Author Topic: AVWW Beta 0.580 "Volcanic Gangs" Released!  (Read 10398 times)

Offline x4000

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AVWW Beta 0.580 "Volcanic Gangs" Released!
« on: February 22, 2012, 11:06:01 pm »
Original: http://arcengames.blogspot.com/2012/02/avww-beta-0580-volcanic-gangs-released.html

This one is another big one -- three days in the making, it ought to be!  Despite the fact that I lost about half of Monday to my motherboard frying.  But that's another story.

There are an unusually high number of random tweaks and fixes and balance improvements in this one -- too many to remotely begin to list, really.  That's going to be one of the main foci for the next half week or so, as we polish the game up for beta phase 3 (which is going to be about more content and yet more polish).

One big group of changes in this version is interface clarity and usability.  There's a lot of specific improvements noted in the release notes, but this is just the first batch of this kind of improvements.  Over the next couple of days, we'll be doing even more of that.

There are also a few places where mechanics themselves were streamlined, and advanced functionality was put into enchants (great for advanced players) instead of being a baseline feature that new players would have to grapple with, etc.

New Stuff For Co-Op
There's a new Healing Touch spell that you can use to transfer some of your life energy to an ally, which is helpful in rescue NPC missions as well as in co-op.

There's also a major improvement to co-op in the form of individual spell unlocks per player.  So if you want fire stuff and I want earth stuff, we can now specialize without both having to unlock both.

And of course there's a few multiplayer bugfixes, as per typical for recently.

Jumping And Movement Changes
There's a whole bunch of changes relating to the mechanics of jumping and moving around.  Powersliding as a base ability is out, for instance (too easy to shoot yourself in the metaphorical foot with that), but there's now an enchant that gives that ability for those players who want it.

The "inherent double jump" that you could previously get by walking off a cliff without jumping, and then "air jumping" after that, is also now gone.  That was really handy, and a lot of advanced players made use of it (myself included), but it was a bit counter-intuitive and made certain things too easy.

But as a counter-balance to that change, we added new enchants for not only true double-jump, but also triple-jump abilities.  And these can still be used in concert with the ride the lightning spell, meaning that you can effectively get a quadruple jump if that's how you want to customize your character.

Then there's a whole bunch of changes to how the world map movement works (now it's smooth), and how heatsuits function (they're a lot more restricted in terms of what enchant effects they allow you to use, which was always the idea because they're our way of preserving hardcore platforming segments in lava areas).

Underwater Exploration Improvements
There are a few key improvements here, but lots more is coming soon.  It's better at the moment, but still not at all what we ultimately want it to be for 1.0 or even for beta phase 3.

Like with the jumping and movement changes, I'm trying to go ahead and get these changes done now so that any bugs that crop up related to them have time to be fixed before we hit beta phase 3 early next week.  Last thing we want to be doing is core mechanics changes right before putting the game in front of a wider audience of press and players!

Two New Mission Types
These new mission types are really different in nature.  One is basically a mosh pit of bosses that normally you don't see combined together; that's interesting enough on its own, and makes some nice variety instead of boss towers.

The other one is our first hardcore platforming challenge, a lava escape sequence.  Lava is rising shockingly fast, and you've got to get to the top and hit the switch before it catches you and fries you.  And if it catches you at all, you're pretty much dead right there.

The lava escape breaks a lot of our usual rules for the game (no deaths from twitch mistakes, etc), but that's actually the point of the few missions we'll have along these lines -- we've promised these kinds of optional hardcore platforming challenges from the start, we think they're fun, and you don't lose anything if you don't play them.  More details in the release notes if you want more on the rationale there.

More to come soon, mostly in the form of polish, bugfixes, and clarity enhancements for the next couple of days in particular.  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 zebramatt

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #1 on: February 23, 2012, 02:57:01 am »
I notice the release notes say that snowsuits also incur the 'heavy character' penalties but in the justification for the changes it only mentions that you want heatsuit situations to carry more of a platformer-type feel.

Is snowsuits' inclusion in the release notes for this change a mistake?

Offline Dizzard

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #2 on: February 23, 2012, 05:02:57 am »
Is having your character on the main map move in proportion to your key press and not tied to tiles part of this update?

I'm wondering if it's a bug or not.

Edit: Nevermind, found it in the release notes.

Are underground areas still marked as bright green?

Oh...and my skill bar has the number 9 over where 0 should be (on the last skill) So there are two '9' skills at the end of the skill bar. It doesn't effect the actual keys, it seems to just be a ui issue.

