Fernageddon — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| v1.02.03 is now live! | 2025-07-08 | if you had a character that was not a spellcaster, but became one on changing career at level 5, he would have zero mana. Fixed!Fix for Ethereal and Vampiric - these only had an effect if gained by mutation, previously.Corrected icon for Bloodlust.Two new options added: No Screenshake, and No delay between actions. As default, these are both turned off. |
| Sepulcrum! | 2025-06-03 | I have another game coming out at the end of June... It features a roguelike style quest and turn based tactical battles - the latter, very similar to Fernageddon! Unlocks, crazy encounters, artefacts, levelling up, powerful magic items and designing your party - I feel sure you will love this if you liked my earlier games! https://store.steampowered.com/app/3601900/Sepulcrum/ |
| v1.02.01 is now live | 2025-03-12 | Teleport spell fixed One rare crash to desktop fixed Fixed some confusion where minion bar showed level up but this was wrong |
| v1.2 is now live! | 2025-02-28 | Beasts and Followers can now get XP! Or most of them can, anyway. Each creature has its own XP penalty. Some examples - Goblins and Cockroaches still have a 100% penalty. Orcs have a 75% penalty. Raiders and dwarfs have a 50% penalty. All characters that could take a class (Dwarf King, Elf mage, etc) still have a 0% penalty. Each creature has its own career path (e.g orcs will be warriors) and beasts have a new career path with no specialisation allowing them to take some skills too. Bear in mind - XP is shared amongst all participants at the end of a combat. Previously followers would be ignored. I've made some adjustments to deal with this, |
| v1.01.04 is now live | 2025-02-06 | Re-wrote "Move to safe space" routine for (4 tile) monsters. Occasionally they got this wrong and ended up overlapping something else with erratic consequences. (Usually this is used when fire is added to a square) Fixed CtD that happened with over 100 floating damage texts on the screen. If a 4 tile monster fled off screen, it wasn't tidied up completely, meaning it could still take damage and still blocked off some of its squares. Fixed! If you got wiped out with some people in Injured Reserve (Or had a large monster that couldn't fight as you had gone underground) your party was marked as having survivors, which means the fallen got an inj |
| v1.01.03 is live | 2025-02-05 | Fixed an infinite loop in the AI logic where enemy magic users wanted to move away from a threat, but had no AP to do so. Reduced likelihood of fire spreading a little. |
| v1.01.02 is now live | 2025-02-03 | One obscure CTD fixed. Final part of Vampire quest event fixed. If you have already completed this quest in a game, proceed to the Vampire's castle to collect your rewards! You are no longer allowed to use the Bound skill on a 4 tile monster to jump on top of an enemy, leading to all manner of strangeness. |
| V 1.01.01 is now live | 2025-02-02 | Just a fix for a CTD when trading with traders, if you zip back and forth between Inventory screen and Trading screen. |
| v 1.1 is now live! | 2025-01-31 | Probably my biggest ever patch... Heretic mode. Play in sandbox mode without any of God's hectoring. Just gain levels and find treasures. Battle against the evil minions of fire... The Fire God will occasionally send his champions to hunt you down... I'm open to improving this further - let me know if you have any suggestions! Expanded interaction with some existing legendary locations. They will now give you quests and rewards, plus you can trade and recruit at some of them. 3 completely new legendary locations. 7 new non-combat encounters in dungeons. (rare ones) If you gain a powerful follower via a Glory reward, you will now get the optio |
| V1.00.10 is now live | 2024-12-27 | Back to work! This should be everything reported over the Christmas holidays. Fixed Injured Reserve! People moved to I.R will no longer participate in battles. Fixed a bug seriously (and wrongly) impinging experience gain for very large bands. Fixed Dark Herald causing some problems - no skills were assigned to this career on level up. Hopefully this has fixed the crash associated with this career although I couldn't recreate. (Please send me your save game if the crash is still happening, details on how can be found in the first post of the "Bugs" thread on the forum.) A couple of other advanced careers had got their associated possible skil |
| v1.00.09 is now live | 2024-12-23 | Just 2 fixes that caused crashes in the combat AI when an AI unit was at the map edge. V1.1 is progressing nicely, I've finished all the art for it, now moving onto the coding now things have settled down with the bugs! Merry Xmas! |
| v1.00.08 is now live | 2024-12-21 | Fix a crash on loot generation in the end game - couldn't give enough items of high enough quality so looped! Thanks for the savegame to find this! Increased late game enemy scaling - let me know what you think of this - still to easy once you have built a powerful band? Or is it now too much? Hopefully, I erred on the side of caution... You can no longer buy items when your inventory is full. There is now a warning on the inventory screen if your inventory is full. Work is now progressing on some new content - full details in the Discussions forum. |
