Author Topic: AVWW Beta 0.519, "Mysterious Pylons," Released!  (Read 6583 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
AVWW Beta 0.519, "Mysterious Pylons," Released!
« on: October 06, 2011, 05:07:31 pm »
Original: http://arcengames.blogspot.com/2011/10/avww-beta-0519-mysterious-pylons.html

This one is packed with more cool stuff.  Probably the biggest new thing is the new "pylons" on the world map.  These are basically magical barriers that prevent you from crossing certain region tiles.  These barriers have a fairly temporary graphic for now, but it's clear where the barriers are, anyhow.

To bring down a barrier, you have to go to one of the pylons that actually generates it.  Destroy the pylon, and the whole line of vortexes goes down, allowing you passage.  Right now if you go out in adventure mode, it's just a cache of bosses to fight to bring down the pylon, but over time we'll be making the pylon a physical object that you have to destroy.  You can also use a strategic order to destroy the pylon magically from afar, presuming you have enough red consciousness shards!

Also of note is that the boss balance was tweaked some more, and each boss also has substantially randomized stats now.  Previously the randomization was so slight that I don't think anyone even noticed it.  But now bosses, unlike base enemies, are each unique in stats.  That will grow even further over time as we get into elemental damage and immunities/weaknesses on specific bosses, etc.

The next big thing is that profession books for spellgem crafting, spell scroll crafting, and outfitter crafting have all been removed.  Just getting the resources needed to craft a recipe of those sorts is enough of a challenge, and those resources are (and always have been) gated by chunk level like a lot of other content in the game.  So this isn't making it so that you just get access to all spells at the start of the game.  It's just making it so that spell availability is based on the resources you have, rather than the resources and the profession books you've collected.

Profession books were easy to collect, but tedious; and they were monumentally unclear to most new players.  I see this as being a really key simplification to making the game increasingly easy for new players to pick up.  That said, there's a whole new "intro mission" that we'll be building into the game before too long, and that will be directly aimed at new players and getting them up to speed in a matter of minutes but in a way that is more fun and game-oriented than the current adviser guardian stone method.

There's also another music track, which Pablo described as "probably hardest piece I've worked on for any of our games."  I can certainly see why -- he'd already created awesome boss music for the game, but I asked him to come up with something even more awesome to be used just for the overlord battles.  So that's what he did!

The list of stuff in this release just goes on and on, so mostly I'll refer you to the release notes rather than just repeating all of it verbatim here.  But microboss balance is better, the fire damage over time thing is fixed, slowing frost is a lot more interesting now, attractive drops work better, bosses should never seed in walls anymore, enemies should no longer be absent from stairwells anymore, rhinos and eagles are now outdoors-only, and so on.

The next release is likely to be tomorrow, because the current stuff on Keith's and my list are larger blobs of stuff than are likely to be ready by tonight.  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.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline c4sc4

  • Sr. Member
  • ****
  • Posts: 253
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #1 on: October 06, 2011, 05:23:48 pm »
The stat randomization definitely seems to be apparent now, I have two level 8 ice bat microbosses, one with ~26,000 hp and the other with ~9,000 hp.

Offline Dizzard

  • Sr. Member Mark II
  • ****
  • Posts: 380
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #2 on: October 06, 2011, 05:49:24 pm »
Are the pylons supposed to be randomly appearing in tiles you've uncovered? (as in not black)

At the moment my character has no way of getting to a pylon to close them down, although there's a town I can get to but I thought we'd have the choice whether we spent red shards or not....I could totally take the pylon down.....if I could reach it.

Also, are settlements supposed to get blocked by a pylon? One of my settlements was....I guess I should look around for where ever that pylon is....
« Last Edit: October 06, 2011, 06:09:29 pm by Dizzard »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #3 on: October 06, 2011, 06:06:56 pm »
At the moment my character has no way of getting to a pylon to close them down, although there's a town I can get to but I thought we'd have the choice whether we spent red shards or not....I could totally take the pylon down.....if I could reach it.
The way I did the math on which regions get blocked you should always be able to access at least one pylon in a "network", though the accessible one can conceivably be in a region higher level than you can reach.  In that case you would need to either ignore it until later or strategically blast it.

