Author Topic: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!  (Read 8744 times)

Offline x4000

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AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« on: April 25, 2012, 11:47:43 pm »
Original: http://arcengames.blogspot.com/2012/04/avww-post-release-1001-arrival-of.html

This one is the first of our post-release beta updates.  If you're new to Arcen post-release support, here's how it works:

1. We've released the 1.000 version of the game, and that's stable and great.

2. Now we've started releasing beta versions after that, which may have more bugs but which have all sorts of new and awesome features.  If you run into any bugs, sorry about that, but just let us know and we'll fix them.  Note that the beta versions don't come through the Steam client or similar, they only come through our internal updater and they're totally optional.

3. These beta versions tend to come out every weekday or two during the busy periods (like now), and so some bugs are inevitable with that breakneck of a pace.  But also those bugs get fixed darn fast if they are serious.

4. After a few weeks or a month or two, we'll take all those beta updates and we stop adding new features for a bit.  Time for another round of polish and bugfixes to make an official version.  It might be something like 1.100 or similar.

5. Version 1.100 is then released as the next official build, and gets pushed out through the Steam client, the Impulse client, and as a new installer on GamersGate and our site and everywhere else, etc.  Version 1.000 is officially and completely retired, and 1.100 becomes the new "official" version of the game.

6. Now go back to steps 2-5 once again, and we do more beta updates for a few weeks or months and then do another official.  And repeat and repeat and repeat.  With AI War, we've been at this for the last three years and are currently north of version 5.000.

So now you know what the deal is with the post-release betas, if you're new to Arcen.  If you're familiar with open source projects, our betas are basically like the nightly builds in most of those sorts of projects.

Two New Monsters
We've been listening to what players and the press have been saying!  The number one thing that players and press both wanted more of was enemies, so that's what we've been focusing on.

There are two new types of espers that appear right from the start of the game, which add a lot of variety to a lot of areas (espers are pretty common).  Both the Explosion Esper and the Ice Esper are floating magical beings like the rest of the espers, but at the same time they have very different sort of attack patterns.

There will be other brand-new enemy types also coming up in future releases in the next week or two, but these two make a nice start.

Twelve New Monster Elites
Next up there are twelve new kinds of enemy elites -- and in fact, these are the first enemy elites to be a part of the game at all.

What the heck is an elite?  An elite is an upgrade of an existing monster class where the new class replaces the old.  It's basically a behavior and/or stats upgrade for an existing monster class that gets unlocked after you kill a lot of that type of monster.

Note that there were already offshoot-type monsters that get unlocked as you demonstrate proficiency with enemy classes, but elites are different.  When you kill 100 bats, you unlock fire bats in addition to your regular bats.  However, it's very possible to be running into both regular and fire bats, and they look very different visually and act super differently.

Once you kill 80 bats, however, those now upgrade into their new elite form: sonic bat.  The sonic bats look and act just like regular bats, except that they have a ranged sonic attack.  It's possible to have sonic bats and fire bats at the same time, but sonic bats replace regular bats.

Once you kill 160 bats (including sonic bats; elites count as their base type for unlockables), then you'll unlock sonic screamers.  These are a further-upgraded elite of the bats in which not only is there a ranged sonic attack, but the melee attack of the bats inflict a status penalty to you that causes your cooldowns on spells to be slower.

Unlocking whole new classes of enemies with new visual effects is really cool: you have the skelebot centurions and the ice and fire bats, and so on.  But when the original enemies are also retained, those original enemies wind up being kind of blah next to their fancier-class counterparts before too long.

Our plan is thus to make it so that there's a constant arms race between new enemy classes and new features for existing enemy classes after a certain number of kills; that way everything stays fresh around you.  This is also an example of yet another way that we're working to make the world adapt to how you play even more.

Anachronism Mission Improvements
The "Fix the Anachronism" missions were a weak spot in terms of game clarity/fun, it was pointed out to us.  Therefore we've tweaked not only their documentation, but also their mechanics.  This way they aren't instant-fail in any situation (see release notes for details), and that should make them a lot more enjoyable even for newer players.  Previously these particular missions were pretty much veteran-friendly only, which we should have caught pre-1.0 but didn't.  Ah well!


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 KingIsaacLinksr

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #1 on: April 25, 2012, 11:54:53 pm »
And thus it begins...

Sounds like some good stuff in this one. :)

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Offline Penumbra

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #2 on: April 26, 2012, 12:24:02 am »
I must say, "rejiggered" is a word that needs to see more use.  ;)  All those new elites really scare me, especially on my alpha world where I've killed hundreds of everything...