| v1.00.07 is now live! | 2024-12-19 | Tinkered with the damage vs armour system! I think the most important feature for any weapon previously was it's armour penetration and anything without this (swords, bows...) were poor. Hopefully balance now much better! Fixed repeated pressing ESC crash to desktop . Fixed a couple of obscure loops due to lack of space in combat - when running from fire, and when summoning with nowhere nearby empty. Lowered initial wandering enemy strengths considerably. You now get a longer easy period at the start of each game. Toned down Last Alliance strength a little. (Surviving settlements send 1/3 of their troops rather than 1/2) Changes to allow a ge |
| v1.00.06 is now live | 2024-12-14 | Fixed a memory leak when you reloaded the game - thanks to Redwitch for help with this! While fixing also noticed several inefficiencies, improved these too. So hopefully, no more GPU crashes, and everything will run a bit faster. (startup time and game load time should both be better) ** Plan Ahead ** Hopefully... that's the last of the urgent fixes! I'm going to try a run through myself, armed with a list of things that have been raised as concerns, and see what I think - hopefully getting a new balance patch out towards the end of next week. Keep raising your bugs/issues/suggestions on the forums! |
| v1.00.05 is now live | 2024-12-13 | Characters should now recover from temporary injuries properly once again... The Counter skill is now limited to your range - e.g if an enemy pikeman misses you from afar, you won't be able to strike back if you are only armed with a dagger. Added "The Outsider" starter background. As requested! It's a difficult start, one champion only. No gold and no extra starting equipment. The Fire God is a little more likely to take pity on you, and you have a better than average chance of starting with some of the more funky traits. Good luck! |
| v1.00.04 is now live | 2024-12-12 | Fixed a crash when fighting a fellow Champion of the Flame. Fix to enemy wizards - will now cast all their spells properly. Elf mages given their own spell group - it didn't seem right for them to burn down their own forest with Flamestorm! More tinkering with traits. You can now use the copy icon next to the game seed to paste a new value, if the edit box is empty. |
| v1.00.03 is now live! | 2024-12-11 | Possessed fix. This applies to anyone with the trait or mutation. Before you just got the big Strength bonus, but I'm afraid I have now fixed the downside bit... Each turn in combat, there is a 1% chance of a possessed character attacking whoever he pleases... Did you get a new follower but have no space in your team? You now have one spare slot - the follower will go there. He is in no way part of your band at this point. If you gain another new follower, the guy waiting in the slot will be replaced. If space becomes available, the waiting character will then join. You can use the existing Send to the flames option to free up a spot. Fix to |
| v1.00.02 is now live | 2024-12-09 | Taureans and Hellhounds now need to be Tamed, not Charmed Some changes to how easily beasts can be tamed, and some fixes for this. Command skill now works correctly! Juggernaut now doesn't work against (4 tile) monsters Boost to XP gained in combat encounters (especially difficult encounters) The number of traits a new character gets is toned down Bug on inventory screen fixed, where you could move a potion in your potion slots on to a bow (for example) in inventroy, and the bow would move to the potion slots.... Increased mana needed for the most powerful spells Glory experience reward at high Glory levels gave way too many XP - reduced, dra |
| v1.00.01 is live | 2024-12-07 | Only two reported issues from the first day of full release - both fixed! One obscure CTD. One misfiring Steam achievement. |
| v1.00.00 is now live | 2024-11-28 | V1 is here! Balance changes Minor bug fixes ** Plus ** Marsh biome visuals. Improved new map creation, including making marshes a bit more common. You can now change portraits of characters under the Edit option More code to keep the world populated - extra ruins, raiders and wolves etc if the world gets too empty. |
| v0.24.00 now live | 2024-11-22 | Mostly lots of small bugs fixed, and some performance changes. But two new features: If you run into the same square as a non-hostile party, you will now get the option of attack or not. Weapons turn bloody after use, in combat. |
| v0.23.00 now live! | 2024-11-19 | I'm expecting this to be the last version before Early Access! New in this version: Lots of minor bugs fixed. Steam achievements! Large scale overhead map you can call up to check your course. I also made the togglable mini map a little bigger. You now have the option to create a small/medium/large map on the New Game screen. Refugees event. Once a few settlements have been razed, villages will begin to empty in favour of the Cities and Towns. This should make the game a little less grindy as you won't have to track down every last village - and make the last few towns and cities a little more difficult, as they will be reinforced. Major bala |
