Author Topic: AVWW Post-Release 1.046 "Release Candidate 1 " Released!  (Read 3404 times)

Offline x4000

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AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« on: May 31, 2012, 10:51:43 pm »
Original: http://arcengames.blogspot.com/2012/05/avww-post-release-1046-release.html

This one is very close to our final 1.1 official build (after which we'll start working on the betas for 1.2, so never fear).

Along with some fixes and tweaks, this version also includes a new music track, 99 new room templates, and a new semi-secret miniboss.  Whew!

Mainly we are looking to see if there are any other critical issues that need to be taken care of prior to 1.1, and that's pretty much it until Monday.  Then we're back onto new spells and missions and such, which we're excited to get back to.

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 TechSY730

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #1 on: May 31, 2012, 11:38:35 pm »
Anyone else having issues with the updater? For the last 8 versions or so, the game will not start the actual updater after downloading the package, but rather just go back to the main screen. Not even clicking on the button to run the updater manually works, it also just goes back to the main menu. I've had to quit the game and run the updater manually each time.

Offline NyQuil

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #2 on: May 31, 2012, 11:58:21 pm »
Update worked fine for me.

I've not run into this before, but I just did a fix anachronism is cave in a desert region.  None of the monsters were local.   It was basically a kill everything mission.

Offline TechSY730

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #3 on: May 31, 2012, 11:59:12 pm »
Update worked fine for me.

I've not run into this before, but I just did a fix anachronism is cave in a desert region.  None of the monsters were local.   It was basically a kill everything mission.

Same here, anachronisms in cave missions seem to have a ludicrously low rate of local monster spawns. (My second one had like 2 native monsters...)

Offline NyQuil

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #4 on: June 01, 2012, 12:01:54 am »
Just did another in grassland, only one monster that I wasn't supposed to kill.

Offline Coppermantis

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #5 on: June 01, 2012, 12:15:19 am »
I actually get a ton of anachronism missions with no native monsters. In the deep I had one with only anachronistics. Come to think of it, I've never seen an enemy in the Deep. I had a JtP with no enemies. Never encountered any Utahraptors or rexes either. Do they only get unlocked at continent 3 or something?
I can already tell this is going to be a roller coaster ride of disappointment.

Offline TechSY730

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #6 on: June 01, 2012, 12:15:29 am »
Oh, and thanks for making creeping death even more ludicrously overpowered than it already was.
I am getting 3650 or so with every shot now. Granted, I am playing a pre-industrial character (the glass cannon ones) with a +40% entropy right hand enchant and a level 3 attack boost enchant (bringing my total attack to 301%), but still, this seems a bit crazy.
« Last Edit: June 01, 2012, 09:07:41 am by TechSY730 »

Offline Nethellus

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #7 on: June 01, 2012, 07:56:40 am »
Boosting Creeping Death 5 as far as I can, I get over 10.000 damage per second, but my enchants are not the best, so it could go a lot higher than that. And the only torso enchant that gives entropy power is Cloak of Shadows, which means that with this build you are able to one shot pretty much any enemy before they know you're there. Bosses are more troublesome though, and most of them will kill you since your health will be less than 100 and damage reduction would probably be less than 30%.

But despite very high damage I don't think Creeping Death is overpowered, since it costs very large amounts of mana and a lot of sacrifices needs to be made just to be able to fire it, and you can only fire it once or twice before running out of mana. It is too troublesome to use and I find other spells more effective.

Offline MouldyK

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #8 on: June 01, 2012, 08:12:30 am »
Creeping death does not seem overpowered what with it's high mana cost to use, i'd prefer it do damage which is worth the cost.

Saying that, I just use a 120 mana Pre-Industrial Character with 486 Health and able to spam Flamethrower and Geyser, my new favourite spells. :P

Offline Misery

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #9 on: June 01, 2012, 08:40:46 am »
Creeping Death does seem perhaps a little overpowered to me.

Frankly, I thought it was fine to begin with;  it wasnt the easiest spell to use, but when used properly it was very strong.

And now it's power is MULTIPLIED.   The spell just wrecks things.  Seems much too strong.  Particularly compared to other "big" spells; Flameout or whatever it's called costs 700 per shot but doesnt come anywhere near that level of power, and the same goes with Rock Slide and Meteor Storm, or whatever they're called (and those are unusually time consuming to get, and hard to hit things with).  Heck, Creeping Death even has the piercing and sliding effects, in addition to it's monstrous damage.

I'm not finding it troublesome to use either, but then I wasnt really finding the previous version all that hard to use (had often been using it against bosses).


Having said that though, I would like to see some of the "big" spells become more useful than they are.    I do like that Insect Orb got changed, though perhaps could still use a few more tweaks.