Offline mrhanman

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #3 on: April 26, 2012, 12:44:11 am »
I like the sonic bats, but the sound they make is a little... strange.  Like someone fell on a piano.  I think a screech of some sort might fit better.

Offline Drjones013

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #4 on: April 26, 2012, 12:53:24 am »
Are there any other left hand players? I'd like to know if they find the control scheme useful. That or I just gave Chris and Keith more work and that'd really be a shame; I'm working on a fairly large research project right now and I know what it's like to get bothered by perfectionists and malcontents told to include certain sections by editors who haven't studied the matter fully and think something's necessary.

Offline BobTheJanitor

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #5 on: April 26, 2012, 01:06:06 am »
Are there any other left hand players? I'd like to know if they find the control scheme useful. That or I just gave Chris and Keith more work and that'd really be a shame; I'm working on a fairly large research project right now and I know what it's like to get bothered by perfectionists and malcontents told to include certain sections by editors who haven't studied the matter fully and think something's necessary.

Nope, you are the only left-handed player in the world. :P

No, really I'm sure there are silent masses out there glad to have a left-handed control scheme pre-configured. If it's bothering one person it's bound to be bothering many more. And I've already seen Arcen bend over backwards in the past to make their games comfortable for all sorts of small groups for whom accessibility issues are nonetheless a major problem. Just go look at the options for toning down the graphical effects in AI War. Of course it also lets you run the game on a toaster, if need be, but it was also designed specifically for people who can't deal with a lot of flashy effects without having bad reactions to them. That's dedication.

Offline keith.lamothe

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #6 on: April 26, 2012, 01:21:49 am »
Are there any other left hand players? I'd like to know if they find the control scheme useful. That or I just gave Chris and Keith more work and that'd really be a shame
Don't worry, we used the mechanism added to support that for providing presets for the xbox controller and the logitech controller, so that was great there :)

Of course it also lets you run the game on a toaster, if need be, but it was also designed specifically for people who can't deal with a lot of flashy effects without having bad reactions to them. That's dedication.
Well, I appreciate the thought, but I actually added the reduced-visual-stimulation toggle because my wife likes to play the games but flashing lights are a migraine-trigger for her.  Basically that's all they're there for, any use anyone else gets out of them (fyi, I doubt they help performance much) is just bonus :)
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Offline jonasan

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #7 on: April 26, 2012, 02:41:11 am »
congrats on what looks like a successful release (fingers crossed)!

feels good to have moved past 1.0 and these new elites sound fantastic. More diversity in monsters will surely be a good thing and once again you seem to have brilliantly tied the elites into the players style and choices for how they play. Nice changes on anachronisms also.

the positive reaction the game seems to be getting from many many people online is very encouraging. hopefully those people who look online for opinions are capable of spotting when someone has clearly not played the game, and is clearly a close minded individual. the diversity of opinions seems to working in the games favor in this way - haters who have never even touched the product vs. those who tried took the plunge, tried valley and ended up wowed and very pleased.

now we just need a couple of good high profile reviews and everything should be sweet.

oh and over at steam the thread in the forum about valley has a number of people talking about their desire to have a subforum for valley on steam. Maybe this will happen, or maybe not - but i thought if somewhere it could be made clear that by joining the forum at Arcen you are not simply joining a player discussion group (i.e. most steam sub forums) but are instead joining the amazing valley community, in which the developers play an active role and the members have real positive input in terms of changes and new ideas, where you can keep up with the extremely regular beta updates and be involved in the evolution of a game in a way that is unheard of for most gamers in terms of their experience with other devs. if we could get this message across, and communicate what a joy it is to be involved here then i think people would be much more inclined to register here and help valley to continue developing into the game we all want to play?!  :)

and one more time just for good measure...... thank you for all the time and effort over these last months, the way you work, your open stance towards the opinions of others and the amazing flexibility in your design method.

The game is good guys, really good - and almost anyone who gives it the time it deserves will see this!

Offline Mánagarmr

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #8 on: April 26, 2012, 03:06:44 am »
Am I the only one who is horribly disappointed in the Anachronism missions? It was my favourite type of mission that actually relied on me as a player guessing what belonged and not. Now it's basically just dumbfiring with a low damage spell on everything to see if it blinks or not :(
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Offline jonasan

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #9 on: April 26, 2012, 03:48:22 am »
Having tried the anachronism missions i totally agree with fox. However, I can understand the change in relation to new players - the old way was a little brutal for first timers who hadn't really spent enough time getting to know what comes from where.... but i think there needs to be some kind of 'elite' anachronism mission which has the old mechanic - because as fox rightly says the skill in identifying the outsiders, and also not killing the natives made these really interesting. and from my point of view this kind of 'elite' anachronism mission' shouldn't take so long to kick in - tier 2 or 3 (at the latest) first continent seems about right.

thoughts?

