Author Topic: AVWW Beta 0.905 "Refined Gargantua" Released!  (Read 10104 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
AVWW Beta 0.905 "Refined Gargantua" Released!
« on: March 12, 2012, 08:00:16 pm »
Original: http://arcengames.blogspot.com/2012/03/avww-beta-0905-refined-gargantua.html

This one has been almost a week in the making, so it stands to reason that it's massive.  And as releases go, even for us this one is particularly massive.  It wasn't until today that I realized it had almost been a week since our last release... or that it has literally been a month to the day since I took a day off.

Yikes!  But the end is in sight.  This release is primarily focused on polish of all sorts: making the terrain more interesting and better, removing bugs all over the place, making the monster AI more enjoyable, making the monsters more tactile, and a host of other things.  There are also multiplayer-specific bugfixes out the wazoo.

But it's not just polish, terrain, and enemy behaviors -- though that would have been enough, methinks, given how much better the game feels with those things done.  We also have a number of new features, listed here in no particular order:

- A new difficulty level for those who find Adept too easy but Hero too hard (which was a lot of people, apparently).
- Added in a damage log so you can see what's killing you!
- No more "global" cooldowns, which adds all sorts of advanced simulcasting possibilities.
- A more even mix of male and female characters whenever you're asked to choose a new character (it seems like every girl or woman who's played the game has requested this)
- Rather than just giving lame shards as a reward, lieutenants and overlords now give you rare enchants when you kill them.
- A whole new "Risktaker" enchant type has been added.
- The "Regular Skelebot" is now the "Skelebot Guard" and is a lot more interesting.
- Skelebots in general can deflect your incoming piercing shots, which is pretty wicked cool.
- Utahraptors leaping out of magma to kill your character and give you, personally, a heart attack in the process.  You've been warned.
- Monsters can drown or burn up in lava, and try to avoid that fate unless you... nudge them along.
- Did we mention that we redid the entire monster AI from the ground up to make it better and less buggy?
- Oh yeah, and now monsters are tangible for the most part -- they collide with each other, and with you.  Which solves a lot of "stacking" issues that looked bad and made monsters too vulnerable to piercing/AOE spells.  This one simple change makes for a really different feel to close combat -- be careful of crowds of monsters -- those are fatal to leap into now, rather than just something you'll take a small amount of damage from!
- The grasslands and the lava flats terrains have been updated so heavily they're practically unrecognizable from their former states.  They're pretty awesomely better and more varied.
- Oh, and the Battlefield missions have gotten an overhaul, too -- both in terms of allowed enemies to spawn, how they spawn their towers, what their terrain is like, etc.  It's like a whole new mission.

...Speaking of whole new missions, we actually have three that are almost done, but I just didn't have the stamina tonight to get the last bits of those polished off.  That will be my focus for tomorrow, when we should be able to resume our usual near-daily release schedule.  All this polish work in one big batch was quite an undertaking, to put it lightly, but it was one of those necessary steps for 1.0.

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.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #1 on: March 12, 2012, 08:17:46 pm »
Wait, you're already at the .9 versions? Yikes.

Yea, I'm a bit late in this observation though.  :D

I still remember my first AVWW play-through, on the second public version, where there was very few enemy types, no direction, almost nothing to do beyond exploration, and balance was strange. (And even with all those flaws, I still had a fun time) And now look at where you are. :)

Offline mrhanman

  • Hero Member Mark II
  • *****
  • Posts: 764
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #2 on: March 12, 2012, 09:14:06 pm »
This game is getting more and more awesome every release!  What a bad time to develop a Dwarf Fortress addiction.  :-[

Offline Professor Paul1290

  • Sr. Member Mark II
  • ****
  • Posts: 395
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #3 on: March 12, 2012, 11:44:24 pm »
I've been getting some text that occasionally shows up next to my character, usually "Red Amoeba, False" or something to that effect.

Offline Coppermantis

  • Hero Member Mark III
  • *****
  • Posts: 1,212
  • Avenger? I hardly know 'er!
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #4 on: March 13, 2012, 12:09:39 am »
My character has been demonstrating a tendency to walk through doors and end up stuck deep in the wall. Qutting and reloading fixes this.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline freykin

  • Jr. Member Mark II
  • **
  • Posts: 69
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #5 on: March 13, 2012, 02:34:32 am »
Wanted to chime in and say I'm really liking the new difficulty tier added. It's perfect for my current skill level :)

Offline Penumbra

  • Sr. Member Mark III
  • ****
  • Posts: 464
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #6 on: March 13, 2012, 03:30:45 am »
I just had a skelebot redirecting my Meteors and protecting the boss standing behind. It was the most epic thing ever.

Not being able to walk through monsters really gives them more weight, both physically and tactically. Just running through is no longer an option.

The new Skelebot guards standing invincibly on edges has giving me many different difficult situations already, wonderful! With other monsters flying over their heads not letting you pass, I have interesting obstacles to overcome.  I just think it would be a little easier to see what is going on if they guards glowed or something when blocking all damage.

The new pathing on clockwork bots is evil! They attack just as much, but constantly strafe you. I was really forced to lead them and missed many of my shots until I was able to adjust.

I love these changes, the game is coming along so well!

Edit:
Oh wow! The green amoeba boss is totally different now, I was trapped in a corner by all the little guys. Double awesome!
« Last Edit: March 13, 2012, 03:49:23 am by Penumbra »

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #7 on: March 13, 2012, 04:38:46 am »
Without having tried it yet, I can only say this sounds absolutely awesome, save for one thing: The invincible skelebots. Anything that can arbitrarily make itself invincible should, logically, do it all the time, so why don't they? It just sounds wierd that they just turn into indestructible statues just because you are out of range. I dunno, it rubs me the wrong way.