| v0.22.00 is now live | 2024-11-11 | All skills and spells now tested. A lot of changes! There are now a variety of fonts that can be used. (I noticed the "plain" font was not actually very plain) Preach changes - removed infamy from the modifiers and replaced with glory. You can now press ESCAPE in combat to bring up a mini menu where you can either: Resume Flee Abandon game There is a message in combat if a side begins to waver. This happens when the strength of one side is adjudged triple the other. The wavering team will have to take a morale check at the start of their turns. There is now an indicator on the tool bar (red down arrow) to show that you are eating more food th |
| v0.21.00 is now live | 2024-10-30 | Mainly, I fixed a bad bug introduced last patch with the new rules for bounding monsters - this should now be fixed! Hence the short time between patches. The Options screen has been rewritten to have a more logical feel. There are new options: Slower action. If the AI speeds through its turns a bit fast for you, you can check this. I also added a horizon range for the Strategic Map. Will be useful for people with older or newer, more powerful computers. If your PC can handle it, it is well worth tutning it up! The "Will" skill has been renamed "Mana" to avoid confusing with the Will attribute. The Ruin and Hell biome have had some more work |
| v0.20.00 is now live | 2024-10-27 | Fleeing Units fleeing now have a white tile base, so you can easily see who is running. Units can now flee off either short map edge. You can cancel retreat orders by clicking the white flag again. If enemy are all fleeing you can click the white flag to get the "let them go" option again. If you click the white flag to retreat, your units will no longer attempt to rally. Pathing improved - units will avoid enemy Zone of Control where possible, Unit Focus There is now an additional option to focus on AI attacks and movement. If the option is checked, the screen will scroll to centre on the action. Monsters Get a new Leap ability. Before, they |
| v0.19.00 is now live | 2024-10-18 | Change Hilights: All Encounters now tried and tested! (I've still a few bugs on my list though) Watching Streamers play I noticed some animations were too fast and some too slow - fixed to check framerate properly... New red tile to show currently selected unit. Lots of tinkering with flee mechanics - still not sure if this is perfect, will be keeping an eye on it. You can now click on a unit in the Initiative Queue and the display will centre upon them. If playing in Windowed mode, cursor locks to window. In combat, skill tooltips are now show in the bottom left to avoid cluttering the action. Main menu - first option is now Continue to carr |
| v0.18.00 is now live | 2024-10-11 | A lot of small changes... Fernageddon is really taking shape now! Hilights: Simplified level up process. There were some bad bugs here if you tried mixing up levelling up and switching between characters. Fingers crossed this is OK now! Bumped up XP gain. The game was much too hard a few versions ago - now it is easier, the XP award routine decided your battles were far too easy for a big reward... The map should now be fuller - more ruins, dungeons and wandering gribblies. Favourite obscure change of the patch - if you get one of the mutations that changes your head, your cries of pain switch too - e.g if you get the robot head you now make |
| v0.17.00 is now live! | 2024-10-01 | General balance changes and many fixes! Hilights: HP and Mana now regenerate slowly all the time. x2 speed if you are camped. (Was previously all in a chunk on a new day) Base Attack speed is now 45 AP. This will allow almost all one handed weapons to attack twice per turn (until fatigue kicks in). Enemies no longer walk through fire! More work on death animations. (Twitching is definitely my favourite change of the update) Also it sometimes looked like heads had come of when they had not. Far fewer creatures are now immune to fire. (A bit unfair if you have built yourself a pyromancer) Subvert infamy penalty reduced greatly. (Before, even de |
| 0.16.00 is now live! | 2024-09-25 | I'm going to delay the release by a month to give me a bit more time to get everything perfect - there is still a little way to go. I'm aiming for 30th November 2024 now. Lots of bugs fixed, balance improved. Cool new animations on casting a spell You can now hold down to skip animations Some of the professions were judged a bit dull, so I've added some new skills for them More Infamy consequences. As you send more people to the flame, your Infamy level will rise. At level 1, people won't trade with you. At level 2, Larger settlements will send out armies against you. At level 3, all remaining settlements will send out a portion of their garr |
| v0.15.00 is now live! (Beta) | 2024-09-13 | End Game You can now win the game! Destroy all to earn your reward Enemies may well conspire against you once your threat is revealled too. Balance Armour now auto repairs after each battle. While playing, I found I just did a 1 hour rest after each battle. It was a chore to remember to do... Dungeon changes. You now only get 1 attempt at a dungeon. Flee or win, the dungeon is destroyed. (But they will be a bit easier due to the auto armour repair, above) More things added to map, so should be less empty. (Wanderers, ruins, dungeons...) Glory rewards balanced and improved Ambition rewards balanced and improved Ambush balancing - some events m |