Author Topic: AVWW Beta 0.572 "Enchanted Gills" Released!  (Read 5770 times)

Offline x4000

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AVWW Beta 0.572 "Enchanted Gills" Released!
« on: February 08, 2012, 07:39:28 pm »
Original: http://arcengames.blogspot.com/2012/02/avww-beta-0572-enchanted-gills-released.html

This one is absolutely preposterously large in terms of its affect on the overall game experience.  First of all, perhaps least interestingly from a gameplay perspective, the HUD graphics have been completely overhauled.  Man does it look better now!

Enchants At Last!
Finally those little blue enchant containers have a purpose again.  And if you've been collecting them during the last few releases, you've not been collecting them in vain -- expect a flood of enchants as you collect enchant containers in this new version.  All the stored up enchant points will be put to use getting you new and cool stuff to catch up with what you would have gotten before.

Enchants are basically like magical equipment that you can put on your body.  There are three kinds of enchants: arms (of which you can equip two at once -- one for left arm, one for right), torso (of which you can equip one at once), and legs (of which you can also equip one at once). 

The enchants for your arms have a lot to do with your abilities, and things like modifiers for outgoing damage, or outgoing damage buffs by element.

Enchants for your torso have some damage reduction buffs, lighting capabilities (like emit light, which has now been retired, used to do), and other special effects such as stealth (so that enemies don't see you from as far away) or acid gills (so that you can breathe underwater and not take acid damage).

The enchants for your legs are more logistical in nature, and have to do with things like increasing jump height or run speed, letting you fall slower and avoid falling damage, or letting you fall faster but avoid getting pushed around by the wind in windstorms.

Enchants always have one core focus (like incoming damage reduction, for instance), but then they typically often have other secondary effects attached to them.  So for your torso you can easily get an enchant that gives off a huge amount of light but does nothing else -- that's kind of a raw deal, though.  Better is something like reduction of incoming damage, plus a smaller amount of light emission.  And there are various other permutations you can also find and use, especially if you don't mind using something like Ball of Light.

There's a separate inventory for enchants, accessible with the Z key, so you don't have to worry about all those enchants cluttering up your main inventory ability bars.  That's pretty handy on its own!

Acid Gills
As noted above in the enchants section, you can now find various enchants that let you breathe underwater and which protect you from acid damage from the water.   This means that, with one of these equipped, you can go exploring in the oceans and ocean shallows at last!  This is very important so that you can actually go and get things like coral and sea essence, and even so that you can complete some of the unlocks needed to get to certain materials.

Key Balance Work
Also really important in this release is that the rare commodity unlocks and general crafting cost requirements have all been re-analyzed and tons of mistakes and logical missteps in those have been corrected.  So it's now actually feasible to craft all of the appropriate spell tiers at the appropriate time during the game again, which is certainly really important to being able to play much.

Hand in hand with the crafting-related balance, is actual enemy balance.  Previously, the game got linearly harder as the continent's tier went up.  Enemies hit you for more damage, and your allied minions did not go up in tier during battlefield missions.  Now your allied minions go up in tier right with the enemies, and your resistance to damage also goes up with the continent tier.

Oh, and the stats on enemies and on player spells have been retooled again -- the mana cost versus the spell power of spells was really out of whack in prior versions.  You can read about the details of why, and what the fix was, in the release notes.  But suffice it to say here, it's way better balanced now.

Enemy Progress (EP) Becomes Civilization Progress (CP)
To really understand the nature of this change, I think it's important to just go read the section devoted to explaining it in the release notes.  It's a substantial change, and hard to summarize effectively.

But at the most basic level, it's reaffirming what we've always maintained: that this game is, at core, an adventure game.  The strategic elements are meant to layer on top of it and provide interesting choices, not to rule the game with an iron first.

Put another way, it's switching things around so that there's a lot more carrot and a lot less stick.  Players were telling us that the EP mechanic was stressing them out and that it wasn't any fun, so we've taken that feedback and come up with something that should be a lot more fun while still getting at the same basic style of game progression for player power.

Secret Missions Coming Soon, But Not In Yet

We actually didn't work on secret missions at all since the last release, because some other features in this release turned out to seem a lot more pressing.  But now that these are done, secret missions and then the new warp mechanics are the very next things on our list.

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 Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #1 on: February 08, 2012, 07:44:16 pm »
Uh. First thing that happened after I entered a chunk was instadeath...

Offline Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #2 on: February 08, 2012, 07:47:40 pm »
Hmm. Might've been a one-off... I recreated a character, and that one's staying alive without a problem. Which makes it real hard to debug it. All I know is that I had 300% health when I died, and I entered a chunk that I hadn't entered before.

Offline x4000

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #3 on: February 08, 2012, 07:51:39 pm »
That's... really odd.  I'm not really sure what to say, as we've not encountered anything remotely like that.  It might have been some sort of error with upgrading your character's old health stats or something.  Sorry about that!
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Offline Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #4 on: February 08, 2012, 07:53:10 pm »
Meh, I wasn't too attached to him anyway. Or her. Or it. Whatever it was, heh. Hopefully it's not a big issue!

