Author Topic: AVWW Post-Release 1.016-1.017 "Slimy T-Rex Infestation" Released!  (Read 2336 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/05/avww-post-release-1016-slimy-t-rex.html

This one is, again, kind of all over the place.  On the one hand there are some fixes for multiplayer plus some new admin commands to help with yet another anti-griefing case as well as to be able to rename either your character or your profile.  Very useful.

On the other hand we've got some changes to make the transition to the second continent easier and less grindy when you're going for those early NPCs and settlement structures.  To some extent I think it was a communications issue with players missing things that were actually already there, but we've done a great deal to make it more robust in general so that that doesn't come up.

Next up are three more enemies and a new miniboss.  One of those enemy types actually has four variants, and another of them has eighteen variants.  So, yeah.

Also new this release is the concept of chunks having "infestations" of hostile background stuff.  If you don't want spoilers I won't give them in this summary.  But suffice it to say, some of the new enemies don't seed like other enemies -- they either show up like the crashed landspeeder or dread gazebo as part of region-specific seeding, or they show up during an infestation in addition to normal enemies.

Players have been asking for more environmental dangers and traps and such for a while, as well as more variance on a per-chunk basis as opposed to a per-region basis, and the infestations provide us for a pretty interesting vector for providing both in one.  We'll be doing more with it over time, but right now there are three broad types of infestations that can happen, each with three differing severities and some region-specific tie-ins.

Sorry that was kind of vague, but given this is a game partly about exploration I thought you might prefer just finding it in the game yourself.  If not, then have at the release notes themselves, because all the details are there!

More to come soon.  Enjoy!

UPDATE: 1.017 is now out and improves the balance on the new infestations based on early feedback, as well as making the monster whips work properly in multiplayer.

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.
« Last Edit: May 11, 2012, 09:58:30 am by x4000 »
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Offline MouldyK

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #1 on: May 10, 2012, 09:09:47 pm »
The statues are so deadly! >_<

But I think it's gonna be some Tropico 4 tomorrow (Free Weekend on Steam) and start AVWW again as I want to test how friendly the start is after the mana changes and the other things. Not that I think it won't be Newbie-Friendly, but I seem on the fence about that change still, so think a restart might decide my judgment.


Hell, might actually right an essay of my experiences as I go along for the hell of it. :)

Offline Coppermantis

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #2 on: May 10, 2012, 09:21:33 pm »
SO MANY NEW ENEMIES. I like. I just updated, can't keep up with all these new updates!
I can already tell this is going to be a roller coaster ride of disappointment.

Offline KingIsaacLinksr

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #3 on: May 10, 2012, 09:45:51 pm »
Because we really needed T-Rexes in this game.  Didn't we learn from Jurrassic Park this is a very bad idea to put them in parks?

Oh wait, wrong game.

;)

I can't wait to try out these enemies tonight!  :D

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Offline mrhanman

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #4 on: May 10, 2012, 10:21:45 pm »
It's so beautiful!  :'(

Offline Epitaph64

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #5 on: May 10, 2012, 11:11:27 pm »
Yeah, it's fun to play and have content added constantly. Makes me want to get far in the game so I can experience everything as it's added. Almost about to defeat my first overlord but I think getting Tier 5 spells may be necessary...

Offline nanostrike

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #6 on: May 11, 2012, 03:20:07 am »
The "Infestations" make the game a lot harder, especially since they spawn in Boss rooms almost every time.  The patch notes don't do them justice.  So far, I've seen that:

-The "Wall Slimes" are background objects (Can only be hurt with melee spells, pretty much) that like to sit in hard-to-reach areas.  A lot of 'em are immune to more than one element...and they shoot at you.  Constantly.

-The "Lion Statues" do a crapton of damage.  'Nuff said.

-The "Nettle" stuff is basically spiky crap all over the ground.  Really hard to see and tedious to smack out of the way.  I found this one more annoying than anything else, honestly.




The Time Of Magic characters being available a lot early helps a ton...but it kinda de-values Deciduous Forests a bit.




Also, I've been having this strange bug since the patch that fixed the "All skelebots at character select" thing.  The Neutral Skelebots won't use their second animation frame sheet from any custom texture pack!  It always reverts to the default one.  I know the names are right and the animations work, because they were working fine before this patch.  YOu know of anything that might've changed stuff?

Nevermind.  A few files got corrupted somehow.  Working now.
« Last Edit: May 11, 2012, 03:33:28 am by nanostrike »

Offline Misery

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #7 on: May 11, 2012, 04:22:43 am »
Aye, those lion things are dangerous snots, they are.

