Author Topic: AVWW Beta 0.537, "Elemental Resistance," Released!  (Read 5735 times)

Offline x4000

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AVWW Beta 0.537, "Elemental Resistance," Released!
« on: November 03, 2011, 10:32:35 pm »
Original: http://arcengames.blogspot.com/2011/11/avww-beta-0537-elemental-resistance.html

This one is a pretty sizable one in terms of what it changes about the "feel" of the game.  The big new thing for existing players is the elemental damage system: spells each belong to one of six elements (fire, water, earth, air, light, and entropy), matching the colors of the gems used to create them.

Enemies then have weaknesses or resistances to specific elements, meaning that (as in many games) lightning attacks are more effective against robots, and you can't hurt a being made out of fire by attacking it with fire.  Beyond that, bosses also now get randomized elemental resistances mixed in with their other unique-to-the-individual health/attack/casting-speed bonuses.  And lastly, the various shield spells that were introduced a month or so ago now have proper elemental resistance bonuses tied to each of them.

There actually was a sort of elemental "combo system" that we'd implemented, too, but as the very savvy Jerebaldo1 pointed out from the release notes before the release even came out, it was possible to exploit.  We have some other ideas about elemental combo systems, but coming up with something simple, fun, and non-exploitable is going to take some more thought and discussion.  I overlooked one major class of exploit with my first pass at such a combo system, but that doesn't mean that a combo system of that general sort is impossible.

There are also two new enemy types in this new release.  The first is Red Slime, which is a stationary enemy that you'll only encounter (for now) in the intro mission.  I imagine that the slimes will make some appearances elsewhere in the game in the future.  The second new enemy is the Water Esper, which is now mixed in with Lightning Espers to show a bit of what can be done by mixing "identical" enemies that have differing elements but little else.

Let's see, other stuff... There's an awesome new ocean music track in this release, and there's a goodly bit of new furniture/objects, particularly in the ice age areas.  The intro mission has another two surface chunks and a new building with ten rooms in it.  Coffers are now used in some stash rooms throughout the game now, rather than being exclusively limited to the intro mission.  And there were a number of bugfixes.

Keith is still completely immersed in the multiplayer aspects of the game, but that's getting to a point where I expect we'll be able to do some internal testing with staff within a week or so.  There's still a lot more to do before a public release even after that, but it's a promising step.

More to come tomorrow: my ardent hope is to wrap up the last segment of the intro mission (which takes place underground) tomorrow.  Knock on wood, I think that all of the major game extensions that are needed for the intro mission have already been put in place, so I should be able to wrap things up.  Then I'll be back to new content for the main game itself, which I'm really looking forward to.  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 mrhanman

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #1 on: November 03, 2011, 10:42:29 pm »
Wow.  I'm really impressed with how this game has continued to evolve.  I count myself fortunate to have been here for the beta since day one.

By the way, I find it interesting - even refreshing - that the name of the element to oppose Light is named Entropy.  Is there a particular reason this was chosen over Dark or Shadow or similar?

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #2 on: November 03, 2011, 10:50:58 pm »
Thanks!

Any why entropy over dark/shadow?  Because we're sci-fi geeks as much (if not slightly more) as we are fantasy geeks.  This is obviously a game about magic and fantasy-type stuff, but you'll notice that there's an unusual degree of sci-fi underpinning... everything, really.  I blame my dad for this, but that's just me. ;)
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Offline Jerebaldo1

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #3 on: November 04, 2011, 06:20:14 am »
hey chris, thanks for withholding the combo system; we'll all no doubt come up with an excellent system.
I played this version and like the ice age furniture and the water espers,  as well as the elemental properties. I fought in esper territory and so i wasn't tempted to use ball lightning on everything. Fireball was my weapon of choice.

Feels great playing this. I'm new to the stash rooms and the telegraphing animation, and love both features. Now to experience the faeries.

Offline Hyfrydle

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #4 on: November 04, 2011, 06:21:40 am »
Be careful fairies bite!!!

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #5 on: November 04, 2011, 09:05:05 am »
Cheers!  Thanks for saving us a release cycle with the first implementation of combos; it's easier just to avoid the wash of exploit reports, heh. :)
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Offline Dizzard

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #6 on: November 04, 2011, 09:08:47 am »
I entered an ocean tile earlier and I didn't hear any music. ???

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #7 on: November 04, 2011, 09:11:22 am »
I entered an ocean tile earlier and I didn't hear any music. ???

Only underground and in buildings; surface regions don't have music unless they're bosses or settlements.
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Offline zebramatt

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #8 on: November 04, 2011, 09:13:15 am »
There's buildings under water?

Man, I  really need a diving suit.

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #9 on: November 04, 2011, 09:15:10 am »
No, but in the ocean shallows I think you can occasionally find a little shack, and those use it, too. No buildings underwater... yet. ;)
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Offline Dizzard

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #10 on: November 04, 2011, 09:20:56 am »
Too many buildings underwater might be a bit strange.

It would be neat if there was sunken ships under the sea though.

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #11 on: November 04, 2011, 09:23:44 am »
Yep, more or less what I had intended, although it might be fun to have pockets of merfolk homes or something (we'll see if there's even merfolk, but it's a possibility).
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Offline zebramatt

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #12 on: November 04, 2011, 10:13:42 am »
You could have underwater domes from some future era too, eh?

Offline x4000

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #13 on: November 04, 2011, 10:36:30 am »
Yeah, that could be fun, too.
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Offline Dizzard

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Re: AVWW Beta 0.537, "Elemental Resistance," Released!
« Reply #14 on: November 04, 2011, 02:10:26 pm »
(we'll see if there's even merfolk, but it's a possibility).

Merfolk! :o Yes please

I like the underwater dome idea too. Sounds like it would be awesome to come across a secret underwater civilization.