Author Topic: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!  (Read 8126 times)

Offline Oralordos

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #30 on: May 26, 2012, 03:18:11 pm »
I think you want to use this instead for your big no needs.

Offline Coppermantis

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #31 on: May 26, 2012, 03:52:12 pm »
I use that one all the time  :D
I can already tell this is going to be a roller coaster ride of disappointment.

Offline nanostrike

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #32 on: May 26, 2012, 04:18:54 pm »
With a Pre-Industrial Character and a bunch of jumping enhancements, I leave the floatyness on.  It's about the closest you can come to a literally flying character!

Pretty fun.

Secondly, the freefall missions.  I'm still not sure just what the problem was with these to begin with.... frankly I thought they were one of the easiest mission types in the game.... but they've now gone from "rather fun", to "holy crap, I'm not doing that again".

Pretty much the ENTIRE mission does not consist of dodging stuff.   It consists of having enough health to withstand the extremely random and almost totally unavoidable falling bomb things.  Having something that shoots down randomly from the top of the screen, moves at the speed it does, when the PLAYER is near the top of the screen the whole time..... not the best thing.   Not to mention the explosions are so huge that they take up most of the space.   Using a low health character is pointless here;  particularly at high difficulties they're GOING to die, or at least have a very high chance of it.

Also this.  The ones without that falling crap are okay.  But the ones with the falling debris are excessive.  You literally can't dodge them a lot of the time and it turns into "Tank the hits and try to kill enough enemies to keep your health above zero".  Not fun at all.

The ones without the falling crap were okay, though.
« Last Edit: May 26, 2012, 04:22:24 pm by nanostrike »

Offline Misery

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Re: AVWW Post-Release 1.032-1.034 "The Rising Deep " Released!
« Reply #33 on: May 26, 2012, 05:13:47 pm »
Sorry for the double post, but I didn't want to make a new thread for this unless someone else can confirm it.

Has anyone gotten copper ignots lately, the ones that spawn from destroyed boilers and, at least according to the description, seed underground? After I unlocked them, I started scouring underground areas from several different biomes, and while I found several underground buildings, I have never seen any boilers. (And yes, I am searching newly generated areas, and yes, as I mentioned, I did unlock copper ignots)

Yep, I'm getting them just fine.   Lava flats, mostly, the boilers are everywhere.

Offline NyQuil

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #34 on: May 26, 2012, 06:23:29 pm »
I got them all the time from junkyard areas before I unlocked the shipping containers, which seem to mostly have replaced them.  I still find them occasionally underground, but I haven't seen any on the surface in a while.

Offline x4000

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #35 on: May 26, 2012, 07:28:52 pm »
UPDATE: 1.036 is now out with a couple of more bugfixes.  
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Offline Misery

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #36 on: May 26, 2012, 11:26:30 pm »
I got them all the time from junkyard areas before I unlocked the shipping containers, which seem to mostly have replaced them.  I still find them occasionally underground, but I haven't seen any on the surface in a while.

They SHOULD be in the surface areas of the Lava Flats, basically everywhere (as opposed to the caverns).    Those plus alot of Granite make that area worth exploring a bit.

Offline NyQuil

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Re: AVWW Post-Release 1.032-1.035 "The Rising Deep " Released!
« Reply #37 on: May 26, 2012, 11:37:28 pm »
I got them all the time from junkyard areas before I unlocked the shipping containers, which seem to mostly have replaced them.  I still find them occasionally underground, but I haven't seen any on the surface in a while.

They SHOULD be in the surface areas of the Lava Flats, basically everywhere (as opposed to the caverns).    Those plus alot of Granite make that area worth exploring a bit.

I can't claim to know on the lava flats, I've been playing entirely on the first continent since before the official release.  But since the unlock of the crates, I haven't seen them much.

Offline nanostrike

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #38 on: May 27, 2012, 02:25:39 am »
You'll also find Boilers in various underground missions.

I usually find at least one or two in the average Underground Rescue Mission once you have Copper Ingots unlocked.

Offline TechSY730

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #39 on: May 28, 2012, 01:36:21 pm »
Thanks for the conformation in the negative on a possible issue guys. I guess the RNG just decided to mess with me. :P

I finally managed to get a copper ignot from a boiler from a fix anachronisms in a cave mission, go figure.

Offline LayZboy

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #40 on: May 28, 2012, 02:15:34 pm »
We got to continent two, and had a lieutenant in an ocean shallows (which is pretty darn rare).
We thought it would be some kinda of neat boss, but when we finally cleared out the stairs to him (cus we kept filling it with ghosts lolol) ,what we discovered, well, oh lord. It's so bloody strong.

A jellyfish lieutenant.

Fear him.

He does about 100 damage with his hyper fast water attacks (which rivals tier 9 overlord monsters), an touch damage is probably instakill for people. This is so much stronger than any other lieutenant we have ever faced, even on Continent 5. So now we are undecided, kill a T7 overlord, or try taming the beast once again. Will we get off this continent? Who knows....


Or maybe we'll just turn the difficulty down alot, lol.

Offline MouldyK

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #41 on: May 28, 2012, 02:22:19 pm »
As the 2nd person in this Tragic Story which rivals Shakespeare for the amount of drama, comedy and murders involved, I can confirm that we are pretty much useless in this battle.

I mean, it shows me that most (see: all) Fire Spells in this game are as useful as trying to eat Soup with a knife.

Also, I think Launch Meteor should be a Fire-Spell, not Earth.


Why are we posting this here instead of it's own topic? Because we are too dumbfounded to make sense of anything anymore.  :P


We kid, Arcen Games, I still love the game, but damn we are useless now.



EDIT: Okay, we had to turn the difficulty down, but we did it lol. Still, more fire spells please.
« Last Edit: May 28, 2012, 02:42:45 pm by MouldyK »

Offline TechSY730

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #42 on: May 29, 2012, 01:30:26 pm »
About the upcoming boss elemental resistance/weakness changes, doesn't that logic open the possibility for some weaknesses that make little since given the enemy type they are based on?
Like a giant red amoeba being weak to fire? Or a skelebot giant being extra resistant to electric (aka, not a reduced resistance to compensate for skelebots' natural electric weakness, but just a normal magnitude of resistance just as if he got any other resistance)?

I mean more variety is good, but some enemy types, even bosses, have elements that they "seem" like they should be weak to.

Not saying I don't like the new system, but I am asking is if this risk acceptable for the benefits it gives?

Offline x4000

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Re: AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!
« Reply #43 on: May 29, 2012, 06:33:16 pm »
About the upcoming boss elemental resistance/weakness changes, doesn't that logic open the possibility for some weaknesses that make little since given the enemy type they are based on?
Like a giant red amoeba being weak to fire? Or a skelebot giant being extra resistant to electric (aka, not a reduced resistance to compensate for skelebots' natural electric weakness, but just a normal magnitude of resistance just as if he got any other resistance)?

I mean more variety is good, but some enemy types, even bosses, have elements that they "seem" like they should be weak to.

Not saying I don't like the new system, but I am asking is if this risk acceptable for the benefits it gives?

It's not a risk -- it's guaranteed to happen, and frequently.  Think of it as shielding, not an innate character-type-based quality.
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Offline x4000

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