Author Topic: AVWW Beta 0.570/0.571 "The Guardian City" Released!  (Read 9410 times)

Offline x4000

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AVWW Beta 0.570/0.571 "The Guardian City" Released!
« on: February 04, 2012, 12:22:16 am »
Original: http://arcengames.blogspot.com/2012/02/avww-beta-05700571-guardian-city.html

This one has a huge, huge number of miscellaneous fixes and tweaks; far too many to even try summarizing.  Well, normally I would try, but it's really late and I'm incredibly tired.  So I'll just point you to the link above, for most of it.

Guardian Powers And Citybuilding Structures Are In!
But the big marquee feature in this new version are the guardian powers, I will say.  Most of them (37 out of 41 of them) are focused on the new citybuilding portion of the game, which is about beefing up your NPCs so that they can perform yet more powerful guardian powers for you.  However, the other four let you: a) extend the life of the continent before it gets destroyed by the overlord; b) create an overlord or rescue-NPC mission anywhere you want; or c) create new rare commodity missions wherever you want.

More will come with guardian powers with time, but already these change the playing field dramatically -- suddenly you're no longer quite so at the mercy of the random number generator in terms of how you go about civilizing your continent.  We're super excited to finally have those in, as they've been planned and in the works for a very long time now.

Secret Missions Are Almost Done, But Not In This One
Secret missions are the other big thing that is still lacking in terms of that sort of strategic power balance, and you'll be happy to know that the actual mechanism for secret missions are 100% done.  The reason they aren't included in this release is that we didn't have any actual missions done to use them with yet!

On Monday I hope to get three or four small new mission types in place, all of which would be for secret missions only, and which would let you go about finding your own guardian powers and rare commodities through freeform exploration rather than having to use what the world map RNG hands you.

More to come soon.  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 GrimerX

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #1 on: February 04, 2012, 01:35:51 am »
Just wanted to say great job -- with this update, the game is really coming together for me.  I had to force myself to stop playing, which hasn't happened in a while :-)  Thanks!

Offline BobTheJanitor

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #2 on: February 04, 2012, 02:55:07 am »
So nothing was actually changed about spell costs except dropping a zero? I probably just started noticing some cost disparity since the new numbers made it more obvious. For example: death touch. It costs 12x as much as fire touch, with a slightly longer cooldown, and it does only twice as much damage. I thought maybe there was something great about entropy damage, but if so I can't find it. And even then, it still costs 6x as much as miasma whip which is also entropy and does less than twice as much damage. Creeping death isn't so hot either. The damage per mana is poor, it's slow and hard to track enemies with, and it disappears if it brushes a wall. However, I'm not sure exactly where spell balancing falls in the priority list right now, so if I need to stop worrying about it for now just say the word.

Edit: Miniature seems awfully mana-expensive for the equivalent of a duck button. It already makes you die faster, it doesn't have to take almost half a mana bar as well. Literally adding insult to injury! :P
« Last Edit: February 04, 2012, 03:55:51 am by BobTheJanitor »

Offline KDR_11k

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #3 on: February 04, 2012, 04:05:08 am »
Lumbermancer.

Offline KDR_11k

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #4 on: February 04, 2012, 04:07:37 am »
The spell mana balance is based on the spell's raw power which is added to your character's magical power. The spell power is really small compared to the character power so the damage difference between spells is tiny now and plasma bolt is pretty much the best spell available since it fires quickly and is cheap.

Anyway, the changelog sounds good and you guys really fix bugs quickly but I just couldn't stop laughing about "Lumbermancer". I'm sure there's an actual term for that but it likely uses the Greek word for wood, not the English one (since that's where the suffix -mancy comes from).

BTW, what benefits do the buildings have? Only unlocking guardian powers? You'll probably need to add more powers that do things other than build more buildings then.
« Last Edit: February 04, 2012, 04:18:51 am by KDR_11k »

Offline BobTheJanitor

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #5 on: February 04, 2012, 04:27:09 am »
Plasma wha? The multiple ways to look up spells now is confusing me. Is there a spot in game where I can just go and see all the spells without having to pick an element or a type or an ingredient? I don't have a plasma bolt and I can't find how one would go about crafting it.

