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Fixed compatibility issues with OS updates Improved performance during combat Increased character movement speed Increased party movement speed for Morph into Bats spell Fixed character creation bug where skill points and name don't appear immediately Fixed music fade bug during intro questions Fixed small text/spacing issues
We're ready to push out the second part of some optimizations we've been testing to follow up with our last update. Of note:
We're ready to push out the second part of some optimizations we've been testing to follow up with our last update. Of note:
In celebration of the Winter Solstice and Necholai’s worst after party, we’re ready to release update 17! We’ve been poking at Shroomers and Serpent for a while now to optimize a lot of the behind-the-scenes systems, especially load times. The engine has been updated and with some heavy optimization to art and loading structures we’re looking at 60-70% speed increase. Maps should load in at ~5 seconds, depending on your system or how large the map is. Besides that we’ve had some other system updates for stability and content tweaks listed below. We have some art and content for the expansion, A Banquet For Fools, that we’re planning on releasing next year. There is the perfect amount of monks, mead and illuminated manuscripts. Merry Christmas! Joe & Hannah Update log: System
In celebration of the Winter Solstice and Necholais worst after party, were ready to release update 17! Weve been poking at Shroomers and Serpent for a while now to optimize a lot of the behind-the-scenes systems, especially load times. The engine has been updated and with some heavy optimization to art and loading structures were looking at 60-70% speed increase. Maps should load in at ~5 seconds, depending on your system or how large the map is. Besides that weve had some other system updates for stability and content tweaks listed below. We have some art and content for the expansion, A Banquet For Fools, that were planning on releasing next year. There is the perfect amount of monks, mead and illuminated manuscripts. Merry Christmas! Joe & Hannah Update log: System
[img=https://ksr-ugc.imgix.net/assets/011/194/156/e5cc11e9fa12467032342bb5205e5428_original.png?w=680&fit=max&v=1463165934&auto=format&lossless=true&s=f8793a4ad517ec589f219289d8868a0a] https://www.youtube.com/watch?v=dDsRs-r93As Hi everyone! If you wanted to check out how the system we're using for the Serpent expansion is shaping up, our cyber-espionage game Copper Dreams is the start of it! Vol will certainly have less firearms, but you can see the movement, 3d world and how combat works. We'll be going over a lot of the systems in detail throughout the campaign, but the Burning Candle ruleset section will be essentially the same for the expansion. https://www.kickstarter.com/projects/1649838104/copper-dreams/description [img=http://images.akamai.steamusercontent.com/ugc/448484014574115444/BA780162A8B2ACAE43FC13EBE68F368B4796B1F8/] Below is the Greenlight link, we'd love your support getting it on Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=682999664 Also, one of the miniatures we'll be offering for the KS will be a Pasaaran Bloodless Hunter in all their 3d glory, we'll be sure to post a picture. Cheers!
[img=https://ksr-ugc.imgix.net/assets/011/194/156/e5cc11e9fa12467032342bb5205e5428_original.png?w=680&fit=max&v=1463165934&auto=format&lossless=true&s=f8793a4ad517ec589f219289d8868a0a] https://www.youtube.com/watch?v=dDsRs-r93As Hi everyone! If you wanted to check out how the system we're using for the Serpent expansion is shaping up, our cyber-espionage game Copper Dreams is the start of it! Vol will certainly have less firearms, but you can see the movement, 3d world and how combat works. We'll be going over a lot of the systems in detail throughout the campaign, but the Burning Candle ruleset section will be essentially the same for the expansion. https://www.kickstarter.com/projects/1649838104/copper-dreams/description [img=http://images.akamai.steamusercontent.com/ugc/448484014574115444/BA780162A8B2ACAE43FC13EBE68F368B4796B1F8/] Below is the Greenlight link, we'd love your support getting it on Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=682999664 Also, one of the miniatures we'll be offering for the KS will be a Pasaaran Bloodless Hunter in all their 3d glory, we'll be sure to post a picture. Cheers!