Offline Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #5 on: February 08, 2012, 07:55:45 pm »
Oh, and on a much more positive note... I love the new GUI. It's miles better than the old one (which wasn't too bad either, of course).

Offline GrimerX

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #6 on: February 08, 2012, 08:02:36 pm »
No insta-death for me (just did a quick load test), and congrats on the update!  Looking forward to playing when I free up :-)

Offline BobTheJanitor

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #7 on: February 08, 2012, 08:07:32 pm »
Does patching take a long time for anyone else, or is it just me? I'm used to AI War patches taking less than a minute to install, but I've been waiting for this AVWW patcher to finish for at least 10 minutes now. It usually goes to 'not responding' in the task manager for a while, but being patient means it eventually finishes in my experience.

Offline x4000

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #8 on: February 08, 2012, 08:08:27 pm »
Thanks for the kind words, all!

And Bob, it should be just as fast as AI War -- literally, pretty much the same.  Not sure what is interfering with it, that's very odd.  It's pretty much the exact same executable, just with a different logo.
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Offline Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #9 on: February 08, 2012, 08:08:59 pm »
I've got the same "not responding" problem you do, but so far, it's always cleared up when I waited. It's never taken ten minutes for me; this one was applied in about a minute or so.

Offline BobTheJanitor

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #10 on: February 08, 2012, 08:13:53 pm »
It did finish after I posted. Then I just had to wait for the world backup. On that topic, the world backup usually takes maybe 3-5 minutes and also prevents me from tabbing out the whole time. I don't mind too much when things are slow, but not being able to do anything else on my computer at the same time is kind of a bummer. I guess I could play windowed, but I've never been a fan of games in windows.

Anyway, time to go try out the new version!

Edit: Wow nerfed the pants off of plasma bolt eh?

Edit 2: Or did every spell get nerfed? I understand making battles last longer, but it would take me 33 shots of plasma bolt II to kill an equal tier skelebot now. Or 20 shots of fireball II. This is on a character with 90% magic prowess. Are these numbers correct or have I found an issue?
« Last Edit: February 08, 2012, 08:23:35 pm by BobTheJanitor »

Offline c4sc4

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #11 on: February 08, 2012, 09:03:57 pm »
Edit 2: Or did every spell get nerfed? I understand making battles last longer, but it would take me 33 shots of plasma bolt II to kill an equal tier skelebot now. Or 20 shots of fireball II. This is on a character with 90% magic prowess. Are these numbers correct or have I found an issue?

They got indirectly nerfed. You character with 90% magical prowness now does only 90% of a spell's base damage. Before, your character would always do at least the base damage for spells whatever their magical power was.

 It seems that perhaps spells may need a bit of a boost with this new system because now we will be doing less than a spell's base damage when before we we're always doing more.

EDIT: Also, they did get nerfed:
Quote from: Patch Notes
The health of all objects and enemies and players has been adjusted down 10x, so that the attack powers of all of the above could also be reduced 10x. It was getting too high for sure.

    * This plus the change of how the player magical prowess is calculated (and thus how player spell powers are calculated) will lead to somewhat different balance compared to the prior version. Please let us know if you see anything odd with it.


EDIT2: Also, I also get the updater 'Not Responding' on me. It's been happening for a while now, I just thought it was my computer so I never reported it.
« Last Edit: February 08, 2012, 09:06:41 pm by c4sc4 »

Offline BobTheJanitor

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #12 on: February 08, 2012, 09:16:14 pm »
Ah must have missed that line in the notes. I figured it was something to do with the new system. Well I will say that taking 30 shots to kill an average enemy definitely falls under the 'anything odd' category for me. I wish I had the old version to compare kill times to now.

Offline Toll

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #13 on: February 08, 2012, 09:42:56 pm »
Hmm. I won't toss this one into the mantis, since it's technically not a bug, but... Right before the update, I got to tier 2. I didn't complete any missions after that, and then updated. I'm still tier 2, and so are all the missions, meaning... all I can get are tier 3 orbs, never having gotten a tier 2 orb. So I'm stuck with tier 1 spells for the duration of the continent :(

Offline BobTheJanitor

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Re: AVWW Beta 0.572 "Enchanted Gills" Released!
« Reply #14 on: February 09, 2012, 12:47:17 am »
I know I was complaining before that NPCs weren't dropping enough healing orbs, but now I have to say that I think they're dropping a bit too much. Killing a tier II skelebot sniper just now gave me 22.7% HP back.

Edit: Another thing, is there a bar filling up somewhere that shows me when another enchant will unlock? And if so, can I see it? I just cleared out two maze rooms worth of enchant vases and I'm not getting anything. From exploration earlier, I've got 3 shot altering enchants, 2 speed/jump altering enchants, and something like 10 medium light emitting enchants (any reason these seem to seed periodically on their own? Aren't they pointless once you have just one of them?) but unfortunately no acid water immunity, which I've been looking for. :(
« Last Edit: February 09, 2012, 01:12:07 am by BobTheJanitor »