Category Archives: Legends of Amberland II

Soundtrack DLC for Legends of Amberland II out in February!

Soundtrack for Legends of Amberland II out soon!

Second Amberland is the first game of mine where I commissioned a custom, hand crafted especially for this game, soundtrack. It was composed by Christopher Loza who was tasked with a request of making it feel like in the good old RPGs of the 90s era but without the technical limitations and quality limitations of the era. Yet, it had to be pleasing to people who have not played those old games as well. So, not a trivial set of requirements. I really feel he nailed it. Since I was observing the whole process (and merely providing feedback) I know first hand it was tricky. Various special filter were used to emulate the feel of the old hardware and other musical wizardry I do not comprehend (equalizers, frequencies and other complex words I do not understand). Definitely, it was much harder to make than a regular soundtrack.

So, here it is, released as a separate soundtrack DLC for all the music maniacs or hard die fans of Amberland. It includes both regular mp3 files and optional high quality flac files.

Will be available very soon, in just 2 weeks.

Don’t forget to write a Steam review if you purchase it! Thanks for your support!


https://store.steampowered.com/app/2789160/Legends_of_Amberland_II_Soundtrack/

Legends of Amberland II version 1.13.1

Version 1.13.1 released

Hot fix for a new serious bug introduced in v1.13. A tiny, small change in the game over screen made it crash whenever it pops up. Just a single character was incorrect. This warrants an immediate hot fix. In addition a few smaller bugs were fixed.

– [fix] v1.13 introduced a new bug, the Game Over screen crashed the game.
– [fix] Some water tiles around deep north also caused frost damage.
– [fix] One tile in Silent Forest was not properly marked as part of the the Silent Forest.
– [fix] Several small spelling fixes.

Legends of Amberland II version 1.13

Version 1.13 released

This version, in addition to the usual fixes and smaller interface improvements, focuses on experimental rebalance. The idea is that for most players there is no change, they play using the old stable rules. But for the more adventurous spirits, there is an option to opt-in to experimental rebalance changes. Which allows to experiment with the rebalance without upsetting most players who just want to play the way it is. The plan is, after all this rebalance is properly tested, to make one big rebalance somewhere in future (v1.20 or v1.30 most likely) in a single big update (with the old rules v1.x being preserved as Steam beta branch). Oh yes, also Respawn Monsters option was moved to regular features, so now you can officially grind as much as you want, if you so desire (it can be enabled/disabled anytime, it works with both old and new saves), well except if you play on Insane since on that difficulty you are not granted the luxury of infinite resources.

– [feature] Experimental Rebalance option (need to be enabled in Options). When enabled it will use an alternative rebalance settings (presumably better than the standard one). This rebalance can change from version to version (so the gameplay can be somewhat chaotic, therefore it’s not recommended for most players) and is aimed to forge out the final rebalance. Around v1.20 I plan to move this experimental balance to regular balance in one big batch (with an alternative build that uses the old balance preserved in Steam beta branch for people who liked the old one better).

– [misc] Respawn monsters option moved to regular features.
– [misc] Development markers (small triangle) not shown unless those indicate an error (to avoid confusion).

– [experimental] Only if enabled Experimental Rebalance: Monsters got Dexterity attribute (Dexterity value depends on level, also Trolls got it significantly lower), which affect hit and evade.
– [experimental] Only if enabled Experimental Rebalance: Dragons got better armor.
– [experimental] Only if enabled Experimental Rebalance: New hit chance formula (taking Dexterity into account more).
– [experimental] Only if enabled Experimental Rebalance: Whirling item ability chance increased significantly (to 25%).

– [interface] Added list of known trainers locations to each individual skill level tooltip (the skill tooltip was frequently overlooked, now the information is duplicated which makes it much harder to overlook).

– [fix] Notices (like Evil Aura notice) not cleared on load and new game. Also, one tile in DarkWood had no proper aura.
– [fix] Experimental feature “Auto recast party spells at midnight” was not taking into account the level of the caster (which made it possible to cast the spell by inappropriate character in some cases). BTW, I could use some feedback on this feature, I want to move it to regular features at some point.
– [fix] Spelling and other story related cosmetic stuff.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.12

Version 1.12 released

The third after release version contains a bunch of fixes, miscellaneous adjustments and one experimental feature, some of you were eagerly waiting for. Respawn monsters is here, as an option which you can enable at will. Personally, I think such option is not really needed to enjoy the game since the balance (on Normal) basically guarantees there is enough resources to beat the game. Still, I understand why some of you would desire such an option, so here it is. In future versions the feature will be moved to regular optional features, possibly in an altered form. For now you need to descent into the experimental features to enable it.

