As it turns out, one of the crucial takeaways from our Kickstarter campaign is that
Bevontule isn't exactly the best title. For a variety of reasons (marketing/visibility, pronunciation, spelling, etc.) we've decided to change the title to
Wellspring. For background, the reason we chose Bevontule is that... well, it's a made-up word with no real-world meaning (wish we had a cooler background story.) In-game, however, Bevontule actually refers to an enigmatic, yet crucial location within the plot, so it'll stay in the game in that capacity. Lore-wise, a
Wellspring, however, refers to the name of a forbidden 'pool' of energy, of which many can be found scattered across the continent of Onich. These are vitally important to the plot, so the name doesn't exactly come out of left field. And hey, it's way easier to pronounce and spell than Bevontule.
Know that this wasn't an easy decision, by any means, and in the interest of transparency, we want to make it clear that this name change is, by no means, an attempt to 'bury' this Kickstarter. On the contrary, we still made it pretty far and we'd incredibly proud of what we have accomplished. We wanted to make this post to address any future concerns that might arise during the eventual relaunch.
We've been a little more quiet than lately, but know that we're still dedicated to this project! We've had to spend quite a bit of time as well rebranding: changing our logos, social media handles, et cetera--fun stuff.
And of course, we also needed to change the branding on our demo itself--doesn't help too much to have that floating around with the word Bevontule still, does it? We also took this opportunity to update a few things, optimize a few other things, and of course--squash a lot of bugs, some more elusive than others.
We had a lot of great feedback during our campaign, particularly as it pertained to the demo, and we're always hungry for more! If interested, we'd love for you to try it out and let us know what you think! Specifically, we'd love to know how it runs, how it plays and what changes you'd like to see in the future! You can download it from one of our game pages below:
Download from Steam
Download from Gamejolt
Download from Itch.io
For the full changelog, keep on reading!
Important
As a result of changing the title from "Bevontule" to "Wellspring", old save files and configuration data will not automatically work. To fix this, do the following:
- Find the AppData folder for Bevontule--this is usually found at C:\Users\<your_user_name\AppData\LocalLow\Multithreaded Games\
- Run "Wellspring_Demo.exe" and close it before choosing configuration options from the built-in Unity dialog
- There should be a "Wellspring" directory in the same directory as the previously-mentioned Bevontule folder
- Open the Bevontule folder and copy all of its contents into the Wellspring folder--make sure to overwrite anything if prompted
- Run Wellspring_Demo.exe as normal!
Improvements
- Removed references to "Bevontule"--new title is "Wellspring: Altar of Roots"!
- Improved cloth performance by up to 80%
- Increased Bodom's field movement speed by around 10%
- Reduced enemy AI calculation time up to 10x in some cases (most noticeable with the Drone enemy)
- General graphical optimizations
- Tweaked a few enemy battle formations so that they were closer to allies
- Rebalanced certain enemy attributes, skills and drop rates
- Reduced 'ghosting' (motion trails) on characters when moving
- Significantly reduced the chances that an enemy might move slightly out of its movement radius in combat
- Removed Kickstarter references and replaced with newsletter signup
Fixes
- Fixed issue where Voltaic Whelp could fail to land on the ground
- Fixed rare issue where Voltaic Whelp battle could lock up the game
- Fixed issue where highlighted collectibles could become 'frozen' when entering combat
- Fixed issue where scene fade-ins could trigger twice in a row or not trigger at all
- Fixed audio volume issues
- Fixed excessive sliding for skills that cause targets to be knocked back
- Fixed issue where minimap wouldn't appear after first cutscene if the pause menu was opened
- Fixed issue where minimap could sometimes be opened during cutscenes and battle
- Fixed issue where Klyph would require 20 more iron to see the 'black market' if the player exited the current scene and returned
- Fixed UI issue where right-clicking to cancel, when hovering over a character panel, would fail to work
- Fixed UI issue where EP/AP costs would sometimes disappear in the Skills menu
- Fixed issue where Blightculler could not be used to attack in certain circumstances
- Fixed issue where Bodom's passive skill Risk and Reward was applied to items as well
- Fixed issue where Moroch's passive skill Tourniquet applied to items as well
- Fixed issue where characters could sometimes be revived in battle to full HP instead of just 50
- Fixed issue where revived characters would not be placed on the ground until moving
- Fixed issue where area projection for line-based skills was displayed incorrectly
- Fixed issue where certain characters would orient themselves improperly when using skills