Author Topic: AVWW Post-Release 1.104-1.105 "The Victorious Return Of... Levels!" Released!  (Read 7753 times)

Offline Misery

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Ok, ran into a game-breaking bug:

The crafting inventory ENTIRELY DELETING ITSELF.   This happens upon save & exit, or upon reloading.... it's hard to tell.

There's already a couple of mantis issues for this one: http://www.arcengames.com/mantisbt/view.php?id=8677


It's a rather large and nasty bug, but it's the only one I've seen so far, so that's good.   Er, at least I think it is.


Edit:   Also, is it just me, or did some monsters get weaker?

I'm seeing level 6 Water Espers and Blue Amoebas going down in a single hit to Ball Lightning (level 7), which previously never happened.      Some bosses also seem to be dying unusually fast to things that normally require hitting them many times with, like that..... double-entropy-shot spell that I suddenly cant remember the name of.   Bosses that arent weak to whatever it is, specifically, still dying oddly fast.   I'm on Master Hero difficulty here.
« Last Edit: June 29, 2012, 08:20:59 AM by Misery »

Offline x4000

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UPDATE: 1.105 is now out to fix a couple of bugs, one of which was rather critical -- your crafting inventory would not survive save/loads in the prior version because apparently we forgot to hook that up to even try to save.  Very sorry about that!  Hopefully people either have backups from prior to 1.104 or had already spent most of their resources anyhow.
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Offline x4000

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Edit: Is anyone else's launch rock not "cleaving"?

I'm able to duplicate this -- I've added it to my list, good catch. :)

Edit2: I like that you can see what modifiers are going to be on a spell in the mission reward section from a min/max perspective. But shouldn't that be left as a surprise for when you get it?

With the missions, the intent with them has always been that they would be intentional actions you take in order to get a known reward.  That's kind of their main difference from freeform exploration.

At the "Crafting Workbench", the "Spellgems missing some resources" seems to show all the spells I can make as well as the ones I can't.  Shouldn't this only be showing the spells I don't have the items to craft?

Oops, good point, will fix!

For clarification: if I have a Fireball spellgem with +20% projectile speed, does that bonus apply to all of my spells while I have the fireball gem equipped, or only to the fireball itself?

Any spell bonuses that are on a spell itself just apply to that spell.  Anything that is in an enchant that you equip to your enchant slots applies to all your spells (or all the spells of a color as the case might be, etc).  Spell effects that say "To Target" debuff the enemies hit with that spell, but it's still just based on that one spell.

Can I just say thank you for removing the need to reach a certain depth of dungeon in order to unlock spells, that crap was a chore.

My pleasure, but don't thank me too fast -- those are still there, and actually got even deeper than they were before.  They just apply to a couple of spells (shields, mostly) rather than wide swathes of spells. :)

Is clinging fetor supposed to not do any damage? It releases a purple projectile that flies to the nearest enemy and just hovers over it for a few seconds before disappearing. I never used the spell before this update.

That's been a bug for a few weeks, not sure what's up with that.

EDIT:  Also, before I even fire the game up, looking at the patch notes here, I have to give an immediate thanks for not having maze rooms be stash rooms anymore.   Maze rooms definitely work best when the entire goal of them is to find the doors you're looking for, as opposed to trying to cover every freaking passage.

Actually, it looks like there are some still in. I don't see why anyone would dislike maze stash rooms, the sheer amount of enchantment charges in them is glorious. I found this in a town ruin, which is like the only buildings in towns that I bother to enter because they have maze stash rooms, and I got like three and a half enchantments from here.

http://i.imgur.com/SsDKQ.jpg

That's not actually a stash, that's just the normal rewards that come with any long hallway (which maze rooms have lots of).  Stashes are yellow on the minimap.

1.  Starting on continent 2, enemies are immediately using their previous tier-5 attack patterns; Ice Espers firing three rocks at once, for instance.  I assume this doesnt happen for the first 4 levels of the game, on continent one..... after that, are they just permanently in this mode?     This isnt a complaint, mind you.  I'm playing on a high difficulty level, so having enemies be more aggressive and nasty works for me.

Yep, that's working as intended, for the same reasons you like it. :)

Also:   Possibly consider letting the player start with Storm Dash unlocked, as before.

For one simple reason:  The very beginning of the game is now so slow as to be downright painful, particularly to someone like me who has no patience.   The crafting requirements are very light, but it's still taking absolutely forever to get them, and backtracking is just horrid without it.

Yeah, that doesn't happen on advanced or expert starts and needs to.  Good call!

That being said, I havent gotten to compare common and uncommon spells;  when I tried to craft an uncommon one just now, the game..... utterly ignored me.   Clicking "craft uncommon gem" did absolutely nothing.   To see if the rest of the menu worked, I intelligently blew it on the common version instead (that was smart).   That did though at least let me craft it.   I tried to craft uncommon Fireball, specifically, to compare it to the common version I already had.

Very odd -- we'll see what we can find with that.

