Author Topic: AVWW Post-Release 1.030 "And Then There Were Nine" Released!  (Read 6217 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/05/avww-post-release-1030-and-then-there.html

This one is another really cool and major one -- but I've learned my lesson.  We're releasing this earlier in the day, and then planning another release later tonight with smaller changes and fixes, so that if there are any issues with this one they don't go untended overnight (or keep me up when I'm trying to get sleep instead).

Anyway, this release has a ton of changes and improvements, many of them small but notable.  The list on the release notes is pretty long and varied, so I won't even try to summarize that here.  But I will highlight four specific major features:

Enchants View Filtering
Now whenever you click an enchant or an enchant slot, it darkens all the other slots/enchants that are not related to it.  Click an empty inventory slot to restore the normal brightness.  This makes managing large inventories full of enchants vastly easier!

Character Select Screen Improvements, And Re-Rolling Characters
There's a whole host of changes here, so be sure and see the release notes (or just check it out in-game).  But the basic idea is that there is no longer a scrolling list of 6-18 characters to choose from.  Instead it just always gives you a non-scrolling selection of 4 that you can more quickly compare, and there is a re-roll button that lets you get a different set of 4 if you don't like any of the ones you were first given.

Added to this, it also now has a filter for time period -- you can leave it on Show All, or just get 4 characters from a time period of your choosing.  If you know you want a character of a certain time period, this plus the re-roll option makes it incredibly, vastly, enormously, gargantuanly easier to get a character you are happy with without a lot of faffing about or suicides.

Three New Enchant Slots Take The Place Of Upgrade Stones
Upgrade stones are now gone, as they simply weren't working out as well as we'd hoped for a long litany of reasons.  See the release notes for all the gory details.

Taking their place are three new enchant slots: Health, Mana, and Attack.  Sound familiar?  It's basically the upgrade stone system you already know, just streamlined and moved into the enchants interface.  So now there are 9 overall enchant slots in the inventory, and these three new ones work a bit differently (having a budget that is shared between them, a few rules on when you can swap them out, etc).

The net effect of these changes is to give you more flexibility with your characters, and not penalize mistakes.  Also letting a single character switch roles more easily, although their base stats still play into what their ultimate role is likely to be.

Health And Mana Rebalancement
When it comes to mana, you can upgrade that more easily now -- base characters don't have any more of it, but it's easier to make a high-mana character via upgrades rather than being forced to use a time of magic character.

For characters in general, they all now have more health, making death hopefully less frequent and the upgrades to the first tier or two of the health stat (formerly via stones, now via the enchants) less vital.  The upgrades variance is now lowered somewhat in response to this, to make it so that there aren't thousands of percentage points difference between one character's health and another's.

Death is supposed to happen from time to time, but not be something that's constant.  It's also supposed to be something that is the culmination of a series of mistakes rather than one slip into the lava.  These changes help bring the balance back into line with those design goals, but I'm sure that more tweaks and refinements will be needed with time.

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 Oralordos

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #1 on: May 24, 2012, 02:42:28 pm »
Is it sad that I immediately thought of Touhou when I saw the title for this release?

Overall looks good. Defiantly for the lieutenant tier fix. I was wondering why that killer bee was so hard at tier 2. Oh well, it's already dead so it won't help it.

Now to go find some upgrade enchants.

Offline x4000

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #2 on: May 24, 2012, 02:43:54 pm »
Upgrade enchants are only found in the opal guardian's store, just FYI!
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Offline TechSY730

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #3 on: May 24, 2012, 02:55:58 pm »
Quote
Fixed a bug where lieutenants were always still tier 4 (and overlords still tier 5) even since the recent region-level changes to overlords and lieutenants. This made lieutenants far harder than they were supposed to be!

Really? Wow. This explains why the lieutenants I fought seemed to hit for so much. I didn't think of it much at the time, I thought the random stat "roll" it did just made it put a bunch into its attack. I also didn't think any about the crazy HP, as I am used to lieutenants having crazy HP.
Took a few tries, but I managed to beat that. Good to know it wasn't supposed to be that crazy all the time. ;)

Anyways, this release looks awesome. Hopefully my rhinos will work now, but I am going to love trying out the new upgrade system, especially now that my "glass cannon" characters (like pre-industrial characters) have become more viable (min HP buff and attack stat investment buffs, yay!)