Edit2: How do you raise the skill level of your npcs? I haven't built anything yet or used guardian powers. I feel a little like I'm being bombarded by "you can't do this. you can't do this. you can't do this. you can't do this." Where is the entry point? :S
« Last Edit: February 23, 2012, 06:06:48 am by Dizzard »

Offline Toll

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #3 on: February 23, 2012, 06:51:46 am »
One of the entry points is the Residental and Storage Tower, which requires Lumbermancy 1. I think I found another entry point that took Aquaurgy 1, but I can't remember what that structure is.

Offline tigersfan

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #4 on: February 23, 2012, 07:31:38 am »
Here's what I recommend for the Guardian Powers:

1. Get granite.  Then get and use a residential and storage tower NPC.

2. Get Purple shards. Now get a Stonebinder Tri-Tower.

3. Now that your Stonebinder should be at level 3, get blue shards and use an Aquaurgists Well.

4. Now that you can make windshelters when you want, get green shards and make a Lumbermancy Focal Station.

We're working on getting this information into the game, but it's not there yet. So, this should hopefully get you through for now.

Offline Souls-Stream

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #5 on: February 23, 2012, 08:17:58 am »
R.I.P. to your motherboard :(

I hate when it happens to me :( its the worst joke ever !

But a huge thanks for the update :)

Offline x4000

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #6 on: February 23, 2012, 09:46:34 am »
I notice the release notes say that snowsuits also incur the 'heavy character' penalties but in the justification for the changes it only mentions that you want heatsuit situations to carry more of a platformer-type feel.

Is snowsuits' inclusion in the release notes for this change a mistake?

No, that was on purpose -- it also applies to skelebots, though I'm not sure I was clear on that, either.  The rationale for these are:

1. Skelebots are just as good as heatsuits and snowsuits combined.

2. Snowsuits for non-ice-age characters being slightly awkward and limiting seems like a good thing, in that it makes the ice age areas feel more forbidding and dangerous.  Otherwise the effects of the ice age are just completely invisible as long as you are dressed right.  But in reality, being in some giant snowsuit would be a bit movement restricting, etc.

This also encourages keeping more of a stable of characters, yet again, and sending the ice age folks into the ice age areas, rather than having non-ice-age folks donning ice age gear as much.  Which you can still do, but at the expense of some of your jumping and such.  This one just seemed to encourage interesting diversity, which is why I did it, in short.

Are underground areas still marked as bright green?

Yep!  If you hover over them, it also says "Surface with caves" or something like that.

R.I.P. to your motherboard :(

I hate when it happens to me :( its the worst joke ever !

But a huge thanks for the update :)

My pleasure, and thanks for the condolences.  I was actually glad to see that one die, just not at this time.  It had been flaky for the last year, just shutting my computer off completely (complete loss of power) about once per week.  That was annoying but livable.  This time it just died and didn't come back.  Fortunately didn't take the CPU or the RAM with it, so it was a simple matter of swapping out the mobo itself.  Just getting it re-mounted and all the settings right took a lot of time, and windows was freaking out about not being able to find my SATA drives for a long time because I had them in the wrong mode (AH...whatever instead of IDE). 

So that burned a lot of time that really shouldn't have taken, but so it goes.  I used to manage a small server farm for my old company, as well as I used to do workstation and server assembly, not to mention building all my own computers since I was a kid.  So it wasn't that big a setback, it just feels like these things always hit at just the wrong time!
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Offline zebramatt

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #7 on: February 23, 2012, 09:55:01 am »
I notice the release notes say that snowsuits also incur the 'heavy character' penalties but in the justification for the changes it only mentions that you want heatsuit situations to carry more of a platformer-type feel.

Is snowsuits' inclusion in the release notes for this change a mistake?

No, that was on purpose -- it also applies to skelebots, though I'm not sure I was clear on that, either.  The rationale for these are:

1. Skelebots are just as good as heatsuits and snowsuits combined.

2. Snowsuits for non-ice-age characters being slightly awkward and limiting seems like a good thing, in that it makes the ice age areas feel more forbidding and dangerous.  Otherwise the effects of the ice age are just completely invisible as long as you are dressed right.  But in reality, being in some giant snowsuit would be a bit movement restricting, etc.

This also encourages keeping more of a stable of characters, yet again, and sending the ice age folks into the ice age areas, rather than having non-ice-age folks donning ice age gear as much.  Which you can still do, but at the expense of some of your jumping and such.  This one just seemed to encourage interesting diversity, which is why I did it, in short.

