Author Topic: AVWW 1.2 Brings New Level Progression, Citybuilding and Crafting Systems  (Read 3730 times)

Offline cupogoodness

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Originally posted: http://arcengames.blogspot.com/2012/07/valley-without-wind-12-brings-new-level.html

Arcen Games announces the official release of A Valley Without Wind 1.2, now available as a free update for owners of the game. While the changes were vast going from 1.0 to 1.1, what's been added and improved upon between 1.1 and 1.2 is less about breadth and more about depth. A full reflection has been put together for those looking for the complete inner-workings, but here's the short and sweet of it:

A citybuilding model designed for citybuilding fans has been newly integrated from top to bottom into the game. Everything now takes place on the world map and NPC importance has been upgraded significantly with dispatch missions, gifts, and unique attributes based on time period. A new citybuilding strategy guide is available now for your perusal of this major addition.

While there are technically no new spells this time around, the feel of the game is that it has erupted with new ones. That's thanks to spells now carrying various, randomly-assigned modifiers to make every spell crafted or discovered unique from the next -- even if it's the same type. On top of that, the crafting system has been heavily reworked in general to reward exploration and take the pressure off of having to play missions to advance the game.

The main progression system for the game has been shifted as well. Out with tiers, and in with a reworked levels system. By doing so, AVWW trades in the "New Game+" feel for a more natural progression as players advance from one continent to the next. No more two steps back to take three steps forward, as it now feels like a more a more traditional RPG progression.

Of course it just wouldn't be a true update from us without a bunch of other good stuff too. A brand new mystery, more music, a hundred new rooms, new unlockables, the addition of an incinerator, peaceful retirement for player characters, ghost copies of items, and more highlight what's packed in A Valley Without Wind 1.2. As always, practically all of these features were brought about in collaboration with the game's amazing player community (who've contributed in countless ways since the game was mere weeks into development). In short:

We realized we didn't like the citybuilding system, so we made a new one.
We realized we didn't like the crafting system, so we made a new one.
We realized we didn't like the level progression, so we made a new one.

The reaction among the player base has thus far been enormously positive; the focus and flow of the game is a lot more fun now.

The complete breakdown for the aforementioned trio, along with everything else we weren't able to mention here that makes up 1.2, can be fully devoured on the post-launch series 2 release notes section of AVWW's wiki.

A new guide on upgrading to A Valley Without Wind 1.2 from 1.0 or 1.1 has been created as well for those returning players or press looking to quickly translate their prior knowledge into the latest official version of the game.

About A Valley Without Wind
A 2D sidescroller without a linear path. An action game with tactical combat and citybuilding. An adventure game that lets you free-roam a vast, procedurally-generated world. A Valley Without Wind defies genre stereotypes. Unlike other procedurally-generated games, you also get a logical progression in difficulty, plus helpful tips and checklists to guide your travels (should you need them).

Choose for yourself how to prepare to face the vastly stronger Overlord. Complete a variety of missions to earn arcane rewards, and/or roam the wilds to uncover secret missions and stashes of magical loot. Customize your characters with unique combinations of enchants and spells that change how you move, jump, and fight. Or rescue people and bring them back to your settlement so that they can then be sent on dispatch missions; you don't have to carry the burden of your fledgling civilization alone!

You choose how to play, and the world adapts around you.

The full version is available now on PC and Mac. A substantial demo is also available, granting full access to the game/multiplayer with only some tier restrictions. Even though AVWW has launched, it continues to grow with new content and improvements added nearly every weekday. Follow the game and its updates/discussions on FacebookGoogle+Reddit, and Twitter. To be a part of how AVWW evolves in any and/or all of its aspects join the ongoing discussion taking place within our forums.

Members of the media: review keys, press kit materials including video footage, and interviews are available upon request.

About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.

AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, with the rest of the company's focus being devoted to their most massive project yet: A Valley Without Wind, which released in 2012. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook, Tumblr, Flickr, Pinterest, or on Twitter: @ArcenGames; as well as Arcen lead Chris Park's Games By Design blog.

Offline postmanmanman

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I'll be honest: I haven't played since right before the 1.1 patch released. I played through two and a half continents and felt I'd basically absorbed all the enjoyment I could from the game; it was just getting a bit repetitive.

This sounds like a crazy amount of revamping. I'm super excited to start over and toy with all the new elements. I know you guys have probably heard it before, but seriously: you are absolutely the best developers I know at post-release support.

Offline keith.lamothe

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Offline notaspy

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Just for the record, while I am a huge fan of this game, I stopped playing after 1.2 came out.  Now that I have to spend all my time hunting for wind shelters, the game is no longer fun to me.  I am eagerly awaiting 1.3, or even a beta patch that makes the one structure that is actually required to progress through the game slightly less rare/expensive.  (Haven't tried 1.201 yet, that might address this somewhat.)

Offline x4000

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Just for the record, while I am a huge fan of this game, I stopped playing after 1.2 came out.  Now that I have to spend all my time hunting for wind shelters, the game is no longer fun to me.  I am eagerly awaiting 1.3, or even a beta patch that makes the one structure that is actually required to progress through the game slightly less rare/expensive.  (Haven't tried 1.201 yet, that might address this somewhat.)

From 1.201, which is out:

* World map missions now have a 50% chance of rewarding (in addition to the spellgem) a building scroll.  There's an even chance of a "basic" building or a "personality" building; if it can't find a valid power in the selected category it just doesn't add the extra reward.
** Note that this will not retroactively add these to the reward list of missions that spawned in earlier versions (because it can't tell at that stage whether it was an earlier-version mission or a current-version mission that didn't make the 50% roll when it was spawned).

EDIT: That still doesn't include wind shelters or ocean buoys, but actually those haven't gotten any less common than they were in 1.1 or before, to my knowledge.  In fact, I would think they would be more common.  Anyway, spending shards on fewer buildings in general with 1.201 would free up shards for wind shelters at worst.
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Offline Ulrox

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EDIT: That still doesn't include wind shelters or ocean buoys, but actually those haven't gotten any less common than they were in 1.1 or before, to my knowledge.  In fact, I would think they would be more common.  Anyway, spending shards on fewer buildings in general with 1.201 would free up shards for wind shelters at worst.

Yeah it's definately a good change imo. I'm taking a break from valley but seeing as I have 56 hours played on a week and a half I think thats healthy ;P