Author Topic: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!  (Read 5527 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Original: http://arcengames.blogspot.com/2012/05/avww-post-release-1031-light-our-way-as.html

This one is our second release of the day, but it's not just minor fixes this time.  Sure, there are a variety of fixes both major and minor.  But there are also some substantial improvements to how enemy-dropped consciousness shards work AND a new mission type.

The new Boss Delve mission is nothing that complicated, but it's welcome variety for the early game in particular, which was something we wanted to be sensitive to.  Also, it lets you kill two birds with one stone when it comes to gathering gems and arcane ingredients, whatever your current tier/continent/skill is.  The new style of vertical cave structure of these missions makes them particularly fun to spelunk down into, as well, I think.

Oh, and as part of this version the state of equipped enchants are now synced between players in multiplayer.  That sounds boring, but the key thing it means is this: the longstanding issue where you couldn't see light sources being emitted from another player's enchant is now resolved.

That means that one player can now light the way while others follow with enchants that aren't bound to light.  Or it means that with a group of players the light is pushed back even further as they all spread out, giving a distinct visual advantage to a large group of players.

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.
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 Kregoth

  • Jr. Member
  • **
  • Posts: 54
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #1 on: May 24, 2012, 09:14:27 pm »
I swear I just asked you guys on twitter to stop making AVWW more and more awesome, seriously STOP I can't remember the last time I slept  :P

"Arcen Games, the coolest group of people to grace the Earth!" :)

Offline blastpop

  • Jr. Member
  • **
  • Posts: 58
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #2 on: May 24, 2012, 09:17:17 pm »
Talk about fast and furious... Can't keep track of the changes as they fly by so fast...  8)

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #3 on: May 24, 2012, 10:01:11 pm »
I swear I just asked you guys on twitter to stop making AVWW more and more awesome, seriously STOP I can't remember the last time I slept  :P

...

It all makes sense now.

AVWW is an insidious AI plot to, a, distract us from it and, b, addict us so badly that we lose sleep, and thus unable to function well against it. :P



On a more serious note, more awesome stuff. The boss delve mission looks cool; basically boss tower but down instead of up. :D

Offline LintMan

  • Full Member Mark III
  • ***
  • Posts: 227
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #4 on: May 24, 2012, 10:18:20 pm »
I love the new delve missions!  Awesome!

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #5 on: May 25, 2012, 05:25:26 am »
Ran into some strange bugs here;   I had an outdoor desert chunk sorta....  half generate (and produce a big blob of red text).  All buildings and other background objects were there, but..... the GROUND was not  :P    Needless to say, I didn't stick around THERE for long.   I got a screenshot of the error messages and made a copy of the entire save and such in case that's needed.

I also had the game refuse to exit;  clicking to exit to operating system, so that I could restart the game, caused it to spaz out and just make the clicking noise over and over and over and over.



Beyond that though, liking this one so far. 

Has the balance of character stats altered with this one?   I could SWEAR I bought enchants for the same upgrade numbers that I was using with this character before the change.... 2 health, and 4 each of attack and mana, but I ended up with different stats; less health and mana than before, and what MIGHT be more attack, as if this particular character (Draconite) needs more attack power, heh.

Not a complaint, mind you.   If that IS the case, it's probably a good thing.  I'd been wondering about the character type balance a bit, in particular the Draconites, my current favorites, almost seem TOO good.   Less health and mana with the same build actually seems more balanced.

Though holy CRAP is the mana regen high.  I only have like, 180 mana, but the regen is so high that the shield wont drain it (they time out though after 10 seconds, yes?).   

So it's..... very interesting, gonna change the way this guy plays a bit, probably for the better though.

And a BIG thanks for the floating shards!  Always hated when the blasted things would (always in a cave) drop waaaaaaaaaaaaaayyyyyyyyyyyyyyyyy down and be a huge hassle to get.... and of COURSE I always had to go get them ANYWAY, because they're basically money, and there seems to be ALWAYS stuff I want to buy....


Aside from the bugs, liking this update so far.   Havent tried new mission yet.   Mostly just posting because I wanted to mention those couple of bugs before I totally forget.


EDIT:  2 quick things, first of all, that wierd chunk bug fortunately ISNT happening every time, so that's good.  I'll post it to Mantis in a bit anyway though.

Second, the mana regen is higher than I thought with this character, I can actually storm dash infinitely.....  might be a balance issue?

