Author Topic: AVWW Post-Release 1.023-1.026 "At The Foot Of Urban Renewal" Released!  (Read 4436 times)

Offline x4000

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UPDATE: 1.026 has been released to fix one more performance bug, plus it also adds a couple of new abilities for neutral skelebots, neutral draconites, and the bronze age characters.
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 Rayzol

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loving all the bug fixes coming, refined passive abilities sound awesome to me! bought this game a few days ago, got a friend to do the same. we dont regret it. Thanks for the awesome game!

Edit: A quick bit of feedback though, i feel that spike/blade traps are a bit too bunched together in some cases (there somtimes can be 6 stacked ontop of each other, that can get pretty tiresome) and i also think that spike traps are a little too big and out of place, well, more so then most things in the game, but they're out of place with purpose :p.
« Last Edit: May 19, 2012, 04:07:21 pm by Rayzol »

Offline NyQuil

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loving all the bug fixes coming, refined passive abilities sound awesome to me! bought this game a few days ago, got a friend to do the same. we dont regret it. Thanks for the awesome game!

Edit: A quick bit of feedback though, i feel that spike/blade traps are a bit too bunched together in some cases (there somtimes can be 6 stacked ontop of each other, that can get pretty tiresome) and i also think that spike traps are a little too big and out of place, well, more so then most things in the game, but they're out of place with purpose :p.

I just did a rescue mission, and half the ground seemed to be covered with those lovely spike traps instead of enemies.  I still completed the mission, but it was a bit annoying due the density. 

I've run into these spike traps spawning on the doors, is that intended?

Offline Misery

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loving all the bug fixes coming, refined passive abilities sound awesome to me! bought this game a few days ago, got a friend to do the same. we dont regret it. Thanks for the awesome game!

Edit: A quick bit of feedback though, i feel that spike/blade traps are a bit too bunched together in some cases (there somtimes can be 6 stacked ontop of each other, that can get pretty tiresome) and i also think that spike traps are a little too big and out of place, well, more so then most things in the game, but they're out of place with purpose :p.

I just did a rescue mission, and half the ground seemed to be covered with those lovely spike traps instead of enemies.  I still completed the mission, but it was a bit annoying due the density. 

I've run into these spike traps spawning on the doors, is that intended?


I've seen the same thing.  Betting it's just a glitch, since there's no way to destroy traps.

The other problem that they sometimes have is spawning BEHIND foliage or some other "background" objects, and therefore being pretty much invisible until you smack into them.   

They seem to work fine other than that, though.



.....and I still havent seen these "stuff-falls" yet, argh.

I sure have seen lots of spikes though!   For an object that (usually) does not even move, they sure are deadly.

Offline nanostrike

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The amount of spikes MAY need toned down a bit.  It can be excessive a lot of times.


The Bronze Age and Skelebot buffs were very needed.  Bronze Age characters were useless and Skelebots were situational at best.

Offline EtherealOne

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Traps are causing some minor headaches for me as well. Mostly of the form

________________________________
XXXXXXXXXXXXX[Door]XXXXXXXXXXX
-------------------------------------------

Where is it impossible to proceed unless you happen to have exactly the right amount of projectile speed to make the lesser teleport drop you in front of the door and when the smallest failure will result in instant death.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!