We're back and excited to share some information with you about the free Serpent in the Staglands expansion! Titled "A Fool's Banquet," the expansion takes place in the Lachovinian Isles in the aftermath of the Moon Lord's journey through the Staglands. [img=https://ksr-ugc.imgix.net/assets/005/436/080/6b10016024435affb598dc061637cae5_original.png?v=1456578337&w=639&fit=max&auto=format&lossless=true&s=fd56e4984b176a209a5841854332c314]
We're back and excited to share some information with you about the free Serpent in the Staglands expansion! Titled "A Fool's Banquet," the expansion takes place in the Lachovinian Isles in the aftermath of the Moon Lord's journey through the Staglands. [img=https://ksr-ugc.imgix.net/assets/005/436/080/6b10016024435affb598dc061637cae5_original.png?v=1456578337&w=639&fit=max&auto=format&lossless=true&s=fd56e4984b176a209a5841854332c314]
[img=https://upload.wikimedia.org/wikipedia/commons/e/e7/Rock_Paper_Shotgun_logo.png] Earlier this month we were on Richard Cobbett's "The Scrolls of Honour" , listed as: "The Scroll of Histories: Serpent in the Staglands". We thought that was very neat and we wanted to share the article with you, and the whole thing is a very fun read if you hadn't seen it yet, check it out. [img=http://www.rockpapershotgun.com/images/15/dec/scrolls.jpg] As we close out the year we wanted to say thanks to everyone who supported us with feedback and played Serpent in the Staglands since the release in May! We wanted to post some information on the free expansion, but decided we could do better with a proper reveal with more actual content early next year. Big changes coming to Vol that we think you'll enjoy! So expect some news on that and Copper Dreams , as well as a small Vol chronology site which will house content on the different campaigns happening in it. Hope all you Spicers have a wonderful new year! Cheers
[img=https://upload.wikimedia.org/wikipedia/commons/e/e7/Rock_Paper_Shotgun_logo.png] Earlier this month we were on Richard Cobbett's "The Scrolls of Honour" , listed as: "The Scroll of Histories: Serpent in the Staglands". We thought that was very neat and we wanted to share the article with you, and the whole thing is a very fun read if you hadn't seen it yet, check it out. [img=http://www.rockpapershotgun.com/images/15/dec/scrolls.jpg] As we close out the year we wanted to say thanks to everyone who supported us with feedback and played Serpent in the Staglands since the release in May! We wanted to post some information on the free expansion, but decided we could do better with a proper reveal with more actual content early next year. Big changes coming to Vol that we think you'll enjoy! So expect some news on that and Copper Dreams , as well as a small Vol chronology site which will house content on the different campaigns happening in it. Hope all you Spicers have a wonderful new year! Cheers
There are some late game encounters and enemies that have been tweaked to add difficulty and some resistances, along with an overhaul of smaller changes and improvements to many of the spells. The update list below is a bit long, but besides the gameplay/quest updates, most of it is spell tweaks we've been wanting to fix up. Many of these have just had updated language in their descriptions to be more accurate to their output ( like removing proc/duration for spells that end when casting stops), while others had various stability changes or tweaks to their math. You shouldn't see anything that abruptly changes builds, but improvements overall. * Note: The Balance section has some spoilers of enemies in the game Update log: UI
There are some late game encounters and enemies that have been tweaked to add difficulty and some resistances, along with an overhaul of smaller changes and improvements to many of the spells. The update list below is a bit long, but besides the gameplay/quest updates, most of it is spell tweaks we've been wanting to fix up. Many of these have just had updated language in their descriptions to be more accurate to their output ( like removing proc/duration for spells that end when casting stops), while others had various stability changes or tweaks to their math. You shouldn't see anything that abruptly changes builds, but improvements overall. * Note: The Balance section has some spoilers of enemies in the game Update log: UI
[img=http://i1.wp.com/existentialgamer.com/wp-content/uploads/2015/07/sits-ss3.jpg?resize=750%2C422] We're doing some final testing on a spell and skill balance update which has a myriad of small usability improvements, math tweaks, or terminology on a lot of spells and skills. There's also some balance updates for some some encounters and enemies. Nothing too game changing, so builds and load-outs should continue just fine. That should be available soon. Meanwhile, we had an interview about some of the story elements and thematic design of Vol and Serpent in the Staglands in an interview with The Existential Gamer. I don't think there is anything in spoiler territory there, so check it out if you're interested! http://existentialgamer.com/interview-whalenought-studios Lastly, we have a small website coming together to chronologically record games in the Vol campaign, starting with Serpent in the Staglands and its Expansion. It will house bigger news in general there, and will be available as well with more information on the expansion in the near future. If you heard news of our new game in development, you'll be happy to know the expansion is also benefiting from such developments. Vol will be expanding in the future, and owners of Serpent will be getting the next giant step forward in tech and interactivity for free! We're confident that will be worth the wait.
