. We have a discussion thread for the update here: https://steamcommunity.com/app/692840/discussions/0/3216031607494065970/ UPDATE 1 - Next week (Pending QA Review) Save system We’ve completely overhauled Underworld Ascendant’s save game system based on player feedback. The goal is to ensure your efforts as you adventure through the Abyss, particularly during quests, are saved. Under this new system, you will be able to save your progress anywhere in the game (with a couple exceptions) from the Pause Menu. When you save a game, you will retain your location in a level, whatever steps you’ve completed toward a quest and all items and equipment you’ve collected in your inventory. Enemy positions, health and more will also be saved. A full description can be found in the Save Game Details section at the end of this post. Combat We have refined Combat to make it more dynamic and responsive and to add more variety to attacks. First, we are changing the way directional attacks are being handled. Now, every player will be provided with these attacks at the beginning of the game. Instead of using skill points to unlock these attacks, skill points will now make these attacks more powerful. A balance pass on weapon damage and enemy health has been made with an aim to making combat more engaging, particularly in early levels. Some initial improvements to AI have been implemented and we have plans for bigger updates in the new year. Quests and Levels Many immersion-breaking holes and seams have been removed and levels have more refined and more varied enemy populations.. Pluto’s Gate and Upper Eberus have received a number of enhancements to improve playability and make them feel more “lived in”. Items You’ll also see some weapon and loot changes in this update. An item’s wear will now be more apparent, with weapons showing damage wear over time as well as appearing broken when they have reached that state. We improved loot drops in the world as well as weapon availability in Aelita’s shop. Player Movement In update 1.03 we made changes to improve player movement. This included the addition of swimming, reduced keyboard and mouse input lag and better transitions into and out of water. Those fixes along with Update 1’s increased base player speed has helped make player movement more responsive and more fluid. Other Improvements We’ll give more details in the update Build Notes next week, but some highlights include saved key binding preferences, better visuali...Dec 3 Weekly Update!Dec 3, 2018 - Community AnnouncementsHey guys! It's the weekend after we pushed Hotfix 1.03, and I spent the majority of today combing through community-submitted reports and queueing them up for our QA team, as well as coordinating Kickstarter goods. (We got a new pass at Resherak in the office, but he's a little too big... sneak peek at the 4" figurines anyways, unpainted, for those curious!) Our priority for this week and the next is tackling bugs and larger issues that have been brought up since launch. This includes working on a save system (more details on this next week, since we're still testing a couple of potential systems right now), the inventory stacking bug, gameplay blockers, crashes, and potential redesigns in combat and the quest system. Today was a heavy meeting day as we hashed out how we'd like to tackle some of the riskier updates (save system, quests, and combat) while fending off bugs. As liveops continues, I'd also like to introduce Rich Gallup, our Executive Producer who's been steering our ship since launch day! He's been an incredible force to work with, and has been a lifesaver for keeping us organized and on track for the last few hotfixes. You may also recognize him from some of the dev videos we've been putting out with each hotfix update! Hoping to have more Kickstarter updates as well, particularly on some of the digital goods that just need a final review. I'll continue to monitor community-submitted bugs throughout the week and keep those KS goods rolling... thank you to everyone who's been tirelessly submitting, particularly with output logs/screenshots/locations! Makes our jobs a lot easier for reproducing bugs and getting to the bottom of certain issues. (Such as some reports of arrows not working on aggro'd skeletons in Underswamp... we thought we fixed the overall arrow issue, but it seems arrows can still be inconsistent under particular circumstances. Looking forward to knocking this bug out, as a Stealth main myself!) That's all for now, and we'll share more as we continue to work on the game.Hotfix 1.03 & Dev VideoNov 30, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/9945e0c461233e20bf2122197ae1511c457ed7c2.png Click To See Video On YouTube NOTE: Video has been