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Cavaleiros Celestiais

Devlog · Episode 26

The world became one, no portals

The maps now join into an open world, the wildlife got real bodies, the Égides arrived and the bosses learned new moves.

No more hopping from map to map

Until now, every region of Cavaleiros Celestiais was an island. You reached the edge, stepped into a portal and appeared on the other side. It worked, but it broke the feeling of a journey. I wanted to walk out of the Vale and see the ground change under my feet until I reached somewhere else.

Now the edges touch. The road keeps going on the other side, the hill runs down to the river of the next map, and each region got its own terrain, with slopes, valleys and riverbanks that never repeat.

Past the edge of a region, night falls and the land runs on to the horizon.
Past the edge of a region, night falls and the land runs on to the horizon.

The world map was redone too. It became a painting, with the regions fitted together and an island up high. And when you leave the bounds of a region, night falls and the ground keeps going until it fades in the distance, instead of ending at a wall.

O Manto Branco seen from afar, close to the edge.
O Manto Branco seen from afar, close to the edge.

Creatures that look like creatures

The old creatures looked like toys. The lizard looked like rubber and the goat looked like a plush. We replaced the whole wildlife with properly modeled animals, each with its own way of walking, and the cities got their own residents. The bat in A Garganta de Ferro is actually scary now.

The Égides

A new family of weapons arrived, the Égides. Each one has its own skills and its own sound. My favorite: you throw it, it opens a zone on the ground and spins back into your hand. The outfit matches it, on both the knight and the female knight.

The new Égides, side by side.
The new Égides, side by side.

Hits you can feel

The weapon's element now lights up the skill. With the right weapon, a burst of fire becomes a carpet of embers. The bosses learned new moves too. O Afogado makes water rain down, A Errata spills ink, and O Supremo do Covil changes its attack depending on which scale lights up: ice sprouting from the ground, stone cracking under your feet.

O Supremo do Covil with its claw planted firmly on the ground.
O Supremo do Covil with its claw planted firmly on the ground.

And every craft master now has a forge of their own, with what only they know how to make, instead of every smith opening the same window.

The stumbles

Some things came out crooked before they came out right. The A Bacia Seca desert was green and full of flowers, and now it is cracked ground and sand. The fish in A Corte was a flat drawing that looked like paper floating. In the Covil, the dead knight kept hitting the dragon, and the dragon had its foot buried in the ground. All of that is fixed now.

A Bacia Seca finally looks like a desert.
A Bacia Seca finally looks like a desert.

Which map would you cross on foot first?

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