EDIT 2:  Ok, yeah, attack power....... just a BIT higher.   With the Upgrade stones, even for the Draconites it took like 4 or so upgrades to push it past 200%, this being with them starting around 150-160.    Now though..... again, starting in that range, I'm at..... 278%.   That's pretty darn high.  Dunno if it's supposed to be like that or not?
« Last Edit: May 25, 2012, 08:04:04 am by Misery »

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #6 on: May 25, 2012, 09:35:28 am »
Both clarity of the system and the cost of the new enchants were really the only things I had issues with the new system, and you have already fixed the second and have acknowledged the need to work on the first.

So, no more complaints at all about this new system.


However, with potentially 27 new enchants that are important enough to keep around, it does highlight the need for some nicer enchant management tools, or possibly nicer inventory management tools in general.


Second, the mana regen is higher than I thought with this character, I can actually storm dash infinitely.....  might be a balance issue?
And yea, I think MP regen per upgrade point may have gotten buffed a bit too much.  ;D

Offline yllamana

  • Full Member
  • ***
  • Posts: 118
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #7 on: May 25, 2012, 09:53:55 am »
When I want to see a particular category of enchant, I'm instinctively left clicking on the enchant slot. This currently unequips the current enchant, which is not what I want it to do. Would that change fit into what you have in mind?

Similarly, when I'm throwing out new enchants I create spaces in the inventory, which means new enchants appear in those spaces and it's not readily apparent where they are. Would it be possible to put a sparkly border, say, around the enchants that are new since the window was last opened? That would help a lot.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #8 on: May 25, 2012, 09:57:52 am »
When I want to see a particular category of enchant, I'm instinctively left clicking on the enchant slot. This currently unequips the current enchant, which is not what I want it to do. Would that change fit into what you have in mind?

Wait, what?  That's not what it does for me.  I was doing that prior to the most recent update or so, but I fixed that.  You're still seein git?

Similarly, when I'm throwing out new enchants I create spaces in the inventory, which means new enchants appear in those spaces and it's not readily apparent where they are. Would it be possible to put a sparkly border, say, around the enchants that are new since the window was last opened? That would help a lot.

It's something that would certainly be a good enhancement for the future, I agree.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #9 on: May 25, 2012, 09:59:18 am »
When I want to see a particular category of enchant, I'm instinctively left clicking on the enchant slot. This currently unequips the current enchant, which is not what I want it to do. Would that change fit into what you have in mind?

Wait, what?  That's not what it does for me.  I was doing that prior to the most recent update or so, but I fixed that.  You're still seein git?


Yea, I see it too in this version, sometimes. Maybe I am dragging it a bit when I click it and don't realize it.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #10 on: May 25, 2012, 10:01:51 am »
When I want to see a particular category of enchant, I'm instinctively left clicking on the enchant slot. This currently unequips the current enchant, which is not what I want it to do. Would that change fit into what you have in mind?

Wait, what?  That's not what it does for me.  I was doing that prior to the most recent update or so, but I fixed that.  You're still seein git?


Yea, I see it too in this version, sometimes. Maybe I am dragging it a bit when I click it and don't realize it.

That shouldn't matter unless you're dragging out of the box it was in.  I'll check on that, maybe it broke again since my testing of it.
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 yllamana

  • Full Member
  • ***
  • Posts: 118
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #11 on: May 25, 2012, 10:15:01 am »
When I want to see a particular category of enchant, I'm instinctively left clicking on the enchant slot. This currently unequips the current enchant, which is not what I want it to do. Would that change fit into what you have in mind?

Wait, what?  That's not what it does for me.  I was doing that prior to the most recent update or so, but I fixed that.  You're still seein git?
Yes, I'm running Mac 1.031 right now and it does it even if I don't move the mouse at all.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #12 on: May 25, 2012, 10:24:08 am »
I'll see what I can find.  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 yllamana

  • Full Member
  • ***
  • Posts: 118
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #13 on: May 25, 2012, 10:40:43 am »
I'll see what I can find.  Thanks!
Thank-you!

I know when I post it's usually some kind of criticism of an aspect of the design or implementation, or about a bug, but I find your games really delightful and I'm always pleased to support them. :)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!
« Reply #14 on: May 25, 2012, 10:47:34 am »
No worries at all!  And I appreciate the kind words, but usually we can tell when people are commenting on flaws out of a genuine love for the game versus a frustration that the game isn't something that they'd rather it was. But the kind words are always appreciated, it makes the days easier compared to the other sort. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!