Offline Mánagarmr

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #10 on: April 26, 2012, 03:56:48 am »
Having tried the anachronism missions i totally agree with fox. However, I can understand the change in relation to new players - the old way was a little brutal for first timers who hadn't really spent enough time getting to know what comes from where.... but i think there needs to be some kind of 'elite' anachronism mission which has the old mechanic - because as fox rightly says the skill in identifying the outsiders, and also not killing the natives made these really interesting. and from my point of view this kind of 'elite' anachronism mission' shouldn't take so long to kick in - tier 2 or 3 (at the latest) first continent seems about right.

thoughts?
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Offline Misery

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #11 on: April 26, 2012, 06:14:04 am »
Having tried the anachronism missions i totally agree with fox. However, I can understand the change in relation to new players - the old way was a little brutal for first timers who hadn't really spent enough time getting to know what comes from where.... but i think there needs to be some kind of 'elite' anachronism mission which has the old mechanic - because as fox rightly says the skill in identifying the outsiders, and also not killing the natives made these really interesting. and from my point of view this kind of 'elite' anachronism mission' shouldn't take so long to kick in - tier 2 or 3 (at the latest) first continent seems about right.

thoughts?


I agree with this one.

I liked the anachronism missions as they were originally, but I can see how that might be frustrating to new players.

Though, these are still interesting either way;   I never really had any trouble spotting which ones to attack, so what these were for me was running through this labyrinth of things firing bullets everywhere, dodging stuff left and right, while looking for the few things I was supposed to attack.   Requires very different tactics since you cant just take everything out on the way.

Overall, gotta say I like the mission system as a whole quite alot.  For the most part, these are all very interesting and challenging. 



Also, definitely liking this update.   didn't expect to see one so soon, beta or otherwise.   The new monsters are all interesting.  I applaud the devs for the sheer evilness that is the exploding esper.

Offline zoutzakje

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #12 on: April 26, 2012, 06:20:08 am »
nice first update ^^ elite monsters sound interesting.
and yeah, arcen games is known for releasing new stuff quickly. I remember during the Light of the Spire development for Ai war, we were getting 3-4 patches a week (I think), sometimes even twice a day if a large bug slipped through.

Offline eRe4s3r

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #13 on: April 26, 2012, 06:31:30 am »
This mission type is kinda iffy either way. Before it was brutal because an unlucky dodge or misfire could end the mission, waste you 100+ platforms and time not to mention in certain map layouts actually getting to the right enemies before they moved elsewhere was aggravating. On the other hand, this new mission tune makes them way too easy as you can not lose at all, well, unless you fire a deadly spell at yourself, but who does that? ;P

Ultimately, this leads to the conclusion that this mission type is not well designed. A mission should be challenge of skill - not micro knowledge that does not matter in the game (who cares what time-frame an enemy is from besides this 1 mission) or trial and error (as it is now)

Making "elite" mission out of it is definitely NOT the solution to this. The mission needs to become fun and skill based, not trivia for players who bother to remember things (which I dare say, is not the majority of people), or trial and error without sense.

Hence maybe a basic change to the gameplay in this mission would be a better choice than simply doing 2 "bad" versions of a good mission idea.

So basically, instead of 1 hit = end this needs to become a bit relaxed. But not without consequence at all.

hence my suggestion

1) Make game-mode like the old one (you can fail if you commit errors)
2) But increase error tolerance. Each enemy type gets a counter and you only "die" if you kill more than 3 enemies of a wrong type.
3) Killing the wrong type should give a floaty popup (rift destabilizing + screen-shake?) or something that hints that you kill you the wrong enemies.
4) Killing the wrong enemies could also do something else.. ideas?

This would make it largely skill based, not trivia, or trivial and imo, quite fun ;p
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Offline Wanderer

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Re: AVWW Post-Release 1.001 "Arrival Of The Elites" Released!
« Reply #14 on: April 26, 2012, 08:08:09 am »
I'm torn in the changes to the anachronism missions.  In one way it was a point of pride to know what belonged where.

In another, it would be damned aggravating to not realize (for a looooooong time) that the shallows and abandoned towns came from the same time period.

If anachronisms were area based, and not truely time period based, I'd happily sport my e-peen of knowledge.  However, with the generic concept of new mobs being introduced in multiple areas of the same epoch... no, I'm good with 'easy mode'...

In particular: I want to see expansions bring in new players, not just buff the old players.
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