Quote
Also, are settlements supposed to get blocked by a pylon? One of my settlements was....I guess I should look around for where ever that pylon is....
I put in a change for the next version to prevent it from blocking actual settlements you've already visited.  Didn't anticipate that case, sorry :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Gallant Dragon

  • Full Member
  • ***
  • Posts: 144
  • An RTS gamer in an FPS world
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #4 on: October 06, 2011, 09:51:33 pm »
Do the pylons have anything to do with the CataclysmÉ
It's just carriers all the way down!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #5 on: October 06, 2011, 09:52:28 pm »
Do the pylons have anything to do with the CataclysmÉ
Are they related?  They're related to the vortex, which is related to the cataclysm.  Which caused which caused which?  Not telling ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Tayrtahn

  • Newbie Mark III
  • *
  • Posts: 26
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #6 on: October 06, 2011, 09:58:33 pm »
Oof. Are you sure the microbosses got toned down? I just lost two Level 3 characters to a group of Level 1 microbosses at a resource cache. A third character was finally able to finish them off. I tore through the vengeful ghosts with ease, but the microbosses were a major struggle and each shot I hit them with only put a tiny dent in their healthbars. Notably, they all ran at least as fast as my characters, which made trying to dodge their attacks pretty impossible on an open plain. I thought lower-level monsters were supposed to have reduced speed, but these guys wear just zooming around after me. Could there be a scaling issue at low levels or something?

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #7 on: October 06, 2011, 10:00:54 pm »
They were toned down -- but that's not to say they are fully correct yet.  Lower-level monsters get very little speed reduction now, because it simply looks terrible.  What sort of bosses were these, anyhow?  If you have a save with ones that seem off, it would be a great mantis post.  This is the first I've heard of it in this version, though.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Baleyg

  • Newbie Mark II
  • *
  • Posts: 22
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #8 on: October 06, 2011, 10:27:59 pm »
I think it's primarily related to a change made in 0.518, "The movement speed of all monsters is now randomized per monster between 0.9 and 1.2 of their base rate."

I'm not sure how that combines with the level based scaling.  If it's additive so monsters get -0.1 to 0.2 added to their speed it's really punishing, and means a bad roll completely undoes the level-based effect.  If it's multiplicative it mostly counteracts the the level-based effect.

Myself, I've spent the last hour and a half getting my ass kicked by Ice Bat microbosses.  There's no way to evade one for 5 seconds at half speed, so until shield spells get implemented you can't survive a single hit.  It's impossible to potion through them, (healing averages out to 100 HP/s at level 1) and it's impossible to burst through more than one.  So the only option I've found is to run back and forth across the entire map a couple times.  And hope I don't get unlucky with knockback.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #9 on: October 06, 2011, 10:30:34 pm »
It's multiplicative, on the speed scaling.

On the shield spells, I'm working on those now.  They'll be in tomorrow's lunchtime release.  So far just shield spells for four of the six elements, but since elemental damage isn't in yet they're all identical for the moment, anyway (visual effects aside).  But later there will be a full set of six, and each will have special extra bonuses against certain types of attacks.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline c4sc4

  • Sr. Member
  • ****
  • Posts: 253
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #10 on: October 06, 2011, 10:36:26 pm »
I wonder if part of the difficulty with micro bosses is the randomization of the stats. Right now every boss get 20 points randomly allocated. Maybe the problem is that these allocated points are raise their stats really high. What if each tier of bosses (micro, mini, lieutenant, overlord) got a different number of points? Say microbosses get 10 points, minbosses get 15, lieutenants get 20 and Overlords get 25. That way microbosses don't get overpowered but the difficult rises with the tiers of bosses.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #11 on: October 06, 2011, 10:39:11 pm »
I think that's a really excellent idea.  Though I wonder if even that's too high for the microbosses.  Somehow I'm thinking they should be more like 5ish.

I'm also thinking that the speed randomization should not apply to bosses at all.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline c4sc4

  • Sr. Member
  • ****
  • Posts: 253
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #12 on: October 06, 2011, 10:45:55 pm »
Yeah, I the numbers I choose could probably use some tweaking, I imagine you have a better understanding of the stats than me.

Making the bosses have a constant speed also seems like a good idea. Do lower level monsters even have lower speeds anymore? I can't remember. If they do, I don't think those should apply to bosses either, just have bosses be a constant speed.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #13 on: October 06, 2011, 10:48:22 pm »
The lower-level monsters do have a lower speed still, but it's only about 20% lower at most I think.  I think that's fair enough to leave for players, especially for newer or lower-skilled players to have.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline c4sc4

  • Sr. Member
  • ****
  • Posts: 253
Re: AVWW Beta 0.519, "Mysterious Pylons," Released!
« Reply #14 on: October 06, 2011, 10:53:50 pm »
Yeah, I suppose the speed decrease is helpful to newer/less experienced players.

Actually, is the speed decreased tied in anyway to the overall game difficulty setting? It might be interesting for higher difficulty levels to not have lower level monsters have decreased speed. I don't know how complicated that would be to code in though.