Author Topic: The latest on the Valley 2 schedule  (Read 27523 times)

Offline Oralordos

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Re: The latest on the Valley 2 schedule
« Reply #45 on: November 20, 2012, 12:06:17 pm »
So are the fairies staying in in any way? Those are painful.

Offline x4000

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Re: The latest on the Valley 2 schedule
« Reply #46 on: November 20, 2012, 12:06:47 pm »
There's a very few that will remain, but even those are getting some new behaviors.
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Offline Aklyon

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Re: The latest on the Valley 2 schedule
« Reply #47 on: November 20, 2012, 12:08:23 pm »
Oh, okay.
You led me to believe actually that it was going to be just a case of 'some art won't be done so it won't be replaced yet'. Glad I was wrong this time!
And I was right with going with the positive post at 2am thing.  8)

Offline LaughingThesaurus

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Re: The latest on the Valley 2 schedule
« Reply #48 on: November 20, 2012, 12:16:38 pm »
Oh God, I forgot about fairies.
Please tell me they're at least less of a pain if they're back 'in spirit'

Offline x4000

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Re: The latest on the Valley 2 schedule
« Reply #49 on: November 20, 2012, 12:19:49 pm »
They're gone.  As are eagles. ;)
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Offline Panopticon

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Re: The latest on the Valley 2 schedule
« Reply #50 on: November 20, 2012, 12:44:20 pm »
God those eagles.

So many Ninja Gaiden flashbacks.

Offline keith.lamothe

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Re: The latest on the Valley 2 schedule
« Reply #51 on: November 20, 2012, 02:02:40 pm »
Alas, I had so much fun hearing tale of adventures in Eagleface Forest.

;)
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Offline Oralordos

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Re: The latest on the Valley 2 schedule
« Reply #52 on: November 20, 2012, 03:18:11 pm »
Were you ever able to get in contact with BenMiff? I know you had been looking for him before for making map slices.

Offline x4000

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Re: The latest on the Valley 2 schedule
« Reply #53 on: November 20, 2012, 03:37:23 pm »
We did get up with him, but he wasn't interested in doing it on an official basis.  However, we've got three other contractors who have been doing amazing work on the slices. :)
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Offline LaughingThesaurus

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Re: The latest on the Valley 2 schedule
« Reply #54 on: November 20, 2012, 03:46:49 pm »
Oh, eagles were bad, but those damage-over-time-fire turtle guys were worse I think. Those guys have a very fast projectile that does way more damage it seems than anything else in the game. It's insane. Like, you can't even heal the damage over time as far as I could tell at least. I'd fight eagles over them any day. Eagles barely did any damage to me.

Offline Coppermantis

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Re: The latest on the Valley 2 schedule
« Reply #55 on: November 20, 2012, 07:03:01 pm »
Oh, eagles were bad, but those damage-over-time-fire turtle guys were worse I think. Those guys have a very fast projectile that does way more damage it seems than anything else in the game. It's insane. Like, you can't even heal the damage over time as far as I could tell at least. I'd fight eagles over them any day. Eagles barely did any damage to me.

I always wore a heatsuit in forest areas simply to defend against those things.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline LaughingThesaurus

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Re: The latest on the Valley 2 schedule
« Reply #56 on: November 20, 2012, 08:34:20 pm »
I like my triple high jumps too much to use a heatsuit. =(

Offline x4000

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Re: The latest on the Valley 2 schedule
« Reply #57 on: November 20, 2012, 08:43:23 pm »
Boy -- I've been embroiled in the sequel for so long that the first game almost seems a little alien to me now.  They're so incredibly different.  Heatsuits and triple jump?  Eagles?  Avoiding the lava flats?

It's a whole new world now.  Instead my head is filled with buildings, and purifying regions, and traps, slices, perk tokens, mercenary hotlines, treasure chests, spell calibers, the new way of dealing with dark places, henchmen, and so on.

Hearing folks bring up all these specifics about the first game, which I lived and breathed until a few months ago, really just reinforces to me how far the sequel has come.  It makes me happy all over again that these are two separate games that we'll be bundling together, rather than the new one just completely obliterating the old one, though.
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Offline Aklyon

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Re: The latest on the Valley 2 schedule
« Reply #58 on: November 20, 2012, 09:19:19 pm »
Does that mean we don't have multijump in valley2? ???

Or am I jumping to conclusions.

Offline MouldyK

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Re: The latest on the Valley 2 schedule
« Reply #59 on: November 20, 2012, 09:28:50 pm »

- But back to the whole customization thing.  Rather than customizing yourself with what you craft or what you happen to randomly find from missions or in a cavern, now you customize yourself with perks and feats.

-Perks: Each time the world level goes up, everybody gets a list of new perks that they can apply to themselves.  You can choose only one per level to apply to yourself, but you can reconfigure your choices later if you change your mind (not in the field; when you return to certain safe places).  There are 20 possible levels to attain, and 5 perks per level.  However, only a randomized 2 perks will be available to all players right at the start of achieving any particular level.  By exploration, players can find tokens that will unlock the other three perks on each level and thus let them further customize themselves.

Perks are basically things like improved health or speed, better jump height, etc.  They are largely replacing the enchants model from the first game (enchants are also gone).

-Feats: feats are actually active abilities that you can trigger on yourself, like double jump, miniaturize, etc.  You start out without any of these, but you can acquire them by busting into skelebot research facilities and hacking their mainframes.


There you go, Aklyon. Might answer some of your question for now.  ;D

-sleeps for now-
« Last Edit: November 20, 2012, 09:30:51 pm by MouldyK »