Author Topic: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!  (Read 4769 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/06/avww-post-release-1056-brimstone.html

This one does yet some more polish/fixes, as well as adding some new content.

The largest bit of new content is an entire new region type/biome (for the first time since beta started).  The visuals and feel of this new region type (craggy highlands) are already really different from the other region types, but they'll get even more unique with time in terms of specific buildings and such.

Additionally, continents in general now have more water breaking them up, making for interesting barriers you have to cross more often.  And with the two of these changes combined, continents are now all-around large even starting with the first one.

Beyond that, there's been a pretty hefty rebalance of all the spells to get them to a better place.  Feel free to look at the AttackInfo.csv in the RuntimeData folder after you run the game once and let us know if there are tweaks you think we should make to our formula for determining the relative power of spells.  Balance can never be reduced to an exact science, but we're much closer now than we were prior to this week, which is great.

And that's not remotely all!

Now settlement structures all give minor continent-wide buffs to your civilization as soon as you construct them.  All the settlement structures have always had a purpose, but it's a long-game sort of purpose and presupposes that you plan on using guardian power scrolls and improving the skills of NPCs in the related professions.  Now you get an incremental immediate bonus just from building the structure itself, which should help to erase the sense that some people had that buildings were "pointless" if they weren't playing a scroll-focused style.

Another biggie is the addition of randomized enchant-style stats that are hardwired into individual characters, making them more unique.  This is something that players on the forums were really excited about a few weeks back, and we only now have had time to implement it.  But it means that now aside from the name/portrait/time period specific stats/base stats variance, there's now a completely random extra-bonuses variance with each character.  The idea is that if characters are more unique (in the sense of hard to replace in an exact sense), that helps players to care more about them in a mechanical (as opposed to an emotional) sense.

Oh, and we added a new monster and a new miniboss.  The new monster is specific to the craggy highlands (except when migrating or as part of battlefield missions or anachronism missions, of course), but the new miniboss shows up in about half of the region types.

Aside from last tweaks and bugfixes, this really is winding down toward 1.1.  I'm not sure if that will be on Monday or Tuesday -- that depends on how fatigued the press seems on Monday, as well as how many bug reports/change requests come in for us over the weekend.  But aside from this last jolt of new content to make 1.1 even more exciting, we're definitely trying to wind down and keep the bug count as close to zero as possible, so that then we can move on with larger new features for 1.2 after that.

More to come next week.  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.
« Last Edit: June 09, 2012, 09:09:25 am by x4000 »
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Offline MouldyK

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #1 on: June 08, 2012, 10:48:05 pm »
Wow and I just went to check the new things added before I go to sleep.

Anyway, i'll go to sleep and use my weekend to test out the Multiplayer with LayZboy  :). I had to persuade him to not do the overlord on the continent on my server so that we can get a new continent in this update and test things out.



Keep up the good work. :)

Offline Gemzo

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #2 on: June 08, 2012, 11:02:46 pm »
Noooooooooooooo and I was so close to finishing my list of balance suggestions for all the offensive spells. Now everything is all different. :(

Not too happy with energy orb's DPM getting reduced, I always thought it was a low DPS-but-high-DPM thing. Was still overpowered though, I know. I'll see what else comes up as I play, I guess.

Edit: Luminance arc's DPM is a bit low. Yes you could make up for that by piercing and hitting multiple enemies, but lining up one hit is already somewhat difficult due to the small size and the mechanics of it all. Especially now that it can't slide along surfaces... Even the nerfed creeping death still has a better DPM, and that's arguably easier to hit with.

Edit 2: The changelog has some oddities...
Ice burst cooldown from 1 to 2.
Ice burst cooldown reduced from 2 to 1, and attack reduced from 315 to 150.
Cleft Smoglet mana cost from 30 to 40.
Cleft Smoglet mana cost from 30 to 40.  (It's listed twice)
Clinging fetor cooldown time from 1.5 to 0.75.
Clinging fetor cooldown time from 1.5 to 0.75.  (Again)
« Last Edit: June 09, 2012, 01:07:31 am by Gemzo »

Offline Darth Crater

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #3 on: June 09, 2012, 12:08:31 am »
I'm getting error messages whenever I walk over damaging background entities (tested Stinging Nettles and Small Tentacles; normal enemies do NOT cause errors).  They do seem to be dealing damage still.