And yes, I got a chuckle out of Lumbermancer as well. No, sir, I am no mere lumberjack! Let me tell you about the exciting world of lumbermancy!

Offline Hyfrydle

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #6 on: February 04, 2012, 04:41:46 am »
Is the EP added the same regardless of mission tier? If so maybe a lower tier mission shouldn't increase by as much.

Offline KDR_11k

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #7 on: February 04, 2012, 05:10:57 am »
Cool, that lumber fence spawns in the underground areas of the Evergreen Forest.

Offline Hyfrydle

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #8 on: February 04, 2012, 06:14:06 am »
Really enjoying this update but I'm confused about the NPC tiers. All my NPC's show tier 1 both in the settlement and in all the missions. I have some buildings I can't build due to a higher tier NPC required so it feels like a catch 22 situation.

Maybe I'm missing something but if anyone can help it would be much appreciated.

Offline TerraSleet

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #9 on: February 04, 2012, 08:20:13 am »
I know this is gonna be a pain but I need the link(s) for manual updating.  ;D

Edit: Nevermind, I've worked out how to manually update for myself now. :)
« Last Edit: February 04, 2012, 08:35:10 am by TerraSleet »

Offline x4000

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #10 on: February 04, 2012, 09:03:36 am »
I know this is gonna be a pain but I need the link(s) for manual updating.  ;D

Edit: Nevermind, I've worked out how to manually update for myself now. :)

Ah, okay -- well, here's the link I came to post, anyhow: http://avww.s3.amazonaws.com/AVWW571.zip  It's a very predictable system based on the version number, and if you don't find a file then it was superseded by a cumulative update later in the path (yay, less to do).

Just wanted to say great job -- with this update, the game is really coming together for me.  I had to force myself to stop playing, which hasn't happened in a while :-)  Thanks!

That is definitely great to hear! :)

So nothing was actually changed about spell costs except dropping a zero? I probably just started noticing some cost disparity since the new numbers made it more obvious. For example: death touch. It costs 12x as much as fire touch, with a slightly longer cooldown, and it does only twice as much damage. I thought maybe there was something great about entropy damage, but if so I can't find it. And even then, it still costs 6x as much as miasma whip which is also entropy and does less than twice as much damage. Creeping death isn't so hot either. The damage per mana is poor, it's slow and hard to track enemies with, and it disappears if it brushes a wall. However, I'm not sure exactly where spell balancing falls in the priority list right now, so if I need to stop worrying about it for now just say the word.

Edit: Miniature seems awfully mana-expensive for the equivalent of a duck button. It already makes you die faster, it doesn't have to take almost half a mana bar as well. Literally adding insult to injury! :P

Correct, no spell costs were changed.  Thing to bear in mind is that piercing is definitely one factor.  I'm not saying that they are perfectly balanced -- that should be something we look at, certainly -- but creeping death is enormously useful against a line of enemies because it goes through them slowly, doing quite a bit of damage.  Death touch is so expensive because I worry about it being easy to cheese.

Lumbermancer.

That's my favorite, too. :)  They're intended to be funny profession names (little bits of humor of varying degrees of funny-ness are all throughout the game, really).  Once we thought of it, I was laughing for minutes on end as well -- I could hardly tell Keith the name for it.  The other names all followed after that.

The spell mana balance is based on the spell's raw power which is added to your character's magical power. The spell power is really small compared to the character power so the damage difference between spells is tiny now and plasma bolt is pretty much the best spell available since it fires quickly and is cheap.

I'm not sure that I completely agree with the plasma bolt thing, but you're correct on why it varies so much from character to character.  Rather than being additive based on character attack power, I really need to make it a multiplicative factor.  That way the spells can be balanced regardless of character, and there's more difference between various magical powers.

BTW, what benefits do the buildings have? Only unlocking guardian powers? You'll probably need to add more powers that do things other than build more buildings then.

Buildings only ever let you improve NPC tiers -- that's their entire function, and we're done with them for 1.0.  I think it's kind of obvious we need more guardian powers than the four non-building ones that we currently have, but then again those four are pretty wicked powerful.  There are a really wide array of powers that Keith and I have talked about in the past, but for this release we only had so much time.