– [feature] Experimental feature (needs to be enabled via Options): Respawn monsters. When enabled monsters will respawn (once per month) on the overworld map. This setting is ignored on Insane (no infinite source of gold or experience on Insane, nope). This setting can be changed anytime. Note that you need to re-enable all experimental options each time you launch the game.

– [misc] Experimental feature: Midnight auto cast party bonuses timing adjusted. Now those are attempted after the rest (to avoid a situation when the cast is attempted while out of MP). This change results in more reliable auto cast.
– [misc] Experimental features options settings are now saved.
– [misc] All special abilities are now guaranteed to hit.

– [interface] Added Invisibility notice on Evade tooltip (analogous to Displacement notice).
– [interface] When fled from combat it shows the time passed notice.

– [fix] Gamepad button “Y” to call Map Notes not working properly.
– [fix] Fix of armor formula (was not working as described).
– [fix] Fix of Hit/Evade formula (was incorrect in some cases).

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.11

Version 1.11 released

The second after release version has some fixes, but nothing really important, mostly cosmetic ones. Which makes me very happy that there was nothing serious to fix reported since the last version. I expected to spend more time on fixes to be honest, considering that’s my first title released without Early Access. Therefore, I could spend more time on features. Two very important improvements, many of you requested. Map notes which you can put on the map as you desire (like to help you remember which location was explored) and an option (for now marked as an experimental feature) to auto cast party bonuses spells at midnight. Some interface improvements were done as well.

– [feature] Map notes. Now you can put colored markers on the map and leave small text notes to yourself (which will be shown in tooltips). Several colors to choose from, some with predefined meaning (like Completed, Too Hard, etc), you can disregard the intended meaning of those markers of course and use them as you desire.
– [feature] Experimental feature (need to be enabled via Options): Auto recast all active Party Bonus spells at midnight. I tossed it together quickly because it was requested heavily by players. It might have glitches (but nothing that would break the game, it’s safe to use) but overall works. Later it will be replaced with a better solution.

– [interface] Map and minimap shows fountains effects in a tooltip (similar to names of locations).
– [interface] Map and minimap shows service type (inn, shop, etc) in a tooltip. Also other, less important things, are shown in a similar way.

– [fix] Levers do not show on minimap on some resolutions.
– [fix] Language tooltip can be shown when “How to Play” menu from the main menu screen is called.
– [fix] The last update introduced a bug where victory status was not properly cleared and was propagated to the new game.
– [fix] Clicking on close button also selected a monster in some circumstances.
– [fix] Quests scroller not working properly in some cases.

By the way, Legends of Amberland II just got VERIFIED status on Steam Deck.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.10

Version 1.10 released

Traditionally, the first version after release is one big bug fix. In addition to the fixes, there are tiny interface improvements (aimed at handhelds: read SteamDeck) and one change regarding chests. Some of you found out that while the loot type from chests is persistent, there is a small loophole, the chance of a second item was not persistent, so save scumming fest began (by people who play on Insane). The loophole has been patched in this version.

– [misc] Now the chance of a second item from a chest is also persistent (before only item type was persistent). Same for gold from chests. No more save scumming!
– [misc] Gold from chests formula slightly altered (to make it more varied between location grades). Overall, the amount of gold was slightly increased by this change (on average).

– [interface] Improved Stats & Skills screen text readability.
– [interface] Shop interface enlarged (prices font bigger, more space allocated to display items).

– [manual] Improved manual.

– [fix] Two plaques text not showing (in caves).
– [fix] Two quest items had incorrect names of NPCs listed which lead to confusion.
– [fix] Two quests not triggering as finished (cosmetic, not affecting gameplay).
– [fix] Doubled NPC in Riverfell (one removed).
– [fix] Obscure bug with quick load while not closed trainer screen after buying the skill but before closing the screen (yup, a very unusual combo to trigger the bug, but the consequences when it happened were severe).
– [fix] Incorrect mapped keys when using spells if party character changed position.
– [fix] Language selector flickering on main menu when attempted to click it when it’s illegal to open it.
– [fix] Mute on focus lost audio settings not saved.
– [fix] Numerous spelling corrections.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II: The Song of Trees has been released on PC!

Legends of Amberland II released on Steam & GOG

Today, on 5th December 2023, the sequel to Legends of Amberland has been released on PC.