[img=http://i1.wp.com/existentialgamer.com/wp-content/uploads/2015/07/sits-ss3.jpg?resize=750%2C422] We're doing some final testing on a spell and skill balance update which has a myriad of small usability improvements, math tweaks, or terminology on a lot of spells and skills. There's also some balance updates for some some encounters and enemies. Nothing too game changing, so builds and load-outs should continue just fine. That should be available soon. Meanwhile, we had an interview about some of the story elements and thematic design of Vol and Serpent in the Staglands in an interview with The Existential Gamer. I don't think there is anything in spoiler territory there, so check it out if you're interested! http://existentialgamer.com/interview-whalenought-studios Lastly, we have a small website coming together to chronologically record games in the Vol campaign, starting with Serpent in the Staglands and its Expansion. It will house bigger news in general there, and will be available as well with more information on the expansion in the near future. If you heard news of our new game in development, you'll be happy to know the expansion is also benefiting from such developments. Vol will be expanding in the future, and owners of Serpent will be getting the next giant step forward in tech and interactivity for free! We're confident that will be worth the wait.
[img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/smoothtext.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancypeople.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancycharacterart.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancyjournals.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancytexts.png] Now featuring AAA graphics. Update 15 has a few small fixes, a UI update, and a new accessibility option: there's now a new graphics setting you can access within a game (this will save on start up next time you play) that will smooth out the pixels. It's not a perfect system and may cause a few graphical hiccups, but does a pretty neat job of smoothing pixels together, so if you were having issues reading the text over long periods of time it may help! This setting requires a shader model 3.0 compatible GPU, along with playing the game in at least 200% or 300% scale, obviously we can't do anything when you're playing at actual pixel-level resolutions. Change-log below: UI
[img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/smoothtext.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancypeople.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancycharacterart.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancyjournals.png] [img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/08/fancytexts.png] Now featuring AAA graphics. Update 15 has a few small fixes, a UI update, and a new accessibility option: there's now a new graphics setting you can access within a game (this will save on start up next time you play) that will smooth out the pixels. It's not a perfect system and may cause a few graphical hiccups, but does a pretty neat job of smoothing pixels together, so if you were having issues reading the text over long periods of time it may help! This setting requires a shader model 3.0 compatible GPU, along with playing the game in at least 200% or 300% scale, obviously we can't do anything when you're playing at actual pixel-level resolutions. Change-log below: UI
[img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/07/ShanePlays_Header.png] Come join us to talk about Serpent in the Staglands and whatever else Shane would like to talk about out tomorrow! Live! 1:05 PM CST Saturday Little Rock: 96.5FM Edit: Download version available here: http://shaneplays.com/podcast-episode-10-serpent-in-the-shanelands/ Cheers! Keep up with news, updates and future games from Whalenought on our blog Or on Twitter!
[img=http://whalenoughtstudios.com/cms/wp-content/uploads/2015/07/ShanePlays_Header.png] Come join us to talk about Serpent in the Staglands and whatever else Shane would like to talk about out tomorrow! Live! 1:05 PM CST Saturday Little Rock: 96.5FM Edit: Download version available here: http://shaneplays.com/podcast-episode-10-serpent-in-the-shanelands/ Cheers! Keep up with news, updates and future games from Whalenought on our blog Or on Twitter!
[img=https://voxludicus.files.wordpress.com/2015/07/507127394.jpg] Francisco of Vox Ludi has written a thorough write-up of Serpent in the Staglands and his experiences. If you’re on the fence or wondering about the game, check it out! Full link after some choice quotes we enjoyed: “Like the seafaring Amethyvians that worship Necholai, Serpent in the Staglands’ foremost quality is its ambition, which looms like a mountain over the smaller hills that are its flaws. If you choose to venture into the peninsula, I tell you this: the Staglands are a dangerous place, and the carrion god takes mortals and gods alike.” “This lack of hand-holding and the multitude of applications you can give to your aptitudes lend the game a truly pen-and-paper role-playing game feel, leaning not only on its choices, writing and story to summon this feeling but on the fact that you have many tools you can put to use throughout the game.” Link to full review Cheers! Keep up with news, updates and future games from Whalenought on our blog Or on Twitter!