updated! Here are the fixes included in the most recent hotfix 1.03. Added "Swimming" (Crouch while in water to sink) Walking through shallow water has been improved Arrows now function as expected after Underswamp EDIT: Arrows are reported as inconsistent in Underswamp. This is logged. More magic runes are now in Aelita's rotation for sale Fullscreen exclusive graphics option is now preserved between gameplay sessions When the player collects the final Abyssal Key, the gate to the Midnight Forum now opens as expected Fixed a rare bug when The Vault of Nyx did not open when the player had all 8 keys Saurians are now less chatty The secret shortcut to the Vault of Nyx has been sealed Infinite loading screen crash for the opening level has been fixed Subtitles can be now toggled On or Off (See: Options->Gameplay) Graffiti language in-level now changes when the player changes their language settings Tuned movement controls for stopping and starting. The controls now respond faster to player input Kickstarter backers will receive 8 dire berries instead of 1 General movement fixes Various rare crash fixes We are still working on adding more updates to the game. Thank you for your patience! Underworld: Ascendant review - a strangely essential development disasterNov 29, 2018 - EurogamerUnderworld: Ascendant is positively paranoid that you'll forget that it's an immersive sim. A crowd-funded successor to Looking Glass Studios' landmark RPG Ultima Underworld, created with the input of Looking Glass veterans, its dialogue is full of allusions to the genre's ethos of player improvisation using flexible tools. Experimentation is advised, remarks Cabirus, the papier-m ch beard in a dressing gown who serves as your mentor on the quest to defeat Typhon, an escaped demon king. Later: only the adaptable prosper . Elsewhere: I seek not to teach you, but to make you think. The game's relentless advertising of its own creative inheritance soon grows annoying, and not just because in practice, it's more interested in channeling Ultima's light-fingered stablemate Thief. Looking Glass closed down almost 20 years ago, and its legacy is everywhere, reaching far beyond self-declared immersive sims to any number of shooters, open worlders and more linear RPGs. To preach the importance of methods over results in the wake of, say, Hitman: Blood Money or Heat Signature feels like your dad expecting a round of applause for explaining the plot of The Matrix. In any case, Ascendant's immersive sim premise doesn't really flatter it, because it means that you're actively looking for breakages and limitations you can take advantage of, and there are ever so many of them to find. It's certainly a game about experimentation in the sense that a lot of it doesn't work. The game's current bug list is so grand, varied and hideous it deserves to be bound in crocodile skin and hidden away in a mausoleum, as a kind of Necronomicon for QA testers. There are crumbling citadels that are invisible from certain angles, and lakes with two surfaces, one glimmering metres below the other. There are blade traps that don't just stop moving but vanish when you pull a lever, though you can still hear them rattling away. Rooftops that turn to vapour underfoot, trapping you inside a backdrop, and dangling chains that bunch as you climb like constipated snakes. Enemies who literally couldn't beat a flight of stairs, and flights of stairs that have been so hastily cobbled together you can see the gaps between sections. It's not, all told, a game you should play if the slightest glitching texture sends you screaming for your pitchfork, and while Ascendant does manage a few unusual ideas within the handworn parameters of a dark fantasy role-player, most are as wayward as their execution is tortuous. Read more… Nov 26 Weekly UpdateNov 26, 2018 - Community AnnouncementsHey everyone! A weekly update a little later in the day than usual... So the team has returned from Thanksgiving travels and we spent the majority of today alone just having meetings and brainstorming how and where to go from here. We already have a list of priorities we'd like to work on as quickly (and safely) as possible, and try to maximize our time. We have another hotfix queued up for this week, particularly tackling crashes near the beginning of the game (before even Marcaul!) and common movement bugs, like the player being sluggish in water. We're aiming to have a lot of other fixes in too related to bug reports we've received about AI and combat issues. Additionally, the fullscreen exclusive option and turning subtitles off will be available. Other issues we're working on are upping the consistency of arrows (sometimes they fire, sometimes they disappear, etc), more combat