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For this anniversary I prepared a final bug-fixing patch. Nothing too large - most of the addressed issues were either typos or misplaced lines of text, like when the game used to display almost identical paragraphs in Creeks, or it put a “0” in the journal instead of a summary of one of the quests.
To make ending this chapter a bit sweeter, I’d love to use the following links as a bit of a parting gift:
Additional music made by fantastic composers:
We're extremely happy to be part of such a superb selection of games. Hooray to everyone.
This option is now a part of the game, and I must say: writing it was cathartic.
The solution I invented ties this epilogue to the game’s last choice: instead of returning back to Hovlavan with Tulia, you can select to betray the merchants and stay around. To unlock this option, the player needs to be invited by at least one of the peninsula’s factions - an event that is now more common, since, in the past, two of the possible invitations were limited to the characters whose personal quest was to Find a New Life.
This ending is much more lethal than the previous one. Limiting the city’s influence keeps the roads untamed, and the key to reach the more optimistic resolutions for the locals is to help them overcome their grievances throughout the game. So, for example, failing to get rid of the undead or to save Old Págos will limit the epilogue to its lowest “tiers” of completion, while keeping Thais in power is going to stop the player from uniting all of the tribes.
Reading some of the new paragraphs during my first test playthrough made me tear up. This type of a good bye to the characters I came up with years ago was so rewarding.
But after a year of having it in the open, it’s obvious that the game fails at explaining its intentions, and aside from that, there’s a ton of help out there for those who feel stuck and annoyed with their difficulty mode. I saw people using guides, forums, or simply changing their time limit with the console commands.
The additional difficulty settings are meant to help the players customize their experience without alt tabbing to seek additional help. This feature allowed me to introduce one of the most requested difficulty modes: to have the game using a completely neutral set of rules, while also removing the time limit.
Since many players are already familiar, or even very familiar, with the opening section of the game, there’s now an option to skip through the entire “tutorial” all the way to the point where you get to decide if you’d rather head west, or east. It’s not entirely flexible, especially when it comes to establishing the player’s relationship with Tulia, but as a simplification works just fine enough.
From your Journal you will now have access to creating, editing, and removing your own notes that are going to be stored for you not in your save file, but rather in your game files, allowing you to use them across all of your saves and playthroughs. While it’s going to be less practical for the players who share a specific piece of hardware with others, I expect this to be a welcome feature for those of you who felt like you were in need of pen and paper at all times.
These additions are not spectacular, and the largest one adjusts the game’s infamous Dolmen that tends to be at the very top of the search results tied to the game. The puzzle was just not as responsive as it should be, and right now is not only going to react to more actions - and also to actions that are phrased in ways I didn’t come up with before - but also has opportunities to give the player more information in exchange for time.
If you want some deep-dive information about the Anniversary Update, make sure to check out my first Post Release Devlog here - hopefully it's a good read - just click the image below:
I hope you'll enjoy the update, no matter if you're a new or an old Roadwarden.


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