I did find though that using an enchant that reduces detectability allows you to see which statues are the bad ones;  not sure if that's intended or a bug.

Offline Finndibaenn

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Re: AVWW Post-Release 1.016 "Slimy T-Rex Infestation" Released!
« Reply #8 on: May 11, 2012, 05:01:19 am »
I'll second that those amoebas in caves that already have bosses make the fights a LOT harder, as you can't dodge everything.

Offline x4000

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Re: AVWW Post-Release 1.016-1.017 "Slimy T-Rex Infestation" Released!
« Reply #9 on: May 11, 2012, 09:58:42 am »
UPDATE: 1.017 is now out and improves the balance on the new infestations based on early feedback, as well as making the monster whips work properly in multiplayer.
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Offline nanostrike

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Re: AVWW Post-Release 1.016-1.017 "Slimy T-Rex Infestation" Released!
« Reply #10 on: May 11, 2012, 01:43:03 pm »
I was looking at the 1.018 changelog and I have one slight gripe:

Monsters no longer count towards kill unlocks in missions.  I understand this was done to prevent Journey To Perfection cheese, but honestly, it just encourages you to dodge all monsters rather than fight them, since they don't even drop shards.

My suggestion would be to have the monsters killed not count or drop shards ONLY during Journey To Perfection and Battlefield missions, where it could really be cheesed.  They should count and drop shards in missions like Boss Tower and Stealth Assassination, IMO.



Also, I'd like to echo my suggestion that Warps be allowed to teleport you directly to the World Map instead of making you teleport to the first chunk of an area and walk out.  That short walk is largely trivial and seems needlessly time-consuming, especially if that first-chunk warp is underwater or in a cave far away from the stage edge.

Offline x4000

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Re: AVWW Post-Release 1.016-1.017 "Slimy T-Rex Infestation" Released!
« Reply #11 on: May 11, 2012, 01:52:24 pm »
I think the warps for secret missions in particular should take you back to where you were.  For the main mission ones, that sounds like a good mantis suggestion, I agree.

For the monsters not dropping shards or helping toward unlocks during missions, the reason for that monsters here really are meant to be something that are avoided or otherwise gotten past, not something that you think to farm.  See the past release notes, it was essentially my compromise with folks who wanted the loot drops (which I was really opposed to).  Missions are meant to have a goal that you go after single-mindedly to accomplish in whatever way you see fit -- like finishing a level in Mario, or getting through a section of Metroid.  You don't stop to kill every last Goomba to rack up points as you go with that sort of thing.  But the more freeform exploration side of the game is naturally different, and so I agree the shard drops are an improvement there for players; the monster unlockables just hadn't been reevaluated since that change.
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Offline nanostrike

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Re: AVWW Post-Release 1.016-1.017 "Slimy T-Rex Infestation" Released!
« Reply #12 on: May 11, 2012, 03:29:02 pm »
I think the warps for secret missions in particular should take you back to where you were.  For the main mission ones, that sounds like a good mantis suggestion, I agree.

For the monsters not dropping shards or helping toward unlocks during missions, the reason for that monsters here really are meant to be something that are avoided or otherwise gotten past, not something that you think to farm.  See the past release notes, it was essentially my compromise with folks who wanted the loot drops (which I was really opposed to).  Missions are meant to have a goal that you go after single-mindedly to accomplish in whatever way you see fit -- like finishing a level in Mario, or getting through a section of Metroid.  You don't stop to kill every last Goomba to rack up points as you go with that sort of thing.  But the more freeform exploration side of the game is naturally different, and so I agree the shard drops are an improvement there for players; the monster unlockables just hadn't been reevaluated since that change.

Fair enough, and I appreciate the reply.  After playing some more, the "Infestations" are still very troublesome and potentially deadly, but I feel that they fit now.  I'm not running into them in every other room and they aren't as insta-deathy (Looking at you, Lions...).

I'd suggest beefing up the Shard drops for certain harder-to kill enemies, though.  Ones like Sea Works and Urban Mechs/Urban Crawlers tend to take a lot more firepower (And thus time!) to kill than other enemies and they should probably drop more shards as a consequence, much like the Blue Whales in the Oceans do.

I tossed my suggestions up on Mantis, with a few other ones I had.  Hope I wasn't spamming it too much, but I'd never gotten around to using it until today.
« Last Edit: May 11, 2012, 04:21:01 pm by nanostrike »

Offline x4000

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