Understood. Although isn't the ice age era characters' natural tolerance of the cold a result of the fact that they all wear big bulky coldsuits? Shouldn't they always be slow and clunky like skelebots?

Offline x4000

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #8 on: February 23, 2012, 09:57:30 am »
Understood. Although isn't the ice age era characters' natural tolerance of the cold a result of the fact that they all wear big bulky coldsuits? Shouldn't they always be slow and clunky like skelebots?

They are wearing awesome personal snowsuits that magically keep their heads warm and which have personal styling.  The snowsuits are literally kind of like their clothes, and they wear them like fashion.  They remark on the snowsuits found in buildings as being outdated and unstylish (hence the headgear, etc).  The snowsuits that you equip are really just outdated models, hence being clunky and ugly compared to the better ones that the native ice-agers wear.

And seriously, I didn't just make that up, it's actually supported by in-game text. ;)
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Offline Professor Paul1290

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #9 on: February 23, 2012, 10:17:13 am »
I've been delaying changing anything my current PC for quite a while because my current hardware refuses to die. I'm probably going to end up getting a whole new PC later this year since my current one is past the point where it's practical to make minor upgrades, but I'll probably find some other use for my current one otherwise it'll bother the heck out of me to let it sit there.  :D

I can't wait to get home and try out the new missions.

Offline tigersfan

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #10 on: February 23, 2012, 10:20:17 am »
I've been delaying changing anything my current PC for quite a while because my current hardware refuses to die. I'm probably going to end up getting a whole new PC later this year since my current one is past the point where it's practical to make minor upgrades, but I'll probably find some other use for my current one otherwise it'll bother the heck out of me to let it sit there.  :D

I got a new one a few months back. Now my old one is sitting under my desk, no keyboard, no mouse, no monitor, running distributed computing projects. I use a VNC program to access it when I need to.

Offline Itchykobu

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #11 on: February 23, 2012, 08:13:06 pm »
I definitely miss the power slide. I miss it quite a bit. Power slide enchant? Start all players w/ minor teleport so they can get back through tiny openings that are otherwise one-way? A spell that let's you plant a marker somewhere on-screen then teleport back to that location? Any sort of movement option that does not remove the slide?

Edit: Hookshot spell -> let you hook onto terrain and pull towards it using 'jump' animation so you're smaller and can fit through holes?
« Last Edit: February 23, 2012, 08:24:12 pm by Itchykobu »

Offline Oralordos

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #12 on: February 23, 2012, 08:20:37 pm »
There is a Power Slide enchant. I managed to find one that also stopped fall damage, increased jump power by 5%, increased movement speed by 5%, and reduced fall speed (which indirectly increases jump height) by 60%.

Edited to correct numbers.
« Last Edit: February 23, 2012, 08:44:16 pm by TyberZann »

Offline Itchykobu

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #13 on: February 23, 2012, 09:04:51 pm »
Also, just saw the 'lava escape' mission, which I'm a huge advocate of (lots of good old school platformers have instant death missions, which make them that much more satisfying to complete) - but sadly I have no heat suits. So...where do I find those suits (ok, less important, I can explore/search the forum to find a good answer to that), but how about some similar missions such as 'freezing mist escape' where it pays to have snowsuit instead of heatsuit, or 'super mega-mega acid water escape' where it pays to have acid gills enchant.

I guess my main point is to open up 'escape' missions to different character builds/inventories. Lava escape is an awesome start though....just need to find some heatsuits.

Offline x4000

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Re: AVWW Beta 0.580 "Volcanic Gangs" Released!
« Reply #14 on: February 23, 2012, 09:11:06 pm »
Also, just saw the 'lava escape' mission, which I'm a huge advocate of (lots of good old school platformers have instant death missions, which make them that much more satisfying to complete) - but sadly I have no heat suits. So...where do I find those suits (ok, less important, I can explore/search the forum to find a good answer to that), but how about some similar missions such as 'freezing mist escape' where it pays to have snowsuit instead of heatsuit, or 'super mega-mega acid water escape' where it pays to have acid gills enchant.

Actually, the staging room from the lava escape missions has a heatsuit waiting right for you. :)

For the other ideas, feel free to throw those in mantis -- we need to have them a little more fleshed out as to how they would actually play out differently, though.  For instance, if water doesn't hurt you, then that's no threat.  Which is fine, if the rising water changes... something else that you have to deal with.  For a cold mist that rises, if that's hurting you but not restricting your movement, that's different from a lava rising mission but not much.  It would also need some sort of secondary and interesting twist to make it fully worth implementing.  But in general I like where your head is at with those; the ideas just need completing, is all.
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