Author Topic: AVWW Betas 0.515-0516, "It's All Relative," Released!  (Read 4336 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
AVWW Betas 0.515-0516, "It's All Relative," Released!
« on: October 04, 2011, 11:41:58 pm »
Original: http://arcengames.blogspot.com/2011/10/avww-betas-0515-0516-its-all-relative.html

This one is yet another really huge release, and yet again it was sparked by player commentary.  The work on new spells and enemies and such got pushed back a day, but this release basically marks a complete rebalancing of all the enemies and spells and player stats, and most importantly how they progress over time.

There was a big discussion about this on the forums, and I decided to make that my priority for the bulk of today.  The game was starting out at its hardest at civ level 1, and then getting progressively easier as you played more, thanks to the linear algorithms we were using.  Now I'm using a relative algorithm that makes things a bit easier at the start, then keeps the difficulty consistent or rising.  The change in difficulty from playing up region levels is also now a lot more severe a lot faster.

Also in this release are fifteen new boss room templates, which really adds a lot to the variance of the boss battles in things like rare commodity towers.  Going along with that, a number of enemy jumping logic tweaks have been made, as have a number of water-in-hole seeding algorithm changes.  The result is skelebots, rhinos, and so on that can get out of shallow holes, and which will more frequently meet a proper watery grave in holes that are not so shallow.

The other really big thing in this release is the new Consciousness Nodes in the macro-game side of things.  These are strategic assets that you can capture and "link" to, to get an income of consciousness shards per turn in the strategic mode.  However, this stirs up the overlords and rampaging monsters more, so there's definitely a give and take with this.

Oh yes, I almost forgot -- you can now hover over entities while you have paused the game (P or Pause keys on your keyboard) to see their name and some stats about them.  So if you're wondering how much an enemy will damage you if they hit you, you don't have to wait until they land a blow to find out.

I can't stress enough how much the balance has changed in this version, honestly.  If you're accustomed to playing up a ton of region levels, or if you're accustomed to just having it be a cakewalk now that you're level 30 or whatever, there's going to be a ton of whiplash all of a sudden.  On the other hand, if you're just starting out, things just got easier -- hooray!

In general this release brings the balance of the game incredibly closer to a final state, but it's had only me to test it so far, so I'm sure there are some oversights.  The one current known balance issue is that the fire from the fire bats is still incredibly too damaging, but that was also the case prior to this release, so that's not really new.  That's on my shortlist for tomorrow.

In addition to all of the above, there was also a pretty solid array of other fixes and tweaks; see the release notes for details.  More coming tomorrow, including finally some new spells and enemies unless something else critical comes up in the morning -- fingers crossed that that doesn't happen, unlike the last two days!  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 Spejs

  • Newbie
  • *
  • Posts: 9
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #1 on: October 04, 2011, 11:51:55 pm »
Quote
The other really big thing in this release is the new Consciousness Nodes in the macro-game side of things.  These are strategic assets that you can capture and "link" to, to get an income of consciousness shards per turn in the strategic mode.  However, this stirs up the overlords and rampaging monsters more, so there's definitely a give and take with this.
Could you implement similar functionality for resource deposits? It would be really nice to link them to my settlement, maybe with some penalty in bonus for distance?

Offline Baleyg

  • Newbie Mark II
  • *
  • Posts: 22
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #2 on: October 04, 2011, 11:53:15 pm »
You broke the game at high levels!  It's all but unplayable on my main world!  And I don't mind in the slightest because I'm sure you'll fix it.  :P
Mantis report is already made, so you can check the reason there.

Offline Armanant

  • Newbie Mark III
  • *
  • Posts: 37
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #3 on: October 05, 2011, 12:09:31 am »
AAAAh why must you release while I'm still at work?

That is cruel  >:(

Offline The Mimic

  • Newbie Mark III
  • *
  • Posts: 26
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #4 on: October 05, 2011, 01:12:35 am »
Released right before I go to bed the night before two exams!

I only got to play with it for a moment, as a level 6-7 Civ. I had fun; maybe it was my imagination but the bosses I fought were more interesting. They could kill me quickly but I didn't have to spend all night scraping away at their health, too.