EDIT: Spike and Blade traps don't seem to cause this error.

Quote from: Error from Small Tentacle (nettles are identical except for Type)
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at AbilityTypeData.GetEffectiveTierOfAbilityForEntity (.GameEntity EntityUsingAbility) [0x00000] in <filename unknown>:0
  at GameEntity.ProcessBeingSubjectToStandardAbility (.Ability Ability, .GameEntity EntityUsingAbility, Boolean WasThisEntityAlreadyDeadBeforeAbility, Int32 AffectedWeakspotIndex, Int32 OverrideBaseDamage, .AbilityUseResult Result) [0x00000] in <filename unknown>:0
  at Ability.TryExecuteInner (.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) [0x00000] in <filename unknown>:0

UsingEntity:#895209 type:NeutralSkelebotMale
TargetEntity:null
QueuedAbilityUse.Ability.TypeData.Type:GiantSquidSmallTentacleTouch
QueuedAbilityUse.MessageID:2525
Game.Instance.NumberOfQueuedAbilityUsesProcessedThisStep:2
QueuedAbilityUse.ExecutionContextChunkID:5153
QueuedAbilityUse.ExecutionContextRegionID:1024
QueuedAbilityUse.UsingEntityID:895209
UsingEntity.TypeData.Type:NeutralSkelebotMale

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at ArcenDebugging.ProcessAssertionFailure(System.String Message)
   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 09, 2012, 12:19:48 am by Darth Crater »

Offline Misery

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #4 on: June 09, 2012, 04:17:02 am »
Got a funky glitch:  Entered a "secret mission" chunk in a surface area of the Shallows, the mission thing spawned in the right place, but the warp gate spawned at the very top of the map.

I'll attach a the world file (saved right in that chunk), for if that helps somehow.


Also getting the funky errors for damaging background entities, as other players are.



Beyond that, liking the thing with the personality buildings; these were nearly useless before.   Guardian Scrolls above "moderate" are way, way too hard to get.... in my previous world, which I went through I think 5 continents, I dont think I ever saw even one.   If I recall, they ALL need unlocking, but the unlock conditions for them are.... a little absurd.   Particularly with the lowered emphasis on exploration right now (not enough reason to explore caves in particular, but buildings somewhat as well), and mission monsters not counting for unlocks.

Havent seen new area type yet, need to hit the next continent.  Did run into that.... spinning..... boss thing, whatever it's supposed to be.   Definitely not an easy thing to hit!

Offline Psyren

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #5 on: June 09, 2012, 04:42:06 am »
Haven't had a chance to play with the new patch yet, but glancing over the notes i could see some ppl being very unhappy with the drastic balance changes. I don't really mind them tbh but bleh...

The enchant-like perks. I'm assuming they'll grant similar boosts to what we currently get with the enchant setup? If that's the case i'm a little disappointed about that. TBH i was hoping the perks would be minor things that players can't min/max around, and be unique in a sense that we won't get them as item-abilities.
« Last Edit: June 09, 2012, 04:43:51 am by Psyren »
I'm probably typing this on my phone. Sorry if it seems short or disjointed :(

Offline Misery

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #6 on: June 09, 2012, 06:55:25 am »
Haven't had a chance to play with the new patch yet, but glancing over the notes i could see some ppl being very unhappy with the drastic balance changes. I don't really mind them tbh but bleh...

The enchant-like perks. I'm assuming they'll grant similar boosts to what we currently get with the enchant setup? If that's the case i'm a little disappointed about that. TBH i was hoping the perks would be minor things that players can't min/max around, and be unique in a sense that we won't get them as item-abilities.