Offline x4000

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #4 on: May 24, 2012, 03:09:49 pm »
Glad you like!  Now to push out AI War 5.035. :)
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Offline BenMiff

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #5 on: May 24, 2012, 03:26:03 pm »
Small thing: I was poking through the unlockables and it mentions a Boss Delve Mission... is this some kind of future teaser, since I can't see anything about it in the version logs, or should it be mentioned in the version logs already?

Offline x4000

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #6 on: May 24, 2012, 03:33:23 pm »
It's not meant to mention that yet, heh -- oops.  That one is hopefully going to come out later tonight, or definitely tomorrow if not tonight.  It's basically done.
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Offline NyQuil

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #7 on: May 24, 2012, 04:05:57 pm »
I just fired up the new update and noticed in the shard store, when I click the random enchant section, every one of the enchants says ERROR NO NAME SET.
« Last Edit: May 24, 2012, 04:16:16 pm by NyQuil »

Offline x4000

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #8 on: May 24, 2012, 04:16:37 pm »
Yep, already fixed for the next version, sorry about that.
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Offline Singularity125

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #9 on: May 24, 2012, 05:16:36 pm »
I was getting a "fatal error" when I hit Escape in the settlement with this version. Logs show a NullReferenceException, repeated over and over. The net result is that the Escape menu UI is mangled, to the point that I had to use Alt+F4 to close the game. :(

Here's the relevant error. Seems to be brought up again every frame, I have a 2 MB error log with repetitions of this...

Code: [Select]
5/24/2012 4:24:18 PM (1.030) Mem: 35,328,000 Mode: SinglePlayer Plat:WindowsPlayer
--------------------------------------------------------------------------
OnGUI: System.NullReferenceException: Object reference not set to an instance of an object
  at ShoppingListWindow.SubclassPreRender () [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.Render (Vector3 MousePositionFromTopLeft) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
Stack Trace:   at ShoppingListWindow.SubclassPreRender () [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.Render (Vector3 MousePositionFromTopLeft) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0

Offline keith.lamothe

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #10 on: May 24, 2012, 05:24:34 pm »
I was getting a "fatal error" when I hit Escape in the settlement with this version. Logs show a NullReferenceException, repeated over and over. The net result is that the Escape menu UI is mangled, to the point that I had to use Alt+F4 to close the game. :(

Here's the relevant error. Seems to be brought up again every frame, I have a 2 MB error log with repetitions of this...

Code: [Select]
5/24/2012 4:24:18 PM (1.030) Mem: 35,328,000 Mode: SinglePlayer Plat:WindowsPlayer
--------------------------------------------------------------------------
OnGUI: System.NullReferenceException: Object reference not set to an instance of an object
  at ShoppingListWindow.SubclassPreRender () [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.Render (Vector3 MousePositionFromTopLeft) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
Stack Trace:   at ShoppingListWindow.SubclassPreRender () [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.Render (Vector3 MousePositionFromTopLeft) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
If you can post your world, that would really help us be able to find the problem :)
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Offline Singularity125

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #11 on: May 24, 2012, 05:31:09 pm »
Yes, certainly. I forgot about that. Here you go!

Offline keith.lamothe

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #12 on: May 24, 2012, 05:35:25 pm »
Yes, certainly. I forgot about that. Here you go!
Thanks; I tried opening the escape menu in settlements in another mature gamestate and couldn't get it to happen.

Will take a look at this one :)
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Offline keith.lamothe

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #13 on: May 24, 2012, 05:49:42 pm »
For 1.031:

Quote
* Fixed a bug in the previous version where, if you had previously put upgrade stones on your loot-goals list, opening the escape menu would now throw unhandled exceptions.

Thanks :)
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Offline nanostrike

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Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #14 on: May 24, 2012, 06:33:00 pm »
I like this a lot.  Not only is Attack Power now a valid stat to actually have, but you can tweak a character really easily to be a high-HP and high-attack, but have JUST enough mana for a spell you want to cast.

I think the Mana Enchants could use a slight boost, though, as with a lot of the lower-mana characters, even the higher level Mana enchants don't seem to give them quite enough of a boost.

The Character Generation thing seems pretty spot-on, though.



However, since Consciousness Shards are such a needed commodity now, having to pick them up seems a bit tedious (Especially when you kill a flying enemy and they fall a billion feet).  I'm popping in a Mantis suggestion to treat Consciousness Shards like Health Orbs, where they fly to the character that killed the enemy.

http://www.arcengames.com/mantisbt/view.php?id=8106


This would prevent people having to chase the Consciousness Shards from those Giant Bat bosses that they  just killed clearn down to the bottom of a chunk and fishing them out of the Acid Water.