Legends of Amberland II: The Song of Trees is a classic RPG driven by my personal nostalgia for the 90s era of RPGs. It’s a turn-based, first-person view, over-the-grid movement, party-based RPG where you lead a group of heroes on an epic quest without dealing with moral dilemmas and other nonsense. There are dragons to kill, treasures to be found, people to be rescued, and an evil behind the events in Amberland that you must deal with, of course, as the noble heroes who undertake such quests.

At release, the game is available in English only, but very soon it will be localized to German, French, and Polish. Later, even more languages are planned to be added.

The consoles port (Nintendo Switch and XBOX) is planned for 2024.

The game has a full gamepad support (and SteamDeck support) at release.

Legends of Amberland II on Steam
Legends of Amberland II on GOG

This is the first game of mine that is released without Early Access, so bear with some minor problems that might (but don’t have to) pop up during the first month after release. However, the game has been very well tested and shares a lot of code with its predecessor, which was tested for years, so I don’t expect problems. But one can never be sure, so I prefer to include this warning.

This is also the first game that comes with custom music, made especially for this particular game, which is quite exciting for me.

I want to express my gratitude to all my long and short-term contractors who contributed assets, music, linguistic assistance, and more. Thank you!

I would also like to thank all the nameless helpers, some of whom started providing comments to my design questions years before the project even started. To all the testers, feedback bringers, and others who provided support in one way or another – without you, it would be much, much harder for me to make the game, and it would not have reached the quality it has today. This is especially true since we skipped the Early Access phase this time. Thanks!

So, that’s it. The sequel is out, and I hope you will enjoy it. As usual, I implore you to leave a review if you liked the game. Reviews matter a lot to niche games like Amberland, and they play a crucial role in determining the feasibility of a future sequel.

Thank you for your support, and I hope to see you in Legends of Amberland III (which might or might not enter development, who knows). See ya and have fun!

Release date of Legends of Amberland II: The Song of Trees!

Release date announcement

The day many of you were waiting for is near. I’m happy to inform that Legends of Amberland II: The Song of Trees is going to be released on PC (Steam and GOG) on the 5th December 2023. The game will be also ported to consoles (Nintendo Switch and XBOX) somewhere in 2024. At the launch day the game is going to be localized to English, German, French and Polish. Further languages will be most likely added shortly after the PC launch.

Feel free to examine presskit for details: https://www.silverlemurgames.com/legendsofamberland2/presskit/

Wishlist the game:
* Steam (PC): https://store.steampowered.com/app/2110840/Legends_of_Amberland_II_The_Song_of_Trees/
* GOG (PC): https://www.gog.com/game/legends_of_amberland_ii_the_song_of_trees
* Consoles (Nintendo Switch, XBOX): NA (link will be available at a later date)

Overall, the game is ready, in the raw form, and now is undergoing QA, localization, testing, etc. So, barring some calamity where I would be unable to upload the final build and press “release” button, the release date is assured.


I would like to thank an army of volunteers, contractors, testers and various other helpers. It was so much easier to make the game with the support of so many of you! Which was especially important since that’s my first game which was done without Early Access. Thanks and I hope you will enjoy the game!

Progress report – Legends of Amberland II – 2023, Q3

Overview
This is a very boring update since I was working mostly on content so… there is not much to write about really. Very unexciting, yet very important. The short story is I was sitting on my desk making new maps, locations, quests, NPCs and items. And that’s basically it. A steady progress and nothing to write about to be honest.

What was done
Code was finished. New manual was made and around 3/4 of the content was completed. Classes were rebalanced and adjusted a bit.

What’s left
Around 1/4 of the content needs to be done. Then a quality pass needs to be made. Next online achievements, pdf manual and numerous small things. The last part would be linguistic QA and localization, some of it might or might not be done after v1.00. Also preparation of the game code for porting (which is probably a small task since the first game was already ported) and improvement of the gamepad support. Plus a few other things I’m sure have forgotten to put on my todo list.

Summary
It all seems good, going slower than expected but within reasonable limits. I guess, if it was a life threating issue, like if someone put the gun to my head, I could release the game in two weeks. I would not do it of course since I want to polish it a bit but overall, playability wise, it’s almost ready in the rough form. So, the game is going to be released somewhere this year, as planned. I would say around the beginning of December but it might or might not be released earlier.