Also definitely liking the 3 new spells.   So many uses for those. 


Oh, and while I'm mentioning hard to use/get spells.....

.....what exactly is Dire Butterfly supposed to be for?   That's the one spell where I really dont know what it's supposed to be for.
« Last Edit: June 01, 2012, 08:42:38 am by Misery »

Offline TechSY730

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #10 on: June 01, 2012, 10:38:38 am »
Looking at the bug tracker, I almost feeling like apologizing on the behalf of the player community for finding so many issues this close to a stable release.

But then again, that is sort of what we beta testers are for. Still, this does mean you have a fair bit of "power coding" to do today. I wish you good luck with that. :)

Offline LayZboy

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #11 on: June 01, 2012, 11:53:32 am »
Frankly, I thought it was fine to begin with;  it wasnt the easiest spell to use, but when used properly it was very strong.

Creeping death used to be a pretty poor spell, normally only being able to 1hko bats and maybe an esper if you was lucky with your enchants, which you could do with other spells that cost a lot less.

But now it is too strong, which I kinda don't mind, but maybe the mana cos should be now increased to like 550 or so? so that the only people who are really be able to use this really strong spell is those mana guys from the deciduous forest who've put alot of thier upgrade points into mana.

Offline MouldyK

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #12 on: June 01, 2012, 01:57:37 pm »
Dunno where this should go, but my game kept bugging out (MP) and I could not enter/exit chunks and eventually had to restart the server.

Quote
6/1/2012 6:49:01 PM
TellTheDeveloper while IsInAbilityDeserializationOrProcessing, Message:Info: MultiplayerClient called Region.GetInteriorData() on a region it had not received interior data for; null returned.
QueuedAbilityUse.Ability.TypeData.Type:UpdateRegionInteriorDataWithNewChunkMetadata
QueuedAbilityUse.MessageID:31147
Game.Instance.NumberOfQueuedAbilityUsesProcessedThisStep:3
QueuedAbilityUse.TargetRegionID:1224

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination)
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.TellTheDeveloper(System.String Message)
   at Region.GetInteriorData()
   at Region.FindDungeonByID(Int32 DungeonID)
   at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at QueuedAbilityUse.TryExecute()
   at Game.ProcessSimStep()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()

:/
« Last Edit: June 01, 2012, 02:09:00 pm by MouldyK »

Offline keith.lamothe

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #13 on: June 01, 2012, 02:55:22 pm »
Dunno where this should go, but my game kept bugging out (MP) and I could not enter/exit chunks and eventually had to restart the server.

Quote
6/1/2012 6:49:01 PM
TellTheDeveloper while IsInAbilityDeserializationOrProcessing, Message:Info: MultiplayerClient called Region.GetInteriorData() on a region it had not received interior data for; null returned.
QueuedAbilityUse.Ability.TypeData.Type:UpdateRegionInteriorDataWithNewChunkMetadata
QueuedAbilityUse.MessageID:31147
Game.Instance.NumberOfQueuedAbilityUsesProcessedThisStep:3
QueuedAbilityUse.TargetRegionID:1224

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination)
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.TellTheDeveloper(System.String Message)
   at Region.GetInteriorData()
   at Region.FindDungeonByID(Int32 DungeonID)
   at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at QueuedAbilityUse.TryExecute()
   at Game.ProcessSimStep()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()

:/
That's a downstream issue to the server thinking you're in that region (and thus sending you the updated metadata for something you only have in memory when you're in the region) and you not actually having that region's interior data in memory.  But I've got a fix that will at least have it skip this messsage in this case rather than getting annoyed about 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 NyQuil

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Re: AVWW Post-Release 1.046 "Release Candidate 1 " Released!
« Reply #14 on: June 01, 2012, 09:29:07 pm »
Frankly, I thought it was fine to begin with;  it wasnt the easiest spell to use, but when used properly it was very strong.

Creeping death used to be a pretty poor spell, normally only being able to 1hko bats and maybe an esper if you was lucky with your enchants, which you could do with other spells that cost a lot less.

But now it is too strong, which I kinda don't mind, but maybe the mana cos should be now increased to like 550 or so? so that the only people who are really be able to use this really strong spell is those mana guys from the deciduous forest who've put alot of thier upgrade points into mana.

I think 550 is really high imho.   I love using this spell, but the ability to use this spell seems to get farther and farther away.

I have a small suggestion for this, or possibly a similar spell; make it an all mana spell.  I don't know if this is feasible, but perhaps if this or a similar spell used all your mana, and the damage the spell did, or some other stat on the spell, would vary based on the mana used.  It could even have a minimum mana.

I just think 550 is getting away from reasonable play levels.

Just my 2 cents.