So far, what I'm seeing is that none of the perks are like, all that strong.   Example, some characters having a boost to one element, I've not seen it be over about 10%;  nowhere near the power of actual enchants that you'd use to boost the same element (which tend to START around 40% and go up from there as you get more of them).

All of the perks definitely seem a good deal weaker than enchant effects, but still enough to be useful.



As for the update,

the new region is REALLY buggy.  Like, unplayable kind of buggy.   It does 2 things:   1. Always spawns my character in the CENTER of the chunk, as opposed to the sides, and 2, creates an impassable wall at the far end of the very first chunk, essentially creating a region with only one surface chunk.   It seems to be treating it like the last chunk in any given surface area, since it's the same kind of wall.   Quick screenshot of the error message:



Since the RNG decided to be a blazing jackass and pretty much gave me ONLY this sort of area to go through on new continent (and three tiles of Evergreen Eagle Hell), I'm kinda stuck;  doing any missions on most map tiles will create the impassible chunk, and lock the area up, so if I later need to get into caves in those zones (and that's gonna be the case), wont be able to.... so I cant do missions unless they're in Evergreen areas (of which there are only 3).

Finally, the game ISNT giving out the buildings this time;  I got a Tri-Tower, and that's it.... there's no others.

Including the world file with this post, in case it helps somehow.


Other than the errors, this looks to be another very good update.   The new area, what I've seen of it, is pretty neat, and that crazy rock-flinging spark thing is like some sort of super-esper.   The balance changes are good so far too.    Though, my favorite part is the changes to the worldmap generating; new continent is way more interesting in terms of how it generated than any others.  Buoys are going to finally be important for more than JUST reaching shallows, and it looks like I'll have to make decisions about where exactly I want to go with each shelter placement, wheras before I could often place just two or three and open up everything I needed.  So really liking this aspect alot.  Much more interesting indeed.   And it just LOOKS nicer.


EDIT:  Also, on the worldmap, in addition to the normal 4 Evil Outposts, the game also generated an already-defeated one.   The lieutenant/overlord/continent tier seems unaffected by it though.


« Last Edit: June 09, 2012, 07:03:17 am by Misery »

Offline Psyren

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #7 on: June 09, 2012, 07:11:55 am »
I'm not near a PC at the moment so forgive my bad formatting or typos (opera mini ftl)

What I meant is I would have preferred 'unique' perks instead of simply MOARPOWER... I had a chance to fiddle with the new characters earlier and I'll agree the  boosts are minor, but yeah I was hoping it would be something else other than MOARPOWER...

I actually have is list of perks that I could shoot off that are equally minor, but I'll do that when I'm near a PC again. Maybe the devs might like 1 or 2 of them (I hope).
I'm probably typing this on my phone. Sorry if it seems short or disjointed :(

Offline MouldyK

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Re: AVWW Post-Release 1.056 "Brimstone Highlands" Released!
« Reply #8 on: June 09, 2012, 07:27:38 am »
I would like to confirm that the already defeated Lieutenant Tower was already in one of them for me like 4 betas ago, but forgot to report it. :/

Also, many error codes to do with the background entities as you have already spoke about.

So far, I am living with the Geyser and Flamethrower changes though, so I won't have to rage just yet. ;)

Offline x4000

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #9 on: June 09, 2012, 09:09:42 am »
UPDATE: 1.057 is now out with some bugfixes.
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Offline x4000

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #10 on: June 09, 2012, 09:16:39 am »
A few notes from scanning the thread (I have to run for the rest of the day, so hopefully the new version does better for folks:

1. Make sure and make mantis reports for bugs, etc.  We see those directly and a lot quicker, whereas we're a lot slower to see forum comments.

2. Yeah there were a few duplicate issues I'm sure with the release notes on spell balance, as I was doing it in sections over hours.  It's all correct in sequence, with stuff at the bottom being more right.  Sorry about that.

3. Perks are definitely weaker than what you get with a standard enchant; that's the idea.  There will later be perks introduced that you can't get any other way, but we're not to that point yet.  Right now it's more a matter of having the perks system in there at all.  And hey, these things stack -- don't knock 10% bonus to something when you can stack that on top of your other things you were already using.  That can be made of win.