Edit:   Also, is it just me, or did some monsters get weaker?

I'm seeing level 6 Water Espers and Blue Amoebas going down in a single hit to Ball Lightning (level 7), which previously never happened.      Some bosses also seem to be dying unusually fast to things that normally require hitting them many times with, like that..... double-entropy-shot spell that I suddenly cant remember the name of.   Bosses that arent weak to whatever it is, specifically, still dying oddly fast.   I'm on Master Hero difficulty here.

There was a bug that I fixed that was causing enemies to do twice as much damage as they were supposed to, and I believe I fixed something related to their health in general, too.

But beyond that it would mostly be a matter of whatever bonuses your spells have now versus previously.  Enemies get 30% more health on each continent beyond the first you play on, though, so if you were further into the game before then you'd be used to far harder enemies than now.  Maybe that's it?
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Offline MouldyK

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Edit: Is anyone else's launch rock not "cleaving"?

I'm able to duplicate this -- I've added it to my list, good catch. :)


Beta Version 1.056:

"- Launch rock and launch ice block are no longer piercing, but instead explode on contact."

^--- Wern't it changed then so it don't Cleave?

So, current thoughts on this, is that this is pretty awesome.

After getting bloody Storm Dash and getting THAT out of the way, MOST of my time in-game has been spent exploring;  been awhile since I've been able to say that!

I been in so many Desert Building Stashes, but have yet to find Magma! Where did you find yours? XD

Offline Misery

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I been in so many Desert Building Stashes, but have yet to find Magma! Where did you find yours? XD


Lava Flats.

I too went through a pile of Desert Buildings (mostly, because I was hoping I WOULDNT have to go into the Lava Flats;  those raptors are my bane, they are).

didn't find Magma at all there.

So..... yeah, Lava Flats.   I got two of them within a decent amount of time.   I also got my health points mangled by those accursed Raptors and by Exploding Espers going nuts at me.

Offline MouldyK

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I started on Continent 1 XD So if it is true that both of us seem to find nothign in desert building, then there is a problem with getting Storm Dash maybe in Continent 1 if people search there.

I'll search for a bit more just in case.

Offline TechSY730

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I also got my health points mangled by those accursed Raptors and by Exploding Espers going nuts at me.

Good to see that the lava flats are still extending their warm welcome. ;)

Offline x4000

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Ah, thanks for the reminder on the launch rock -- that's all well and good, then.

For the lava in the stashes in the desert, I'll have to make that more frequent for the sake of continent 1.
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Offline MouldyK

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Ah, thanks for the reminder on the launch rock -- that's all well and good, then.

For the lava in the stashes in the desert, I'll have to make that more frequent for the sake of continent 1.

And at that moment, I found Magma  :P 10 buildings later.


And as for the Launch Rock, I guess it wouldn't hurt for cleaving to be put back on. Although an idea for the future may for for cleaving to possibly be a modifier on select spells. Kinda like how I loved the ledgendary snipers in Borderlands which could rapid fire, so I always kept an eye out for them.
« Last Edit: June 29, 2012, 09:40:09 AM by MouldyK »

Offline Misery

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Quick question that I just thought of:

Enemy migration.... is this still happening?   I dont think I saw this occuring at all; ice age was still all skelebots and ice espers, for instance, even when right next to a desert and lava zone.  I hadnt defeated any lieutenants yet though, so is it perhaps connected to them, instead of to the world level?

It's an interesting feature, so hoping that's still gonna be working as it was before.

Offline Penumbra

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Edit: Is anyone else's launch rock not "cleaving"?

I'm able to duplicate this -- I've added it to my list, good catch. :)


Beta Version 1.056:

"- Launch rock and launch ice block are no longer piercing, but instead explode on contact."

^--- Wern't it changed then so it don't Cleave?


Maybe its tooltip should no longer say:

Quote
Launch a heavy rock on a trajectory to hit enemies in its path. Great for mowing down crowds of enemies in open spaces, or hitting enemies over hills.

I want a refund!  ;)

Offline MouldyK

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I'd ask for one too, but it was my starting spell, so I didn't spend anything for it.  ;)

Offline LayZboy

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Started A new world with MouldyK:

No starter enchants cus they aren't shared i guess so i got NOTHING.
Dropped a Health upgrade to have it vanish into nothingness.

Lolmultiplayer.

Offline keith.lamothe

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No starter enchants cus they aren't shared i guess so i got NOTHING.
Dropped a Health upgrade to have it vanish into nothingness.
We didn't change anything about sharing of enchants (there weren't shared enchants before) or about what happens when you drop an enchant :)
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Offline MouldyK

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Then may I tell you that when I started up a server after playing on it for 2 hours alone, LayZBoy entered and all the starter enchants I had did not happen for him, so it was a bit annoying for him.

Also, when you drop the Health/Mana/Attack orbs, sometimes they vanish and cannot be picked up again. Not a problem with the low cost, but still kind of annoying.