Offline BobTheJanitor

  • Master Member Mark II
  • *****
  • Posts: 1,689
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #5 on: October 05, 2011, 01:15:15 am »
So lower level health and mana potions now restore one point of health and mana each. Hopefully this serves as a warning to anyone like me who was working through their stores of old items. Just lost a character in an equal level area because I got low on HP so I popped a potion, which did nothing, and then ran out of mana so I popped a potion... which did nothing. Of course I was also in an area with fire bats, because I have terrible luck. Ugh.

Anyway, fair warning, trash all your old potions and scrolls!

Offline Dizzard

  • Sr. Member Mark II
  • ****
  • Posts: 380
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #6 on: October 05, 2011, 01:50:08 am »
I don't want to sound like a negative nancy...but I'm sort of wary about the difficulty rising even slightly over time. I mean if you can have infinite levels won't there be a point where "easy" now will be like "insane" difficulty and "insane" difficulty will be something frightful altogether?

As long as it stays consistent I'm fine but just something I'm wary about...

Just thinking, if you kill the overlord in the area does that mean nobody will come? It would be a bit weird for a dead overlord to be sending out the troupes.....or if you kill all the overlords in the surrounding areas and there isn't an active overlord for miles and that one decides to bother your current settlement miles away.
« Last Edit: October 05, 2011, 02:32:43 am by Dizzard »

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #7 on: October 05, 2011, 02:25:20 am »
I think this calls for a new world.

Offline yuastnav

  • Newbie Mark II
  • *
  • Posts: 13
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #8 on: October 05, 2011, 08:00:57 am »
I must say I am slightly confused because it seems like my level 22 character is almost useless to kill even the weakest enemies at civ. levels 5 or even lower.
I understood that my health and my mana went down but but killing a level 3 bat requires about 10 shots?

[edit]
Well okay, I think I understand now.
« Last Edit: October 05, 2011, 08:19:59 am by yuastnav »

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #9 on: October 05, 2011, 09:50:36 am »
Several bugs in this one, folks -- sorry about that.

yuastnav, you just got caught in one of them as all.  Will be pushing a new version shortly.

Dizzard -- There's no increase in difficulty in these numbers, not even a slight one, over time.  The changes in difficulty would come from the game world and the types of monsters you encounter and their behaviors, not stat inflation.
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 yuastnav

  • Newbie Mark II
  • *
  • Posts: 13
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #10 on: October 05, 2011, 10:50:25 am »
Okay, thanks. :)
I was confused that in a new world I started a Fireball I did >1500 damage while in my first world it was still stuck around ~400.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #11 on: October 05, 2011, 10:57:32 am »
Okay, thanks. :)
I was confused that in a new world I started a Fireball I did >1500 damage while in my first world it was still stuck around ~400.

You bet.  Though, that second statement is probably accurate, if you've increased your civ level.  As you level up, your equipment does less and less damage (but, enemy health gets lower and lower, too, so it balances out).  So you're not really losing ground even though the numbers go down, but the numbers go down so that the NEW enemies and spells that are higher levels have the same numbers that the old lower-level enemies used to when you first started out.

Wow, confusing sentence, sorry about that.  But yeah -- it's all relative.  The main bug you ran into was the enemy health at lower levels not scaling down properly, so you DID lose ground, immensely, because of that bug.  That part's just temporary and I'm about to push a fix in a bit.

Thanks!
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 yuastnav

  • Newbie Mark II
  • *
  • Posts: 13
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #12 on: October 05, 2011, 11:01:18 am »
Okay, now I understand. So it's normal that the fireball deals so little damage but the health of the creatures was just abnormally high.
Looking forward to that new fix! :D
Great work you guys are doing.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #13 on: October 05, 2011, 11:02:38 am »
Thanks!
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 Nice Save

  • Jr. Member Mark II
  • **
  • Posts: 76
Re: AVWW Betas 0.515-0516, "It's All Relative," Released!
« Reply #14 on: October 05, 2011, 11:15:20 am »
...insta-kills you when we don't mean it to be like that

I love the fact that you need to make that distinction.