4. I don't know of a reason the game wouldn't be giving buildings; most likely it is, but just on certain mission types.  Or it's erring on the side of giving you ingredients instead in the short-term, which means you'll get buildings as new missions take their place.

5. With the pre-dead lieutenant tower that's very odd, and I've not heard of that until now.  Would be good for mantis if there's some way to duplicate in particular.

6. In terms of raging about any particular balance change on spells, please don't -- it's a waste of emotion and your blood pressure.  Don't think of the balance shifts as edicts from us.  Rather, we all have the same goal that all the spells be useful and individually fun.  The changes in this past version were aimed to improve that across the board, but of course we're going to miss the mark some.  I think that it's a much improved situation in aggregate than it was previously, but it's still not perfect I'm sure.  Rather than getting mad, take a look at the spreadsheet and combine that with your own experience to make a case for what you think should be changed.  We're listening!

And with that I'm off for the day; hopefully nothing else breaks. ;)

Have a good one!
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Offline MouldyK

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #11 on: June 09, 2012, 09:30:10 am »
Well I was kidding. The spell balances were needed, especially for Flamethrower and I guess Geyser. Nice to see I can actually constantly stream Geyser now, which I couldn't before because of the mana cost involved. So thanks. :)


My main problem now is deciding between the Pre-Industrial's High Attack and Decent Mana and Added Floatiness and the Medieval's High Health and Good Protection from Melee, especially from Traps. =/ But I will sort that out on my own lol.


Anyway, thanks for the update and have a nice day!


Added note about the Lieutenant Ghost Towers: They are usually empty and have no Lieutenant in at the end and it is clear it is defeated. I will give world if I ever see it again, but the first time I saw it, I thought nothing of it other than it was cool and even made my own plot-line about it. Maybe one of the other Lieutenants got bored and moved out?  ;)

Offline dis astranagant

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #12 on: June 09, 2012, 10:59:44 am »
Hit detection on the brimstone guys seems really buggy.  I just had one in the overlord's keep take no damage in 5 minutes of hitting it with fire touch (it was air weak earth resistant)

E:  Oh, I just realized that the force field shenanigans does hug all against the best spells in the game: Energy Orb and Ball Lightning.  Energy Orb especially, since I can't recall the last time I saw an enemy that resists it in any meaningful way.

E2:  Looks like your new broken up continents could use some work.  My continent 2's only ports are on tiny islands in the middle of nowhere.
« Last Edit: June 09, 2012, 01:07:44 pm by dis astranagant »

Offline Misery

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #13 on: June 09, 2012, 05:49:18 pm »
1. Make sure and make mantis reports for bugs, etc.  We see those directly and a lot quicker, whereas we're a lot slower to see forum comments.



Haha, sorry, I keep forgetting to do that;  not surprising, I can barely remember my own phone number or things like what day or month it currently is, so...... yeah.  Lol. 


Either way, looks like that's all fixed, that one big strange bug was really the only one I found.   As for the buildings, probably right, they'll likely show after doing a couple missions; didn't think of that since I was kinda stuck not doing them for a bit there.


Darn good update so far, was surprised that it had all this new content in it, since the official patch hadnt happened yet.   Was a nice surprise overall, heh.

Offline Gemzo

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Re: AVWW Post-Release 1.056-1.057 "Brimstone Highlands" Released!
« Reply #14 on: June 09, 2012, 06:33:48 pm »
I had to share this... I encountered the new miniboss and I forgot to take an area of effect spell along with me. So the only spell I had that could hit it was storm fist... So I won by dropping explosive bear traps on it. Thank goodness it can't fly.

Edit: Also during the fight it seemed as if the barrel traps RARELY, if ever, got set off by explosive bear traps. Maybe one for Mantis, if someone else can confirm?
« Last Edit: June 09, 2012, 06:36:10 pm by Gemzo »