[img=http://img09.deviantart.net/d569/i/2015/192/f/1/bloodless_lair_by_nebuchadnezzaurus-d90toj3.jpg] BuzzKirill on Deviantart made a wonderful piece from the game, you can check out more of his work here! Small update featuring some text and item updates, augmented enemy poison, and some skill/spell updates. This is currently available for all platforms on Steam, patches for standalone (and GOG), and GOG proper will be up probably Monday. But first – what’s next before the expansion! Our next update we’re looking into an option we have for a post-effect that will reduce the sharp edges in the art — for those of you who have mentioned having strained eyes over a period of time due to the zoom level, this should profoundly help with that. It’s similar to what some graphic drivers and DOS-emulators can do where it blends the pixels together as a sort of noise-reduction. Should be neat for those who’d like to toggle that and see Vol in smooth, fancy visuals! Our current solution for that requires Shader Model 3.0 for your graphic driver. So while this will be a toggle in the options, you’ll need (generally) Nvidia cards since 2004, AMD from 2005, and Intel from 2006 to make it work. We’re still testing out options for that, and will make an official announcement if we add that in! We’ll also work on updating the skill/spell tables back into the website. Along with new content and gameplay mechanics, the expansion will have any of the heavier tweaks we may need for skills/spells, along with grade 4. Well have more information on that later this year when we announce it! Main patch notes:
Niche Gamer hosted a thorough review of Serpent in the Staglands worth checking out! Link below image and snippet that made us laugh. [img=http://nichegamer.com/wp-content/uploads/2015/06/Serpent_in_the_staglands-review1.png] "Most of the world’s people are either one foot in the grave or mentally deranged. You have corrupt government officials, a woodworker that tells you about his torture fetish, and bounty hunters who are just as happy to clear out a cave of thieves as they are murdering you for your spare coins. There is very little help to be found in the Staglands." Full review here!
"Serpent in the Staglands is a little gem and a great new entrance to the old school RPG renaissance. It has an excellent RPG rule system and a wonderful, magical and unique world." [img=http://ragequit.gr/images/reviews12/Serpent_in_the_Staglands/Serpent_02.jpg] The very nice folks at Ragequit.gr took the time to settle into Vol and review Serpent in the Staglands, and gave it a very mechanically in-depth and thorough review! We'll put this on our fridge. Check it out! It's worth a read, or in our case a translate, for anyone on the fence and it's a very knowledgeable overview. Many mentions of questmarker-dependent lads need not apply made us chuckle. http://ragequit.gr/reviews/item/serpent-in-the-staglands-pc-review
Kickstarter Update! https://www.kickstarter.com/projects/1649838104/serpent-in-the-staglands/posts/1268581 What ho, backers! We wanted to do a quick update thanking all our backers and all our new players for the post launch support! [video in Kickstarter link above] We’ve gotten emails and messages from a lot of you saying how happy you are to play a non-modern designed RPG like this, and some wonderful support from a lot of you spreading the word that the game is our there! It's been a pleasure to be able to design something like this, and while we'll refine our processes, this reception has made it clear that there is still an audience for RPGs with a learning curve, and we hope to cater to them for as long as we can. The game is looking better than ever with our last update, and we’ve just been adding some UI suggestions and ideas some users have had every so often now, so if you haven’t played it yet or have been waiting, now’s definitely the time to jump in! We’ve had such great help from you all the past month, from helping get the word around about the game to helping with finding any issues, and we really think it has embodied a lot of what the Kickstarter experience can be for small developers like us — a project, a game like this, really couldn’t have easily been made in reasonable time without your funds and support. We built this together, and with that support we'll continue to be able to make these kinds of games for you in the future. We’re so grateful for all the people that helped out and gave impressions and feedback throughout development and after, it’s been an exhausting year but we've learned a tremendous amount and are eagerly looking forward to the future. After a short hop to the west coast, (Whalenought is moving to Seattle!) we'll be right back in business and onto some real fun things we're excited to share with you. Marketing without an easy button While we've had and cherished a modest amount of user reviews, marketing continues to be a bit tough — it’s a game without an easy mode, and journalists can’t just jump in and make quick impressions, and we think that makes it difficult to get those early impressions reviews. We hear of a few folks that attempted that and got whiplashed with a learning curve like they haven't seen in years, which though kind of humorous to hear about, does filter the reviewers