Plasma wha? The multiple ways to look up spells now is confusing me. Is there a spot in game where I can just go and see all the spells without having to pick an element or a type or an ingredient? I don't have a plasma bolt and I can't find how one would go about crafting it.

The Crafting Grimoire gives you all the information about all spells that you've unlocked the materials for.  It's really very simple, and you can look them up in many ways: entire list, by material, color, function, etc.  With one catch: if you haven't unlocked all the materials, then the game acts as if some spells don't exist.  There's no in-game reference showing you something like plasma bolt until you unlock whatever material it relies on.  And the game doesn't give you any hints (by design) about what spells a given material is used for.  That's part of the fun of exploring the game, and unlocking new materials through the unlockables interface.  It's also part of how we hide a lot of content from new players to prevent it from being overwhelming, while still letting mature worlds have tons of different spells; as many as we could ever want.

Is the EP added the same regardless of mission tier? If so maybe a lower tier mission shouldn't increase by as much.

It's always the same.  The lower-tier ones are a bum deal, but are easier.  You get the same quality of stuff out of them, but at a much easier difficulty, but at a higher EP.

Really enjoying this update but I'm confused about the NPC tiers. All my NPC's show tier 1 both in the settlement and in all the missions. I have some buildings I can't build due to a higher tier NPC required so it feels like a catch 22 situation.

Maybe I'm missing something but if anyone can help it would be much appreciated.

You need a residential and storage tower before any NPC can get above tier 1.  Then each NPC needs their respective profession building (of which there are 6) to get to tier 3.  Then each NPC has two other buildings they want out of the 30 different "personality structures."  Building those in any order will bring that NPC to tier 4 and then tier 5.  You'll want a Lumbermancer and a Stonebinder pretty early on in, to be able to really build up your settlement much.



And with that, I'm pretty much off for the weekend.  Been sick all week, feeling worse today, was up way too late last night finishing this release, and I need a break.  On Monday and Tuesday, we hope to get secret missions, co-op smoothing, and the new warp system implemented.  By the end of Wednesday, hopefully enchants are in.  And then a server browser sometime next week if we can manage it, and a variety of other improvements.  And the mysteries feature if I can manage it, which will also be bringing back good ol' memory crystals. 

And that would then pretty much be getting us to beta phase 3, whatever other tweaks and fixes aside.  Then content development and polish for another 4-5 weeks after that, and we're at 1.0.  Then more stuff for this game and AI War, and on and on. :)

Anyway, have a good weekend and talk to you folks soon.
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Offline BobTheJanitor

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #11 on: February 04, 2012, 11:35:01 am »
Thanks for the info. I think there's been some illness going around the whole country for a few weeks. The second coming of the Black Death, no doubt. Go recover! Someone ban him from the forums for a few days.

Offline BobJustBob

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #12 on: February 04, 2012, 12:14:34 pm »
Two issues I've noticed in the current version. One: the performance is really awful in the settlement. Everywhere else is fine, but in the settlement my framerate gets really choppy.

The other is because I finally got access to another battle mission and was able to try out the fix from before. The enemies now follow my horizontal position wherever I go, so I can go into bat form and fly to the back of the stage and just sit there; all the enemies will retreat as far as they can, ceding the battlefield to my troops. They should probably ignore a form without offensive capabilities, or only retreat once I attack their base.

Offline Hyfrydle

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #13 on: February 04, 2012, 01:05:22 pm »
Settlements are all well and good but if the RNG prevents you getting residential and a storage tower as my current game it becomes annoying repeating missions and increasing the EP in the hope that one wil spawn allowing the ability to build required improvements.

Maybe the % chance of a residential/storage tower spawning should be a little higher early on to give players a chance to start the settlement. This issue may also be due to updating a world already in progress as I haven't had time to build right from the start.

Going to start a brand new game with all the new knowledge and see how things go.

Offline keith.lamothe

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Re: AVWW Beta 0.570/0.571 "The Guardian City" Released!
« Reply #14 on: February 04, 2012, 01:10:16 pm »
Ah, right, we do need to adjust the power seeding for things like "not having a residential tower scroll kinda sucks" :)
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