Author Topic: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!  (Read 1630 times)

Offline x4000

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AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« on: September 30, 2011, 10:05:10 AM »
Original: http://arcengames.blogspot.com/2011/09/avww-betas-0508-0509-walls-what-walls.html

These two releases are a couple of the coolest ones we've done yet, in terms of improving the overall feel of the game.  There were a few ongoing gripes that a lot of players had, and we've addressed all the most persistent ones here:
  • Guardian stones now give you warp potions instead of warp scrolls, and refresh you back up to 4 instead of 2.  The reason the change to potions is significant is that means you can still get refreshed to 4 potions if you've crafted some "extra" warp scrolls of your own.
  • Hit detection on melee combat is vastly better.
  • Bats can no longer go through walls, nor can spells like ice cross or circle of fire.  This makes it so that you can actually take cover behind walls in all cases, and it makes terrain more tactical for all enemies.  It also prevents players from being able to exploit ice cross or similar against bosses.
  • The power of healing potions/scrolls has been quadrupled, and the power of magic restoration potions/scrolls has been doubled.  Magic potions also have their own cooldown, rather than causing a cooldown on all logistical spells.  The difficulty had been creeping up in recent versions, but this gets it back into a better-balanced level.
  • Monster nests no longer respawn except in boss rooms.  So if you take the time to clear out a room of monster nests, you can go back in without fear.  Handy for exploration in buildings in particular!
  • The speed of enemy projectiles gets slowed down substantially (or sped up a little) depending on what action difficulty setting you choose.
  • In the strategic/citybuilding parts of the game, we've done a massive overhaul of how NPC actions are taken.  Now actions cost time units, and NPCs each have a certain amount of time units they can spend per turn.  Before it was a flat one action per turn, which really was not very kind when it came to lower-value actions that were needed but which would consume an entire action for that NPC.
  • The Ilari  now provide protection from the ambient heat/cold in settlements and similar, so you don't have to worry about your new character dying from exposure while you rush to craft a snowsuit.
  • A variety of smaller physics improvements and fixes make playing as a bat smoother, flying enemies work better around walls, things like amoeba shots and tidal pulse slide along the floor, and so on.
And those are just the highlights, there was a lot of other smaller stuff, too.  More coming later tonight -- and now that we're getting out of the territory of so many of these more core refinements based on the increased player feedback, we'll be able to do more in terms of new spells and enemies and such coming up, too.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
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Offline Echo35

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #1 on: September 30, 2011, 12:07:21 PM »
<li>In the strategic/citybuilding parts of the game, we've done a massive overhaul of how NPC actions are taken.  Now actions cost time units, and NPCs each have a certain amount of time units they can spend per turn.  Before it was a flat one action per turn, which really was not very kind when it came to lower-value actions that were needed but which would consume an entire action for that NPC.</li>

Good thing I scouted like MAD last night :D

Offline orzelek

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #2 on: September 30, 2011, 12:19:50 PM »
Ride the lightning questions:
1. What gives increasing level of the spell?
2. Are you 100% positively sure that flying with this spell is intended? (new cd means that you can actually fly:D )

Offline x4000

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #3 on: September 30, 2011, 12:33:41 PM »
Ride the lightning questions:
1. What gives increasing level of the spell?
2. Are you 100% positively sure that flying with this spell is intended? (new cd means that you can actually fly:D )

#2 fixed in upcoming version.

#1 gives you slightly higher jump times with each tier -- leading to slightly higher jumps.
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Offline Vampyre

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #4 on: September 30, 2011, 12:34:25 PM »
Yeap, I just did that, it's quite surprising... You wanted to give challenge, but this one just give the ability to fly over the land without touching the ground, making all enemies on the ground totally useless...

Edit : oups... simultaneous post...

Re-edit : An easy solution for this one is to add a counter to allow 1 jump but fail to trigger on the second attempt, unless we are on the ground for more than 1 second for example...
« Last Edit: September 30, 2011, 12:36:37 PM by Vampyre »

Offline orzelek

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #5 on: September 30, 2011, 12:40:01 PM »
Another question: desert burrowers - almost impossible to hit by hand (or I'm missing something?) and hitting me for more than 1k hp at lvl 23 (I'm lvl 22 and have about 11k hp so it's about 10% hp a shot ). If these are trash boss would hit for... how much?

Offline x4000

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #6 on: September 30, 2011, 12:43:31 PM »
Another question: desert burrowers - almost impossible to hit by hand (or I'm missing something?) and hitting me for more than 1k hp at lvl 23 (I'm lvl 22 and have about 11k hp so it's about 10% hp a shot ). If these are trash boss would hit for... how much?

Goodness, yeah, hitting them by hand would be extremely hard.  They're just at the surface, with the smoke billowing up.  Stuff that moves fast and hits hard you're going to be hard-pressed to do much melee with.
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Offline orzelek

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #7 on: September 30, 2011, 12:48:44 PM »
Err I meant that shooting a fireball at them is nearly impossible. You need to use the direct targeting to have any chance on hitting them. Or I guess ice cross since fire ring will be very difficult to target.

And lvl 23 lightining esper hits for about 300.

Offline x4000

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #8 on: September 30, 2011, 12:51:41 PM »
Err I meant that shooting a fireball at them is nearly impossible. You need to use the direct targeting to have any chance on hitting them. Or I guess ice cross since fire ring will be very difficult to target.

I suggest ball lightning, as that slides along the ground.  Different tools for different enemies, for sure -- you can do with with the fireball, but it is indeed like shooting a fly with a blowgun. :)

And lvl 23 lightining esper hits for about 300.

Sure, yeah.  They have a much higher chance of hitting you except in narrow quarters.  At any rate, rhinos and desert burrowers are some of the heaviest hitters at melee range at the moment, and that wasn't an oversight.
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Offline orzelek

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #9 on: September 30, 2011, 01:08:51 PM »
Before I go to mantis with bug report:
Are we meant now to not receive invulnerability after switching locations always?

I noticed that very often when exploring houses I'm not getting invincibility after going through door.

Offline x4000

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Re: AVWW Betas 0.508-0.509, "Walls? What Walls?," Released!
« Reply #10 on: September 30, 2011, 02:29:07 PM »
Before I go to mantis with bug report:
Are we meant now to not receive invulnerability after switching locations always?

I noticed that very often when exploring houses I'm not getting invincibility after going through door.

Yes, if you're coming back into a room that you were just in less than 10 seconds before, you don't get the invincibility.  If you're going into a new room, you always get it, and if you're in the new room longer than 10 seconds you also get it.  This was a fix for an exploit that otherwise let players really cheese bosses in particular.
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Offline x4000

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