and AI issues (especially to show when they're afraid / low on health and want to flee, etc), performance in areas past the Underswamp, and of course making the save system more accessible while we also work on bugs. (Like putting "swim-crouching" back in!) In the meanwhile, it will be really busy in the office for us as we continue to coordinate with you and our KS backers on your digital and physical rewards. After this week's hotfix, we're also working on an improved save system and improving more performance issues by mid-December. As always, we're open to hearing your feedback and suggestions - and bug reports. Keep them coming!This is not a review of the wholly unfinished Underworld AscendantNov 21, 2018 - Rock, Paper, Shotgun Having poked around at the earliest stages of Underworld Ascendant, I’ve reached the conclusion that it’s just not in a fit state to be released, and as such, not in a fit state to be reviewed. Announced in 2014, this spiritual sequel to the seminal Ultima Underworld games of the early 90s was Kickstarted $860,000 in early 2015, with a ridiculously optimistic release date of November 2016. Two years after that, the product I backed at the time is here. And it feels like it needs at least another two years before it’s close to ready. (more…) Development Update Video - Nov 20, 2018Nov 20, 2018 - Community AnnouncementsHi, everyone! We have a short video from the Underworld Ascendant dev team to keep you updated on what the team is working on. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30367253/b3e5c48433d50bb76a800ddeb3da267fa5ac67e9.png Click the image to watch on YouTube Thanks for playing!Nov 19 Weekly Update!Nov 19, 2018 - Community AnnouncementsHey guys! What a weekend, huh? So for anyone new to the forums: welcome! Let's get some of these FAQ out of the way first: I'm a backer and I haven't gotten an email from BackerKit with my key! Log in using your Kickstarter credentials here: https://underworld-ascendant.backerkit.com/ Navigate to your Digital Downloads and you should see your Steam rewards! I'm a backer and I'm missing some digital rewards. What do I do? Certain digital rewards are being bundled by Valve and will be available as another Steam key on BackerKit. We will let you know when those are available! We've been receiving reports of backers having problems downloading the DLC for Companion Creatures and have been working with Valve to figure out how to properly distribute these rewards, since this could affect distribution of our other digital rewards. (We think we recently discovered the issue with this, and we'll update you all when this is confirmed fixed.) You can see the list of digital rewards' status here: https://otherside-e.com/wp/ks-rewards-update-1-week-till-launch/ Rewards listed for "Launch" will be available as soon as we figure out the distribution issue with the Companion Creatures. Rewards listed as "Post-Launch" will be tracked in a longer KS rewards update post either this week or the next. I'm a KS backer but not of the ADVENTURER tier - do I get the Week 1 Companion Creatures? Yes, but because of the distribution issues (see above), we have not distributed these yet. I encountered a terrible bug / crash! How do I report it to you? Please send us your output log to [email protected] . You can find your output log on your computer here: C:\Users\\AppData\LocalLow\OtherSide Entertainment\Underworld Ascendant\output_log.txt If you'd like to discuss your bug reports with other players, feel free to post it here: Technical Support Thread We'll be checking this board every day to see if any new bugs pop up, and if any of you figure out a solution we can act on! I may not respond to every thread, but I try to collect as many output logs as I can. ...phew. I think that's the gist of the FAQ section. As for this week, my biggest priorities are coordinating with all of you on what's going on behind the scenes, as well as working with 505 and Steam to make sure those digital rewards reach their backers. I'm aiming to put up an updated version of this KS Rewards post from the week before launch so it's easier to track which rewards are at what stage of development. Many of us are working on-call this week in preparation for the Thanksgiving holidays. We've been tracking a lot of bugs and crash reports over the weekend, and that's given us a good idea of how we should be prioritizing for this week and the next. We may not have a big update this week because of Thanksgiving, but we're working on another hotfix/update for the week after. (Keybinding preservation between save states and spell-book entry preservation between levels in particular are higher up on our...
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