down to gamers that have patience, which is of course an incredibly slimming population. But learning to play and learning the world is part of the game, and a part we're really proud of. Try to sit me in front of an Ultima again and I’m going to need an hour just to learn the ins and outs of controls and how to interact with the world in all the various ways — but that’s part of it — it’s a game with learning, not just consumption like television — learning the game world is kind of lost in a lot of RPGs today, and it’s something that makes it so much more engaging. Hearing people's accomplishments of navigating the Hallowed Doors to traversing the death-bog is as much an accomplishment for us, and we're thrilled when we hear about people enjoying them. Games are certainly much easier to consume if you’re just jumping to conversation to quest with knowing exactly what to do, but we think that can get a little tired and misses something we love so much, which is the exploration of the world and how to win it. There’s a few wonderful reviewers that have contacted us saying they are really taking their time to finish the game prior to reviewing, and their initial playtime just wasn’t enough, they needed to actually finish it. Beyond exceptional journalism, we think that’s a testament to our open ended story and player explored world — it’s really about the whole experience, your whole adventure, and a couple hours getting stomped by foxes and wolves and learning how spells work isn’t really scratching the surface. While our next project will refine this, and maybe present this in a more sophisticated way, the ‘learning the world’ design is a philosophy and foundation we'll continue to use for all our games. It’s a concept we've heard a wonderful response for, and we'd love to fill that demand in new and fun ways in future games — we'll never take our p&p-inspired RPG roots and cater them to a modern audience for as long as we have an audience to continue. Expansion A lot of you have asked about the expansion, and while we can’t give you concrete details on a release and of course don’t want to spoil anything (for those of you who haven’t guessed who the antagonist is), we can assure you it will be available to anyone who purchased the game, and will be automatically added with a (big) update. You’ll be able to jump right into it with that final save, so if you’ve beaten the game you can just continue on right there. The expansion update will feature a few new systems, and include Grade 4 Skills and Spells along with any rebalancing needed for the core game. The expansion content is in the works, but we’ve been listening to players on what they like and want more of, and have already begun adjusting some things to fit that. We love hearing these ideas and building this game’s world mechanics, and the expansion will likely be the last time we visit Vol for a while so we want to end it on a wonderful note. We’ll have more announcements and blog posts on that in the coming months while we’re in full-development of it! Art Book The art book is finished and we’ll be sending that to everyone this weekend! It got a little bigger than we expected, but with just the two of us we had plenty of tidbits to share after living under a rock for a year developing the game. If you’re interested in art, process, our concepts for story structure or inane knowledge of Whalenought and development, give it a look through! It’s got lots of pretty pictures. THE FUTURE Like we mentioned in the video, we'll be trying to get some of you awesome players and community members on board earlier to help and give feedback for future projects. We'll have a more formal announcement regarding that on our website later this year, so if you're interested in getting some early looks and giving feedback we'd love your help! Our website will be updated soon with a blog, which will go into some design, technical, and random details of the Whalenought adventure, and we'll of course continue to be active on the forums. As always, if you have any feedback, suggestions or comments feel free to email us or message us. We look forward to providing you with more crpgs for many years to come, thank you again for making that possible. Cheers! Hannah & Joe
V.11 includes user requested UI additions for ease-of-use and a slew of other minor updates! Steam available, patches up, and full-games available for standalone download shortly, and GOG should be getting in tomorrow: UI addition/suggestions:
[img=http://serpentinthestaglands.com/manual/pics/page1.jpg] We finished up converting the online manual to pdf format you can download, and have that available on our site below its digital self: http://serpentinthestaglands.com/manual GOG users: you can also grab it from the game package when they put it up on there. We'll update this with any relevant changes to UI if needed, but specifically update it again when the expansion is released, as that will have some additional mechanics and adventuring information. Also, for those that missed it, the previous update 8 change log is here: http://serpentinthestaglands.com/community/forums/topic/update-8/ Cheers!
Patch 6 primary updates include:
Patch 5 primary updates include:
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