New content planned for Legends of Amberland II

After I wrote the “new features” piece it occurred to me that a similar one about “new content” is in order. After all, RPGs are not just about mechanics, they are also about the world, story, mood & feeling, exploration, quests, NPCs, items and so on.

New content introduced in the sequel

The sequel got a bunch of content related improvements. Music, art and a different, presumably better, approach to the locations and story construction. So, here it goes, the list of content related improvements.

Music
That part of the game content would be the most significantly different, in short, music was totally redone. I have contracted a composer, Christopher Loza, to arrange a set of custom made tunes, made to fit the mood and feel of Amberland world. The instructions provided was to make it feel like tunes from those old games from the 90s era but at the some time without technical limitations of the era. I think it worked out great, while those who love 90s era RPGs would be delighted those who are not into it that much still will find it very decent. This also means that a soundtrack DLC is possible.

Art
A bunch of improvements of existing tiles and new tiles as well. Animated portals, animated lava, new tile types for farmlands, more plants, flowers, gardens and so on.

Locations
Before I started designing the sequel, first I gathered all the feedback on the first Amberland I could. The conclusion was that overworld was awesome while dungeons were merely passable (with some weirdos saying dungeons were great, but I don’t believe it personally). So, I decided to strike it from both sides. First, strengthen the strong (which means making the player spend more time outdoors: bigger overworld, mixed indoor/outdoor locations, gardens inside location) and second to improve the weak (improving design of dungeons). Judging from the feedback gathered from the demo it seems it worked out well, now the consensus is the dungeons were significantly or greatly improved.

In addition I took a different approach to designing locations, before those were heavily gameplay focused (dungeons filled with monsters, bosses and treasures). Now I allowed a decent number of smaller locations intended for purpose of the mood of the game not gameplay. So there are some, even very tiny, locations which serve only as a mean to convey the lore, in places that are logical to have those (example: abandoned hideouts of sorcerers and the like).

There is also significantly more locations overall (but fear now, there are additional tools provided for players to keep track of it, like new tiny map of the overworld which makes navigating much easier).

Dungeons
The common criticism of the underground locations in the first Amberland as compared the ave of the overworld made me reexamine my approach to constructing those. Based on the demo feedback it seems that it worked out and those were greatly improved.

Environmental storytelling
Much higher priority was given to environmental storytelling. Like environment takes into considerations what should be where in relation to the world and story. In addition, there is now more reactivity of NPCs to changes (like: you kill the dragon and the people start to repopulate previously abandoned area which is safe now).

Story (lore, characters and plot)
The conclusion of the predecessor’s feedback analysis was that lore of the game world is awesome, no change needed at all, that NPC characters are very good, so again the same route should be taken and that plot is, well, the weakest part of it all. So, I redirected all efforts and focus to the plot part when it comes to story. First, I decided to do it 100% my way this time, without taking into account critics, worrying about cliche and the like, all this proved to be a way to nowhere previously. So, now I’m using the same approach as I had with lore and characters, I write it the way I like it and we will see how it turns out. Second, the story was split more evenly between NPCs to simplify interactions with individual character (I’m looking at you Royal Wizard, who have stolen half the camera time in the first Amberland).

Items
The shift was made from using only predefined to a mix of predefined and randomly generated items. This alone provides much higher variety of items. While handcrafted items sound nice in theory, in practice a more algorithmic approach works better. In addition, it freed some mental energy resources of me as a developer which allowed to add more variety to the semi generated stuff.

Playtime
In the first Amberland I was obsessed with removing the fat, to assure the game does not drag too long. To my surprise, no one complained the game was too long. Ever. So, now I’m taking a more relaxed approach, allowing some parts that do not have the optimal playtime to fun ratio. It seems that’s what basically all of you wish for. Of course this still means Amberland stays as one of the most compressed games in terms of removal of boring parts, that does not change. Overall, I think the total playtime will be longer than in the first one, but it’s just my guess at this point.

Special zones
I have experimented with special environmental and magical zones. Now ships require navigation skill to access some sea areas with strong wind, snow zones might have areas with extreme cold you need to prepare for and there are parts where magic work differently. This allowed me to craft outdoor zones which feel even more diverse.

Quests descriptions
I got several reports that people were sometimes confused where to go next in the predecessor. So, now all quests descriptions include the name of the area or location where you need to go (if it’s known of course) and the overworld sector designation.

Other
There are also new monsters, dungeon features and probably some other minor stuff not listed above. Overall, I think you will see a significant improvement when it comes to locations and overall feel of the game compared to the predecessor.