It always got me thinking of loads of situations where this would cause massive annoyance with a skelebot standing on the only ledge out of a hole you're in and you're down to your last sliver of health. There is no way to get out of that situation. That's it. You're dead. I'm not sure I'm too fond of that prospect. :/ Am I the only one feeling this way? Share your thoughts, please.
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #8 on: March 13, 2012, 04:59:16 am »
Maybe their invincibility ability drains all their power, leaving them unable to move or attack.

Offline jonasan

  • Jr. Member Mark III
  • **
  • Posts: 97
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #9 on: March 13, 2012, 05:27:50 am »
This is the first time i have posted on the AVWW forum (AI WAR is a different story).

I have been playing the beta from two days after the first beta release. The evolution of this game has been a joy to behold. I have been lurking around the forums whenever possible but not pitched in because I have been living in a place without electricity and didn't feel like i was putting in sufficient time with the game to really lend a hand - plus the team of beta testers we have here are amazing and the ideas everyone has are spot on, every time i thought of a suggestion someone else had already chimed in with the idea.

I truly hope that this game is a great success when it gets a full 1.0 release. I am sure it has the potential to consume as many hours of my life as AI war has up to now, and the opportunity for future content seems endless in the same way.

It's been said many times here, but i feel its well worth repeating (and probably something nice to wake up to read) - the way you organise and run the development of your games is phenomenal, just like the ongoing support, updates, free dlc and expansions. I don't know when i have ever visited a forum so often and been so enthralled to see a piece of software change over time. It's addictive, exciting and most importantly produces amazing games.

Fair play. You guys deserve all the recognition and success i believe is about to come - and we can only hope that other developers will follow your model.

Loving the game, loving the process. Thank you.

(oh and i just moved house to somewhere with electricity and wireless! - starting a new game tonight and checking out multi-player very very soon)

Offline cupogoodness

  • Arcen Games business development/Jack of all trades
  • Arcen Staff
  • Sr. Member
  • *****
  • Posts: 320
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #10 on: March 13, 2012, 06:45:43 am »
I truly hope that this game is a great success when it gets a full 1.0 release. I am sure it has the potential to consume as many hours of my life as AI war has up to now, and the opportunity for future content seems endless in the same way.

It's been said many times here, but i feel its well worth repeating (and probably something nice to wake up to read) - the way you organise and run the development of your games is phenomenal, just like the ongoing support, updates, free dlc and expansions. I don't know when i have ever visited a forum so often and been so enthralled to see a piece of software change over time. It's addictive, exciting and most importantly produces amazing games.

Fair play. You guys deserve all the recognition and success i believe is about to come - and we can only hope that other developers will follow your model.

Loving the game, loving the process. Thank you.

Cheers, the whole team really appreciates all the kind words. :)

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #11 on: March 13, 2012, 07:12:39 am »
My character has been demonstrating a tendency to walk through doors and end up stuck deep in the wall. Qutting and reloading fixes this.

Crap. Are others seeing this? Do you know how to get it to reproduce reliably? I ran into it once during internal testing, but, I figured it had something to do with the dev cheat I was using.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #12 on: March 13, 2012, 08:05:38 am »
Thanks so much, everybody! Writing from my phone, so can't respond in too much depth, but I'm really happy to see that all the hard work is paying off and you are having fun. :) That's the best feeling, for me.

Without having tried it yet, I can only say this sounds absolutely awesome, save for one thing: The invincible skelebots. Anything that can arbitrarily make itself invincible should, logically, do it all the time, so why don't they? It just sounds wierd that they just turn into indestructible statues just because you are out of range. I dunno, it rubs me the wrong way.

It always got me thinking of loads of situations where this would cause massive annoyance with a skelebot standing on the only ledge out of a hole you're in and you're down to your last sliver of health. There is no way to get out of that situation. That's it. You're dead. I'm not sure I'm too fond of that prospect. :/ Am I the only one feeling this way? Share your thoughts, please.

Easy: they can't move while invincible. Or do anything else. So if they want to stand there invincible for eternity, great. Otherwise they need to actually move or attack, etc.  Even blocking incoming shots causes their invincibility to drop for just part of a second, do double firing some spells just right can get them.

And to the other person's comment about a visual when they are invincible -- they have lightning crackling all over them, just like you, when invincible! :)
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 Coppermantis

  • Hero Member Mark III
  • *****
  • Posts: 1,212
  • Avenger? I hardly know 'er!
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #13 on: March 13, 2012, 09:41:01 am »
My character has been demonstrating a tendency to walk through doors and end up stuck deep in the wall. Qutting and reloading fixes this.

Crap. Are others seeing this? Do you know how to get it to reproduce reliably? I ran into it once during internal testing, but, I figured it had something to do with the dev cheat I was using.

I'm not sure how to repro, it seems to be happening randomly. the minimap puts me somewhere out in the void, I certainly can't see the little person until I reload. All these glitches have been in a boss tower mission, though.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AVWW Beta 0.905 "Refined Gargantua" Released!
« Reply #14 on: March 13, 2012, 02:20:10 pm »
Loving the game, loving the process. Thank you.
Thank you for the kind words :)  One very important aspect of all this is that it's a two-way street: this works because we're willing to work with the players, but also because the players are willing to work with us.  I've been in a number of internet communities over the years and I think this is the only one of those where various pathological behaviors (on both sides, perhaps) would not have driven any development team into hiding ;)

And it's just so much fun to implement stuff that tears y'all to shreds! ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!